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Messages - pannu

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Suggestions / Increasing immersion by limiting information shown
« on: December 27, 2024, 12:15:22 PM »
First of all, forgive me that I did not go through all the suggestions or mods to see if these have been suggested or implemented in mods.

It would be more immersive if the spoilage status of foods would be somewhat unknown. Approximate true state would be revealed after food being visually inspected, smelled and/or tasted, based on abilities/skills. While being sick, smell/taste abilities could be reduced, and perhaps sensitivity of these senses could be improved with certain herbs.

Knowing the date makes playing the game nice and easy. This kind of breaks the immersion, though. Back in the day, people had to count days, and use "weatherlore" to determine for example the relative length of day and night (they are equally long at equinox and solstice) etc. There must have been a lot of ancient wisdom considering the annual clock, and also important rituals. It would be a nice challenge to try to do them at the right time to keep the spirits happy. Kustaa Vilkuna's Vuotuinen ajantieto is a great source for this, though it does not go as far as to iron age.

Then of course, in the past, perhaps the most important skill has been not to getting lost. Rock paintings in waterways used to act as landmarks and/or signs, telling which way to go. I'm pretty sure there has been local poem-type lore instructing wanderers how to get to places. In today's North America, some signs of native people are still visible for example in trees, guiding people to springs and so on. The hobos of North America during the last century also drew signs at site, warning people from unpleasant people, indicating whether camping is possible or not, and suggesting if there is work or meals available.

I have over 1000 hours on Valheim, and the immersion and whole experience got totally different level when I started playing in immersive mode (no map, no portals). It's truly amazing feeling while exploring and traveling straight west, signs of civilization are found and you realize you have discovered your own base coming from South-East. Trees blocking the sky, clouds and fog can make navigation rather difficult. Of course, implementing this into UnReal World would mean overhauling the whole world, which is a huge task and transforms the game into something completely different. Maybe in 2035?

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Suggestions / Re: Cellar Organization Improvement
« on: December 27, 2024, 11:28:11 AM »
I like the current cellar system, where the items put there first are shown first in the list. This addresses the essential question: Which items are is going to spoil next?

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Gameplay questions / Did I just got scammed by a foreign trader?
« on: December 25, 2024, 12:19:33 PM »
Potential spoiler alert (revealed already in the subject)!

Is this a game mechanic or a bug?

I met a bunch of foreign traders. Traded a decent elk fur to 9 superior broadhead arrows. After the trade I looked at my inventory, it shows 12 "regular" arrows (around 3 arrows I got already + the 9 new; also had various bonehead arrows). I wanted to ask this "Dagowin" (if that is his real name) a few questions, but of course he does not know what I am talking about. Now he is selling regular arrows.

Has this happened to the others? Did you outright stab the bastard, or perhaps offered tainted meat to celebrate your friendship?

My character happens to have max intelligence, this is why noticed the scam immediately!

(mods, consider moving this topic to a corresponding subforum)

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I just noticed the same. As a result, two bandages can be crafted from a single bandage. Exploiting this gives endless bandages / materials.

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anything