See likes

See likes given/taken


Your posts liked by others

Pages: 1 [2] 3 4
Post info No. of Likes
Orja Reemailainen Part 1: The Story Begins...
I try not to remember much from my time as a child, but some memories won't go away; a smiling woman with long golden braid who would comb my hair with her precious bronze comb decorated with a running horse; a huge man with scarred hands and a booming laugh who would throw me into the air and catch me as I laughed; brothers who would bring a brace of grouse or string of fish back for dinners; a large milk cow in the yard.  I mostly remember light, warmth, and love.  Then the demon raiders from the east came at night with fire and iron.  Isa yelled for me to get help from a near village, but I didn't even make it to the trees before they caught me.  Terror and my burning house... that is all I allow myself to remember of that night... my family... gone.  Even now, I am consumed by loss and rage as I think of what was taken from me...



As the sun rose the next morning, I was put on a raft and taken far away from all I knew.  I was made a slave to those demon raiders, the Njerpez.  I secretly took care of my ways, vowing to avenge my family's spirits.  One day, I saw a warrior's wife using my mother's bronze comb and I flew into a rage.  I was punished, but I knew who had destroyed my life.  I slowly learned the names of those raiders who killed my family, and they became my list... Kaipia, Ruuri, Kalevi, Kaipia, Hirvo, and Rautia.  I learned, watched, and grew large, like my father.  I banked my fury and nurtured my hate for these men as I slaved for these Njerpez.

One evening, these 6 were boasting to some of the younger warriors about a raid a few years ago into the Reemi.  They boasted of their power as they described sneaking through the forest up to my home.  Rautia laughed as he showed my mother's prized bronze comb and pointed toward me as I tended the evening fire as a sample of the wealth they took by their might.  The young warriors lusted the glory and wealth and they began that night to return to the Reemi for another raid.  I convinced Kaipia I would be a help to locate the villages that surrounded my family's homestead, and the fool agreed.  I was the only slave taken to care for a raiding party of 10. 

Once we landed the rafts on the shore, the raiders crept through the forest back to my homestead's clearing.  They repaired 2 of the cabins that were partially standing and started to prepare for their raids into the nearby villages.  As they were checking their gear, I realized I was alone in the middle of the camp and took my chance as I ran...

September 07, 2017, 08:50:34 PM
1
Re: Orja Reemailainen Some of the slower warriors held bows as they chased me.  I knew I would be killed if they could hit me, so I tried to keep other raiders in-between them and me as I ran.  Eventually, I stumbled through a grove and into a field planted with barley and peas.  By this time, only 4 breathless raiders had kept up with me.  I slowed my flight but had to stay far enough away that they wouldn't try to shoot me with their arrows.  I led them right into a Reemi village that rallied to my defense and killed the filthy Njerpez.  Unfortunately, a village sage was killed in the fight, but my revenge was started...


I sorted through the Raider's weapons and gear to find a scimitar and roundshield.  Leaving all their heavy armor, I crept back through the field, grove, and hid in a spruce mire next to the Njerpez camp.  When I saw Kaipia the idiot through the trees, I threw a rock at him and ran back through the forest.  Rather than call the rest of the raiders, Kaipia followed me alone into the forest.  He chased me through the trees and grove until he was breathless.  I then hid and crept until I was behind him and killed him with a blow to the back of the head...


He died loudly and I could hear the rest of the party crashing through the trees to find me.  I hid a short space away when they found his body.  I then followed them through the forest and drew them into another chase.  One-by-one, I wore them down until they were breathless and killed them.  Thankfully, Rautia was the last Njerpez left.  He saw my sword dripping with blood and he tried to run away like the coward he was.  I ran the weakling down and killed him with a slash to the back of his head...


As I ate and recovered from the fight, I gathered their equipment into the cabin that was my home.  As I sorted through their things, I saw my mother's comb and cried bitter tears...


Rautia must have brought the comb with him in his pride.  This comb is my most prized possession and I will always carry it as a talisman as I seek vengeance.  I believe my family's spirits were sending me a message.  I thought killing these demon raiders would ease my pain and satisfy my revenge.  But I was wrong.  I am still hollow with my grief and loss.  I cannot stay in the shell of my family's homestead.  The memories won't let me sleep in peace.  So I have moved into one of the cabins in the nearby village.  I will try to repay them for their sage's sacrifice for me.  Then the Njerpez will pay for all the wrongs they have done to me.  I will eradicate them, root and branch, so no other innocent children are taken into slavery. 

