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Re: "The Challenge" Dug this out...

This is f***ing hard. im gonna die. winter month is starting in a few days, and i dont have anything but a crude javelin, berries,a stone knife, a crude staff, and crude club and some torches. they really help 

Really a completely different playstyle. I dont know if its really doable, if you arent getting really really lucky straight at the beginning.
You could also say that its a different game like this. And you learn a lot, even if you have been playing this for a long time...

January 06, 2020, 07:35:46 PM
Re: Footwraps needed yeah, we went a little on a different path here, sry...

i also think that a simple thing like footrags should be craftable.
bandages are also not a different thing than stripes of cloth...

January 07, 2020, 10:48:06 PM
Re: Bow Balance question Ok, uhm... perhaps first of all sorry for digging up and penetrating you with that seemingly old topic...
I can well understand it is "not your playstyle" to know everything about the mechanics, it's not mine either.
And sure some correlations should not be too visible for players in order to have a nice gaming experience. Some day, i will find out if the spirits like pike or roach better, before or after the catch, every or every second day...

On the other hand, some are realy, realy foggy. And repeatedly testing is not delivering any technical expertise. So there must be a balance between knowing all, and knowing nothing about game mechanics.
Second, my problems do not concern gameplay. Gameplay is actually very fine – if not perfect, considering balance, realism, and ambient feeling.
But when i mod new things in, i want to know what i am changing, just because the base game is balanced that well.
It is almost for sure that the new item or thing or whutever i add, is not fitting in the balanced system when i just dont have basic information like, for example:

 – Does the name of the bow lead the enginge to treat it differently? (i guess so, will test. Trusting the realistic calculations of the devs, i think/hope that will actually have the biggest impact)
 – Is weight of the bow changing something? (i guess so, will test)
 – Is the bow damage combined with the arrow damage?(i guess so, but thats almost impossible to test) 
 – Is the Rate of fire differing?

I have already soaked up all information i could find and i am well aware of the forum search possibility, but actually for these answers there are not really any information found.
Or perhaps i have to dig deeper?... Additionally i cannot browse the old forum, dunno if its broken but i cannot visit that website.
What i can find, are people complaining about not hitting a moving bird at 50 yards despite being the best archer in the (Unreal)World, and i think many of us are tired of that one.

I think there is a lack of centralized information on some things, many infos are scattered over different sites. The Wiki is a extremely useful and important tool, yet giving much outdated or wrong information. The Enzyklopedia is more reliable imho, because its written my the devs themselves, but does only give you cryptic or abstract info.

Just an example: 


Wiki says, its good when you have low bow skill, because of the high accuracy.
Enzyklopedia says, it takes years of training to shoot one.

If that is not a paradoxon, i dont know what is. So one of them must be wrong, and i dont think its the Enzy...
Perhaps i can put that stuff a little bit together here, because people like me will repeatedly ask those questions. And if somebody wants to join, much appreciated. If not, feel free to ignore ::) Really no sarkasm intended ;). I mean, what's the point in having a wiki or a forum with people who talk about the game... It's all about knowledge

March 10, 2020, 02:10:27 PM
Re: Micromanaging Rope lengths problem yea, that of course would make things more convenient.
i just offered a workaround for the current system. what i do, is precutting a big number of tying stuff, so i end up with some straight, and some uneven numbers of cord. So i dont have to cut all of them down to 1ft. It is a method of moderate effort, yet it has the downside having many different lenthgs of tying stuff, and if theres different qualities, it can get somewhat messy...

but perhaps there is another option, although it would turn over the whole system again:

treat it just like repairing or crafting clothes. e.g. when you repair a coat which is missing 1,2 lmbs and you choose the cloth for repair, the game system automatically cuts off 1,2 lmbs of that, and does not waste the rest.
It is actually just a realistic thing that if you got a 15 ft cord and you craft a bow, for which you need a cutting tool anyway, the character cuts of that needed 5 ft for the bow, as part of the crafting process – and saves the spare 10 ft. i mean, where should that spare cord go anyway...?

March 11, 2020, 12:28:00 PM
Re: Adding marriage - poll about how you find its priority
Found out topic about companions so this already implemented. Now I dont see a necessary to add marriage additionaly.

My suggestion also would be not adding marriage as a lone standing feature, but having npc action and interaction becoming more complex. Like, making the world more alive with autonomously acting beeings, may they be animals or humans.

And at some point, any given individual would perhaps establish some kind of binding to the player's character.
Depending on your interactions, perhaps some simple differences in "npc personality" (like, "naive", "simple-hearted", "trusting", "unprejudiced" "neutral", "skeptical", "wary", "distrustful", "unapproachable"...)

that would automatically implement a kind of life partner/companion, neutral speaking, whatever you make of it.

It could be a woman/man you made gifts to for an exceedingly long time,
or an outcast hunter that you helped with an injury and becoming your friend,
a child you care of after having rescued it from a njerpez village raid

or an old man, who asks you for food and shelter, and gives back some teaching about wooden crafting, cooking, trapping, herbs, or just telling you some stories, because he has nothing else to give...

March 11, 2020, 01:20:27 PM
Re: Version 3.62 released on Steam, and for lifetimers Sacrificing a mud worm for you, Master

March 17, 2020, 02:44:03 AM
Re: Cruel hand of Winter? I think you hit him with the paddle on the head without noticing, while you were in turbulent rapids... 8)

If i were sami, i would pay you for reporting those rare incidents, even reproducing them ;D
Aint you that guy who told about beeing murdered in sleep as well?

anyway, i guess its not meant to be that way(on topic)

March 19, 2020, 08:12:06 PM