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Messages - codyo

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Suggestions / Re: Snowstorms and Blizzards
« on: February 05, 2020, 11:27:04 PM »
I don't think there'd be many quest takers during a blizzard, as that basically implies traveling through it to a village, which doesn't make much sense unless you happened to be caught by it when already on the way, and you'd have basically no chance finding anyone in a blizzard unless the instructions of where to look would be way more precise than the current square kilometers sized areas (finding things in coniferous forests is hard enough currently, even when it's not raining or snowing...).

I was thinking the questgiver would be worried that their friend is taking too long to return and that something may have happened to them. This happens after a recent blizzard. They'll say something like "My friend typically hunts along the shore of a river 5km to the southeast of here. I can't go myself, because I've taken ill (or my child has taken ill) during the storm, and I have to stay here." Maybe they entrust you with this quest because you are already a well known guest in the village.
The landmarks could be other simple things like lakes, or a mountain with a cave. So it would not be difficult to find a person but, let's say he was injured during his excursion and you have nurse him back to health a little for a reward. You'd have to give the lost person food, water and build a fire and then you can escort them back to the village.

Suggestions / Snowstorms and Blizzards
« on: February 05, 2020, 07:57:45 PM »
UnReal World should have periods of severe weather to make winter properly dangerous and scary.
Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity. Right now a person can easily go through winter without worrying about the temperature much. Cabins aren't that necessary for warmth.

Mechanically a blizzard would be a period where for 10 hours, or much more the snow animation is constantly on. With some random tiles in your view sometimes completely going white for a single turn. Visibility is reduced on the local map and global map. Temperatures drop severely and should go lower than whatever the minimum is now. The interior of a building and cave should provide the most protection. Shelters made up of conifer branches can still help, but you should require a large fire going constantly on the tile beside you. Frostbite on your hands, face, and feet would be a big hazard during the storm.
Weatherlore will need to be updated for blizzards. Based on your skill, you will be able to detect if one is coming in the next day. Or couple of days. As you become more skilled, you can guess more details about it, like how herblore works.
Like at 10% skill you can guess if you're on the edge of a blizzard or not. Maybe how long it will last once you're in it, with A LOT of room for error. At 30% you might be able to see a blizzard a day ahead. And so on. Perhaps it's not very realistic to accurately predict a snowstorm in the dark ages, but it would make the weatherlore skill more interesting and valued.

I think it would be interesting to put all the features of a blizzard on some kind of Bell Curve using multiple dice. Making snowstorms with "mild" values the average and expected. But once in awhile you may roll very brief storms or very long ones that last a week. Some may have worse visibility and temperature, or not. This way not all blizzards will be the same and it will allow for more memorable moments where characters can become lost and stranded in severe weather. Certain months during winter should be at more risk for blizzards as well. Like the "Winter" month(December) and most others during the season may have a 4% chance per day of developing a blizzard. Center month(January) may have a 7% chance each day. I don't know Finland's weather cycles very well, so I don't know which parts of the year is most at risk for bad weather. This is just an example for weather chance.

This would open up the way for more quests too. Like a questgiver in a village might ask you to go rescue a family member that was returning from a hunt or their traps. The quest could be open during the storm or afterwards for awhile.

Suggestions / Difficulty Scaling
« on: November 08, 2019, 10:52:26 PM »
I believe the game would benefit from adding difficulty options during character creation. Options that will add extra challenge for those of us who want it. Without ruining the base experience for new players.
What I suggest are things that affect the entire game world such as animal spawn rates, bandit spawns, average item quality in villages, average temperature and so on. All of which intended to make the game harder only. I think it would be a fair design decision to avoid adding anything that would make the game experience easier.

Here's what the Difficulty menu should look like before you roll your character.
  • Average World Temperature( The world is becoming colder... ):
  •   Normal
  •   Cool (Base Temperature - 5 Celsius)
  •   Chilly -10 Celcius
  •   Absurdly Cold -15 Celcius
  • Bandit Spawn Rate( Outlaws are on the rise ):
  •   Normal 100%
  •   More 150%
  •   Double 200%
  • Njerpez Spawn Rate ( The Njerpez are going to war ):
  •   Normal 100%
  •   More 150%
  •   Double 200%
  • Enemy Skill ( The outlaws are well trained ):
  •   Normal
  •   Elite Raiders +20% skills
  •   Legendary Raiders +50% skills
  • Herbivore Spawn Rate( Prey is scarce ):
  •   Normal 100%
  •   Fewer 75%
  •   Scarce 50%
  • Dangerous Carnivore Spawn Rate( The wolves are hungry):
  •   Normal 100%
  •   More 150%
  • Metal Goods Cost (Iron is expensive):
  •   Normal 100%
  •   Expensive 150%
  •   Outrageous 200%
  • Food Cost (Food can't be wasted):
  •   Normal 100%
  •   Expensive 150%
  •   Outrageous 200%
  • Trade Goods Quality (Masterworks are rarer):
  •   Normal
  •   Poor

Suggestions / Traps should be nerfed
« on: November 08, 2019, 02:48:23 AM »
I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

I don't know how the mechanic is supposed to work for traps. It feels like having a trap causes the game to spawn an animal which must be forced to path straight to it and die. Having a dozen more traps must cause this chance for a spawn to go up even more.
On my current character I have 3 light-lever traps scattered across my settlement and I am assured some kind of bird to step in one once a week or more. There is a massive amount of capercillies spawning all the time. Maybe it helps I live by a lake as well. There is old lore that small lakes and rapids can be a source for wildlife to spawn.