September 07, 2017, 09:24:45 PM
5
Buying Animals Can the buying animals process be changed to address: 1) buying a specific size of livestock animal from among the available animals for sale, and/or 2) buying animals in bulk?
  • If a village has multiple livestock animals of the same type of animal for sale but I only want one specific sized animal, it seems to be random which animal I am actually buying.  I'd really like to either A) know which animal I am trying to buy or B) be able to choose which animal I want to buy. 

    A) Could the dialog specify I'm trading for the "small sheep" or the "big dog" or the "bull" (referring to the normal  bull).  Right now, I can't seem to find any pattern as to which animal I am actually buying at a time and the NPC dialogue doesn't clarify either.  I've tried to determine if proximity to the bought animal or selling villager influence which animal is for sale and I can't seem to find a pattern.  For example, if the village has 5 sheep and 3 dogs for sale, could the dialog proceed as follows: ""What kind of animals [do] you need? We have a few to sell around here. 1-Small Sheep, 2-Big Dog"  The player would then bid and trade OR reject the sale offer and start a new trade dialogue to bring up a new list of animals... 1-Sheep, 2-Small Dog

    B) Could the animal dialog actually list all the types/sizes of animals for sale not just by the animal type but also the animal size?  For example, if a village has 5 sheep (1 big, 2 normal, and 2 small) and 3 dogs (1 big, 1 normal, and 1 small) and I only want to buy the one big dog, then it seems random which dog I actually get the opportunity to buy at a time.  There have been instances when the big dog in this scenario is bought first, second, or third.  Could the dialog actually break down to: "What kind of animals [do] you need? We have a few to sell around here. 1-Ram, 2-Small Sheep, 3-Sheep, 4-Big Sheep, 5-Small Dog, 6-Dog, 7-Big Dog"
  • Can I buy multiple animals in one trade?  Right now, I need to buy multiple animals one-at-a-time.  Can I add the animals to a tally and then trade for them all at once?  This would allow the player to have more efficient trades and allow higher value items to be used for trades.  Now, a battlesword is worthless when trading for animals because it is so valuable.  But if I could buy animals in bulk, that sword might then become very handy if I could use it to buy a bull and cows/dogs.

September 10, 2017, 01:57:17 PM
1
Re: Orja Reemailainen PART 2: Return to Njerpezti

My righteous rage and burning grief after escaping from and then killing my slavers has cooled to a smoldering thirst for revenge.  I traded some of the gear from my slavers for a punt and paddle, axes, food, and two dogs.  I named them Sitoa and Lakko and they became my fast companions as we hunted for elk and reindeer.  They allowed me to put up several hundred pounds of meat to smoke in a Reemi lodge, food I would need to seek my revenge.  As I waited for the meat to cure, we traveled in the southern parts of Reemi lands, traded for more goods, helped identify a bird thief, gathered branches for an old man, and reconnected with my people. 

Through all this, Sitoa and Lakko were my truest companions and they could tell I was growing restless.  I was tempted to settle down and live my life among my people.  But my mother's prized horse ornamented comb is a constant reminder of my hate.  I am learning to savor it, to sip at it, and to anticipate my revenge.  As soon as my meat cured, I packed all my gear into a punt, leashed my two dogs, and pushed out into the sea.  I came to a string of small islands before the great deep and stopped to rest throughout the last night and into the morning.  When I awoke in the late afternoon, I pushed out into the sea without even acknowledging the spirits or feeding my dogs. 

I must have angered the spirits in my haste as I quickly tired as I paddled east and realized I would need to sleep in my loaded punt in the middle of the sea in the dead of night.  However, the rains came in the night and I could not sleep.  All that night the rains kept up and I was too tired to keep paddling and unable to rest.  As the sky lightened with the coming day, the rain strengthened and I spent even longer exhausted, wet, and miserable.  I didn't know how to appease the water spirits out at sea, so I clung to my punt and dogs and made little progress.  Finally, the rains stopped and I dropped exhausted to a dreamless sleep.  I made it to the southern coast of the Njerpezit.  I made landfall at a place called Ironfen along the southern coast and knew there was a village near the coast.  Knowing I was in hostile land, I put on all the armor I could, gathered my weapons, and left my punt and provisions along the coast.

