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Messages - MrMotorhead

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16
Suggestions / Re: Directions from the women
« on: November 29, 2020, 08:39:22 AM »
The subject fooled me, I can get directions from any villager, not just women.

The hard time I have with these directions is when they tell me a village is close but it turns out to be hard to reach.  This happens often when I'm near the large lakes and waterways.  I will be told that a nearby village is just an hour's walk away, but it turns out that if the water's not frozen, I won't be able to walk there in a whole day of traveling.  This would be a tougher problem to solve though.

17
Suggestions / Re: Directions from the women
« on: November 27, 2020, 07:17:01 PM »
Are you talking about the traveling/escort quest?

I remember that quest sends your character back to home territories and can successfully complete in any village there.  That would make a map marker more challenging because they'd have to place one on each village in your home culture.  I'm not sure that would even make sense. If they knew where to go, why would they ask for your character to escort them?

It would be pretty neat if your character had some memories of their home territory at the start of the game.

18
Suggestions / Re: Traps should be nerfed
« on: November 21, 2020, 01:13:25 AM »
I enjoyed reading the ideas for improving trapping.  Instead of saying nerf or buff, I would like to see some additional realism added to trapping.  I realize that the OP mostly talked about pit traps which are used with a fence.  My trapping experience mostly involves deadfall traps.
  • Traps should not be triggered just by an animal entering the tile, with the exception of pit traps and possibly loop snares.  When an animal tries taking the bait, the trap should have a chance to trigger.  A triggered trap should have a chance to hurt and/or capture the animal.
  • Traps should not last forever.  This could be modeled by them having a chance to trigger after a few days have passed.  Perhaps a new action could be added to replace the traditional kick and reset, (s)kill t(r)apping (i)nspect as a convenience to offset the additional work required.  Baits already spoil but they should probably diminish over time as they are consumed by insects.
  • Inspecting a trap which failed should give the character a chance to increase their trapping skill.  This could also give the player some feedback on why the trap failed and a hint about how to proceed.
  • Animals encountering wrong sized traps might steal the bait.  A lynx or wolf could probably escape from a paw board trap, but a bear would certainly knock it over and have a free meal.  A fox or other small predator might be able to steal bait from a larger deadfall trap without triggering it.
  • Some animals could learn over time and become trap shy or to follow your character around to steal your baits.  It seems like ravens do this already, I always seem to encounter them at my trapping sites.  Imagine a lynx that found a grouse that had been captured by a loop snare. This would encourage some problem solving and lead to great satisfaction when you finally bag that pesky critter.
  • Loop snares should require a tree nearby, possibly a bush, that would provide the tension.
  • Scattering additional bait could improve the chance of attracting animals.

19
Suggestions / Re: Character and clothing&armor sizes
« on: November 09, 2020, 03:19:01 AM »
I like the idea especially as it would help smaller characters, who are harshly penalized.  I'm worried about the additional difficulty of finding properly fitting clothes.  As things exist right now, it's very hard to find any articles of certain clothes.  Adding differently sized clothing might make the search that much harder.

Maybe instead of changing items, encumbrance could be adjusted when these items are worn, with the assumption that they have been properly adjusted and fitted.


20
General Discussion / Re: Crowdfunding : your thoughts?
« on: October 29, 2020, 06:55:36 PM »
Quote
in what form did you submit your custom prisoner?

They had a selection of head and body sprites you could choose and then you could submit an optional text backstory as well as a name for your prisoner.  In the game, when a prisoner arrives, the game would choose from a large list.  The choice would be added to a machine generated personality and criminal sentence. 

I really like this reward, it's easily my favorite reward out of all the indie games I've supported.  Even though it's a small thing with no real effect on game play.  There is an option menu where you can search through all of the submitted prisoners and flag one "this is me" so the game would always select that prisoner when you are playing.

Compare and contrast that reward to the crayon drawing reward that the Dwarf Fortress creators used to send to each backer.  In that case, each donation would create a new task for the developers and the output of that task is nothing that adds to the game.

I would likely back your project just because I've had so much fun playing UnReal World and I'd like to see what else you come up with.

