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Messages - trento007

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16
Gameplay questions / Re: Psychic enemies
« on: December 07, 2017, 12:17:00 AM »
My suggestion to you PoisonPen is simple: Bring a few dogs. A companion (such as an npc villager) can be nice but is just icing on the cake if you asked me about their usefulness in combat. I will usually only bring them to hunt with me as having them to help chase and potentially kill animals is great but if they are vs a njerp/bear or worse situations such as multiple attackers you risk your companion dying quickly while sometimes being unable to do anything about their death. To put it simply not all humans in unreal world are good at combat, some companions will die quickly if over-encumbered, fatigued, or have bad physical attributes and weapon skills.

Dogs on the other hand are useful in most situations where humans arent. Dogs (if not being loaded full of items) are generally effective in combat against humans and while bigger is usually better for this purpose, smaller dogs prove very useful in hunting. I tend not to leave my settlements without 2 dogs leashed to me and I am fond of having 4 dogs with me in most combat situations. 2 dogs will remain leashed to you at all times to cover your sides/back and to help fight any melee attackers. If you choose to bring more than 2, the rest can be released at your discretion to fight attackers while you preferably kill high priority targets with a bow.

My specific style of combat in unreal world is much different than what has been described here. I would be comparatively much more aggressive, no retreating whatsoever except in circumstances that I need to gain cover from ranged attackers or I need to back away from a melee that has just wounded me (to let my dogs block their path to me). When possible I will begin combat by firing from sneak as many arrows towards the head (if closeby and confident in my bow skills) or body (if not as close or aware of my location) until the target is incapacitated or dead. With broadhead arrows aiming for these areas is quickly fatal. In the situation of multiple targets I will often release my first 2 dogs after the enemies have become aware of my presence. After this point I will fire some 5-6 arrows towards any more approaching attackers and will begin to assess the situation to determine if I can switch to my melee weapons or not. Firing more than this amount of arrows isn't recommended as you will waste more time than necessary if you haven't killed most of the enemies by now. Your dogs should be in melee of them, and we switch to our preferred melee, close the distance and begin picking off the survivors.

17
Suggestions / Re: Endgame economics - Money sink ideas
« on: November 27, 2017, 04:34:14 AM »
I'm currently working on gearing all the nearby villages to my settlements, so to arm the villagers with weapons of their choice + sidearms and shields, eventually to give them armors as well. The end goal of this is just to have a lot of very well equipped cultures (and maybe a deadly gauntlet of enemies to fight through).

18
Gameplay questions / Re: Bow accuracy
« on: November 03, 2017, 01:07:45 PM »
Another factor that came to mind about the success you may have with bows is your characters attributes, I am pretty sure higher governing attributes will affect the success of the skills using those attributes. You may have 90 skill points in using bows but if your strength, dexterity and eyesight are all bad then you might not have much luck using bows. The attributes/skill relationship can be found in a table on this page:

http://unrealworld.wikia.com/wiki/Skill_points

Thank you for the correction Erkka I was unsure having read a post that said the game took place sometime after 900AD, and went with what wikipedia said on the iron age. Great game by the way.

19
Gameplay questions / Re: Bow accuracy
« on: October 29, 2017, 11:58:22 AM »
My character has a bow skill of 97 and is using a masterwork longbow as well, and the few times I've had to hunt birds I've had relative success within a few shots with normal arrows. The thing that strikes me with your post is that you say you are at a range of a full screen from them, assuming that is zoomed out, 24 tiles from the center of your character to the edge. This may not be a large distance in real world lengths but it is effectively the farthest our character can see and hope to interact with without getting closer. The key here, get closer to the bird to take your shots and you will have more success. I generally will take my shots from around 12 tiles away as it's not too difficult to sneak or walk up on a bird flying high to do so, before they fly away.

Some points on why missing at the max range would not be uncommon:

Two lines starting at the same point and with only a single degree difference in direction will eventually amass a very large distance between them the further and further the lines go. So to say, inaccuracy of the shot is going to be expressed more heavily the further the distance the arrow has to travel.

Wind resistance and bullet (or arrow) drop will come into play to veer your arrows off course, and surely the designers have taken that into consideration while making the randomness of the projectiles, even if not literally adding in those factors.

Given that "the period when the longbow was dominant (c. 1250–1450 AD)" and that the game takes place in the late iron age "considered by many to fall between around 1200 BC and 600 BC" I feel there is little reason to expect the longbows within the game had been perfected and thus wouldn't be quite as accurate as historical models you can see being shot nowadays or as the bows from when the longbow was dominant.

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