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Messages - Dungeon Smash

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196
General Discussion / Re: Some new player's feedback
« on: July 27, 2018, 05:31:33 PM »
I actually think the ice breaking, and the freezing without clothing, are good examples of the game working as intended.  You were the one who chose to walk out on the ice, despite the weather and time of year... do you think in real life, a message would pop up telling you not to do so?  As Erkka said, this sort of thing does happen in real life.  and as for wandering about nude... Just put your clothes on and pay attention to your coldness rating ;) this game does not hold your hand, and I like it that way.

As for repairing clothes and armor, I fully agree with you, and I hope that this will be implemented in the future.  For now, there are many mods which address these issues and which are worth your time to check out - one of the best things about Unreal World is its robust and active modding community.  As far as I know, the structure of the game does not allow you to repair cloth or armor (yet), but there are mods that allow you to create your own clothing and armor, which can ameliorate the frustration somewhat.  You can also make ropes from plant fibers, etc.  I do agree that cords should probably not be completely destroyed from smoking, and also I would like to see bandages be re-usable if you wash them, especially if only used on a minor cut or bruise.

I'm not sure about drinking bogwater in this time period.  For one thing, there were far less sources of pollution than now.  There weren't as many strains of bacteria in a place like Finland either.   An ancient iron age person would also be immune to giardia and many other forms of illness, from having drank unsterilized water their entire life.  However.... would it still be safe to drink from a bog?  I'm not sure. 

As far as ground cooling down... I'm not sure what your experience is with wildfires, but it actually does take quite a while for the ground to cool.  I think the game is more-or-less accurate in that regard.

Finally, I disagree with you about the heating/heat retention abilities of wood saunas, but I agree that I think you should have to keep the smoke going for the whole time of the meat-smoking process.  Of course, you are already perfectly able to do so if you wish to roleplay ;)... and I often do.

197
I agree, life is unfair for the player now.  I don't mind difficulty, but it must be fair.

198
Suggestions / Re: friends and their benefits.
« on: July 08, 2018, 12:56:11 AM »
i think they are nice ideas, many of these are probably already in the creators' minds for some of the longer development arcs.  things like marriage, forming your own small village or family, with multiple individuals to help you.  I think they are probably a little farther out.

However, I do like the idea of friendly visitors occasionally popping by at your settlement :)  Seems like an easier thing to add.

199
Stories / Re: Rauko
« on: June 28, 2018, 12:43:40 AM »
RIP, Rauko!  All great adventures must some day come to an end.  Rauko's life was greater than many.

200
Suggestions / Re: Lighting torches off of other torches?
« on: June 24, 2018, 12:45:24 AM »
Thank you, friend!  Yup, it was added in this update.  It's lovely to have a developer who listens so well and implements suggestions from the community.

201
Off-topic / Re: A "calendar app" for UrW
« on: June 15, 2018, 10:49:41 PM »
Wow, cool!  Might try this out on my next character.  Thanks!

202
Gameplay questions / Re: Vagabonds
« on: June 10, 2018, 02:00:01 PM »
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

That reply seems a bit harsh, maybe I'm just reading it wrong.
Well, it is harsh, but I think it's rather hypocritical to justify murdering everyone with desperate starvation. If you want to play as a mass murderer, go ahead, but don't justify it with a need for survival. See: "I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.". If it was truly a matter of survival the victim should be murdered regardless of whether a quest could be had or not, as those quests typically result in inedible rewards of information.

I can understand that some players would murder the first person they find to get started, but the spoils of that murder should be sufficient to buy the player time to become self sufficient. If you're using a "just in time" play style when it comes to food you might run into trouble again very occasionally, in particular if you use a house rule of not buying food, and so may decide that prolonged starvation would serve as a justification for an additional murder.

Thus, my response was based on the hypocritical justification rather than the choice of play style.
I was just joking in the first place.  I think sometimes my style of humor doesn't translate well to message boards

203
Gameplay questions / Re: A few noob questions
« on: June 09, 2018, 07:41:20 PM »
I personally do not find preserving fish to be worthwhile, as fish are plentiful and the nutritional yield vs effort on dried fish is pretty low compared to other food sources (smoked meat).  That said, if i do catch more fish than I can use at one time, I will preserve the excess.

