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Re: Focus on Endgame Content
... but I would like to emphasize on the importance of endgame content.

jmo
URW is a survival sim or an environmental sim, not a lifetime sim.
Amassing treasure and comparing your greatness to others in some measurable way is not part of this game.
No one cares if you amass a huge trove of plunder, no one cares how strong, powerful or clever you are, but you.

URW is about imagination and survival.. and surviving your imagination.

May 23, 2017, 08:01:50 PM
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Drawings of my travels in UnReal. HI,

I didn't know where or how to post this, so it's going here.

Last Inktober 2016 I did a series of drawings, and from the 16th October to the 23rd they are inspired by UnReal World and a few characters I was playing with then.

Please feel free to comment and discuss. 

http://filiprizov-sketches.blogspot.fr/2017/01/inktober-16.html

Thanks,

Filip

June 08, 2017, 05:23:09 PM
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Re: Choose the starting Culture based on skills

Sure, but every Owl knows to bring a reindeer or two with him when out hunting, and make temporary shelters where to leave it :)

I actually either directly leave the meat to dry where the elk died (so many bogs in the north, no lack of water to make a temporary shelter to process the skin and dry the meat), or even just push it on a tree for later collection.

That, at least for me, is one of the big challenges in playing a pure hunter -- thinking like a nomad. There's absolutely no reason to not go far afield with a reindeer carrying cords and supplies, set up a shelter, a kota frame for drying, and process meat on the spot. Except for remembering to go back and get the dried meat. For some reason, I always get caught in the trap of "gotta get home... gotta get this home... then everything will be good". Sometimes I think the game needs a good built-in scheduling app to remind when things are done drying, when nets should be grabbed, etc. But yes, thinking like a nomad is the challenge and the true pleasure in that kind of character.

September 07, 2017, 02:07:14 AM
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Re: Kalevala in prose "The Story of Kullervo" from Tolkien (yes, that Tolkien) might be something you are looking for.
It's retelling of one of the "main" stories of Kalevala of Kullervo, son of Kalervo,
Spoiler: because spoilers • show
who is sold as a slave to the smith-god-hero Ilmarinen after his father was murdered. After much abuse Kullervo kills Ilmarinen's wife by summoning pack of wolves and bears and enchanting them into cows that turn back and tear her apart when she tries to milk them, forcing Kullervo to run away to escape the wrath of Ilmarinen. He later sleeps with his own sister (without knowing it was her), wages war that kills rest of his relatives against his uncle Untamo (who killed his father) and dies by his own magic sword, after asking if it would kill him (it had killed men both better and worse than him so why not, sword answered).
Obvious resemblance to Estonian folklore is obvious.


Tolkien later developed "The Story of Kullervo" into the character of Túrin Turambar in "The Children of Húrin" which is also worth reading.

October 25, 2017, 08:34:39 PM
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Re: Drawings of my travels in UnReal. Hi again,

I stumbled upon this article, I though it would be fun for this community.

https://www.lensculture.com/articles/terje-abusdal-500-years-of-magic-mysticism-and-ritual-in-the-forests-of-norway?utm_source=General+List&utm_campaign=b8f3b890a1-10-30-17-ED-Newsletter&utm_medium=email&utm_term=0_f1724e682d-b8f3b890a1-89887065&mc_cid=b8f3b890a1&mc_eid=12865c22c0

Cheers

October 31, 2017, 12:30:48 PM
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Re: Drawings of my travels in UnReal. Hi there,

so this year I did not do any UnReal inspired art during my Inktober, but I hope you're interested in seeing it anyways.

Thank you for a bit of your time Unreal community,

F

https://filiprizov-sketches.blogspot.com/2017/11/inktober-2017.html

November 21, 2017, 02:32:39 PM
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Re: Stop and resume a task/craft? More tasks should eventually be interruptible & resumable, but few are currently. It can be noted that those that can be interrupted will automatically pause the task when you're too tired (due to fatigue and/or needing to sleep) while those that can not will continue the task until it's finished, at which time your character immediately falls asleep if too exhausted (which is annoying when the extremely long and heavy tanning task also leaves the character extremely hungry, losing further nutrition levels during the sleep).
Some tasks will refuse to start at all if they would take too long (typically involving tools unsuitable for the task, such as e.g. stone axes), and some, which are borderline cases, will start only if the duration roll was favorable.

December 13, 2017, 10:48:38 PM
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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
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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: Adding marriage - poll about how you find its priority While I usually don't vote the middle choice in polls because the vote doesn't sway it one way or another, this time I did. Here is the reason: Sami has been developing the game very nicely for a quarter-century and I'm constantly impressed with each new version.

Implementing spouses sounds like a massive task that includes many other game developments, the biggest of which, IMHO, is an A.I. that can play like a complex bot in order to make a believable spouse. Because a spouse that behaves like village NPCs wouldn't really be worth it.

Keep up the good work with your own priorities, Sami :-)

December 19, 2017, 01:41:05 AM
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anything