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Re: Trip to Finland It depends on what you prefer to experience.

If you want to see some ponds and lakes in the woods and walk a forest trail, that can be accessed via local buses of Helsinki-area - there's Nuuksio national park.

Also, if in addition to nature you'd like to see Iron Age history, you might consider Pukkisaari in Helsinki.

I think Helsinki, Kuopio, Tampere and Jyväskylä all offer some possibilities to take a boat / small ship touring the sea / lakes. There probably are UrW players in all of those cities, anyone willing to be a local guide?

Also, if our dates match, UnReal Adventurers are always welcome to visit my place - I'm located one hour train trip north from Tampere, and I have a rowing boat and access to the local lake. Or, I'd guess you can also ask Sami if he has free time to host an adventurer for a day or two - he is in Kuopio-area.

May 28, 2018, 06:14:31 PM
Re: Trip to Finland Ah, yes, if your stay in the country is only for a few days, I'd guess there is no need to leave Helsinki.

It is a long time since I myself visited the iron age place of Pukkisaari, and that was an organized event. But I'd guess it is free to go walk around having a look at the buildings etc. Also, it is located next to Seurasaari museum which has buildings from past few hundred centuries. The oldest ones pretty much resemble the ones we have in Unreal World, so it might well be worth a visit, too, if you are interested in cultural heritage. On the plus side, Seurasaari is not a big museum building, but actually an outdoors place with the old buildings scattered around, so it makes a nice place for a walk.

Only a year ago I discovered the archipelago of Helsinki. There are boat cruises starting near the city central area, stopping at various isles. You could either just cruise it there and back, watching the scenery. Or take a stop at Vartiosaari (number 4 on the route map), for Vartiosaari has plenty of paths to walk around.

One of my favourites in Helsinki is Cafe Regatta, located a short walk away from the central railway station, sitting next to a bay of the sea, a tiny small cafeteria with a live camp-fire burning on the yard. The only downside is that I'm not the only person liking the place - sometimes it is crowded with foreign tourists and there is a long long queue if you'd like to buy coffee. But maybe worth taking a look.

But, yeah, I think the Nuuksio park offers a plenty to explore, and gives an impression of the typical Finnish woodlands nature.

Also, in the city, Helsinki Central Park is a nice place to walk around.

These are just my tips,
wishing you a pleasant and interesting experience in Finland  :)

May 29, 2018, 08:36:46 AM
Re: long layover in helsinky No matter where you are going to sleep the night, I'd definitely recommed taking a small midnight stroll outdoors - just to get an impression of the midsummer white nights.

In the morning, depending on your budget and how adventurous you feel, I could imagine a few options. For example, take a commuter train, route I, but instead of driving it all the way down to Helsinki central station, stop at some smaller station. Like Vehkala or Pohjois-Haaga, which both have parks to walk around, rather close to the local train stop. (I'm not completely sure, but I'd guess the same train line is labelled P when it drives the same route but opposite direction, so you'd probably like to take that on your way back to the airport).

Or, if you'd like to see the actual Helsinki city, take a train or bus there. Near the central station you could either take a walk around Töölonlahti, or head west to Hietaniemi - area, which has parks (and a cemetary), a beach, and a few nice cafeterias here and there.

But, all of that naturally depends if you are suffering a jet-lag or something. So, back to basics; if you feel like skipping all the other activities, the only thing I recommend is a little walk outdoors either at midnight or in the small hours. After living here for more than forty years I still feel that there is something special in the light of the northern summer nights.

June 08, 2018, 11:07:56 PM
Forum crash Seems like we have had a forum crash. I'm not aware of the reasons behind it, but luckily we are on-line again. I had to manually run some database recovery procedures, and seems like everything is back to normal, only that for most of the boards the "last post" column is empty on the index page. I hope it will get fixed by itself as the discussion resumes and new posts appear.
July 13, 2018, 02:49:59 PM
Re: Forum crash I still think it might have been a techical problem somewhere in systems of the webhosting company, for in the morning the entire database connection was unavailable. That came back by itself after a few hours, so I assumed the tech guys at webhosting did what they could. After that a few database tables were corrupt, and I ran the database system's internal repair command on them.

So, yeah, it might or might not be related to spam bot activity. In any case, I don't know if we could do more to prevent spam accounts from registering without making it too unconvenient for real users to register. I think at the moment we have it so that each new user has to answer two custom questions - I have no idea how the bots bypass that, as I'd guess that even with a brute force attack getting two random words correct might not happen so often.

July 13, 2018, 08:46:29 PM
Re: Some new player's feedback Welcome aboard, and thanks for the feedback Flibbo!

  A death that I think was complete BS, if I can't trust the ice please tell me from the start in the wilderness map, like it usually happens, and not after I'm halfway across just to death-troll me.

Well, things went like that because when you started crossing the lake the ice was still thick enough to be trusted. And only got weaker when you got that message telling so. That means that the game had no way of warning you the moment you stepped on the ice - at that very moment the ice was ok, and the game can't predict how many hours you are going to spend walking on the ice and how the weather will be during those hours.

