Suggestion reply marathon - Oct 2019 - Mar 2020
This marathon thread is a compilation of suggestions and replies to them from six from month period of October 2019 to March 2020.
Each reply can be also found in their respective forums threads. By the time the marathon was done around 15% of new suggested things were already featured in the game. Naturally some of these things will never end up in the game but replies are given nevertheless and thus the development roadmap hopefully grows clearer.
After these replies my time to continue ponderings on these very subjects rarely continues, but the topics stay open and discussion can naturally go on till the end of time.
Here we go...
Changing maximum lengh of thread/cord/... possible in recipes to 16 bitshttps://www.unrealworld.fi/forums/index.php?topic=5197.0There are a few cases where you'd really want quite substantial lengths of material when crafting items. Currently this affects mods only, but once those kinds of crafting recipes make it into the game itself they may cause issues.
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As indicated, it's not urgent, but something that may become an issue in the future.
No issues in sight. Then one just selects multiple lesser-than-required length tying equipment. Eg. if 1500 ft of cord is needed you can use a stack of 100 * 15 ft cords.
Making location of bird thief quest traps a little bit easierhttps://www.unrealworld.fi/forums/index.php?topic=4556.0The Bird Thief quest can be a real pain when the target area is coniferous, as visibility is poor to start with, and there's a significant risk of the traps being obscured for the player by trees on top of that. The description talks about human footprints, so it would make sense to actually have human footprints in the area, similar to how the Wounded Adventurer quest has animal footprints (but the human wouldn't remain in the area, obviously).
I like the idea of footprint possibility. That would make sense indeed. Should this get added at some point the footprints visibility would naturally also depend on terrain, elements and character's tracking skill.
Wishlisthttps://www.unrealworld.fi/forums/index.php?topic=5204.0Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.
Have all items on your animals be available in the trade screen.
Would surely be handy with tons of items on tons of animals but as this is an interface limitation getting to tweak it now is way too costly compared to the importance.
An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.
There's an auto-pause when spending time in one location. When moving about I feel this isn't needed.
Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).
I see the point, but unfortunately the internal design limits things like from being easily adjusted. As it's a matter of playstyle how much keyboard jockeying we all have to do on game-daily basis this also feels very costly compared to importance.
Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.
That target selection is done. I feel it's best to keep attack repeat target selectable as sometimes we want to repeat the same good attack at different nearby targets. It's hard to say which is the most common attack-repeat usage for the majority of players, but I don't recall anybody suggesting a different functionality earlier.
Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.
Neat and simple idea. Will browse the throwing code and consider. This could be implemented so that such throwing would be always allowed in non-attack manner, ie. if the target isn't a creature. Then you could also toss a branch into the fire with equipped hands etc.
Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.
Two slots occupied reflects the fact that proper crossbow usage needs two hands, and carrying loaded crossbow is simply a risk one wouldn't take. Hold it carelessly with one hand and you might easily fire it while running or moving about. (As an interesting trivia, ancient Finns had very unique way of shooting with crossbows holding it at about the hip height. It's quite slow and delicate process to start with.)
Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.
I see the point, and we try to ease keyboard jockeying every now and then little by little. This would be biggie, and trickier than it seems at first. Can't say much more about this right now, have to consider carefully.
In the eating screen remember what you last ate and have it automatically selected.
It should work like that already.
Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.
It's very likely that we get into separating chat from commanding in the near future. How it works now is very clumsy even if you weren't a dog hoarder.
Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.
This is done already.
Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.
That's how it should work alrady. Big stacks may break the rule, though. I'd have to check the case individually to get a better idea.
Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.
We've imagined pack animals being used for carrying carefully selected items. Some slender trunks and bags of rye, maybe dozen of furs, and pile of meat. I'm aware that if they are used as walking general stores the limit is hit. However, expanding animal data is bound to take place somewhere in the future, but needs to be linked with other animal structure related overhauls. The actual timing can't be predicted.
When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.
It's been like this forever with no alternate suggestions heard out loud so in that sense it's better not to touch it.
Making Clothinghttps://www.unrealworld.fi/forums/index.php?topic=5224.0Shouldn't making fur and leather clothing be Hideworking instead of Common?
Clothmaking is very simplified, and we've been thinking of completely new "clothmaking" skill along with some complexity to the process, but these things have delayed and delayed. Generic clothmaking/tailoring skill is also debatable add as technically textilecraft is again very different from leatherworking. And one can also be excellent fur tanner but a lousy clothmaker - so having the both under hideworking have felt tricky too. I guess because of all this hesitation a proper move hasn't been made.
But yes, fur and leather clothmaking could be made prone to hideworking. (Harnmaster, my all-time favourite inspirational rpg system, has it like that too.) And we could then feature textilecraft later on. We'll consider. It requires adding some additional complexity before the mere change feels justified, though.
Goats!https://www.unrealworld.fi/forums/index.php?topic=5227.0Goats are hardy breeds, producing fur, meat and milk.
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They are also cheaper, more self reliant and judging by these reports was introduced in the Stone Age never mind Iron Age Finland!
Yes, goats would fit in the game world nicely. One decent thing to consider among so many others.
ft of Cordhttps://www.unrealworld.fi/forums/index.php?topic=5234.0Instead of having a separate length of cord why not make them all 1ft? The item would then be called "ft of Cord" and the length would be in the quantity.
Doesn't feel like a reasonable adjustment - especially just so shortly after long-awaited measure of length system has been built up.
Rafts!https://www.unrealworld.fi/forums/index.php?topic=5200.0So, it takes 3 500lbs logs to make an 80lbs raft?
Perhaps slender logs should be used instead? In real life I wouldn't fell 3 full sized trees for a simple raft - I'd fell smaller trees anyways.