I saw a cliff and hiked to it to get a view of the surrounding land and was immediately confronted my a band of 3 Njerpez thieves.  They didn't even ask for my equipment but ran at me with their weapons waving.  I loosed Sitoa and Lakko and entered the battle.  Although all three of us were wounded, we killed the thieves and I used their rough clothes to make bandages for my wounds.  I wish I could have bandaged my precious dogs' wounds to help their healing for they truly saved me that day.

From atop the cliff, I saw the raider village surrounded by mire and knew it would be a miserable place to set-up as my base for revenge.  I decided to move on, but knew I would be back.

September 29, 2017, 07:05:03 PM
1
Re: Orja Reemailainen I left my dogs to heal and most of my provisions near my landfall and traveled to the east where I remembered there was a famed raider settlement.  I avoided a bear I saw on the way and soon came to fortified village near a small bay...



I scouted around and saw numerous warriors in the fortified village, so I because more cautious and only approached at night.  There was no way to get close to the village and I did not believe I could safely draw away the Njerpez one at a time.  I spent a night watching and lurking around their village and saw no way to begin my revenge.  So, I went back to my dogs to think and commune with the spirits.  As I approached the spirits with hate in my heart, I realized they demanded a sacrifice for my revenge.  So I gathered my faithful dogs, equipped all my armor, and together we went back to the fortified village. 



As the late morning sun shone, I quietly approached the village fence from the east and hid behind a big rock and tree.  I tied my dogs to the tree, thanked them for their love, companionship, and trust and equipped my hunting bow.  I shot a Njerpez warrior in the back with a broadhead arrow and I hid back behind the big rock.  As the warrior charged, my two faithful dogs, Sitoa and Lakko, became enraged and drew the attention of the whole village.  As the whole village approached my dogs tied to the tree, I ran to the nearest building and quickly equipped my shield and sword.  I heard my dog's cries as they were brutally killed and steeled myself for the coming fight. 

Due the door and small building, I kept the filthy raiders from surrounding me and instead, struck them down one at a time.  I needed to conserve my energy, so I often paused rather than strike and counterstroke when they attacked me.  Because of the spirits' protection, my caution, shield, and defensive strategy, I was only lightly wounded.  Eventually, the last of the raiders were breathless as they crawled over a pile of their own dead to reach me.  When there was one Njerpez warrior left, I approached him and ended his life...



Their village was now mine.  I burned my two dogs for their sacrifice and to thank the spirits.  I spent the next days recovering from the battle as I ferried my supplies to the village, gathered their gear, tamed their pigs, and stacked the bodies of the dead.  I then spent weeks remaking their village to suit my needs.  I tore down several of their buildings, expanded several buildings, tore down much of their fence, built pens for animals, and put up a smaller perimeter fence...



I even traveled back to the Reemi to trade, buy sheep, and new dogs.  I can't bear to name them yet as I don't know what more sacrifices the spirits will require of me.  While with my people in the west, I even hired a companion to hunt down a bear that mauled a Reemi adventurer and find his father's handaxe.  I understand the significance of tokens of parents as I still carry the horse ornamented comb of my mother. 

While I finished my preparations, the first snows fell and withered the crops in the fields.  Winter had approached while I wasn't paying attention and I lost a harvest due to my neglect.  Regardless, I am now prepared.  I have more equipment and better armor and weapons.  I have decided to leave their Njerpezti bodies to rot in the field.  If the smell bothers me or begins to attract scavengers, then I might burn their corpses.  Soon, the cold and snows will come and bring the darkness of winter.  I will stalk the villages, and nurse my revenge.  Besides, I have the whole of the unexplored Njerpezti lands before me...

September 29, 2017, 07:38:06 PM
3
Re: Orja Reemailainen Part 3: Early Winter Raids...
I'm almost recovered from my latest wounds while writing this in late Center month.  Snows are piled around my cabin and I can hear my animals crying out in the cold.  The immensity of my task has settled firmly on me and my revenge on the Njerpezti is now daunting. 

