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Messages - Roth

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1
Suggestions / Re: Dozing
« on: December 05, 2024, 02:16:22 PM »
you can press the "-" key to pass time much faster, or SHIFT + "-" (so "_") to pass time until your fatigue goes down to 0.

2
Suggestions / Re: Reducing amount of blunt hits enough to kill prey
« on: December 05, 2024, 02:14:29 PM »
No. You don't want to hit your prey in the neck with blunt attacks. The reason you're using blunt attacks is to preserve the skin. Hits to the neck damages the skin, which is what you wanted to avoid.

Its a bit of a catch 22, you see? Hitting it in the neck kills the creature faster, which mans there is less chance to have bad hits damage the hide. Hitting on the head takes more hits, which increase the chance of a bad hit ruining the hide.

3
Suggestions / Re: Reducing amount of blunt hits enough to kill prey
« on: December 05, 2024, 12:38:09 AM »
Take note of your character's strength, as well as the complimentary attributes that relate to the weapons you want to use/are using.
Using a spear requires STR, AGI and AGI again, meaning that your agility attribute is checked twice when rolling for an attack or defence move.
A club will roll STR, STR and AGI, while an axe will only roll for STR and AGI once.

What this all means is that your actual skill in the weapon you use seems to only marginally affect how much "damage" you inflict.
For example, you could have a character with expert spear skill, but very poor agility.
This greatly reduces how effective your weapon is. You may land hits more often, but they will be weak.
A character with higher STR and AGI, but only average spear skill would land less accurate but stronger hits.





All in all, this all boils down to wanting to hit them in the neck instead of the head to kill them, as its almost always faster  ;)

4
Suggestions / Re: Cellar Organization Improvement
« on: December 01, 2024, 12:22:43 AM »
I currently solve this by having four cellars but I really like this suggestion.

Yes, I am currently having to build multiple cellars as well, which I find unrealistic.

5
Suggestions / Cellar Organization Improvement
« on: November 30, 2024, 10:00:48 PM »
As of the current build, cellars use the same classification types for items as everything else. A problem which comes up when your cellar starts to fill up is organization.
Having to manually pick up and drop specific types of items in order to have them "sorted" can get tedious when you have a lot.
With all the berries, plant leaves/seeds, smoked/salted/dried meats and fish (and more), it can be hard to keep track of what you have.

I propose that the cellar inventory be more precise, in that it has more categories for foods to be sorted in.
Instead of the current Food/Plant that currently exists, there should be cellar-exclusive designations such as:
Berries, Seeds, Leaves, Roots, Meats and Fish. Flour and other prepared foods could remain in their default "food" category.
This would not interfere with other non-food/plant items that one may want to store in a cellar (yarn for smoking/drying, baskets/bags/boxes, preserved skins, etc.).

Similarly to the current inventory system, pressing "." (period key) should bring up the new categories in the item type selection.



 

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