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Re: AI Response to Killing Villagers While I agree the idea to burn fools who try to make a stand in a building is a good one, the credit should to to taptap, not me.

Also, I've never actually had any character attack any village: Njerp villagers attacked my character on sight, so wiping out the village is a purely defensive action of fending off a large wave of attackers who attacked unprovoked (and I've even tried to let fleeing Njerp civilian run, but they eventually turn around and attack again).

And yes, killing enough "civilized" (i.e. non Njerp) civilians should have dire consequences, and man hunting parties would be a good implementation of consequences, especially if they can locate and ransack/attack/destroy the player character's homestead. Getting attacked while asleep in the bed, or even better, having the homestead burned down and the door barred should drive home the message that rampaging man slaughter has consequences.

December 04, 2017, 08:17:32 PM
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Re: Adding marriage - poll about how you find its priority  I too think that before marriage there is much AI that could/should be filled out.

For NPC's to take a more lively role in the game, imo they need to "act" more like players. Some being friendly, some devious, some trusting, some dishonest and some just down right evil.

 NPC's could/should serve as better wealth sinks. Consuming received foods, "using" /removing traded items, or reselling items at a profit.

 For bonding/marriage there needs to be some overarching danger/human drama/risk to NPC's;
You come home and a stranger has taken up with your spouse and cleaned you out.
A wild animal has attacked your spouse and you must care for them.
Your kid gets lost in the woods.
etc.

 Possibly even look at enslavement vs bonding (if this is even historically correct).

This is a deep well topic ;)

December 19, 2017, 01:27:29 AM
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Re: Question for Sami Caius breaks it down really well, I thought, especially when it comes to how such a question would present from a programming perspective.

Regarding that the question of marriage keeps coming up, I think there is a tendency for excited newbie players to overestimate how much any single feature will improve gameplay, especially if that feature is still just in the theoretical stages. (And I’ve been very guilty of jumping the gun myself in the past.) But if you read Caius’s breakdown, it becomes clear that in most scenarios, marriage will simply become another game feature governed by metrics, and it will add no more intrinsic depth to the game experience than you might get from exploring the in-game cooking options more deeply, or making fuller use of the already existing animal or companion system.

I’m not saying that it will make NO difference, but that it will be at least as much work and tweaking to implement as any other feature, while not being any more revolutionary than any other feature that could be added.

I’ve played CK2 a lot myself, and there are definitely some fun aspects of the marriage and family system in that game. However, I for one would be very sad to see URW move down the same path. There’s something very mercenary and Machiavellian about how relationships work in that game... which is fun in its own way and works for CK2 because it fits with the concept of the whole game, to treat human beings like symbols and chess pieces, and determine the fate of millions without having to think about the consequences befalling each individual. But that’s not the vibe I get from Unreal World, because it’s a game I play for pleasure, not distraction. I feel attached to it because in the Unreal World I feel like there’s room for attachments to breathe and exist, rather than every ounce of emotion and motivation just being directed towards a predetermined goal or victory. If a game starts just being constantly about the thrill of the chase, without variance or surprises or even the opportunity to contemplate why I chase, that’s when ennui sets in and the game stops being fulfilling.

It’s like that with simulating relationships too, in that while I’m not opposed to the basic idea, I have my share of misgivings about the implementation. The point of having spouses and partners in real life isn’t just as a warm body or someone to do their share of the chores, or as (pardon the phrasing, but that’s really how it’s depicted in games like CK2) breeding machines. Even the people who are asking for this change right here and now, a program-based solution like the one they are proposing is not necessarily going to effectively fill their want, deep down... and especially not within the time frame they are asking for.

I dunno. I am personally of the opinion that it’s far better to be lonely than in an unfulfilling relationship, so maybe it’s that attitude carrying into my gaming style. The only thing that might get me to change my mind is if Sami himself found a way to integrate that approach into the overall style of the game. And it’s happened before... I used to be skeptical about how a magic system would work in URW, but the newer quest-related gameplay, getting to interact with spirits, and in general being shown-not-told the ancient Pagan worldview is a great development in the game, and the one that made me fall in love with it all over again.

