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Messages - Dungeon Smash

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Development News / Re: Random little additions...
« on: July 12, 2017, 02:12:50 AM »
Love the new boat tiles! and Thank You for optimizing the rain/snow effects!!!

Modding / Re: Quality detemination
« on: July 12, 2017, 02:10:14 AM »
i believe preferred tools work on somewhat of a "sliding scale", where some tools are "tolerable", "satisfactory", "awkward" etc depending on how closely they are related to the preferred tool.  carving axe is closest to broad axe, woodsman axe is closest to splitting axe, and handaxe is somewhat close to everything.  stone axe is bad at everything.  etc.

General Discussion / Re: Legacy Characters
« on: July 01, 2017, 05:49:20 PM »
sounds fun!

General Discussion / Re: Quest Frequency and Eligibility
« on: June 15, 2017, 09:27:33 PM »
i think you're right, but it also seems like the threshold (at least for certain skills) may be fairly low. I've received numerous herblore quests despite only having a skill rating of ~30%

General Discussion / Re: Telling Furs Apart
« on: June 15, 2017, 09:26:18 PM »
it would also be cool if different animal furs looked different, so a fox fur looks like a fox fur, bear fur looks like a bear fur... etc

Off-topic / Re: Mors Kochanski, 40+ years of Bushcraft
« on: June 01, 2017, 01:59:33 AM »
Mors Kochanski is amazing! He instructed the bushcraft instructor who instructed me.  He is a true master. 

I have a few of his out-of-print videos, which I might be convinced to share if I were convinced they were going to someone who would make good use of them. :)

Suggestions / Re: Absorbing Iron Working
« on: May 28, 2017, 06:15:32 PM »
I believe Saami has stated that this will be introduced into the game at some point, but the team is focusing on other things at the moment.

Suggestions / Re: Quality of Life (for the Player) Improvements
« on: May 28, 2017, 06:14:41 PM »
the first one, your character can sleep in the rain if they are utterly exhausted.  which makes sense imo, i think it should stay the way it is. 

I like the second idea.

Suggestions / Re: Increased and Expanded Valuables
« on: May 28, 2017, 03:40:07 PM »
With regards to ornamented weapons, etc:

while i agree that encrusted jewels and gold filligree might be a bit much, I don't think it's far-fetched that an experienced woodcarver might carve interesting designs into the handle of his ax, and thereby increase the value.  Or that a masterwork battlesword might feature engraved patterns on the blade, enhancing its status as a borderline-magical prestige weapon fit for a chieftain. 

At one point, wasn't it possible to use the old woodcarving skill (now carpentry) to carve designs on bowls and such?  or was that a mod?  anyway, i liked that system.  Dwarf Fortress uses a system whereby most items can be improved in terms of value by adding decorations and such - for example, a cape made of spider silk is more valuable than one made of baboon skin, but even more valuable is a spider silk cape colored with rich dyes by a master clothier, and even more valuable still is one inlaid with precious stones.  I think something like this (albeit much simpler and more grounded) could potentially work well in Unreal World, but it would have to be carefully balanced to avoid exploitation.

Gameplay questions / Re: Keeping the game fresh
« on: May 28, 2017, 03:30:44 PM »
i find starting up an industry to be satisfying and a good way to make the in-game days pass quickly and without tedium.  For this, I rely on mods.  Ironworking is my favorite, and weaving is also very fun. 

One survival maxim is to improve your situation at least a little, every day.  With this mindset, you can usually think of something to do.  Why not expand your home, build an addition or a new shed to store things?  Dig a well, or gather the materials for a kota.  Create a large farm, with many animals, many plots of crops and a large herb garden. 

One lifestyle I've never managed to actually get off the ground is travelling kota-dwelling nomad, using a reindeer (or 2 or 3) to carry my supplies and the materials for my kota, and travelling light with just my bow and a few dogs.  I think it would be pretty cool, but somehow my nomads always end up dying before i get to that point.

also, I want to mirror others in saying that I find UnReal world to be a very effective pastime for when I cannot get out in the real woods.  It really does an effective job in cultivating the exact "mindset" of real wilderness living.  In fact, sometimes even when I am in the woods, I play Unreal World when it's too rainy to do much outside!  my unreal world character really is like a "second me", a persona that I can use to explore options and life-paths that would be too difficult or dangerous to do in real life.  Of course, I would love it if I could make a 4 km trap fence and funnel all the life of the woods into my dinner-pot, but that is illegal pretty much everywhere  :P.  I tend to grow very attached to my Unreal World characters, and I am proud to watch them grow and thrive.  With this in mind, I generally try to treat them like real people, and ensure that they get enough sleep, enjoy some variation in their diet, and sometimes do things just for fun or to make their life more comfortable.  I find it makes the game much more satisfying to play.  I suppose some might find it odd that I lavish such care on a little pile of pixels and numbers, but this is my hobby, and I enjoy it. I also find that it has some level of cross-over to real life situations - when I've been playing unreal world as opposed to other games, I find my mind much more readily adapts to wilderness living.  I am able to plan out my actions intelligently by simply thinking, "Hm, what would I do in Unreal World?"

I'm not trying to say that Unreal World is adequate training for a survival situation, real life is far more complex and you also have to actually chop down all those trees yourself, not just watch a little animation!  but, when played mindfully, it can help your brain stay in the correct mentality.

Gameplay questions / Re: My trusty woodaxe
« on: May 28, 2017, 03:14:57 PM »
One other thing to note is that you will almost always have an ax in the early game, which you can use for fighting.  A woodsman ax, though not ideal, is capable of doing terrible damage in the hands of a skilled user.  Sword users may have to wait quite a while before finding a decent sword. 

Also, if you want to use a shield, you can carry several handaxes for throwing & fighting.  They don't do as much damage but there's no penalty for using with 1 hand.

Gameplay questions / Re: Stews
« on: May 28, 2017, 03:05:55 PM »
a few berries in the game are actually worth gathering as they have a decent amount of nutrition, i think namely cloudberries, and maybe crowberries?

i can't speak to the nutritional value of cloudberries in real life, but in a survival situation, berries are not enough to keep you alive in real life.  they were an important part of the hunter-gatherer diet, because they added needed vitamins and were so easy to gather that even a small child or pregnant woman could do it while others were hunting.  but in general, they were not a primary source of sustenance.

Off-topic / Re: What do you like to cook in real life?
« on: May 26, 2017, 11:19:50 PM »
So I do crock pot recipes these days. Got a handful of books I pull from, but mostly it's Make it Fast, Cook it Slow and Cook's Slow Cooker Revolution (volume 2).

I made enchilada casserole...three weeks back and cowboy stew two weeks ago. Last week I did garlic and turmeric scallops.  Think I'm going to do Azorean beef stew this week
i just got a crock pot myself!! i will have to look those books up, ive been racking my brains trying to think up recipes   ;D

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