21
General Discussion / Re: Crowdfunding : your thoughts?
« on: October 29, 2020, 05:23:06 PM »
Sounds great.  Another project can be just the thing to get creatively active.

My favorite type of reward are things that we backers can add to the finished game.  I supported Prison Architect slightly higher to be able to submit a custom prisoner that was included in the game's release.  This can be easier or harder depending on the game design but worth considering.  They clearly had done a lot of work to make it simple for many people to add something small but significant without manual work for each additional additional backer.

22
Suggestions / Re: Finding my arrows
« on: October 11, 2020, 02:45:04 AM »
Losing arrows drives me nuts too.  Its one of the things that has lead me to favor hunting (animals) with javelins instead.

In my estimation, it's still easier than finding arrows in the real world.  This is my memory of having a bow as a kid.  I lost many an arrow in the woods near my house.  Thinking back to the UnReal world, it seems like shooting an arrow into a snow covered ground would be nearly impossible to find.

23
Not bugs / Re: [3.63] Items disappear off an unconscious enemy.
« on: October 07, 2020, 08:53:18 PM »
When the game crashes (or is crashed) there is a chance for items to disappear or be duplicated.

In my opinion this can't be considered a bug, rather a consequence of how items and mobs are handled by the game.

Do you know how to make a manual save of a character's folder that can be used as a restore point?

24
Bug reports / Re: 25 stones quest
« on: October 05, 2020, 01:49:02 AM »
I wonder if you gathered any stones from the village tile.  I bet those won't count toward the quest goal.  Try gathering a few more stones from tiles outside the village (lake shores and river banks seem pretty good) and try adding those to your pile.

25
Suggestions / Re: Location, Location, Location
« on: October 04, 2020, 10:02:33 PM »
Something that might help is a way for our characters to see farther on the zoomed in map.  This would be a way to show things that are visible on the zoomed out map and represent them in the zoomed in view.

In this example we see our dog beyond the zoomed in range, if we had zoomed out we would have been able to see it on the zoomed out view.  So if it went into a spruce mire or somehow got blocked from view the icon would disappear.

This could also represent traps that lie within a certain range, even if they are not visible, but shown because the character remembers where they were placed.

26
Suggestions / Re: Location, Location, Location
« on: September 29, 2020, 03:45:19 AM »
This could be a tricky problem.  There could be several traps per tile.  I encounter this problem when laying snares for birds in berry bushes.  I solved this problem by only laying several traps near each other and moving several tiles away before placing another cluster.

It would be very easy to lose a trap inside spruce infested terrain as well, when doing this I always try and place it near a landmark.

Seems like there is some code for this type of event though, when doing the advanced adventures game course, the task completed upon zooming into a tile where prey was caught in a trap and it wasn't visible to my character immediately upon entering.

27
Gameplay questions / Re: Jinxing traps
« on: September 20, 2020, 07:34:29 PM »
There may be something to this.  I have watched a wolf enter a heavy deadfall trap to eat the bait, set off the trap but escape with injuries.  This never seems to happen when an animal gets trapped while my character is away.  Traps are how I've been catching most predators lately.

28
Gameplay questions / Re: I can no longer summon the forest maids
« on: September 15, 2020, 09:16:27 PM »
I recall one of the NPCs stating that during Fall and Dirt months were the time summon forest maids.

29
Suggestions / Re: Combat Options
« on: September 04, 2020, 04:38:24 AM »
I'm not so sure that robbers are the worst thing in game.  Aggressive bears and wolves are a possibility, I have lost characters to both.  I have not yet been attacked by a pack of wolves, but I'd imagine that it's possible.

I feel like the most recent version is pretty much as you describe though.  I started my most recent character with the 3.63 release and he's lived for 344 days without even sighting a single Njerpez.  I feel like all my previous characters would see at least one every month.  This character lives and hunts in the western reaches of the UnReal World, also no close encounters with bandits, yet.

30
Gameplay questions / Re: Need help on the "Kaumo furs" quest
« on: August 29, 2020, 05:37:11 PM »
I think they are asking for one of the high value per weight furs.  Fox will work or lynx, or probably any of the weasels.

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