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Messages - Bakkat

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General Discussion / Bear matter (another longish post)
« on: April 06, 2023, 01:04:40 AM »
  I've noticed how dangerous wolves are, and Njerps as well. Gladly It's been several characters with no robbers at sight, those are dangerous as well. And I'm proud to have taken my first bear down.
   In fact I've taken one down time before, but it doesn't count for me. The character has just been created and encountered a sleeping bear, after walking few miles. Approached with caution, step by step, till the Character was near enough to land an axe hit right over the skull, killing in instantly. That Character was abandoned pretty quickly. Because for me it was more like an experiment. I would never approach an sleeping bear, with little 16 years old in such a manner.

   Now what happent recently was different. I've accepted the quest to recover a valuable woodman's axe from a camp site. The man that asked me for that item was crippled, perhaps never beeing able to walk again. He told me that an agressive bear showed out of nowhere and attacked him. Eventhough he tried to disengage from the combat several times, he couldn't.
   I've succesfully recovered items from camps in similar quests. Stealth, plus patience, some tracking and hearing. I was able to get in, pick them up, and get out without facing the source of danger. Somehow this time, as I couldn't find the camp site, and the tracks of the bear seemed older and older while days and nights passed, the character began to lose the patience, skipped some stealth and kept covering more terrain. Almost considering to abandon the given task.
  Hearing the roar of the bear, as to notice it was rushing towards the Character was alarming. My heart raised. But I knew I had to be still, no keys pressed in the keyboard. I had to be thoughtful in that exact time. The bear came out when less expected, and it was agressive and... it was over me.
  What now?
  If I turn my back and run, well, that could go horribly wrong.
  So, I stand? I can't stand... I can't stand...
  Weapons: I've got Long bow, a set of knives and axes. My strongest hability is the axe. Woodman's axe proves to be a little unhandy in certain face-ups.
  I've got to make a desicion, the hand axe it will be. It is already in my hand.

  I'll run, but facing the animal.
  Get one back-step in, and it tries to bite me.
  So, bite will be met with sharp blow in the head.
  When the claws, I go for the arms, and blunt?
  Holly shit, the weapon is always "almost falling from my hands".
  Some F3 checkings now and then.
  Step back, counter-attack, step back, counter-attack.
  The beast have even another type of attack.
  And each time I have the innitiave, I'll take a step away.

   As the wounded person told me, trying to disengage wasn't possible. And this creature could end the life of the Character for sure.

   After some several actions taking place the bear suddently gets like normal, no agressive, it even seemed as it was going away.
   Another moment to get away of the keyboard and think.
   In one hand, the bear was a little bit tired and with some wounds or bruises...
   In the other hand, I was also injured and a bit tired as well...
   One part of me wanted to go for the kill, the other part wanted to not take the risk, just let the animal go.
   But for any outcome, I'd have to recover those fatigue points.
   Back to Walking, and [.] wait a turn - rest.
   The bear just jumped over the character. Oh-Oh-Oh.

The strategy used was new for me, and it worked. The character could get the skull high up there in a tree, and its skin to preserve near there.
I've been playing this game for years now. And after all these characters and all those hours in-game and several months in real life, I can now say I brought down my first bear.
It was challeging
  and I'm really glad about it.

wouldn't be a nice add-up in the future to be able to "detach" the content from the container?
As in a realistic approach, it is normal to, for example, take all the berries from a wooden bowl. Getting an empty bowl and the berries
Right now to get the empty container you should
A- Pass all the content to a new container
B- Use the content till there's nothing left
C- Discard it

Am I missing something?

General Discussion / That's how you think the weather will be like
« on: December 13, 2022, 05:23:19 PM »
The purpose of this post is to ask the community about their experiences regarding weather, and most precicely weatherlore skill.

For me, it always has been an easy +1/+2 skill points for another "more useful" skill in custom character creation.

Also, it has never seemed useful at all. Now while I'm writting, I kinda remember one player posting somewhere in the forum, that
weatherlore could help them in this way:
     Before going for a hunting trip (some days or so) the weatherlore would give them useful information about the days ahead. Looks interesting. Perhaps if it will be raining a lot or snowing as well, the character could wait and go hunting with more optimal conditions.

I guess that's an example.

