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Suggestions / Re: Increased and Expanded Valuables
« on: May 28, 2017, 03:40:07 PM »
With regards to ornamented weapons, etc:
while i agree that encrusted jewels and gold filligree might be a bit much, I don't think it's far-fetched that an experienced woodcarver might carve interesting designs into the handle of his ax, and thereby increase the value. Or that a masterwork battlesword might feature engraved patterns on the blade, enhancing its status as a borderline-magical prestige weapon fit for a chieftain.
At one point, wasn't it possible to use the old woodcarving skill (now carpentry) to carve designs on bowls and such? or was that a mod? anyway, i liked that system. Dwarf Fortress uses a system whereby most items can be improved in terms of value by adding decorations and such - for example, a cape made of spider silk is more valuable than one made of baboon skin, but even more valuable is a spider silk cape colored with rich dyes by a master clothier, and even more valuable still is one inlaid with precious stones. I think something like this (albeit much simpler and more grounded) could potentially work well in Unreal World, but it would have to be carefully balanced to avoid exploitation.
while i agree that encrusted jewels and gold filligree might be a bit much, I don't think it's far-fetched that an experienced woodcarver might carve interesting designs into the handle of his ax, and thereby increase the value. Or that a masterwork battlesword might feature engraved patterns on the blade, enhancing its status as a borderline-magical prestige weapon fit for a chieftain.
At one point, wasn't it possible to use the old woodcarving skill (now carpentry) to carve designs on bowls and such? or was that a mod? anyway, i liked that system. Dwarf Fortress uses a system whereby most items can be improved in terms of value by adding decorations and such - for example, a cape made of spider silk is more valuable than one made of baboon skin, but even more valuable is a spider silk cape colored with rich dyes by a master clothier, and even more valuable still is one inlaid with precious stones. I think something like this (albeit much simpler and more grounded) could potentially work well in Unreal World, but it would have to be carefully balanced to avoid exploitation.

. I tend to grow very attached to my Unreal World characters, and I am proud to watch them grow and thrive. With this in mind, I generally try to treat them like real people, and ensure that they get enough sleep, enjoy some variation in their diet, and sometimes do things just for fun or to make their life more comfortable. I find it makes the game much more satisfying to play. I suppose some might find it odd that I lavish such care on a little pile of pixels and numbers, but this is my hobby, and I enjoy it. I also find that it has some level of cross-over to real life situations - when I've been playing unreal world as opposed to other games, I find my mind much more readily adapts to wilderness living. I am able to plan out my actions intelligently by simply thinking, "Hm, what would I do in Unreal World?"