Ultimately it comes down to vision, and one of the best things about this game is how much work the developers put into realizing their unique one. I want to echo many of the opinions given in the other thread (the poll thread) and say that the consistency shown by Sami and Erkka in developing this world is what keeps me sticking with this game, like how a person who is quietly self-confident and seems to know their own mind (even if it means we sometimes disagree) is usually more attractive than someone who acts like a weathercock.

December 23, 2017, 09:43:17 PM
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3.50 (beta 2) released for everyone All the best to everyone for 2018!
We'll hereby start the year with release of 3.50 beta version for everyone.
You can grab it at homepage downloads section.
For those interested in venturing into the far north on Steam, notice that the x-mas there still continues, and you can find your way there from the above download page as well.


January 01, 2018, 08:32:18 PM
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Re: Need advice on efficiently dealing with 8 reindeer  First off, Nice bounty  ;)

Yes you can use a villages fireplace or sauna to smoke your meat. (this is safe to do)
You can also erect fence around the animal(s) then release them into the "pen" for later processing by dismantling the trap they are in.

January 03, 2018, 08:07:26 PM
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Healing (the bleeding wounds of) your pets and companions Started to add rudimentary (and probably the most important) stage of healing your pets and companions; trying to stop bleeding of their wounds.
More companion/pet healing methods may follow in the future, but we'll start with the most crucial one.

The mechanics of applying physical skill to your companions are the same as applying them to yourself. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

How an attempt to heal your companion is started is to face them upon using physician skill. If treatable wounds are found (ie. bleeding wounds) you'll be asked whether you wish to try applying the physician skills to this companion or pet. The wound to treat is then auto selected based on its severity.

January 12, 2018, 03:50:15 PM
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Re: Adding marriage - poll about how you find its priority I was considering the idea of marriage and I wonder if the current quest mechanism would work as a way to code in the process?

There could be specific (but hidden to the player) requirements to be met (be known to the village for a certain amount of time, high reputation, fulfill x other quests, etc) and at some point a dialogue might pop up that says "You know, I hear Marti the Reemi maiden over there was hoping to settle down one of these days..." and then the player can choose whether or not to pursue further interactions with that NPC. The actual process could be a quest of sorts...talk to the NPC, NPC says you need to ask my father/mother, points you to another NPC, said parent sends you on a task to prove yourself, etc etc.

I don't know much about marriage in Iron Age Finland, but it could all be done in keeping with what we know about it historically, even the marriage ceremony itself could involve a ritual where objects are placed in a certain way/ritual words are said. It's great that we have a quest mechanism already in place that can do this.

As a female who largely plays female players, I would of course like the marriage process to be able to go in both directions.


January 12, 2018, 07:33:36 PM
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Re: Impossible (?) herb gathering quest? I agree!  If the quest-giver needs the herb, he should take the time to teach the player-character what it looks like.  On a somewhat-related note, it would also be nice to be able to ask villagers about nearby plants - "Excuse me, old fellow, but what is that flower growing there?"  "Why, that's a burdock, my son.  We grow it to help with wounds"
February 05, 2018, 03:39:20 PM
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You feel unity with the waters around Just a note on how much I appreciate the subtlety of the magic system in this game.

My character was going about her business, doing some crafting while waiting for her injuries to heal, and the message pops up, "You feel unity with the waters around."

Looked around a bit, didn't see anything unusual, continued about her business.

The next day, stopped by a shelter (not my homesite) built by a lake and found a northern bow sitting on the shore. At first I thought I'd dropped it, but after picking it up, sure enough I have two of them now.

So did the spirit of the waters leave me a little gift? Did a woodsman lose it after spending the night at my shelter? I suppose I'll never know...

February 10, 2018, 06:17:04 AM
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Re: Mik Remembering that the bear skull he was carrying when he was robbed makes the decision for Mik. The spirit of that bear may not find rest, but he hopes to appease the spirits with another bear's skull.



It turned out to be his last bad decision. The spirits did not favor him. He failed every spear attempt.



Mik was one of my favorites.


February 20, 2018, 06:09:42 AM
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anything