thats not a base design, just room designs. For a base you need to think about interaction between rooms, for example you want one smelter right near workshop for whetstone+scourgestone+spectral dust+all this loop. one smelter combined with fabricator near jewelry room because radium/power cores, you need 2 separate alchemy rooms - blood press in forge room, and alchemy tables near tailoring, and both alchemy tables and tailoring should be right next to garden, separated from forge/workshop/jewelcrafting part. Only thing in tailoring part missing is one grinder for pollen, that you can fit on garden floor(honeycomb maze) like you did in 1x1 near straircase. That would be a base design.
There is aboslutely no reason to have multiple instances of the same building unless u are a massive hoarder that do not utilize time spent while gathering as time processing materials from a previous gathering.
Don't think I you're understanding what the purpose of this video is. The more efficient your room layout, the faster you can set it up and get back into the world to keep progressing, as well as transfer your castle faster when you find a new plot. What you're describing is unreasonable for that.
@@terribletimmy2I think he has a point. I mean everyone can figure out how to fit stations in small rooms right? It's what you showed and I think it's irrelevant for most people sorry.
@@terribletimmy2 you are right, i dont understand the purpose of the video which you mistakenly labeled "base" design. I watched 20 minutes and didnt see a thought process behind the base layout. Was excited for a bit when i saw blood press right next to forge, tho. What i'm describing might be unreasonable for castle transfer, but why video is called "extremely efficient base designs" when it was supposed to be called "rooms optimized for castle transfer"?
I went with a 3 by 3 design which was enough for most rooms all the way to the endgame as a solo pve player. We don't need most buildings later on which saves quite a bit of space
If you are really looking for efficiency, you should not use walls for those rooms. You should use doors (without gate) to replace those walls, so that you can get through them easily.
Why is it that almost all hardcore pvp people make things look horrible. Like bases, for instance. The game intends you to build something unique and cool for a castle. Why not make it for both. Make it efficient, yet also like some creative and cool? I don't understand it.
Some people want to make as efficient rooms as possible. Making them "look good" is completely irrelevant and the OPPOSITE of efficient. The goal for us isn't to make our castles looks pretty, it's to be better than other players. Bases looking good is very far down that list for many people.
in pvp time spent decorating is time better spent in advancing your vampire and upgrading defenses. all that work making your base look good is gonna be for nothing when someone turns it all to dust and ash lol
For PvP Time Efficiency is everything, looks doesn't matter when time is of the essence. This is a concept you really need to learn if you ever plan on going into business.
Disagree. If you are playing PvP, looking to move your castle, and want to maximize the use of tile space for defense instead of production, it is very good to have this kind of info. There are also servers with reduced castle tile limits, which would make this even more relevant
Decor takes time and resources. Neither one we can afford when rushing for the shards on fresh wipes in pvp. 3 floors is what you wanna make ppl have to suffer through to climb and fight for to get to your shit.
@@terribletimmy2 I agree, but would also argue if you are looking to move your castle you should aim to and / or prepare to have as little as possible built in it prior to moving it.
It would be nice to have an incentive to decorate in PvP but yeah, unless you've an unshakeable claim on the server or siege golems are disabled, they're gonna look ugly and maximise efficiency.
in the tailoring room- you can fit a leather working bench flat against that wall where the door is
Content titan timmy strikes again! Great video as always mate.
Thanks man!
Exactly what I've been looking for. Thanks!!
This is the V Rising equivalent to @Visionofluxury08.
Thanks for the showcase! Really practical if you're out of material or time to build.
thats not a base design, just room designs. For a base you need to think about interaction between rooms, for example you want one smelter right near workshop for whetstone+scourgestone+spectral dust+all this loop. one smelter combined with fabricator near jewelry room because radium/power cores, you need 2 separate alchemy rooms - blood press in forge room, and alchemy tables near tailoring, and both alchemy tables and tailoring should be right next to garden, separated from forge/workshop/jewelcrafting part. Only thing in tailoring part missing is one grinder for pollen, that you can fit on garden floor(honeycomb maze) like you did in 1x1 near straircase. That would be a base design.
There is aboslutely no reason to have multiple instances of the same building unless u are a massive hoarder that do not utilize time spent while gathering as time processing materials from a previous gathering.
Don't think I you're understanding what the purpose of this video is.
The more efficient your room layout, the faster you can set it up and get back into the world to keep progressing, as well as transfer your castle faster when you find a new plot.
What you're describing is unreasonable for that.
@@terribletimmy2I think he has a point. I mean everyone can figure out how to fit stations in small rooms right? It's what you showed and I think it's irrelevant for most people sorry.
@@terribletimmy2 you are right, i dont understand the purpose of the video which you mistakenly labeled "base" design. I watched 20 minutes and didnt see a thought process behind the base layout. Was excited for a bit when i saw blood press right next to forge, tho. What i'm describing might be unreasonable for castle transfer, but why video is called "extremely efficient base designs" when it was supposed to be called "rooms optimized for castle transfer"?
@@bojnebojnebojne or unless you play with squad...
I went with a 3 by 3 design which was enough for most rooms all the way to the endgame as a solo pve player.
We don't need most buildings later on which saves quite a bit of space
Yeah the big thing is just ridding your base of the unnecessary stuff in late game. Big space saver
@@terribletimmy2 100%
some really good janga work there. one question are we getting a duo episode today?
Just posted
@@terribletimmy2 WOOT WOOT
If you are really looking for efficiency, you should not use walls for those rooms. You should use doors (without gate) to replace those walls, so that you can get through them easily.
That could help sure
If you'd like to see some more base designs, check out the discord: discord.gg/FyvtctPCXY
gotta love the midmaxxing
Why is it that almost all hardcore pvp people make things look horrible. Like bases, for instance. The game intends you to build something unique and cool for a castle. Why not make it for both. Make it efficient, yet also like some creative and cool? I don't understand it.
Some people want to make as efficient rooms as possible. Making them "look good" is completely irrelevant and the OPPOSITE of efficient.
The goal for us isn't to make our castles looks pretty, it's to be better than other players. Bases looking good is very far down that list for many people.
in pvp time spent decorating is time better spent in advancing your vampire and upgrading defenses. all that work making your base look good is gonna be for nothing when someone turns it all to dust and ash lol
For PvP Time Efficiency is everything, looks doesn't matter when time is of the essence.
This is a concept you really need to learn if you ever plan on going into business.
@@jn4264-l1j You make a good point. I didn't think of it that way.
because a nice looking castle gets rekt in pvp
banger
This compressed layout is unnecessary when you have 3 floors available
Disagree.
If you are playing PvP, looking to move your castle, and want to maximize the use of tile space for defense instead of production, it is very good to have this kind of info.
There are also servers with reduced castle tile limits, which would make this even more relevant
Decor takes time and resources. Neither one we can afford when rushing for the shards on fresh wipes in pvp.
3 floors is what you wanna make ppl have to suffer through to climb and fight for to get to your shit.
@@terribletimmy2 I agree, but would also argue if you are looking to move your castle you should aim to and / or prepare to have as little as possible built in it prior to moving it.
It would be nice to have an incentive to decorate in PvP but yeah, unless you've an unshakeable claim on the server or siege golems are disabled, they're gonna look ugly and maximise efficiency.
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