The ice thickness is tracked hour by hour, millimetre by millimetre. And in real life it also is so that after a freezing cold night the ice can be safe early in the morning, but becomes dangerous after noon, as they day gets warmer. These are things that the game can't so easily tell you beforehand, so we just have to assume that players pay special attention always when moving on ice, especially in autumn and springtime.

Also, when crossing thin ice the same rules apply in the game as in real life; go crawling, as your weight gets spread on larger surface and you won't fall through that easily. And have a knife wielded, for in case the ice breaks you have greater changes of pulling yourself back to solid ice if you can trust your knife into the ice instead of desperately trying to grab slippery ice with your bare hands.

In real life Finland a few people drown because of this kind of reasons, every year. Sure, we can call it complete BS, but then I think it is more like a way the world works, and the game simulates the same BS  :)

July 24, 2018, 10:56:46 AM
Re: Some new player's feedback
  and I don't see the thawing that occurs and makes ice unsafe. When the game tells you in one situation it's not safe to do something but allows the same action in another, you of course logically assume that it's safe. It's the messages that create the whole problem with the unsafe ice in the first place. 

well, the way I think of it:

- the moment you stepped on the ice it was safe, and the game didn't warn you.
- you kept on happily walking on the safe ice
- the moment you noticed that the ice has been thawing while you walk, becoming dangerously thin, that very moment the game gives you a message and forces you to zoom in, as now every 2 metres counts

this is the logic now. I do understand that it would be very helpful if there were some kind of early warning messages like "you think the ice might be becoming dangerously thin rather soon" or something, but that is always a question of balance. I mean, if there was a small message in the message log, we could still get players complaining "I didn't pay attention to that humble small message, I'd like the game to tell me in big red letters on top of the map screen that things are soon getting dangerous!". Or, if the early warning messages were more attention-catching, I'd guess some players would be complaining "I'd like to have a config option to switch off these annoying spammy messages!". (And, again, we can still think that the system now is that the game tells you as soon as the character notices that the ice is becoming unsafe. The game can't tell you before the character notices that. You are told the moment your character spots the marks of the dangerous thawing. How could the game send you a message about a think your character is not aware of?)

Well, but I agree there could be more player-initiated means to check the ice. Maybe in some future version weatherlore or some other skill could be used to evaluate the ice thickness. I think that would be a realistic way, and leaving the decision up to the player.

ps. what comes to drinking waters; I'm not sure but I'd guess this is something which is different in places with warmer climate, and places with more dense population than iron age Finland. Even nowadays in Finland, especially in remote areas, about all waters are drinkable. The risk of catching a harmful bacterial infection is rather low, and I pretty much believe that the ancient people indeed were more resistant to the common bacteria living in local waters. Yet, I do agree there maybe could be some risk added to drinking bog waters in the warm summer months - but that goes into the more general category of not-yet-implemented features, like the risk of accidentally cutting your knee when felling trees with an axe.

July 31, 2018, 09:34:03 PM
Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Mens spear for throwing weights 800 g. There is no way in hell some old strong dude throws this just 16-18 meters

Hmm... I don't know but to me it seems that you are partially ignoring all the fact-based rational and friendly arguments which people have already written in this thread. So it probably won't help if I repeat what has been already said. Instead I try to speak using the same language you've been using this thread. Here goes;

A modern olympic athlete aims to throw a spear as FAR AS POSSIBLE. To do that, they throw a VOLLEY SHOT meaning that the javelin will fly HIGH until it hits the field in almost upright position. They do NOT aim at a target - they merely want to have the javelin land in the legitimate sector, not falling outside the boundary lines.

There is no way in hell in REAL LIFE a REAL HUNTER would want to use a VOLLEY SHOT to hit an animal.

November 21, 2018, 11:23:20 AM
Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Your logic is flawed - everything has realistic range except throwign weponz - spears and stones! Even I CAN aim on 30 m with stone to hit head sized target!

I agree - my logic is flawed, and arm-chair philosophy is always unrealiable. So I decided to turn to empirical evidence. I gathered some items with corresponding weights as their equivalents in UnReal World. I shot a video of tossing items (both in UnReal World and in the real life).

And I must admit that Aramis seems to be partially right - item throwing distances might use some adjusting. Crude javelins in UnReal World fly too far. Or then it is that UnReal World characters are better at throwing items, having a better technique and giving projectiles greater velocity than I could do.

Here are the results for me and my UnReal World character Pekka;

Crude javelins (3 lbs) : Pekka 26 - 30 metres, Erkka 12 - 15 metres
A rock (1 lbs) : Pekka 17 - 20 metres, Erkka 17 - 20 metres
A stone (14 lbs) : Pekka 12 metres, Erkka 7 metres

(I repeated the real life test three times. For the first two runs I had my stone weight messed up, I was using a 14 kg stone instead of 14 lbs one. On the second test I got javelins to 15 metres. But instead of using that clip in the video I wanted to be precise with my stone weight, so I did a third test.)

November 25, 2018, 05:56:37 PM
Testing things you can do in UnReal World Hello there,

my personal YouTube channel has been mostly for all around tongue-in-cheek silliness. So, just for convenience, I organized UnReal World -related stuff to a playlist.

ps. and let me remind that Sami has an excellent YouTube channel dedicated to traditional arhery.

November 25, 2018, 06:07:31 PM