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Messages - codyo

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1
Development News / Re: Sami, Erkka and master Lassi
« on: April 09, 2023, 02:28:36 AM »
Ok, it's a deal. I will be back in a month with goods for my Blacksmith NPCs.

2
General Discussion / Re: How far do you travel at start?
« on: October 15, 2021, 06:21:39 PM »
I typically make do with what I have and spend time hunting and trapping in the surrounding area until I get a bit of animal products to trade.

If there are villages though that are within a day or two's walk and I started that far away, I end up using my remaining food stocks to get back to civilization. That way I can trade my cuts of meat I manage to hunt without it all spoiling faster. Then that area becomes my base of operations until I decide where I really want to settle.

You should be able to manage some kind of minor food source though within your first week, if not by hunting, then by laying lever traps around lakes or rivers with active wildlife.

3
Not bugs / Re: 3.70b No wandering Njerpezit raiders
« on: August 26, 2021, 09:36:49 PM »
I'm not big on combat with most characters....but I very much like the sense of danger they present.  Or used to present.  Haven't seen any Njerpez or Robbers yet in 3.70b3 either.

Yeah I hope this will be fixed soon, as it would help keep up the sense of danger if one would ever try to travel at night with no moon out, and accidentally stumble onto a Njerpez hunting party... Or bandits for that matter.

4
Suggestions / Fishing Menu needs updating
« on: August 24, 2021, 09:07:08 PM »
1. Set Fishing Net: This button is actually the same function as "Active Fishing", or as "Applying" an item. When pressed this should be a unique action that only shows nets in your inventory for use.

2. It might be a good idea to have a redundant way to create fishing hooks or fix them to fishing rods in this menu.

5
General Discussion / Re: Hunting gripe
« on: August 23, 2021, 07:54:03 PM »
What would make hunting in the woods, areas with very low visibility and obstacles between you and your prey easier than hunting out on an open plain?

You're still hunting against a prey's sense of hearing, which seems to be simulated adequately in the game where animals run away when you get within 30 feet of them even if they can't hear you, whereas in real life you'd never be able to sneak up on a deer just like that. Active hunting seems chancy enough in this game where you won't always be able to succeed in every single expedition. There's even an element of practice to Unreal World if you're trying to hunt in thick spruce forests that you have to kind of be able to guess where prey is running to based on looking at one track. If you examine every single track you come across you spend too much time wasted on the trail when your prey is spending time running and resting ahead. There's also a lot of factors based on your own character's speed and endurance on whether you'd be able to even chase an animal down.

One thing I may agree with is that sneak skill doesn't seem to make much of a difference whether it's low, average, or high when you're after prey. Even a 90% expert seems to "fail" a stealth check by snapping twigs every several steps.

6
I've been playing on this character since the first iteration of the 3.70 beta, and so far I have never once seen a wandering raider within an entire game year.

This has also been reported on r/URW https://www.reddit.com/r/URW/comments/p44xgo/lack_of_hostiles/

I did not read anything in the changelog that mentioned the frequency of Njerpez was vastly lowered within the areas they are supposed to be. On this character I travelled from the northwestern coast of the Seal tribe, down to the middle of the kaumo territories, and even in the East I have never seen a wandering raider. In 3.63, Njerpez were super common sights down between the Kaumo, Kiesse, and Reemi lands; where they wandered both in those territories and in no man's land, but it's starkly different in this beta.

I have witnessed a Njerpez raiding camp pop up in Kaumo territory, and there were raiders inside it, but no individual parties on the world map.

7
Gameplay questions / Re: Have you bought a hunting horn?
« on: August 14, 2021, 11:57:04 PM »
I have bought a hunting horn in the tents of the northern tribes. The Seal Tribe, Kuikka Tribe, or Owl Tribe may have one.

Or instead of buying one, Njerpez warriors will often carry a hunting horn, and maybe other roaming hunter NPCs could have one too.

8
Bug reports / Re: 3.70b Rescued Adventurer Hunting Village Livestock
« on: July 01, 2021, 01:22:07 AM »
Good news. I did have an earlier backup of this character that took me to a save two days before this whole thing happened.

I had my character rest in the village for some time to see if the battle would take place again, and it actually did. The hunter I rescued before came back to the village and charged the reindeer pen with his spear.

Oddly. The rest of the village actually joined his side and helped to kill their own livestock. So that seems to be all what actually happened. Maybe they counted him as one of their own for being a fellow seal-triber.

9
Bug reports / 3.70b Rescued Adventurer Hunting Village Livestock
« on: July 01, 2021, 12:53:24 AM »
Hi. I came across quite an odd bug in this new playthrough.