I've now killed the filthy invaders in five villages.  My pattern is the same.  I layer on all the armor I can and still move, sneak near their village around midnight, run into one of their cabins, and then hold them off one or two at a time until the Njerpezti are crawling over their own dead to get to me.  I know they will hit me, I can't help that despite my skill and best efforts, but my layers of armor and clothes have so far kept me from dying.  Once I have killed everyone in a village, I bind my wounds and sort through all their goods and materials.  I even have started carrying extra rope to leash their animals.  I keep all their weapons, food, clothing, furs, tools, and anything of use or value.  I load it all onto my animals, and any animals I have taken in the raid, and carry back to my fortified settlement along the southern coast.  I also render their worn and rough clothing into bandages and cords for my own use.  So far, I have taken years worth of vegetables (>1000 turnips, >160 lb beans, >30 lb peas), seeds (>400 lb hemp, >50 lb turnip), and grains (>450 lb rye, >390 lb barley), sheep, cows, and a bull.  I have piles of weapons, tools, and armor.  But I have so many more villages to wipe from the map...



... and one of these raids almost ended me.  As I was scouting a village, a Njerpez warrior chased me into an adjacent spruce mire.  I killed him and the rest of the village swarmed me.  I fought a retreat with the pack of rabid villagers into a thicket with only 2 entrances. 



My panic subsided until the 2 Njerpezti I was fighting wounded my right hand and arm with several cuts and a puncture until I couldn't hold a shield or two-handed weapon.  I was reduced to fighting left-handed with my handaxe as my wounds, encumbrance, and fatigue made it almost impossible for me to continue fighting. 



I finally hacked the unconscious maiden's neck until she stopped breathing and tried to catch my breath for the next opponent.  I waited until no one else came and then crept out through the trees.  Apparently, the entire village had come into the spruce mire after me, leaving fires burning and doors open, but I was the only one to make it out.  I stumbled into their abandoned village, tended my wounds, and went back to gather their clothes, armor, weapons, and tools.  Over the next days, I recovered in their village and realized how close I had come to dying in my quest for vengeance.  I even gathered their bodies into an abandoned cabin before I packed everything onto my animals and left that cursed place for good. 

I scouted the Njerpez lands and realize I have 27 more villages to cleanse.  I don't know how I can make it though this trial.  But at night, I still hear my dead mother's voice crying for vengeance.  I'm now spend my time bundled up as the temperature plummets and the snows mount.  I work until I drop from exhaustion to avoid sleeping.  But all my wounds have healed, all my chores are done, and I am staring at the walls in loneliness.  At the start of the snows, a band of traders came to my settlement and I traded for a beautifully crafted battleaxe.  It was so pleasant to speak with another human, but they left without a goodbye the next morning.  I dread to use that axe, but I have it packed and I am prepared.  I leave in the morning.  I might not return.  If I don't and you find this record, please take my mother's bronze horse comb and cast it into the mire.  I am leaving the comb in this cabin rather than carry it with me as I have until now.  I hope she can find rest. 

October 27, 2017, 08:56:15 PM
3
Re: Orja Reemailainen Part 4: The End

My revenge had become tedious.  I became careless while raiding the villages and was trapped several times in mires or outside of buildings.  I had layered myself with the clothes of the dead and waded into their villages with my battleaxe dripping from the last village I had slaughtered...



I continued to raid, even with light wounds.  By the time the snow thawed, there were seven villages left.



Once the Njerpezti were all killed, I collected all their dead from their 32 villages and stacked dumped their rotting corpses into massive piles.  While wading through the remains, a great calm came upon me, and I knew the spirits were pleased. 



The dead were stacked and sorted...



... and I counted all I had collected from their 32 villages...






Now, I am off to a bog.  I plan to build a fire and cast my mother's cursed comb into the bog to let her spirit rest in peace. 



The empty villages that now surround me seem pointless.  Even though I know I have appeased the spirits and are in unity with the world, I have no more purpose to my life.   I'm done.  I think I will travel back to the Reemailainen and settle down on a new homestead.  Hopefully, I'll find the peace.  What will become of me? 

December 01, 2017, 09:35:15 PM
5
Re: Psychic enemies
If you're slower than the fastest enemy, there's simply no way to win.  And that is terrible game design.

I disagree.  If you've never had the experience, I'd recommend you go check out a HEMA club (https://www.hemaalliance.com/) if you have one near.  You can't avoid getting hit in real combat.  Even a skilled person will get hit if the opponent is willing to take a blow.  The strongest/fastest person does tend to indeed beat on the slower/weaker ones.  That is not always the case, as technique can compensate for some of that.  But if you have a trained fighter who is stronger and faster than you, you're at a substantial disadvantage.  That disadvantage is compounded if you're fighting multiple opponents.  It is true that the first person to be seriously wounded will loose.  That is closer to real life than the ability to shrug off a wound and keep fighting. 

