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Messages - phoenixshenanigans

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Gameplay questions / Re: Fine Items
« on: January 21, 2018, 12:46:48 PM »
From the wiki:

"Weapons have a quality modifier as follows:

crude: -1 impact, -10% skill
rough: -1 impact
decent (no change - standard 'nonamed type')
fine: +1 impact
masterwork: +1 impact, +10% skill"

So yes, it will have +1 impact :)

General Discussion / Re: One shot, one kill...
« on: January 20, 2018, 01:37:55 PM »
What if we imagined that the arrow pierced through his jaw/mouth? Devastating, to say the least but not fatal immediately. I always imagined the "skull" to be the whole facial area in Unreal World.

Tried to recreate it with the same character 18 months later, but doesn't happen now. I'll upload a savefile if it ever happens again :)

I think phenixshenanigans may over estimate the commonality between the (pre) Viking Scandinavian culture and the Finnish culture. I would expect Scandianavians to have had more in common with the older Celtic culture, for instance, than with the Finnish one.

You are probably right - however, in the concrete example with having small close-knitted communities, I think it would be a fairly widespread cultural phenomenon, as there is strength in numbers. Having strong relations with others is just plain survival instincts, and therefore I think it would be a good addition in this game.

I have nothing against having a spouse being a resource drain of sorts (dogs are, currently), but I definitely do not like a development where it is ONLY a resource drain, without bringing something with it in the form of new interactions and perhaps shared labor.
An Iron Age trophy spouse is just plain boring.

I certainly agree that once you get past the two first years (or the first one, even) things get fairly easy (although you can still get killed through bad luck, carelessness, overconfidence, or a suicidal Nerp purge campaign).

Friends and family ties could add to the game, in particular at the later stages, but it might not be that easy to develop those to get a suitable balance between chores and interesting developments.

Completely agreed. Therefore I'd go so far as to say that I don't think marriage is the most important thing to add, but instead updating the AI to a point where social interaction will be more fulfilling. From there, the step to implementing marriage is probably easier to manage, and far more interesting.

It seems alot of people aren't completely excited about the idea of marriage. However, I see it with a different view.

I base alot of my interest and fascination in this game, from my huge interest in Viking sagas and stories. As a Dane, I'm perhaps one of the few who still is interested in the old stories and development of how things and history went from being such an iconic age, to a modern Scandinavian society, with a lack of sense for the huge amount of history from our forefathers. I understand that the Unreal World is based in another Scandinavian country, with a different culture and history, but in my understanding there will be some overlap between Norse culture and Finnish in this time period.

One huge thing that stands out in the Sagas, is the immense hierachical nature of the Viking age, and the family ties that was a big part of the culture. Big Viking farms would often have a family that owned it, as well as "common" folk working there, along with their families, although they would not have the same status as the family who owned it. I can see this pattern in the Unreal World, where the small farms (Marked on the map as a single house, not a village), where it can seem like a family, but it could also be with common workers there, which would make for big and very closely knitted societies.

I completely agree, that having a marriage with the current AI-functions, wouldn't add much to the game, however I think the only thing that would really add to the Unreal Worlds lategame, would be of a social nature. My current character, who I use alot of time on, lives with huge amounts of food, based solely on a few fields of rye and big game he hunts. I have fought dozens of Njerpez warriors, I've arranged raids of Islander warriors to Njerpez lands and ransacked an entire Njerpez village. I live with plenty of bounty, furs and jewelry and food supplies for years, and here is what I see as the biggest "problem": What now? I remember someone suggested a challenge on the forum, about whether people could acquire the finest furs from all animals in the Unreal World. I can only see this, as a sign that people eventually get bored, once they get past the hard start, and before settling down, but once this has been done, the gameplay sorts of gets in a standstill in my opinion.

If one of the arguments for NOT implementing marriage, or having other common folk living in your settlement is that it is a resource drain, I honestly don't see the problem. Having a diet of various stews and grains is very easy to attend to, and if the AI would be able to help in the process of acquiring food, I don't see this as a problem. I understand if alot of players don't want to handle these "dilemmas" but having a settlement with a wife and some local folk around does not need to be a priority for everyone, but the option would be nice.

