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Re: Traps should be nerfed
I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

It's quite dangerous to go adjusting the traps as whole based on only few character's playstyle. Trapping is also frustratingly difficult to some at some times. I'd really need to see the trap-setting you have found all-too-easy, and then see what is actually the thing to tweak.
For example, if settlements are surrounded by trap-fences and huge trap complexes that costantly seem to get catch we should better make certain animals more scared of human presence, or human activity, rather than to adjust trap effectiveness.

I find the trapping system working quite nicely, but I'm quite moderate and traditional trapper in the game. So, I could first have look at people's trapping-sites from savegames if you find them unjustly fruitful.

April 28, 2020, 03:51:45 PM
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Re: Difficulty Scaling
I believe the game would benefit from adding difficulty options during character creation. Options that will add extra challenge for those of us who want it. Without ruining the base experience for new players.
What I suggest are things that affect the entire game world such as animal spawn rates, bandit spawns, average item quality in villages, average temperature and so on. All of which intended to make the game harder only.

Difficulty levels such as these isn't my cup of tea. To me this would mean a whole different approach to the whole game design. I'd rather tweak the game mechanics and add content to feature more of that desired difficulty, and allow playstyle choices to affect how harsh and risky character's life will be.


April 28, 2020, 03:52:36 PM
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Re: Field dress/quarter big game Would be a reasonable addition, and working on this would also turn focus to maybe adding organs and blood too. We'll consider.
Heavy carcasses, big elks and such, would probably still remain a burden to transport as field dressing on average reduces the living weight by 30% or so.

April 28, 2020, 03:53:21 PM
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Re: Spotting smoke
Right now I am playing the homeland robbers quest, and it just made me think... why can't I see a smoke from the enemy cookfire?
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It would be really nice if a graphic indication would appear on the worldmap to show where a campfire has been lit, especially as hunter-type NPCs in the game world can now light their own fires.  similar columns would surely appear over villages as well.  It might even be nice to have a message prompt appear as we do when a village is spotted - "You spot a column of smoke nearby".
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I reckon you'd also need some method to identify a fire only once too.  It would be annoying if you keep walking by the same village tile and keep getting "I Smell smoke!!"  over and over. 

Yep, both spotting and smelling smoke, and spotting fires from the distance would be great additions. Would love to feature them both, but it could also get pretty complex if approached in detailed fashion. You mention some of the things to consider, but also nicely burning fire doesn’t produce all that much smoke. And actually spotting smoke from long distance would require A LOT of smoke to be generated. In case of regular campfires smelling the smoke would be more common.
Many fireplace being warmed up (or better, having been started to warm up) would naturally generate smoke to be visible further away. Wind direction would matter also. And an immediate spin-off feature would be to make wild animals scared of smelling smoke.
All that would be super, but we’d probably need to start with simplified fire/smoke spotting features first.

April 28, 2020, 03:58:02 PM
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Re: Footwraps needed
There's a consensus that our characters are in need of something to fend off the cold when the warm, woolen, gloves/mittens/socks are not available. It was suggested that our characters should be able to fashion simple footwraps and the like from our woolen scraps.

Yeah, footwraps are so simple that they can be made easily. I think they could be added, and I’ll see about the possibilities. People have also used dried hay in their shoes to keep the feet warmer – that would be more authentic, but more costly to add.

April 28, 2020, 03:58:45 PM
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Re: Njerpez Intelligence Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.

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My humble suggestions are as follows:
1. Slightly increase the rate at which Njerp camps spawn. I have never seen one in years of playing other than the ones on my escaped slave playthroughs. This is coming from someone who lives almost exclusively outside of cultural borders and in the east every single game.

To adjust these things lots of feedback from many players is required. The war camp spawning has been toned down quite a bit from what it was, but it still happens. I don’t know how many games you’ve had with no war camps around, but I’d rather first investigate savegames to see if there are war camps that just haven’t been spotted yet. (Feel free to send a long-time character and I’ll check.)


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2. Have the camps send out patrols of multiple Njerps, possibly even with dogs.

Njerpez with a dog is happening already. Multiple patrolling Njerpez have been suggested before also so we might actually see about adding that. I’ll consider.


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3. These patrols should be able to track the player and other NPCs if they come too close to a Njerp camp.

Having NPCs, Njerpez or others, to actively track down player character if need be would be nice  feature in many ways. It’s something we’d surely like to feature, and having the hostile NPCs utilize it would make a great difference to many in-game situations.


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4. Possibly even make it so that Njerpez camps come in sizes, with the biggest camps sending out larger patrols for longer distances.

Proper Njerpez war raids with detailed generation of all the required elements is a thing that we have cherished behind the scenes every now and then. This would be a biggie to add, but I’m pretty sure somewhere in the future we’ll dedicate a lot of time just to tone the Njerpez and their raids. When it happens it should be manifested in many different quests too.