To address the original post, you can't be in a hurry to clear a village if you're going to snipe away using a bow.  You need to give it days to pick off a few opponents, let the village calm down, and then repeat.  I've had the same experience if I try to rush it.  I've been most successful using a bow and no/light armor by luring one or two villagers into a pine mire, and taking them out quickly, running away, then leaving for a few days before I do it again. 

I've also had the recent experience to eradicate the Njerpez off the map (see Orja story in the stories sub-forum).  I layered on all the armor I could knowing that I'd be hit and I still received wounds.  My character snuck or fought their way into a village building or protected space in a pine mire so that only one or two enemies could get to me at once.  Then I was able to clear the village.

I believe the "flaws" you identify make the game more realistic and give more serious consequences to actions than a hack and slash game. 

December 04, 2017, 04:32:33 PM
3
AI Response to Killing Villagers An interesting thread is going on in Gameplay Questions -> Psychic enemies (started by PoisonPen - http://www.unrealworld.fi/forums/index.php?topic=945.0) .  It has to do with village NPC responses to a player who kills NPCs.  PoisonPen is arguing the game mechanic is broken because he can't snipe from safety (a mischaracterization of his post, but go read it and the responses). 

I'd recommend that the AI be adapted so the villagers behave somewhat rationally when a NPC villager is killed.  I recommend there be two phases of villager reaction when when a NPC villager is killed. 

First, if a player attacks, the village can gang-up on them as the AI currently has it.  However, if the NPC villager is killed, I recommend the villagers respond differently than by staying aggressive to eventually become breathless and easy to pick off one-by-one.  The villagers could respond to a death by:

  • The warriors, hunters, and adventurers remain the principle combatants in a village while the women, children, and shamen/sages and tradesmen/craftsmen are secondary defenders who wait until the warrior/class are engaged or eliminated before attempting to fight or assist. 
  • The villagers won't chase a person too far away from the village or other NPC villagers for support.
  • They flee to a fortified building that they decide to defend.  Maybe they can shut and bar a door so the player can't just open a door and walk in.  The player would then need to hack through the door and wade into a defended building.  This might open expanded building options for defensive structures in buildings (barred door, closable shutters, defensive fences or walls in some villages. 
  • Villagers could try to smoke out or burn down a building where a NPC killing player is hiding.  (EDIT: taptap's idea)
  • If an attacked village is near another village (and especially if connected by roads), consider reinforcements and more fighting NPC arriving after an appropriate time.

Second, there needs to be longer-term consequences for killing NPC villagers. 
  • Maybe the non-combatant villagers flee to surrounding world tiles/villages once a NPC is killed.  The fleeing NPCs could warn others and prompt a lowering of the player's reputation in a given culture.  This might allow the player to loot a village, but the remaining culture would then be hostile to the player.  Maybe a player's worsening reputation, after repeated NPC killing would spill over to neighboring cultures.  Eventually, the NPC killing player would find no safe refuge.
  • This might be a challenge, and might need balance issues, but consider having roving bands of NPCs that would pose a threat for a village-killing player.  For example, if a player gains a hostile reputation from killing many NPCs from a culture (or from non-affiliated forresters), maybe that culture sends hunting parties after them.  These hunting parties wouldn't spawn unless a player's reputation got bad enough from killing NPCs in villages.  This hunting party would be like roving bands of foreign traders but from the revenge-seeking culture.  These hunting parties would be armed and armored and maybe they bring some dogs too.  Then, if the player has a hostile reputation (from killing NPC villagers), the hunting party would become aggressive and attempt to fight the player or raid the payer's settlement (take gear and equipment, burn down buildings, take livestock).

I believe a player's behavior and attitude about killing villager NPCs would change if there were more risk to it.  Players wouldn't be able to have a "safe" area if they might encounter roving bands of warriors/hunters/adventurers who are tracking them down.  I also imagine that in real life, if a rogue hermit was wandering into Iron-age villages and killing everyone, the word would have gotten out and a coalition of villages might send a party for vengeance. 

December 04, 2017, 07:17:37 PM
1
Re: Question for Sami I have a few comments on the marriage poll and incorporating marriage into URW.  Others can comment on the role-playing nature of an NPC spouse or the ability to have children and have a multi-generational URW experience.  But I am reducing the arguments to two options for incorporating a NPC spouse: 1) the Resource Drain NPC Spouse, or 2) the Resource Generator NPC Spouse.  These options might be considered over simplifications (they are mechanistically not mutually exclusive). 