I was in a seal-tribe village looking around and trying to find things to trade, and eventually left when I saw everything I wanted to. But I realized I hadn't talked to the villagers for any new quests. So I went back after a few steps on the wilderness map, and saw all the villagers were in combat mode for some reason, when everything was fine just before. Odd. The next turn, everyone left their combat state back into normal again.

I ran into the center of the village to see what was going on, and discovered that the lost adventurer I found in the middle of the wilderness from several weeks prior, must have suddenly started hunting inside the seal-tribe's own reindeer pen. (I know it is him since I still have his quest log)

He had a really easy time I think since the reindeer were trapped, by the time I found him, he was in the pen with two dead reindeer, skinning one, and had a puncture wound on his shoulder, from what I assume from maybe a villager attacking him. I didn't see the fight actually happen.

From the arrows I found in the pen, it's also possible that a villager on the outside of the pen tried to fire inward at him, and accidentally killed one of their own reindeer too. It's odd that a "hunter" would kill two of these on his own and then decide to start skinning.



The good news for me is that I now have two full reindeer corpses to take home without anyone in the village caring.

10
General Discussion / Things are going pretty well in 3.70b
« on: June 28, 2021, 06:16:14 AM »
The first village I found under this new starving adventurer allowed me to do some menial labor in exchange for some much needed supplies before I had to set out into the wilderness again, part of my reward being one of these fancy new fishing poles with an iron hook attached to it. Thankfully fishing poles are now dirt cheap in this version only costing a few squirrel hides and I was able to buy a handful of food along with it to get my character by another few days.

Well the food went out fast. Fishing with a bare hook on the nearby lakes had been hit or miss since my Sartolainen adventurer wasn't much of a fisher to begin with. And with no other skills, valuables, hunting supplies, or even a nice trapping fence to use, I didn't have anything to put on my hook and starvation creeped back into being a daily threat. The best thing I was able to catch were a few roaches, if I was lucky at all, which barely give any nutrition for the effort spent anyway.

Sharing my dwindling food with the spirits as offerings might have been a good decision though, because eventually I came across a lake with grouse in big enough numbers that they're nearly choking the sky and they basically fall into my lever traps every hour on the clock. Fish even love the fat I get off of the little birds, I'm reeling a decent amount of perches and barbots every day with even novice skills with grouse fat.

So with a new supply of food every day(a wisely portion set aside for the spirits of course), spare yarn bought from the village, a bed of spruce twigs under my adventurer's back, and a view of the stars and changing moon phases every night. I like to report that life is going pretty well for this character. The new features are neat.


11
Suggestions / Re: Snowstorms and Blizzards
« on: February 05, 2020, 11:27:04 PM »
I don't think there'd be many quest takers during a blizzard, as that basically implies traveling through it to a village, which doesn't make much sense unless you happened to be caught by it when already on the way, and you'd have basically no chance finding anyone in a blizzard unless the instructions of where to look would be way more precise than the current square kilometers sized areas (finding things in coniferous forests is hard enough currently, even when it's not raining or snowing...).

I was thinking the questgiver would be worried that their friend is taking too long to return and that something may have happened to them. This happens after a recent blizzard. They'll say something like "My friend typically hunts along the shore of a river 5km to the southeast of here. I can't go myself, because I've taken ill (or my child has taken ill) during the storm, and I have to stay here." Maybe they entrust you with this quest because you are already a well known guest in the village.
The landmarks could be other simple things like lakes, or a mountain with a cave. So it would not be difficult to find a person but, let's say he was injured during his excursion and you have nurse him back to health a little for a reward. You'd have to give the lost person food, water and build a fire and then you can escort them back to the village.

12
Suggestions / Snowstorms and Blizzards
« on: February 05, 2020, 07:57:45 PM »
UnReal World should have periods of severe weather to make winter properly dangerous and scary.
Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity. Right now a person can easily go through winter without worrying about the temperature much. Cabins aren't that necessary for warmth.

Mechanically a blizzard would be a period where for 10 hours, or much more the snow animation is constantly on. With some random tiles in your view sometimes completely going white for a single turn. Visibility is reduced on the local map and global map. Temperatures drop severely and should go lower than whatever the minimum is now. The interior of a building and cave should provide the most protection. Shelters made up of conifer branches can still help, but you should require a large fire going constantly on the tile beside you. Frostbite on your hands, face, and feet would be a big hazard during the storm.
Weatherlore will need to be updated for blizzards. Based on your skill, you will be able to detect if one is coming in the next day. Or couple of days. As you become more skilled, you can guess more details about it, like how herblore works.
Like at 10% skill you can guess if you're on the edge of a blizzard or not. Maybe how long it will last once you're in it, with A LOT of room for error. At 30% you might be able to see a blizzard a day ahead. And so on. Perhaps it's not very realistic to accurately predict a snowstorm in the dark ages, but it would make the weatherlore skill more interesting and valued.

