See likes

See likes given/taken


Posts you liked

Pages: 1 [2]
Post info No. of Likes
Endgame economics - Money sink ideas I have a pile of furs stacked floor to ceiling, all of my gear is masterwork and I'm currently trying to grind Carpentry so I can make fine/superior arrows myself.

I know most of you probably just start a new character at this point, but I want to play mine out.  Eventually I'm going to die trying to wipe out the Njerpez culture, but in the meantime it might be nice if I had something to spend my fortune on.

Some money sink ideas I have:
  • Teacher NPCs that will give you a skill bonus (like current quest rewards) in exchange for goods
  • Pay Sages or Craftsmen tons for minor permanent improvements to equipment
  • Set up buy orders with a village for specific types of goods.  In other words, pay them extra to focus on gathering a specific commodity, like dried meat or something, so that they'll have more available to trade in the future

November 06, 2017, 08:15:52 PM
1
Re: "Spirit of the forest, I presume"
Quote
  I'd like to be able to have a more grounded, historical experience too.  If I'm shooting lightning bolts at a level-25 domovoi, I might as well be playing ADOM. 

Well, at the very moment there (again) is an another thread where a player is actively trying to encounter a being which is supposed to be more or less 'supernatural' - and has difficulties doing so, for it isn't easy to find the right conditions to encounter such a being.

I think that speaks of Sami's design philosophy - personally I wouldn't worry about the game turning into 'thow lignting bolts at magical creatures'-kind of high-fantasy. The 'supernatural' elements of UnReal World are, and will remain, elusive and hard to catch, and after all, we can't be exactly sure if they are mere hallucinations, a series of random luck, or possibly a prankster hermit playing tricks on the player character.

Also, the way I see it, this actually is the historical experience. The pagan folks believed in these rituals having an effect, and they believed those supernatural entities to exists, and there were reports of people occasionally spotting those creatures. So we don't simulate the 1000AD world the way 2000AD scientist believe it to be, but we simulate the 1000AD world the way 1000AD folks probably themselves experienced it to be. No lightning bolts, though, they aren't a part of Finnish folklore =)

November 07, 2017, 11:14:32 AM
1
Re: Psychic enemies I know robbers are homing. You can kill the Njerps in the escaped slave scenario through hit & run tactics using rocks (although you need a LOT of luck escaping from the center of the camp initially, and have very little room for mistakes in the fighting).
It's true Nerp villagers tend to come at you in a large line, but I attribute that to them shouting to each other, raising the alarm. I've then killed them off by using arrows and backing away (until the last village raided, where a lucky hit from someone who managed to get close slowed him down, eventually resulting in further hits, and finally death with 100% penalties through injuries and fatigue).
Warriors are reasonably easy to deal with because they wear armor that causes fatigue and their constant running means they quickly slow down to a crawl. Civilians are more dangerous as it takes quite some time for them to tire (although bow wielding warriors are always dangerous, unless you can take them out from beyond their firing range).

Thus: To take them out: zoom in, injure or kill one or a few of them, get away and zoom out, rest, zoom in elsewhere (to make sure you have a reasonable distance to them as you zoom in), approach, kill & maim. Retreat...
Never run except to flee as that builds up fatigue that slows you down.
(I don't think I did split any village into two attacks, though: firing and backing away was sufficient until it wasn't).

December 03, 2017, 07:24:55 PM
1
anything