Choosing a location for settlement is as much personal preference as anything.  My biggest requirements are as follows:
1) Close to water (1-2 map tiles, or closer).  Rapids are better, lakes or rivers are fine.  the Sea also works very well.
2) Close to a mountain, preferably only a short walk away.  This makes a good lookout point, to see incoming threats or game animals.
3) Plentiful game - I like to scout around for an area that seems to have many large animals such as elk and reindeer.  Sometimes reindeer herds will stay in one area for a long time, and you can gradually cull the herd to obtain large quantities of meat and fur.

Spruce mires or coniferous forests make the best areas for settlement, as there are plentiful trees for building and usually more wildlife.  Marshes and mountains are too much of a pain, not enough trees and too hard to get around.  However, caves can be a very effective way for a character with low building/timbercraft skills to quickly set up a permanent base, especially if there is a forest tile nearby for easy timber harvesting.

As far as order of construction goes, I follow something along the lines of PALU's protocol.  The absolute first, and most critical element of any settlement is the cellar.  I often build cellars all over the world, as food caches.  When I worked in Alaska, one of the first things we would do when making a new camp is build a "tundra fridge", or a section of tundra cut down to permafrost.  It really does preserve food remarkably well. 
Anyway, cellar comes first, then a sauna/smoker for preserving food.  Traditionally, ancient Scandinavians would build the sauna first and then sleep in there whilst constructing the main house.  This is a very sensible system.
After constructing the sauna, the next steps just depend on your situation and your goals.  If my character has poor building/timbercraft skills, is nomadic, or lacks specialized axes, i may just use the sauna permanently as my base (or one of my bases).  For most characters with decent building skills, I will build a simple 4x4 cabin which seems to be sufficient for most needs.  For skilled builders or more sedentary characters, I will build a large compound with several buildings and plenty of fenced-in space for livestock and farming.  I don't have a formalized layout that I prefer, I just do every character differently depending on the priorities, and what the area has to offer.

204
Gameplay questions / Re: Wolves! Help!
« on: June 09, 2018, 07:33:38 PM »
I've had numerous characters killed by wolves.  My first was a female, she was going with her dog to get water, zoomed in on the map... boom, wolves.  She saw one up ahead, unleashed the dog and tried to back away.... a second, unseen wolf grabbed her by the shoulder from behind, pulled her to the ground, and bit her throat out.

Second character was a well-armed Northern tribesman, doing the "Wounded adventurer" quest.  After some searching, he found the bloody shelter, and the lone wolf was still lurking nearby.  It looked wounded, so he thought maybe he could take it.  He threw one javelin, wounding it, and the wolf ran over.  On the first hit, it ripped open his abdomen and spilled his guts everywhere, killing him.

205
Gameplay questions / Re: Vagabonds
« on: June 09, 2018, 07:18:05 PM »
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same

206
Gameplay questions / Re: Help with forest spirit quest
« on: June 09, 2018, 07:13:55 PM »
I had a similar issue as the OP, and I can confirm that the character must actually SEE the spirit of the woods.  It may even be necessary to use the "Look" command, as I did, and observe the characteristics.  Simple talking or sensing of the spirit is not enough to complete the quest.  As others have suggested, I recommend building one or more large fires and carrying a torch.

207
 :o

208
Off-topic / Re: Exploring the medieval hunt (blog)
« on: May 31, 2018, 12:17:45 AM »
Ancient Celts had two-handed swords, even when they encountered the Romans.  So, it's not technologically impossibly for an iron-age culture could produce such things.  Of course, Finns are not Celts, but then again they are not the folk of UnReal World either.  I guess the only question is whether it matches Sami & Erkka's vision of UnReal culture.  Personally, I like the battleswords.  But, if they were removed, it would give more reason to focus on Axe skill instead of Sword - since the battleaxe would be the only 2-handed melee weapon, capable of cleaving armor and dealing decisive, catastrophic damage to any body part

209
Suggestions / Lighting torches off of other torches?
« on: May 26, 2018, 12:12:59 AM »
Currently, torches can only be lit from open fires.  This gets a little annoying if you are conducting protracted activities in caves.  I would think you should be able to light torches off other torches.

210
Gameplay questions / Re: Any way to find lost items?
« on: May 25, 2018, 09:26:33 PM »
Exciting stuff. Thank you for doing the math.

I managed to find the items, although more through random luck than anything else.  I checked the hexidecimal positions to get a good idea of the area, and then simply searched systematically.  Not the most precise, but it worked.  If anybody knows a quicker way, you could still post it here to help others in the future.  I'm just happy to have my stuff :)

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