I think it would be interesting to put all the features of a blizzard on some kind of Bell Curve using multiple dice. Making snowstorms with "mild" values the average and expected. But once in awhile you may roll very brief storms or very long ones that last a week. Some may have worse visibility and temperature, or not. This way not all blizzards will be the same and it will allow for more memorable moments where characters can become lost and stranded in severe weather. Certain months during winter should be at more risk for blizzards as well. Like the "Winter" month(December) and most others during the season may have a 4% chance per day of developing a blizzard. Center month(January) may have a 7% chance each day. I don't know Finland's weather cycles very well, so I don't know which parts of the year is most at risk for bad weather. This is just an example for weather chance.

This would open up the way for more quests too. Like a questgiver in a village might ask you to go rescue a family member that was returning from a hunt or their traps. The quest could be open during the storm or afterwards for awhile.


13
Suggestions / Difficulty Scaling
« on: November 08, 2019, 10:52:26 PM »
I believe the game would benefit from adding difficulty options during character creation. Options that will add extra challenge for those of us who want it. Without ruining the base experience for new players.
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. I think it would be a fair design decision to avoid adding anything that would make the game experience easier.

Here's what the Difficulty menu should look like before you roll your character.
  • Average World Temperature( The world is becoming colder... ):
  •   Normal
  •   Cool (Base Temperature - 5 Celsius)
  •   Chilly -10 Celcius
  •   Absurdly Cold -15 Celcius
  • Bandit Spawn Rate( Outlaws are on the rise ):
  •   Normal 100%
  •   More 150%
  •   Double 200%
  • Njerpez Spawn Rate ( The Njerpez are going to war ):
  •   Normal 100%
  •   More 150%
  •   Double 200%
  • Enemy Skill ( The outlaws are well trained ):
  •   Normal
  •   Elite Raiders +20% skills
  •   Legendary Raiders +50% skills
  • Herbivore Spawn Rate( Prey is scarce ):
  •   Normal 100%
  •   Fewer 75%
  •   Scarce 50%
  • Dangerous Carnivore Spawn Rate( The wolves are hungry):
  •   Normal 100%
  •   More 150%
  • Metal Goods Cost (Iron is expensive):
  •   Normal 100%
  •   Expensive 150%
  •   Outrageous 200%
  • Food Cost (Food can't be wasted):
  •   Normal 100%
  •   Expensive 150%
  •   Outrageous 200%
  • Trade Goods Quality (Masterworks are rarer):
  •   Normal
  •   Poor

14
Suggestions / Traps should be nerfed
« on: November 08, 2019, 02:48:23 AM »
I'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.

I don't know how the mechanic is supposed to work for traps. It feels like having a trap causes the game to spawn an animal which must be forced to path straight to it and die. Having a dozen more traps must cause this chance for a spawn to go up even more.
On my current character I have 3 light-lever traps scattered across my settlement and I am assured some kind of bird to step in one once a week or more. There is a massive amount of capercillies spawning all the time. Maybe it helps I live by a lake as well. There is old lore that small lakes and rapids can be a source for wildlife to spawn.

I only have 28% Trapping skill and I feel way too lucky with my traps. However the mechanic works, animals shouldn't be running into them so easily. I end up with a lot of furs and meat to survive indefinitely with little effort.

15
General Discussion / Re: Micromanaging Rope lengths problem
« on: October 30, 2019, 05:55:31 PM »
Auto-cutting would still be convenient in some cases but not always. Sometimes you want to preserve eg. the only good long rope you have, therefore we've decided to leave cutting to player's discretion as it's safer than letting the game think for behalf of them. Naturally, there could be options to enable/confirm auto-cutting, but implementing those in the midst of crafting requirements functions now would be a mess.

What if instead we have a crafting option that lets the player define what length he wants and cut as many pieces as he can from a single rope?
Like call it "Cut many small sections". Then the player can choose a length from 1-9 or a custom one.
For example, if he chooses 4 feet out of a 30 foot rope. Then he will end up with seven 4-foot pieces with a 2-foot length left over.
That would be super helpful for building trap fences too.

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