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Re: Keeping the game fresh I always try to play a likeness of myself, and then basically roleplay as myself.  Basically, would you do something in the game that you wouldn't do in real life?


- Are you really a god of combat, stealth, and a master hide-worker?  Specifically?
- Would you deliberately hunt down and kill somebody to take their stuff?
- For that matter, would you really seek out warriors from another culture to fight?
- Would you really gather a whole bunch of people from different villages, arm them with weapons and armor, and go destroy other camps?
- Would you really subsist on a mono-diet knowing how bad for you health that is in real life?  Like mono-dried meat or mono fish, or mono milk?
- For that matter, what kind of allergies do you have in the real world?
- Would you really feed your dogs spoilt meat?  Or try and sell that to others (not sure if you can still do this or not.)
- Would you really build a cabin, by yourself?  Would you really cut down 300 tree's, put them all on a raft secured only with small pieces of cloth you cut from your underwear, and paddle upstream, to a building site so close to the river that it could potentially be flooded?
- Would you really build a trap-fence 10 km long?
- Would you really work your character so hard that they are constantly on the verge of fainting?
- Use the "Oath of Iron" ritual on throwaway weapons?
- Ect, ect.  You get the point.

Basically there's a ton of things you end up doing in the game because they are incredibly favorable or they take out some of the tedium, but they totally wreck the intended balance of the game.  Now, of course, being to strict with those ideas can also lead to a boring or frustrating game, so you should have some leeway if you choose to re-imagine yourself.  Perhaps you from 1,000 years ago would be very talented in something.  You would have to be, or you wouldn't last very long. 

May 23, 2017, 08:59:53 AM
Re: Focus on Endgame Content I agree, the endgame is a little lacking.  There are still things you can do, but they mostly focus on maximizing your character's skills and completing the ritual list.
May 26, 2017, 06:15:22 PM
The ability to name or label a peice of equipment Basically, one thing that I've found when amassing loot, is that it's easy to lose track of equipment that you have used oath of iron on if you get multiples of it.  Like the handaxe.  Especially since you can get multiple hand axe's and split into two different piles from robbers without the oath of iron.  It can be easy to lose track of your "main" weapon this way, at least until you end up trying to trade it anyway.

If you could label your equipment somehow, it would be easier to keep track of.  It could be as simple as carving an "x" into the object.  I dunno.

May 26, 2017, 06:31:49 PM
Re: Stews Okay, so from a survival aspect, meat stew is a terrible choice then, because all your really doing is combining 3 cuts of meat and a small quart of water, and it takes 4 hours...

When I got radishes from a village to the south (glad I can buy them instead of having to steal them and then avoid the place for like 6 months), I found that fish soup was a little better, in terms of nutrition to meat, since you are adding weight and some small nutrition from the radishes as well.  Still seems strictly worse than roasting, but I like the idea of eating fish soup instead of dried meat all the time at the very least.

On that note, I do hope the nutrition system get's an overhaul at some point.  I know the idea is that you are supposed to require meat in order to not starve, but it seems like meat is too powerful in that regard.  Like if you eat 5 fistfuls of raspberries instead you'll drop like several nutrition levels.  Not even joking, it's like the people of iron age Finland went foraging for potato chips or something.

May 28, 2017, 08:23:16 AM
Re: What's Going On In Your Unreal World? Not much at the moment.  I'm training my carpentry skills by making paddles from boards so that I can eventually start making my own arrows.  Mostly to not waste the feathers I get.  I may not have to make my own arrows though, if these robbers keep showing up to give me hand-axes instead.
May 29, 2017, 05:46:19 AM
Re: What skill governs crafted clothing quality? I think it would be nice endgame content if we could eventually pick a trade and unlock the ability to produce masterworks in that trade.  Stuff like being able to smith as a trade is a common example, but being clothier, or wood worker (produce masterwork carved, or wood integral items like arrows, bow's, and the like), instead of just being stuck either being able to produce masterworks or not.  It might cap what a single character can do which many would see as undesirable, but it could add diversity to characters.

Basic idea would be that a jack of all trades, master or none would only be able to produce decent works of all things, but the ability to craft or procure masterworks of a set of items would be attainable.

Right now, I know characters with maxed skills are currently able to produce masterworks of furs, leather, and foods of all kinds.

There are other products that I suspect you could create masterworks of but I'm not fully sure.  I'm not sure if board creation quality for instance is capped at decent, and I'm not sure if it's timber-craft or carpentry skill that governs it's creation quality, weather it is capped by the quality of the trunk or log (or if it isn't via an internal no quality tag).  If you can get boards and staffs at masterworks quality you can add those to the above list, as well as paw-boards, and paddles.

June 04, 2017, 04:40:21 AM
Re: Armor - Maximum Protection I think durability loss may cause items to protect you less.  I remember comparing the amount of protection that my armor provided before and after I took cord from it, and found the protection being weaker afterwards in some areas.  I'll have to double-check and get back to you on that though to be sure I'm not imagining it though, or accidentally comparing the wrong armor.
June 04, 2017, 04:44:06 AM
Re: Confirmation before eating unknown items! I think this should be extended, also to unknown plants in general.
June 06, 2017, 06:56:14 AM
Re: Change the wilderness map? In most cases, no.

However, I actually have gone out of my way to cut down every single tree in a map tile, and managed to turn a spruce forest into an open plains tile.

October 22, 2018, 06:38:44 AM
Re: Fix Robbers Actually, if I can 'throw' this suggestion in here...  Perhaps we can throw a net at an entity (at the cost of a ton of durability on the net), and if it hit's the entity ends up being tangled up for a while.  An entity that is tangled up can't really fight back, so it would be simple to knock that entity out and take their stuff.  Also, just being able to take things from people that are unconscious or sleeping would be nice too.  Sleep would give a chance for the target to wake up and get upset, obviously.
May 17, 2019, 10:30:30 PM