UnReal World > Suggestions

The UrW Anti-RSI Campaign group. ARSI, for short.

<< < (2/4) > >>

Bert Preast:
That's true; but I am usually based in the far north-east, so getting my hands on a crossbow is quite a major expedition!

ineedcords:

--- Quote from: Bert Preast on January 28, 2023, 01:48:23 AM ---On behalf of struggling iron-age Finns everywhere, I have a couple of suggestions to reduce the risks of RSI and arthritis:
...

--- End quote ---
Great to have a thread about anti-RSI, discussing issues and potential improvements, thanks for raising this.

As a very high level look at the game, I believe one major problem and perhaps the main RSI problem we have, is tied to one of the tenets of the UrW game design which boils down to "do action X, to get better at skill X".
This certainly is not good for RSI at all, especially when combined with the ever-reducing skill-increase-success-chance rates; such as shooting few thousand arrows to increase bow skill from 99 to 100, it does get bad.
Currently game drops player as a 16 year old and player is mostly in control of their destiny; there are no hard classes and no hardcoded paths. One, via dedication, eventually can become a swordsman, an archer etc. That dedication is currently paid with RSI...
One alternative to this is, not having that kind of development at all, with a more static class system in which you start as archer for example but do not change from there, much - I would not prefer that, personally.
Another alternative is keeping any-to-any skill development approach but allowing much quicker skill development, starting as archer, quickly becoming swordsman. This probably would reduce immersion.
I am not sure what to do on this, if you or anyone have a suggestion to improve this, I would be interested to hear that.


--- Quote from: Bert Preast on January 28, 2023, 01:48:23 AM ---...
1.  Clothing should be at the bottom of the inventory menu, as I believe it is the thing we make least changes to.  No more scrolling past 25 items of winter clothing to get at the tool.
...

--- End quote ---
Now, focusing on item 1 in your list (quoted above), there are already anti-RSI features in the game to help with the "too many items in list 'issue. Namely, the auto-assigned item letter codes for instant-item-interaction, as well as the FILTER functionality located under the TAB shortcut key in inventory view.

If you have anti-RSI efficiency on your mind, and you look at your inventory list & see 25 clothing items and you wish to get past those to reach a tool, then in that situation, you should not be scrolling down 25 items in the first place, as it would be against the anti-RSI efficiency.

Just hit the TAB key (the FILTER key), and use the built-in feature to show tools only and press 'a' key to pick the first item in the tools-only view (or, if it is not the top one in this new/updated tools-only view, then just hit the corresponding item key, such as b, c, d, etc.).

You can check out this post from paz, for a run down of what's already available in the game: https://www.unrealworld.fi/forums/index.php?topic=1747.msg4824#msg4824

2. (Your herblore suggestion) I agree with the herblore skill speed up suggestion. While at it, wheatherlore probably should be bumped up too.
3. (Bow suggestion) This sounds good to me also. Hitting live animals/humans, to level up faster (rather than 600 waste shots). Note that the dev is a real life archer and probably been training for years, so they may not like a fast tracked approach. There is no harm in suggesting though, let's see what they say, probably in the next round of suggestions-mass-review.

Bert Preast:
1.  As a player with a few thousand hours over about 6 years, I have some idea how things can be customised.  Other players with just a few dozen hours and a couple of weeks may discover the same, but the point is that it took me years to get it.  I, like many players, am an idiot.  New players especially are idiots; and yet they are the ones we need to draw in - rather than leave them with their knuckles crippled with athritis and weeping in bewilderment as to why.  The idea is the minimum keystrokes possible for noobs.

2.  The herblore thing is not to speed up the grinding, just to reduce the RSI involved.  I think weatherlore is fine as is, though I continue to wonder why it exists when there are many more interesting things that could take its place.  People who grow up in an area learn to read the skies and the seasons, it's not really something you study.

3.  Everyone seems to be ignoring the main part of my archery suggestion, which is that you have to make a bow and some arrows.  I know Sami is an archer and I lap up all of his Youtube videos, and I think he would agree that making a bow and some arrows will teach more about archery than just loosing a few dozen arrows downrange.

Just read this back and I come off as a little bit condescending.  That's not my intention!   ;D   

Bert Preast:
Just remembered the most RSI activity of all - shopping.  Can villages not have a granary building where the food is kept, a smithy for metal stuff, a tailors for clothing, tannery for furs etc?  I think it would also help with the ambiance, storing stuff any old how is not how people do things.  Well, my wife excepted!

It's a lot of keystrokes trying to find that masterwork small knife or whatever you are shopping for.

Bert Preast:

--- Quote from: ineedcords on January 30, 2023, 12:09:41 AM ---
As a very high level look at the game, I believe one major problem and perhaps the main RSI problem we have, is tied to one of the tenets of the UrW game design which boils down to "do action X, to get better at skill X".
This certainly is not good for RSI at all, especially when combined with the ever-reducing skill-increase-success-chance rates; such as shooting few thousand arrows to increase bow skill from 99 to 100, it does get bad.
Currently game drops player as a 16 year old and player is mostly in control of their destiny; there are no hard classes and no hardcoded paths. One, via dedication, eventually can become a swordsman, an archer etc. That dedication is currently paid with RSI...
One alternative to this is, not having that kind of development at all, with a more static class system in which you start as archer for example but do not change from there, much - I would not prefer that, personally.
Another alternative is keeping any-to-any skill development approach but allowing much quicker skill development, starting as archer, quickly becoming swordsman. This probably would reduce immersion.
I am not sure what to do on this, if you or anyone have a suggestion to improve this, I would be interested to hear that.

--- End quote ---

My suggestion would be that when using a weapon out of combat (that is, nothing alive is in visual range that is not a domestic animal or companion), that you train with the weapon for an hour.  This should be tiring, and have a small chance of success and perhaps an even smaller one of damaging the weapon.  New characters will generally not have much time to spare for weapons training as surviving is the main issue.  Characters that make it through a season or two will have time to train weapon skills, and this method will let them do so without looking into Finnish law on causing all your fans to be crippled with RSI!

My thoughts on a class system would be that if you start the game at 16 years old, you are in hardcore mode.  Easy mode would be starting at 21 years old, with a large bonus to two or three skills in character generation to simulate having spent 5 years learning on the job before being cast into the wilderness.   

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version