Raft weight shall be fixed. It's indeed way too low, 80 pounds currently.
Numerous raft related additions are also being planned, for example small raft from slender trunks.
Also, rowing the raft should be way slower than going with a punt. Moving a heavy raft with paddle should be both slow and quite a bit exhausting as well.
Physician skill healing party membershttps://www.unrealworld.fi/forums/index.php?topic=5241.0 I was thinking, instead of letting party members heal automatically maybe u would need the physician skill? Then ppl would need to choose if they want to make themselves a beefy character or if they boost their physician skill and aim to get help from others, perhaps?
It's not good to make NPCs completely dependant on character's physician skill - they have it also in their own skills galore. But importance of character's physician skills is already featured to some extent as you can use it to treat bleeding wounds of your companions. Some of these can be the kind of wounds which NPCs don't always necessarily manage to stop by themselves. Other physician processes could be also extended to allow treating NPCs (and pets), and that would be interesting indeed.
A Few Ideas: Agricultural help, Snake fangs and more…https://www.unrealworld.fi/forums/index.php?topic=5242.0Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.
Agricultural help from companions. I recently was harvesting my herb patches and I had a companion. As I cut down the nettles, I wished I could ask him to either thresh the plants behind me or pick them up for me.
Yep. The ways that companions can help out the player character need to keep increasing. And this surely should be included.
Putting branches in an ice hole to help delay refreezing.
This would be an interesting trivial addition. It immediately comes to mind where to find data about how much this should delay the freezing.
Player characters shouldn't start with perfect knowledge of traps.
Agreed. And player characters shouldn't start with perfect knowledge of all the other crafts and constructions either. It would suit the game world perfectly is if things needed to be learned gradually and in more culturally dependant fashion.
Snakes should drop fangs/teeth. Maybe could be a spell component. A Sage request item?
Would be nice little detail, among many others. We'll see if a proper in-game context comes in our way at some point.
Trading with different types of people should mean what items you trade with should have different values.
Yep. This is the trading direction we'll turn to at some point. The timing can't be predicted, though. It needs detailed planning and some unhurried time to concentrate on trading as a whole.
Traps should be nerfedhttps://www.unrealworld.fi/forums/index.php?topic=5248.0I'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.
It's quite dangerous to go adjusting the traps as whole based on only few character's playstyle. Trapping is also frustratingly difficult to some at some times. I'd really need to see the trap-setting you have found all-too-easy, and then see what is actually the thing to tweak.
For example, if settlements are surrounded by trap-fences and huge trap complexes that costantly seem to get catch we should better make certain animals more scared of human presence, or human activity, rather than to adjust trap effectiveness.
I find the trapping system working quite nicely, but I'm quite moderate and traditional trapper in the game. So, I could first have look at people's trapping-sites from savegames if you find them unjustly fruitful.
Difficulty Scalinghttps://www.unrealworld.fi/forums/index.php?topic=5250.0I believe the game would benefit from adding difficulty options during character creation. 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.
Difficulty levels such as these isn't my cup of tea. To me this would mean a whole different approach to the whole game design. I'd rather tweak the game mechanics and add content to feature more of that desired difficulty, and allow playstyle choices to affect how harsh and risky character's life will be.
Field dress/quarter big gamehttps://www.unrealworld.fi/forums/index.php?topic=5251.0Option to field dress or quarter game. It might make the difference in weight reduction to be able to pick or pack carcasses and transport back to a preferred processing location.
Would be a reasonable addition, and working on this would also turn focus to maybe adding organs and blood too. We'll consider.
Heavy carcasses, big elks and such, would probably still remain a burden to transport as field dressing on average reduces the living weight by 30% or so.
[naming: last word] functionality extensionhttps://www.unrealworld.fi/forums/index.php?topic=5258.0I propose a small extension that could greatly improve customisation and simplify many mod recipes I've seen.
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In addition to "last word", it should be possible to use integer values:
"n" : get the value of the nth word
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In a similar fashion, as it happens in python lists:
"-n" : get the value of the nth last word
Hmm. Gotta check the code and consider. It may seem simple and quick thing to add on the outisde, but as the game hasn't been designed for modding things can be quite a mess in the inside.
Arrowheadshttps://www.unrealworld.fi/forums/index.php?topic=5259.0Instead of just gathering common rocks in order to form arrows, why not craft arrowheads from stone/rock. It would be interesting to do flintnapping, or to carve arrowheads from bone and antlers.
Iron arrowheads could be a trade item, too, instead of completed Superior arrows. It would feel great to trade for some Superior iron arrowheads and form my own arrows.
I'm all in for making archery related stuff more detailed. It's currently all too easy to make deadly arrows from generic branches and rocks.
Flint isn't commonly found, but arrowheads from bone and other rocks would do. Also, acquiring arrowsheads by trading is a thing that I'm in for.
I could spend lots and lots of time for some archery gear overhauls. We'll see what happens at what point.
Name of animal on Animal commandshttps://www.unrealworld.fi/forums/index.php?topic=5261.0Can we get the name of the animal on the Animal commands.
I have attachted an example.
Yes, that would help owners of many animals to be sure the right one got commanded. Simple addition, we'll put it to effect.
Choosing target for attack if they're occupying a single tilehttps://www.unrealworld.fi/forums/index.php?topic=4979.0A simple menu: "Attack which target?" please!
Just letting you all know that this feature is coming up.
More Tracking infohttps://www.unrealworld.fi/forums/index.php?topic=4967.0an tracker at a certain level should be able to see if his prey is crippled by it's gait and I should also be able to determine relative size small, big, from tracks these small changes would make it easier follow specific animal in a herd.
This is coming up. Both limping and animal size info will be added to tracking description.
End of part 1/3. Read on ...