What I would like to hear from you all is

Do you often use weatherlore?
When do you use that skill?
Have it been useful in a certain character? in a certain specific moment?

Hope to hear from you all, out of curiousity

Gameplay questions / Need another hand with Wooden biulding
« on: December 12, 2022, 05:08:12 PM »
I need a hand to solve this question I've got.

I've seen some screenshots of player's houses that didn't do the classic "square house", where the buildings are the same as the ones
Villagers and NPC's construct.

So my current character's house (nº 1 image)

I would like to do something like this (nº 2 image)
And even adding another extra room (One to serve as a Sauna, another beeing a kitchen and one more to be a rest-room)

So here come the question:

Can I biuld that way? Where next to North-West corner I biuld a Southern Wall, for example?
Or upper a North-east corner y biuld an East wall? An all other variables?

instead, I've got to stick to the square vanilla way?

In that case I'd expand the house deconstructing the North walls and shutters and biuld like image nº 3,
To then biuld a separate structure. I'd be ending up with two biuldings to have the Sauna, kitchen and room.

And lastly: how would affect the mechanics of the game? Perhaps It is allowed to construct out of the square-shape, but it is not recommended due to ... I don't know, (Temperatures inside glitches, or other kinds of things)?

Anyway, I'd like to vary the construction after all the rectangular-square-shaped homes.
I'd appreciate if someone could orientate me if is it possible, or what should I be doing with this character's house.

General Discussion / Re: It's a longish post...
« on: December 07, 2022, 12:12:20 AM »
I expected some culmination at the end.

In such cases I usually ask electrical spirits. :)
Not sure what is that
Electrical spirit, though, sounds promising @werepacman

General Discussion / Re: What's Going On In Your Unreal World?
« on: November 28, 2022, 04:09:55 AM »
But the best thing is this: as you can see in the screenshot, Abi's misery is finally about to end!
Those Plants that can full your belly and take one from starving to healthier, and normal state!
Those lake ones come to save the whole season forward on

General Discussion / Re: It's a longish post...
« on: November 27, 2022, 07:56:39 PM »
Todavía no pongo pie sobre lo espiritual. He comido muchas naodi's. Pero increíblemente nunca tuve contacto con el mundo espiritual, ni siquiera el espíritu del bosque cuando tenés que encontrarlo enterrando algún item de plata... Soy muy lento. Hace años que los progresos son pequeños. Pero no me apura tal cosa.

Thanks for reading, and replying! It's just a point of view.

General Discussion / It's a longish post...
« on: November 26, 2022, 11:52:22 PM »
This time I'll tell a little story. But It is posted it in the General topics section, right?
Why? Cause I don't gather people over a good fire and break the silence with the poetry a story-telling voice shall summon people around, and by doing so, craft a song of words that deliver a story along with many keys that can float slowly
as a winded insect for those who have the sensibiltity of recepting and catching them as you please, 'cause those will - or have -
Already unlock knowledge that escape reason and move forward the chest holding those human hearts that beat for the beyond
within the Unreal World.

*Breathes deeper*
*Starts the post*

This happent when Unreal World was harder to play but easier in its deepths.
That fisherman, away from any Early dangers: Counting Starvation, Fights, Bandits, Fearless Animals, and more, like poisons.
He was happy when finally could understand each variaty of fishes the Sea Guardians have to handle for him.
Soon enough began to exchange some greater catches for a more steady livelyhood.
Water was like its place in life. Swimming in it was a pleasure, cleaning all of its body and more.
Fishing actively was another great pleasure, with each catch beeing a story itself.

Nets started to multiply. And this is a methaphor and also literal.
I've even had to send some files of the Unreal World game's files in the computer to the Staff, to the admins, the creators.
Because the character knew his fishing skills, Knew how to row trough lakes and rivers, And knew every one of the nets.
The story of each net, the way each net were dispossal, and the way each net were "worning-out".

I was really into this character, as I was always really into every-one-of-them.
So that day, The Chara pulled out the three nets. But OH! surprise! The inventory marked 4 nets when in land cleaning them and making them prepared for next fishing day.
Then I reminded Sami once said (this is not literal): something like, no need to roleplay when the game is glitching or failing some how (hard code or whatever it is).
So that net wasn't something to roleplay. Something was not right in-game, so it had to be fixed. Imagine pullin out tree nets and when in the shore, preparing to have supper and sleep, there's .... 1, just one only net, oh G! THIS HAS TO BE FIXED! lol

Anyhow, that's the background. The real deal was the land. The land!

