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Messages - Theroleplayer

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16
Suggestions / Re: Focus on Endgame Content
« on: August 18, 2017, 05:36:52 PM »
@koteko

Hmm do you have budz brewery, the grog it adds takes a while to make, it helps me not get bored when I get stuck on my shamanic journey.

Also, I was actually thinking the other day of some mods I would make regarding NPCs, in particular their quests. I happen to be a creative writing student and have been using hypothetical quests to get writing practice, want to trade some ideas over PM?

17
Solved'n'fixed bug reports / Re: Vanishing fire.
« on: August 18, 2017, 05:30:28 PM »
Hmm this is troubling.

18
Suggestions / Re: The underdog of weapons: the short sword
« on: August 18, 2017, 02:42:19 PM »
Quote
note that attack/defence is unrelated to the type of damage

True enough, I was just trying to think of a way to compensate for the fact that the average attack from a seaxe would be easier to block than the average attack from a shortsword, considering the nature of each weapon.

Also I seriously doubt a handaxe in unrealworld would look like that, and even if it did, as you said, the point damage wouldn't be very high. The actual points of an axe would require quite a bit of skill to use properly, so yeah I don't really understand what saami is thinking.

19
Gameplay questions / Re: Need a Fisher's Knife
« on: August 18, 2017, 02:18:54 PM »
Thanks I literally just found a fine one near my settlement.

20
Suggestions / Re: The underdog of weapons: the short sword
« on: August 18, 2017, 02:18:21 PM »
I don't suggest the changes to the hard to spell and pronounce knife's actual damage scores. It is worth thinking about but my point is different: I'm talking about the attack value, it seems strange that a seaxe, which is a half tool half weapon designed for slashing, which in combat is much easier to parry/block, has the same attack score as a shortsword, designed for stabbing, an attack that is much harder to defend against unless your using a shield.

21
Suggestions / Re: The underdog of weapons: the short sword
« on: August 18, 2017, 10:13:49 AM »
The roleplayer wishes to contribute.

I strongly agree with this post and would like to add several things. One, I'm not sure about it's attack values, so this might already be true. But if it isn't then shortswords should have a higher attack value than the knives, as it is longer and a thrusting weapon. If the Skramasaksi is a seaxe, then it's more for slashing than thrusting, and slashing attacks are easier to see coming than stabbing ones.

Secondly, Should handaxes even be able to deal point damage, that doesn't make much sense to me, I have used multiple handaxes when camping, and I do not see how one would effectively stab with one. THe only example I can think of is if the handaxe had a a sharp point on the opposite side to the chopping bit. But as far as I know, such a thing is more for a war-axe, not as much for a handaxe. And as far as I can tell the graphic does not have such a head.

22
Gameplay questions / Re: Where to find fishing gear?
« on: August 18, 2017, 10:06:30 AM »
The ROleplayer would like to point out something.

Whilst Islanders are often stocked with tridents instead of rods, tridents are the best spears for fishing and fishing with spears generally gives different results to fishing with rods. Mainly you will get a single medium-large fish with a spear, Most of the time thats not so good, but in spring it would increase your chance of finding salmon in rapids. And salmon increases your chance of baiting a bear.

23
Gameplay questions / Re: Short Questions/Quick Answers
« on: August 18, 2017, 09:54:49 AM »
@caius THe roleplayer suggests fire, fire fixes everything. Except loneliness.

You can burn corpses and they will go away, Saami added this as a way of cremating your dead dog, since you can't bury them.

24
Gameplay questions / Need a Fisher's Knife
« on: August 18, 2017, 09:37:10 AM »
The roleplayer has a request.

A recipe in a mod specifically demands a fishing knife. So I thought, all right I'll search the archipelago there will probably be one somewhere. On previous characters I had indeed found some there. But not this time, doesn anyone know if it can be found somewhere else, I really don't want to murder an old man for his fishing knife.

25
Suggestions / Re: Increased and Expanded Valuables
« on: August 17, 2017, 06:40:39 PM »
The Roleplayer has a suggestion in this area
Perhaps instead of adding MORE valuables, we should focus on adding ways of using them. It's a given that Maidens like shiny metal trinkets, so they are probably going to be used when marriage is brought back into the game. But just that is boring, perhaps jewelry can be worn to make yourself seem more impressive, or for some other reason.

Also on the topic of fancy pants weapons, Making a waraxe or sword with some fancy patterns in it wasn't entirely uncommon, but there was little reason for it. However such weaponry is usually made by master smiths who possess the skill to do that. Thus the weapon is probably good anyway. However there is little demand for such things in the setting of UrW, Perhaps high ranking Kaumo warriors would have fancier spears and Knives, but thats about it.
@Brygun Also while you are right, the nitpicker in me forces me to point out that most games cheat by making strong AND beautiful materials, or Just go overboard with the magic excuse, One example I remember was in an anime where Gae Bolg appeared to be inlayed with GOLD and had a highly elegant design, when according to legend it was a great ugly spear covered in barbed wire, and the primary tactic of it's users broke the bro code.

26
Suggestions / Re: Injuries and maiming
« on: August 17, 2017, 01:47:30 PM »
THe roleplayer remembers Sami's plans

On the website there was plans for a scar system, maybe some scars have longer effects than just wounds, possibly even permanent ones.

27
Suggestions / Re: Animal Husbandry
« on: August 17, 2017, 12:10:35 PM »
The Roleplayer Likes these suggestions. All are good.

I know that sheep can be scared and try to run away, though I don't know how, perhaps that mechanic can be expanded on to include other animals.

On a similar note, how about rams and bulls try to do their jobs and protect the herd's females, I mean isn't that one of the reasons that they have those horns.

28
Suggestions / Re: Smoke From Fires Visible From Distance
« on: August 17, 2017, 12:04:48 PM »
The roleplayer has an idea,

Perhaps adventurers, foreign merchants, hunters and woodsmen could come to your camp/ settlement to seek shelter from a snowstorm or something. I wrote a short story set in UrW that was something along those lines.

29
Suggestions / Re: Focus on Endgame Content
« on: August 17, 2017, 12:01:18 PM »
Hmm, doing quests too woo a maiden reminds me of the crazy stuff the heroes of the kalevala had to do to get with louhi's daughters... Hmm maybe a quest to find a swan for a maiden.

30
Suggestions / Re: Combat injury awareness
« on: August 17, 2017, 11:58:21 AM »
I've noticed that too, it takes too long to figure out what is out of commission. Thanks for making the injury page matter clear, I was having trouble finding enemies for testing that.

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