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Re: Add set pieces scattered in the world similar to starting scenarios. I think this would be great.  I always love the idea that there might be hidden things out in the world that I've never seen
March 12, 2018, 08:33:03 PM
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Re: What's Going On In Your Unreal World? Just had an unusual event happen - was escorting a lost vagabond back to civilization, and ran into a squirrel on the overworld map and decided to take it for dinner.  I chased it up a tree and was throwing rocks, I had managed to hit it in the foreleg when all of a sudden an aggravated hawk swooped in, and knocked the squirrel out of the tree.  I threw my rock at the bird, and it fled.  I stomped on the big squirrel to put it out of its misery.  It had been gruesomely shredded by talons.  I wonder what it could portend...
April 11, 2018, 04:11:05 AM
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Re: Spirit relation re-balancing Actually, I disagree slightly with Lin.  I'm not sure I want to know exactly where I stand with the spirits at all times.  I think maybe the fishing rod ritual both helps and hurts?  I always try to make sure to sacrifice a fish after using it.  I like the mystery of not knowing exactly how magic/spirits work.  Even after a character has accumulated all the furs and treasures of the world, the spirits are still a little mysterious.
April 16, 2018, 10:46:11 PM
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Re: Rauko Enjoying this play-through, thank you for sharing this :)
April 22, 2018, 03:04:20 PM
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Re: Bark shoes I love Mors Kochanski!  He taught the guy who taught me bushcraft.  His videos are always great.
April 23, 2018, 11:51:07 PM
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Re: Getting fatigued while... walking?
I don't know about the rest of you, but IRL carrying 50 or 100 or 200 pounds has always fatigued me when I walk around, whether at age 16 or 26 or 36, whether on dry ground or waist-deep snow. Maybe it was different in the Iron Age, who knows?
I can speak to this one.  For several years I worked as an elite wildland firefighter, battling forest fires in some of the most remote areas of the world.  We were often without support for weeks at a time, so all of our gear had to be carried in with us.  A standard day-to-day load would be about 60 pounds, and we would often carry as much as 180 pounds or more. 

I think that UnReal World actually does a decent job of modelling heavy pack loads.  Once you become accustomed to the weight, it does not necessarily continually fatigue you - however, it does slow and hinder everything that you do.  Now, of course, all elite firefighters must conform to a high standard of fitness.  Some people might say that it is unrealistic that Iron Age characters would have such high levels of fitness, but actually I think it is the opposite.  Our lifestyle as wildland firefighters is actually probably much closer to a prehistoric lifestyle than to a modern man.  All day is spent in the woods, tromping around and trying to survive.  There is no way to become more fit and mentally tough.  I would imagine that even UnReal characters with somewhat low Endurance and Strength are probably still more fit than the average sedentary modern person. 

Still, climbing up mountains whilst carrying 100+ pounds is always taxing.  A more realistic approach would probably be sort of a "weighted scale" if you will.  Weaker characters become more easily fatigued whilst bearing heavy loads, while stronger/tougher characters tire more slowly.  All characters fatigue more quickly whilst travelling across hills, and climbing a mountain should tax all but the strongest characters to the limit and take significantly more time than crossing a meadow.

April 29, 2018, 03:19:02 PM
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Re: Persistent world I think this would be really cool.  Dwarf Fortress, for example, allows the ability to re-settle or re-explore abandoned fortresses. 

In Unreal World, you could re-discover abandoned shelters and cabins - perhaps in a delapidated state of decay, with some items missing from robbers and animals.

It would also be cool to sometimes discover randomly-generated camps, abandoned settlements, etc whilst traveling the world.

May 19, 2018, 04:06:14 AM
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integration of animals into bargaining Right now, it seems as though animal bargaining exists independently of standard item bargaining. 

It would be nice if the two were integrated.  For example, a masterwork sword might be worth far more than a cow.  it would be nice to be able to trade the sword for a cow, plus other items.

It would also be nice if the rewards from quests, such as "5 Squirrel Hides worth of Goods", could be applied towards purchasing animals.  Currently, it cannot be.

Thirdly, it would be nice to be able to trade animals for other animals.  For example, I could travel to the north and purchase a reindeer, then trade it down south for a cow.  Of course, a reindeer might not be worth a cow, but perhaps with a dog as well... or a few furs... it could be.

May 19, 2018, 04:10:50 AM
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Re: Testing ending in poisoning My characters sometimes eat them for "spiritual" reasons ;)
May 20, 2018, 01:53:22 AM
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Re: Exploring the medieval hunt (blog) some people here might find this interesting as well:
https://imgur.com/MsXaOdV
Map of medieval trade routes

May 24, 2018, 12:31:05 AM
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anything