I only have 28% Trapping skill and I feel way too lucky with my traps. However the mechanic works, animals shouldn't be running into them so easily. I end up with a lot of furs and meat to survive indefinitely with little effort.

General Discussion / Re: Micromanaging Rope lengths problem
« on: October 30, 2019, 05:55:31 PM »
Auto-cutting would still be convenient in some cases but not always. Sometimes you want to preserve eg. the only good long rope you have, therefore we've decided to leave cutting to player's discretion as it's safer than letting the game think for behalf of them. Naturally, there could be options to enable/confirm auto-cutting, but implementing those in the midst of crafting requirements functions now would be a mess.

What if instead we have a crafting option that lets the player define what length he wants and cut as many pieces as he can from a single rope?
Like call it "Cut many small sections". Then the player can choose a length from 1-9 or a custom one.
For example, if he chooses 4 feet out of a 30 foot rope. Then he will end up with seven 4-foot pieces with a 2-foot length left over.
That would be super helpful for building trap fences too.

General Discussion / Micromanaging Rope lengths problem
« on: October 29, 2019, 08:36:57 PM »
Why are entire lengths of ropes wasted when you only need 5 feet of a 30 foot rope for a single arrow?
I'd like to use a really long piece of cord for when I'm crafting arrows in large batches. It should be assumed that my character is clever enough to separate the rope into pieces automatically during the craft time. Instead of having to manually cut 5 foot sections of cord for every single arrow I want.
This goes for every other recipe with rope lengths. I was confused as well when I tried drying 50 pieces of meat at once with a long rope and saw afterwards that the remaining 15 feet disappeared.

Kind of old, but I can confirm this works for beavers too who can bleed to death while diving and "float" back up.

Gameplay questions / Re: What are the most valuable crafted items?
« on: August 31, 2019, 07:36:00 AM »
I might be running on old information here. But paw-board fox traps, and regular 'ol planks have been considered easy(yet time-consuming) currency for a long time.

For me it would really complete the Unreal World experience to have a good reason to keep playing the game after the first winter. I support some sort of family-building or village-starting feature. Something that the game itself can do to add challenge without the player having to come up with his own handicaps and goals to stay entertained.  Once you know how to survive, the game as is only caters to a very small niche who enjoy playing without end-game challenges.

To those saying NPC interactions and relationships to the character will need to be upgraded first. Yes that's important, but "improving the AI" will be a stepping stone to Marriage anyway. It can be done along the way.

Development News / Re: "Spirit of the forest, I presume"
« on: November 05, 2017, 12:11:35 AM »
I wanna fight him.
It's my forest now.

I hope we would get a way to treat other characters soon.

I've been out of the loop lately, and coming in after a long time and seeing all these tidbits about the next update is really exciting!

You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry? :D

No animal husbandry yet unfortunately. That is wild animals only. I will be looking into the possibility to see if it can be modded in though after the release.
From all the times I've asked, "human husbandry" is remaining a very low priority (despite how badly I want it too). So that feature will be a long ways off.

General Discussion / Re: Wild Animals in Villages
« on: September 09, 2017, 11:15:14 PM »
Wolves are pretty tough. I'm surprised they managed to kill so many villagers though.
I've never seen animals go through a village, but there was a time a njerpez warrior did and he did not last very long.

General Discussion / Animals Spawning at Rapids
« on: August 17, 2017, 07:18:05 AM »
I thought I've read animal spawning behavior was changed so they do not pop up at rapids. I never had an animal spawn withing my homestead before as far as I can tell.
Because I just noticed this. I've built my cabin along the shore of some rapids and I was away from it for one night. Then I came back to find an elk within one of my traps.

Judging from the tracks the Elk spawned within my fence, 2 tiles from the shore. It made its away across my courtyard (southeast to the northwest corner) to a trap.

The tracks lead from that shore to here.

Has anyone seen this behavior in the latest version? Or could this be an animal spawning from traps being in the area? Either way, this bothers me because the trap-fence was meant to keep big animals/humans out.

Suggestions / Re: Finnish words alongside english
« on: August 11, 2017, 05:21:18 AM »
This would actually be cool to have as a setting. I think I would like learning what things are in the game through their Finnish names. It'd give the game a different feel.
I'd just need to learn how to pronounce those words so I can sound them out in my head.

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