What this character was of positive over water, it had in negative over land.
The forest slowly began to close its gates for him. Making it difficult to walk or move over.
Night after night something kept the character dreaming and waking up, all at the same time, with weird noises, bad premonitions,
And getting the character, at the end, affraid of the shadows, and affraid even of the smallest trees.
This hostility was overlooked at the early stages. But when the character realized that no general sacrifice was accepted, He noticed it wasn't a good sign.
Everytime the fisherman placed a fish over the ground in a respectful act to the nature itself, The nature gave him back a dark mirror. A rejection. A returning of a sacrifice that was not only not aceppted, but furthermore, insulting.

Nowhadays, my imagination would lead the character to have some sort of visit to a guide, to a healer, to try to find out what's the matter within. Back in those days, it took me long enough to understand.

The fisherman slowly built its homestead. Got always enough food to repel the first great danger (starvation) and manage to keep off the rest of them, fierce animals, weather, warriors, etc. He would trade with some near villages. People began to be okay with his existece around that part of the no man's land. He was a frequent guest for those villages and for those roads. Roads that would serpent through valleys, small mountains and yes... rivers and their courses.
But the fisherman was not the same. As the Forest Spirit rejected, time after time, his offerings, he began to feel out of his mind.
The nightmares were now unbearable. His restless eyes were blacker day after day...

I don't actually remember how this character ended its jouney.
Some jouneys' ends are... absurd. Or even bizarre.
Some where "The character quit living ..." kind of ancestors resumeé.
But even if other journey's ends were epic, or easier to remember. It doesn't matter how this fisherman died.

What the real point of this character life was to learn something.
Unreal World is a world of mistery. Why is that it is misterious in its core?
Well, These folks weren't US.
And when I say US, I say everyone that is nowhadays here. With a keyboard, and a game called Unreal World in their computer.

I know now, that when you kill an animal you've gotta perform a "spell".
What's the spell about? Well, put some of its meat in the ground. DONE. okay?

Well, in fact, when you kill an animal, you kill the animal that keeps you warm in your sleep. That its fur will allow you to suffer less during harsh snowy and windy days. You kill the animal that will give you the very power of to be fed. An animal that could in a future tranforms the bones to hooks, or its feathers on a very flighing arrow that goes through the air in a perfect blow, climbing out the sky to reach a certain fate several, several feets away.
Those animals are not our slaughterhouses factories o' today. So carrying a bear teeth would mean something more than the persuit to easier "small game hunting". I know sometimes I ask a lot to a PC-Game. But there comes the roleplay along.
That fisherman were doing a ritual, performing it all with deep respect and diligence. But the meat of those animals (small, fishes, maybe a whole pike as bigger thing) the meat was already cook, roasted. So... the soul that should be returned to the earth, was not able to do so. You don't cook the part of the animal that goes back for its eternity. That's the mistake, that's the ignorance spoiling the fisherman happyness and glorious smile when the small hours arrive, and the morning birds began to sing to a new borning day-sun.

When the woods and the dirt were darker the most, He tried to sleep over the shore, on the surface of the water.
But it was just too late. The water spirit would have embrace him, with tenderness, loving hold over his suffering.
But was too late, because the fisherman weren't sleeping in the waves and in the raft for the beauty of it, an its call.
He went to sleep there, because the spirit of the world, the one of the woods, and the earth itself were expelling him for his offenses.

If you've reached these last lines, well, hope it wasn't a tedious task. And after all, maybe I'll just get out of the camp-fire.
Regards! and good experiences!

Gameplay questions / Re: Unworthy trade items
« on: November 26, 2022, 10:34:27 PM »
Taking out the money currency exchange
Some have tried to apply one (or more) of exchange currency.

Arrow is the most common/knowdlagable item that people have tried to biuld the numeric
maths, turning it into some sort of coin or bill.

So an arrow weights relatively low and also, it is an item that is pretty common thoughout all the UnrealWorld.
Every culture, even the hostiles, uses them, craft them and they are everywhere, Like money, right?