If I could describe an ideal lategame addition to Unreal World, it would the ability to have actual friends and wives. The whole idea of being able to transfer into your kids when you die, isn't in my opinion a priority. I would like to have a living farm though, with interactions between NPC's and between them and you. It would make for a much more immersive world, when you are not just the loner wandering alone in the woods trying to survive on your own, but instead being part of something. I am greatly pleased with the current quest system, which could be a big part of these interactions between NPC's in your settlement.

I hope this is not just gibberish, and I need to point out, that this is not at all a critique of the current game. I absolutely love and adore Unreal World, and I think my 800 hours of gameplay confirms that, and I think there has been alot of great updates lately. My only hope is just, that the future holds more changes to the lategame features of the game.

Gameplay questions / Re: Is the Ango still powerful?
« on: January 04, 2018, 06:24:16 PM »
You can check the bonus yourself by examining the weapon :)

Good call! Even after 800 hours of gameplay, I never thought of that. I can comfirm it is still "Remarkable".

Gameplay questions / Is the Ango still powerful?
« on: January 01, 2018, 07:04:29 PM »

According to the Wiki, the Ango still have 8 point dmg, and "Remarkable" attack bonus. Is this still the case, or has that been changed? I found a masterwork Ango in a treasure, hence the question :)

Gameplay questions / Re: How can you get an axe early game?
« on: January 01, 2018, 07:02:26 PM »
I find with most my playthroughs these days if my character doesn't start with an axe I just create a new character. Without a proper axe you can't make boards which are used to push your raft and fish/explore new areas, that's a big part of my early game food supply. Is there any way that I can get an axe early game so I don't have to restart until I start with an axe?

Usually I either look for axes to trade in villages, or kill a Njerpez to get it  :)

General Discussion / Re: Question for Sami
« on: December 18, 2017, 09:08:34 PM »

Should we poll about its' priority preference among players? (We can do that)

I can only speak for myself here, but I would be very glad for me and others to get that chance to participate.

Off-topic / Re: Shooting snowballs
« on: December 17, 2017, 07:35:51 PM »
Little known fact, if you find Sami lost in the woods some day and lead him to a local village, he might give you some lessons in archery.
That would actually be a cool easteregg ^^

There are NPC's named Sami, so statistically it could happen actually :D

Off-topic / Re: Shooting snowballs
« on: December 17, 2017, 04:43:17 PM »
Little known fact, if you find Sami lost in the woods some day and lead him to a local village, he might give you some lessons in archery.

Suggestions / Re: Ability to Light Torches from other Torches
« on: December 17, 2017, 04:35:27 PM »
You are able to ignite torches from burnt-out fires in fireplaces, which should always be available if you don't want to freeze in the winter. However, I do get your point.

Suggestions / Re: Horn from bulls
« on: December 17, 2017, 02:13:04 PM »
I HOPE you're thinking of drinking horns, rather than the stupidity of trying to mount drinking horns on helmets (yes, there are iron age ceremonial helmets with stag or reindeer horns on them, but those aren't intended for combat).

In the mean time (provided you don't intend to go the helmet route) you can use Buiodda's 3.40 mod idea of how to get elk horns.

Dear lord no, I would never contribute to that myth! It was for making drinking horns, absolutely. True, we could easily make it through basic modding, I just think it could be very natural and easy, since reindeers and such drops actually vanilla antlers, and we know that bulls have horns, which would be a realistic implementation in my opinion.

Hunting horn could also be another great idea. Good call!

Suggestions / Horn from bulls
« on: December 16, 2017, 12:49:24 PM »
With the new (and great, I might add) bones and antlers system from animals, would it be possible to add horns from bulls, since we got antlers on for example reindeers? As a Norse enthusiast I might have a modding idea if they could be added  ;D

General Discussion / Re: Luckiest kill?
« on: December 13, 2017, 01:12:10 AM »
I had to share this. This felt so badass.

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