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5. Make it so that when the player goes to sleep while travelling with companions, you can ask one of those companions to keep a watch in the night to look for enemies.

Hmm. “Keep guard” companion command could be very useful even if it wasn’t the Njerpez in question. You immediately start to think that the guy who stayed awake all night wouldn’t be that much of a travelling companion the next day. That had to be taken into account if this gets featured, but it’s very interesting idea indeed.


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6. Njerpez and/or robber raids on villages would also be a cool feature, but we'd need some way for villages to regrow or the Unreal World would become depopulated very quickly.


Njerpez can attack villages already. It’s not very organized raid, but it can happen and the results tend to be bloody. These things doesn’t happen so often that global population is at peril.

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7. Last but not least, make it so that enemies don't de-aggro or fall asleep during fights. It doesn't happen often, and I've mostly seen it from Njerpez, but it is a weird and sometimes very funny glitch.

This isn’t an intended feature, so please report it as a bug if you ever encounter it again.
Good policy would be to save right after it happens and send the savegame over to me.

April 28, 2020, 03:59:32 PM
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Re: Too many Njerps?
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I am based in the south west, between Driik and Sartola lands.  I am doing the Big Elk part of the Advanced Adventures course, sallying out daily from my cabin to hunt a big elk.  In 2 weeks of this, I have found and killed 4 elk and 6 Njerps.
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I would be fine with this if I was anywhere near Njerp lands, but it seems excessive considering how remote I am from them. 
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My suggestion is that around Njerp lands yes it should be crawling with Njerps, but in the far west and north they should be extremely rare.

There’s some weighing already used to Njerpez appearance at different cultural areas, but it maybe it only takes into account setting up their war camps. However, we always need lots of examples and lots of discussion when it comes to something too much <>  too little kind of adjustments.
One character doesn’t tell that much at all. Even if Njerpez are extremely rare at some areas, or made even more rare, there’s somebody among thousands of players whose one character encounters them, and it may then arise an assumption that Njerpez are once again too numerous.
And then there’s always somebody who never meets them, even at their densely populated areas.
But I’ll check the code, and see if there’s something immediate to take action on, and in the future I can also check out savegames which feel far too abundant of Njerpez.

April 28, 2020, 04:02:39 PM
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Re: Snowstorms and Blizzards
UnReal World should have periods of severe weather to make winter properly dangerous and scary. Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity.

Yep. Weather conditions and the effects could be improved endlessly. We’ve got these, and others, in our plans.

April 28, 2020, 04:03:31 PM
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Re: eye kick & behaviour of aggressive forester upon knocking out aggressor
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My suggestions are:

1. Remove the chance of 'eye kick' completely. I don't think it's possible with real life physics, due to 2 reasons:
a. Size of feet vs size of eye socket: it's just near-impossible to kick someone in the eye, especially in the heat of battle.
b. Position of a foot in space vs position of eyes in space: there's about 2 mt vertical space in between. I won't just stand there while the kicker adjusts his flying kick perfectly (not in a full suit with a masterwork shield, which I am actively using every counter-move).

People already pointed out in the thread that the foot (or a big weapon for example) doesn’t have to enter exactly in the eye opening eg. in the helmet to cause damage to the eye area. Also, as the hits land around combatants bodies it doesn’t happen so that the both stay still and erect. It’s imagined that some moving is happening, your head may come down as you move about, it doesn’t have to be a high kick. Kicks to head are not something that NPCs actively try to do, they are things that may happen in the heat of the combat.


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2. In the unlikely event a FA manages to knock out the aggressor:
a. He should either kill the aggressor, or
b. At least fully take all weapons initially, and probably everything useful in battle thereafter such as the shield. You might think "perhaps he was already unarming you?". It is true I do not know how much time passed (and maybe he was in the process of doing so) however when I came to, there were zero removed weapons therefore I think he just stood there doing nothing. He was on the same tile.

NPCs decide individually, and based on the events, what they do to downed enemy. They can decide to kill them, they can decide to spare them, they can decide to take the weapons and toss the guy away. You have to go through more defeats to see how it actually works. Here it’s also very likely that you were blacked out for a tiny moment, as there was no NPC move to be seen.
Of course it would be great to add more “after defeat” actions for NPCs, but they need to be though over based on more than one case example.

April 28, 2020, 04:04:03 PM
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Re: Flooding
I live near a river and every spring the water level rises quite high, it would flood if we hadn't built such a high bank around it. If it doesn't rain for a while, the water level drops.

It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground. Valleys between mountains would also flood suddenly if there was a lot of rain.

It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground. Valleys between mountains would also flood suddenly if there was a lot of rain. [/quote]

Spring flooding is usual phenomena in Finland too, and rainstorm related flooding could occur as well. These would be interesting but would require lots of work to implement as water flowing had to be modelled in detail. Maybe we can think this after we (some day) manage to get the rivers really flowing so that it will have in-game effect.

April 28, 2020, 04:04:25 PM
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anything