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Re: Impossible quest Thank you for the information but not for the joke.
July 26, 2017, 08:18:25 PM
Re: Birch bark for crafting You don't have to tell me. :D I appreciate his work very well. But I'm a busy man, too, and I know that this wish of mine might just only be work for half an hour for someone who knows what to do. Half an hour of work in trade for making many people happy then. That sounds good to me. This weekend I might have some spare time and I will probably try to do it and then I will share the result and add it to my suggestion. But since I don't know what to do, it will probably take hours for me to do. :D
July 27, 2017, 07:30:31 PM
Paddles as weapons It is quite bad that you cannot use a paddle to defend yourself since the paddle is the weapon of choice for any fisherman. If the player's character is wielding a paddle it is even worse, because taking off the paddle to equip a weapon will waste a whole turn while the attacker can still go on. On the other hand you can fight with something like a rock which isn't exactly a weapon, but you cannot fight with a paddle which has a much longer range and tends to be a better club than a rock.

This seems to be quite irrealistic.

November 05, 2017, 12:22:28 PM
Sleeping on spruce twigs Sometimes it is winter and sometimes you don't have even fur to sleep on to protect yourself just a little bit from the cold. The worst idea is to sleep on the plain ground and thus, in a survival situation one will gather at least some spruce twigs to sleep on if there is nothing else.

It would be nice if this was possible, although this would be just a minor improvement.

November 05, 2017, 12:23:26 PM
Improvement for cutting branches When you use your timbercraft skill to fell a tree you don't necessarily have to choose the direction where the tree stands when the tree is right in front of you. This was a great addition making felling trees more efficient. If it was the same way with cutting branches, this would be just great.
November 05, 2017, 12:24:36 PM
Repairing nets It should be possible to repair nets with tying equipment. I guess the reason why this isn't possible yet is just the fear that fishing might become to powerful, but this will not happen as I can explain.

Hunting, agriculture and fishing are the most important ways of acquiring food in the game, and while it is possible to play it mainly as a farmer or hunter, it is not possible to play it as a "real" longterm fisherman. For large-scale agriculture you can prepare more soil and plant more crops. For large-scale hunting you can place more traps. For large-scale fishing you can place more nets, but... the nets wear out. You are strongly dependent from the villages und have to stay near them, but at some point just all the nets will be consumed and you cannot keep up your playing style.

Even dairy farming is better than fishing this way.

It would be arguably okay if it took days to repair a single net, since fishing itself is a quite good source of food.

November 05, 2017, 12:28:29 PM
Re: Tracks being covered by snow I had a similar situation when the snow was melting away. The tracks on the snow remained on the ground even when snow was already gone.

I guess it would be a nice idea that the tracks were deleted everytime when the ground changes or even when it's raining or snowing.

February 07, 2018, 12:16:33 PM
Poisonous berries Since there are no poisonous berries in the game, it is just too safe to eat unknown berries. If there were a few poisonous berries in the game, the survival part of the game would be a little bit more interesting. It would also make the herblore skill a little bit more useful.
February 07, 2018, 01:33:02 PM
Re: Craftable birch-bark items and associated ponderings What makes URW so great for me ist that its ideas and concepts are usually great. Ideas that are bad are usually not added to the gameplay and so I must say that I think some ideas for the clothing are just bad. In my opinion, if an idea is illogical or bad implemented it shouldn't be part of the core gameplay. It's true that there are two kinds of quality affecting clothes: the quality modifier and the durability. This means these are completely different things, the durabilty might influence the protection value but not the quality modifier which seems to represent if the clothes are fancy or not. If this is a problem that there are two kinds of quality, my suggestion is just to remove the quality modifier for clothes!

Another reason why I don't think the quality modifier should influence the protection value is as follows: 1 lbs of rough leather is just as protective as 1 lbs of fine leather. Why? Bad hides might have holes in it and this is represented by obtaining less hide when skinning. Holes weigh nothing! You only use the useful parts when making clothes so it doesn't matter if the fur/leather is fine (beautiful) or rough. This way it might take more time to make clothing though. If it is important to keep the quality modifier for clothes then there should be a skill associated with it. But that the quality fur/leather is the only thing that determines the quality of the clothes is just wrong and part of the problem.

As it might be that shoes wear out more quickly than others clothes, there should some kind benefit of wearing shoes and of spending ressources on shoes. Otherwise most people will cease wearing shoes when it is not necessary. The benefits could be a higher walking speed, more endurance or even the ability to run (just a few ideas).

June 24, 2019, 08:16:38 PM