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Messages - jojojay

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Suggestions / Re: Directions to a sage
« on: July 11, 2017, 02:14:42 AM »
excellent idea. would work well.

2
Suggestions / Re: Smoke From Fires Visible From Distance
« on: July 11, 2017, 02:13:44 AM »
it might be a bit to hardcore and unfair for njerps and robbers to raid your camp itself. can you imagine losing everything becouse you went to sleep without weapons equiped? in addition, this would make the game unfun for people who don't like combat, i.e like to be peaceful. maybe make it so that it can be disabled/enabled in options?   

i do like the idea of bandits seeing your campfire and attacking you, but it needs to be carefully balanced.

3
Suggestions / Re: using "reputation" as currency
« on: June 01, 2017, 06:22:19 AM »
The barter system is one of the great things about this game that helps make it unique.
Why replace it with an abstract numbers-based system like other games have?

There is no currency because in Iron Age Finland there was no currency.
Reputation is already a major influence on bartering.
Guessing and figuring out what to trade is part of the fun!  ;D

bartering is a PAIN.  it would improve the gameplay to improve the bartering system, especially since it is neccisarry to barter for tools.

reputation is an influence in bartering? the problem is that there is almost no way to observe or quantify the effects that it has.

i know that bartering for reputation currency would not be completly realistic, but it would improve the gameplay. and it is about as realistic as trap fences and creating viable rafts out of logs and rope.

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Suggestions / Re: using "reputation" as currency
« on: June 01, 2017, 02:48:44 AM »
We sort of already do have a currency.  It's called meat cuts.  The values of various things can be broken down into cuts of meat.  The quality of the preparation of this meat can change it's buying power, as well as how it is preserved (if it is preserved).

Furthermore, if you are generous in-game with your trades, future trades are less of a hassle, and things get steadily less expensive.  However I doubt that it would ever be accurate for the people in the old days accept an item they know is of half the value for an item they know to be worth more, no matter how generous you have been previously.  It just doesn't stretch that far.

Lastly, I doubt people will simply be okay with you murdering one of their fellow village mates, no matter how much you give.  Human life can't be replaced, and especially not with mere goods.  If you fire an arrow at a hostile entity like a bear closing in on an old man, and you just accidentally hit the old man, you could say it was an accident, and people may or may not forgive you, but outright murder should be met with retributive violence, not a fine.

i simply want to not  have a large hassle out of balencing trades. currency is the way to do that. meat cuts do not work like currency here, becouse they still make balencing trade a hassle.

5
Suggestions / using "reputation" as currency
« on: May 29, 2017, 10:47:21 PM »
the game currently does not have a currency, which is realistic. however, i think that implementing a currency would make the game-play better. one way to do this and still be historically accurate would be to use reputation as a currency.  my idea is that whenever you give away("sell") an item, you would get reputation with the village/culture that you gave the item to. the reputation gained would be exactly equal to the items value you then could use your reputation to "buy" items. the reputation cost would be exactly equal to the value of the items.  furthermore, if you trade an item of 200 value for an item of 100 value, you would gain 100 reputation. and if you have 100 reputation, you can use it and an item of 100 value to buy an item of 200 value.

the player would not be able to buy an item using reputation if the player does not have enough reputation, obviously

if you kill or steal from a certian group, your reputation with that group will go down. groups will not trade with you if you have a negative reputation; you must give them items to restore your reputation. (maybe quests could increase reputation instead of giving actual rewards?)

i think that the bartering system should also be similar to fallout's, so that you could freely add and remove items from both sides of the barter to attempt to balance the barter.

maybe, after you get the reputation system in , you could make it so that if you have a low enough reputation with a group, members of that group would demand that you repay your debt and attack you if you refuse. (maybe send hunting parties after you to force you to pay up/kill you?) of course, this could be done later or not at all. but i feel that this game urgently needs a currency system.

6
Suggestions / non random start
« on: May 28, 2017, 04:04:10 AM »
can you make an option that lets you choose your starting stats and items? i know that you can choose your starting skills, but i want to be able to choose my starting stats and items. i really do not like the random aspect of starting.

it seems that this mod would be easy to do , and would only take a few hours max. but i think that it would be really useful.
you can leave the random generator for people who want to use it, but getting high stats by re-rolling until i have a perfect character does not feel fulfilling to me. you could make it so that we have a certain number of points(the average number you would get by randomly rolling) to assign and we can choose as many items as we want as long as they are under a certain value.


i would also appreciate the option to have auto-saves and be able to go back to your last auto save after death.

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