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Re: Bow accuracy While I understand the frustration you feel at missing those shots, I respectfully disagree. Also, I would love to see some real evidence on that English longbow playing card size target at 200 yards claim. And believe me, I've been a big fan of the English longbow since I was a kid 4 decades ago.
October 28, 2017, 01:17:08 PM
Dialog request to work for the Village Hi Sami!

Could you consider adding an option in the conversation with villagers where you can ask if there is any work available in the village, and if applicable, have that trigger one of the work quests?

I am specifically thinking of the situation where you start off in the Hurt and Helpless scenario, where you are hurt and have nothing to trade. If you can survive to find a village, the current dialog options don't recognize that may be starving and have nothing to trade for food. It would be nice (and logical) if you could ask to work for food.

October 28, 2017, 10:48:14 PM
Re: "Spirit of the forest, I presume" I wanna fight him.
It's my forest now.

November 05, 2017, 12:11:35 AM
Paddles as weapons It is quite bad that you cannot use a paddle to defend yourself since the paddle is the weapon of choice for any fisherman. If the player's character is wielding a paddle it is even worse, because taking off the paddle to equip a weapon will waste a whole turn while the attacker can still go on. On the other hand you can fight with something like a rock which isn't exactly a weapon, but you cannot fight with a paddle which has a much longer range and tends to be a better club than a rock.

This seems to be quite irrealistic.

November 05, 2017, 12:22:28 PM
Repairing nets It should be possible to repair nets with tying equipment. I guess the reason why this isn't possible yet is just the fear that fishing might become to powerful, but this will not happen as I can explain.

Hunting, agriculture and fishing are the most important ways of acquiring food in the game, and while it is possible to play it mainly as a farmer or hunter, it is not possible to play it as a "real" longterm fisherman. For large-scale agriculture you can prepare more soil and plant more crops. For large-scale hunting you can place more traps. For large-scale fishing you can place more nets, but... the nets wear out. You are strongly dependent from the villages und have to stay near them, but at some point just all the nets will be consumed and you cannot keep up your playing style.

Even dairy farming is better than fishing this way.

It would be arguably okay if it took days to repair a single net, since fishing itself is a quite good source of food.

November 05, 2017, 12:28:29 PM
Corpses I know that corpses will attract scavengers, but wouldn't they also be effective in warding off certain types of animals who see it as evidence that there's a threat in the area ?

Just the same, I was thinking about what the effects of leaving Njerpez corpses outside the perimeter of your home would be? Would they scare off Njerpez, and ward them away? Or would they come and investigate? What of the same with foreign traders, adventurers, huntsmen, and other types of NPCs?

It might be worthwhile just to put in a little game logic around how animals and NPCs react to the presence of corpses, jut to make things more interesting and create more depth and emergent behavior.

It would also be interesting to be able to get animal skulls and the like, and skulls from Njperpez you killed for the same purpose (see the thread on the old forum with sprite graphics for skulls, bones, organs, meats). Even putting severed heads on pikes, which is a bit outside of the "normal" gameplay of UrW, and which I wouldn't do myself, but in my view anything that adds to realistic player options in the game's world makes it feel more immersive.

November 06, 2017, 09:20:22 PM
Re: Endgame economics - Money sink ideas Buying all the jewelry you can get hold of and hoard it is a fairly good money sink that's available currently.
November 06, 2017, 10:29:57 PM
Re: Endgame economics - Money sink ideas It would be interesting to be able to create a new village in a specific location by piling enough of certain supplies in one spot.  It would give you a reason to stockpile large amounts of certain things.  For instance, to establish a village which specializes in fishing, you might need to pile up:

10 fishing rods
20 nets
1000 days worth of food
10 bags of salt
500 stones
1000 logs
2 of each type of axe
10 assorted knives
500 pounds of fur
250 pounds of leather
100 cords
100 pounds of any combination of seeds

Put that all in one space, use the [M]ake menu to to make a fishing village, and poof!  To make it more interesting and useful, you could also add certain cultural items to give you the ability to make it a certain desired ethnicity.  So if you want a Kaumo village to trade with near your Owl-region homestead, you could build one and create a Kaumo cultural area around it.  With enough time and tenacity, you could transform an area by creating multiple villages of the same ethnicity in the same general area.

November 08, 2017, 05:06:31 PM
Adding marriage - poll about how you find its priority Let's have a poll, just for the sake of poll.
December 18, 2017, 09:28:04 PM
Re: Adding marriage - poll about how you find its priority  I too think that before marriage there is much AI that could/should be filled out.

For NPC's to take a more lively role in the game, imo they need to "act" more like players. Some being friendly, some devious, some trusting, some dishonest and some just down right evil.

 NPC's could/should serve as better wealth sinks. Consuming received foods, "using" /removing traded items, or reselling items at a profit.

 For bonding/marriage there needs to be some overarching danger/human drama/risk to NPC's;
You come home and a stranger has taken up with your spouse and cleaned you out.
A wild animal has attacked your spouse and you must care for them.
Your kid gets lost in the woods.

 Possibly even look at enslavement vs bonding (if this is even historically correct).

This is a deep well topic ;)

December 19, 2017, 01:27:29 AM