Anyhow, beyond 14 arrows beeing roughly equal to "X roasted slices" or "X number of hare fur" for example.

Imagine you've want to trade three rough arrows for a fine arrow - OR a broadhead arrow for 4 plain arrows.

The thing is that if you want a bag of salt, which is an incredible source of power, you can try to exchange it for, let's say, 200 poor rough arrows. But who would consider rough arrows when the trader wants a bag of salt!

So instead the player can drop some more according items: "I'll give you this common spear from the north, add these leather skins and..." Well, you're getting QUITE closer to seal the deal. How can the player get that bag? Handing over 7 broad-head arrows.

Now, If the palyer offers 10 torches, some wooden little crafts and 40 roasted/smoked/salted... Well, try 80, 120 pieces of meat. Hmmm.. it gets awkward...

Anyhow. There have been many efforts in getting to know the value of the items in an "exact" number. So, knowing the "value" itself of each item the game has is something we all get better time to time. Your question is interesting.

Finally, I strongly believe we sometime have to lose. Overpay, or undersale, if that makes any sense in this language.
I get happy, with certain characters, when delivering lots of "gifts" (food, little mushrooms, certain items) just for the sake of common empathy. Not really thinking that if They like the gifts, they will sell cheaper, for example.
Sometimes you'll pay more. But the price is not fixed, it has not to be. How valuable could be a pinch of heather when you really need it? Okay, I don't want to do philosophy either. Like how much is a glass of water in the desert kind of stuff.
I still like the fact that no money, coins, or currency system is in-game. That's beyond any words.

Gameplay questions / Re: Technical question
« on: November 12, 2022, 09:56:58 PM »
Thanks, Sami ^^ : )

Gameplay questions / Re: Technical question
« on: October 28, 2022, 02:07:31 AM »
So it wasn't never working in-game?
Wow, sometimes I think I have memories that are not real O.O

It is not a suggestion. Somehow I thought it was already working that way.

Well, thanks you all

Gameplay questions / Technical question
« on: October 26, 2022, 03:11:04 AM »
What's the keyboard keys combination to
Pick up a tool/weapon and wield it, altogheter?

I used to do it, but I can't recall now. Tried in-game f1-help pannel but couldn't either.

Right now I am picking them, but gotta exhaust an extra time to wield it from the inventory.
As I am creating several character to only practice fighting, get to know better the Do's and Dont's about
those critical moments when battles appear.

Thanks in advance!

Suggestions / Re: Regarding Villagers/Village AI
« on: July 08, 2022, 06:58:26 PM »
I apologize to both of you.
It's so eagerly needy my will to speak up, and to only do talk that I tend to depreciate hearing (in this case reading) to you folks.

Regarding I need cords, I think coding or raw programming is so far away from my player-like knowledge, that I just got lost over the proposals you've made. Pretty extended, and thats not bad but virtuous.
Regarding JP Finn, more important than sheeps or domestic animals in pens IS a fellow villager dying!!
And even more important, dying IN THE Village's main eater source!!!!!!
Imagine it beyond the Video Game.
The pens become way less important.
If I recall correctly Funerals are in the developers list.
But, JP Finn, I think your point is way more important than these Lynxes/wolves/sheep thing.

well, Regards, folks

Suggestions / Re: Regarding Villagers/Village AI
« on: July 03, 2022, 09:56:53 PM »
Sometimes Ancient Elder Aboriginals pick up their own unknown time/place to leave this material-fleshy world.

I don't know what living beeing around do or think about, to deal with that.

Maybe Intelligence, and furthermore, Artificial Inteligence, cannot hold and get all the deepth.

But as Samii said once. It is not necesary to roleplay a cow dissapearing in the spot, when it is actually a bad GLITCH.
The chara. was just travelling with the animal around. No need to roleplay actual coding's flaws.

Anyhow. I hope both Samii and Erkk keep going on. The proyect is not a silly thing. Hoping myself to deliver my little tiny grain of sand to this enourmouos Sand Castle that last forever.

I've only got thankful words for them. 

Suggestions / Re: Regarding Villagers/Village AI
« on: June 25, 2022, 05:18:25 AM »

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