Option 1: The Resource Drain
For this option, a NPC spouse becomes a drain on player resources.  First, the spouse must be wooed and courted with furs, tools, weapons, valuables, etc.  In this option, a significant expenditure of player time is given to attract and then obtain a spouse.  The "cost" of a spouse would then be proportional to the perceived "value" of that spouse.  In this scenario, the spouse becomes a status symbol for the player through their ability to attract the "best".  It could be even that the spouse gives the player increasingly difficult quests as they become more involved along the wooing path.  Maybe there are differences between an in-culture marriage versus an out-of-culture marriage?

Second, after a marriage ceremony, the spouse must be provided for.  In this option, the NPC spouse is a bystander that consumes the player's food, clothes, tools, and weapons (maybe also armor, cords, bandages, bowls, etc.).  The player must spend time ensuring the spouse is sufficiently provided for so they stay committed to the marriage and alive.  In this option, a NPC spouse likely functions like current NPC villagers.  They wander around a specific location or follow the player around, but have limited utility.

The entire purpose of a resource drain NPC spouse is to add a monumental achievement to the URW experience.  That is, the player can not only provide for them-self, but they can attract and maintain the NPC spouse as a status symbol.  The resource drain NPC spouse then would "unlock" PALU's generational feature...
It can also be noted that there are probably very few people who play their characters for 17+ years so that they could have had "adult" offspring. This means you could potentially start a family, but any children would be unlikely to be adult when your character expires, so if a generational feature would be introduced it would probably have to be able to skip a number of years, which would require some kind of logic to advance the world (which should include repopulating village animal stocks, at the least, and probably replace some of all those villagers who died fighting robbers with your ex character as well).

Option 2: The Resource Generator

For this option, a NPC spouse would need to function differently than other villager or companion NPCs.  The NPC spouse in this scenario would need to be a productive member to contribute to living in URW.  For example, the resource generator NPC spouse would need to actually engage in meaningful labor around a settlement or while on a hunt.  This means they would need to accept and execute commands that take advantage of skills.  A resource generator NPC spouse is likely more accurate (they help contribute to life), but much more difficult to develop.  This option could also lead to players gaming the system or to unexpected results (or danger to the NPC spouse) due to poorly issues commands and limitations of the AI. 

A wooing process would need to take place.  However, while a resource drain NPC spouse would be a status symbol, a resource generator NPC spouse would be valued to complement the player.  For example, if a player is unskilled in something, woo a resource generator NPC spouse to compensate so they can perform those skills for you.

Once the courtship is completed, the resource generator NPC spouse would need to be functionally helpful to a player.  For example, if a player provides the necessary items (tools, weapons, seeds, pots, cords, etc.) and key instructions (location of a field to prepare/tend, trap fence to monitor, materials to process, etc.), the resource generator NPC spouse could process through a que of instructions.  For example, a resource generating NPC spouse could contribute to agriculture, hideworking, fishing, food preparation (smoking, salting, drying meat or making flatbread, stews, grinding flour, etc.), hunting, building, monitoring a trap fence, checking traps, making clothes, tools, or weapons, etc..  A resource generator NPC spouse would need to have skills that would affect their ability to perform all of these actions/functions. 

The entire purpose of a resource generator NPC spouse would be to expand a players skills set, provide a companion in shared activities, and/or help reduce the tedium that can occur when surviving in URW (i.e. division of labor).   I can imagine scenarios where the resource generator NPC spouse...
  • prepares the soil, plants seeds, harvests crops, threshes for grain/seeds, grinds flour
  • skins a carcass, cleans the skin, tans furs and leather
  • butchers and smoke the meat or cooks any of the other food recipes
  • prepares logs, blocks of wood, boards, etc.
  • builds a wooden building or kota if the player outlines the walls and doors
  • follows a circuit of traps, or a trap fence, to collect the trapped animals, reset the traps
  • being sent out into a delineated geography and asked to harvest all the berries or herbs of a given type
  • wanders a geographical area to actively hunt
  • joins the player and sets traps in a designated place
  • joins the player on an active hunt
  • follows the player to a village to trade and carry items
  • etc.

I've said too much...

Option 1 would be easier and provide for "end game" objectives.
Option 2 would require the player to spend a great deal of time managing the NPC spouse. 

December 18, 2017, 11:01:35 PM
2