Suggestion reply marathon - Apr-Dec Mar 2020 | part 3/6
Imminent death warningshttps://www.unrealworld.fi/forums/index.php?topic=5894.0So I suggest:
- freezing to death to actually blink continuously when it's on - isn't so disturbing because rarely us 'on' at least for long
- have warning sound effect/pause when freezing (shivering female/male voice would fit here nicely)
- have warning sound effect/pause when freezing to death (intense shivering female/male voice would fit here nicely)
- have sound effect/pause when danger of drowning (gurgling female/male voice would fit here nicely)
- 'q' is a bit too often used a command for both drinking and 'Q'uitting, imho. I use 'Esc' anyways to leave game so I rarely even 'Q'uit.
Pauses could be added here and there, but blinking and sound effects is a bit overkill. Sound effects would be nice in general, but we can’t secure everybody has the sounds on. However, if all the cases where player might miss the warning messages and die as a result would be secured with pauses, the game would be quite often about lots of pausing.
The tricky thing with freezing and swimming pauses would be that the warning messages are spammed by the game a lot – to make sure they aren’t missed that easily - and it would be quite annoying if there was a pause with every turn. Gotta think about this.
Inventory interface change/tuninghttps://www.unrealworld.fi/forums/index.php?topic=5460.0At the moment arrow keys 'left' and 'right' in inventory are duplicates of 'up' and 'down'.
Multiple keyboards on laptops and alternative platforms don't have PgUp and PgDn keys.
Would it be possible to either have the 'left'-'right' arrow keys to hop between groups* or to function as PgUp and PgDn keys?
Both of these could be done easily, and would really make a difference when PgUp / PgDn are not handily available.
First we gotta confirm if some players are using left and right keys mostly to scroll inventory. I guess not, but if you are, then speak up now.
Willowshttps://www.unrealworld.fi/forums/index.php?topic=5518.0Add willows to the game.
Yep. More trees is planned, and willows are on our to-do list of the new trees.
Character and clothing&armor sizes https://www.unrealworld.fi/forums/index.php?topic=5860.0Have small characters, say under 65kg (~143lbs) average/usual size above that and below ~90kg (198lbs) and large characters, above 95kg/198lbs
Then add ‘small’ and ‘large’ sized armor and clothing items. Keep the current items as average/usual size.
Decrease small clothing and armor weight by (maybe 10-15%) and increase large variants weight by 10-15%.
Having character sized clothes/armour is nice idea to think of, but can easily get overly complicated in action and on code level. We’ve thought about this occasionally too, but after more pondering it hasn’t felt too necessary addition. Maybe, we could try it first with little pieces of equipment – say boots – and then see how fun, or painful it becomes. It would affect to trading as well, as villagers wouldn’t be too eager about the not fitting gear. If you were to sell character made clothes you would have to be able to choose what size to produce. And dozens of other little trivial things that might make things fun on one small sector, but cumbersome for the most of the time. Still, we’re thinking of this, and who knows...maybe one day.
Dog's Priority List for Food https://www.unrealworld.fi/forums/index.php?topic=5559.0It is winter, my pack of dogs wake me with barking and I go out to see one of my fox traps had an Arctic fox caught in it, alive. I am happy, winter arctic fox fur! I leave the dogs to eat their bones, raw meat, spoiled raw meat etc scattered in piles between the traps.
I kick the beast dead. I was exhausted. I need to wait to be less tired to skin it. Only in the minutes I rested, the dogs had eaten the entire fox. Leaving just bones. Valuable fur gone.
I don't know why they ate it first?
Most probably they chose to go for the fox because they were starved or really hungry, and in their condition prioritized the fresh kill over other foods available.
In any case, this isn’t really a suggestion but more of a question, unless the actual suggestion is that dogs should never eat fresh kills if there’s other food closer by. For that, the answer would be no, and starving dogs will remain keen on tasting fresh kills and carcasses.
Arrow physics while shooting seal / water fowlhttps://www.unrealworld.fi/forums/index.php?topic=5877.0I think the arrow flight paths could use a bit modifying when shooting seals / water fowl. I tried hunting seals from a punt and missing the seal some 10-20m away resulted the arrows flying 100-300m past the target. The aimpoint being generally downwards this seems funky.
Also: bouncing arrows?
Projectile physics are modelled very precisely, so if the aimpoint really has been downwards this sounds like a bug. But we don’t know the actual shooting setup you had, and this is just one case example. So, test again with similar setup and report as a bug if you really find it happening.
Arrows shot in the water don’t bounce. Not in the game, nor in the real life.
Historically there have been special bouncing arrows, which we’d like to feature at some point, but they can travel beyond the first impact only tens, not hundreds of meters.
Using water from containers on ground - eating and drinking from tablehttps://www.unrealworld.fi/forums/index.php?topic=5821.0If the game would simply use water from containers on ground automatically (for example from largest first) or at least include the water containers on the ground on the inventory menu. This would be a *huge* interface improvement. Why are the tubs so small anyways?
Relating to this - it would be cool for table top contents to appear on the list menu when 'e'ating or 'q'uaffing. That way having a table in one's cottage would really be a lot of help as in real world as well.
This sort of functionality, especially to use ground containers in various task, has been suggested and replied before. The ground items are handled differently within the game mechanics so including them to this-and-that is quite costly. We’ll seek ways to allow some easiness to ground item usage, when time allows.
Change criteria for waking up due to cold to only happen when worsehttps://www.unrealworld.fi/forums/index.php?topic=5866.0I had a character that was freezing to death, desperately trying and failing to light a fire while dead tired. Eventually the fire got going (despite repeated interrupts due to confusion), and I could finally let my character rest. However, each time the cold condition IMPROVED to a less serious cold condition the character woke up due to the cold with the fire still burning. This should only happen when conditions worsen, not when they're improving, i.e. the the game should take the previous state into consideration when determining whether the character wakes up or not.
I’ll be checking out how this sort of waking up is coded. I believe this isn’t something that you run into very often, but if it can be easily and reliably remedied we’ll do it. For the atmosphere I personally wouldn’t mind that seriously cold character sleeps bad even though the things are slowly going to warmer direction.
Customizable keys
https://www.unrealworld.fi/forums/index.php?topic=5857.0
I'd love to be able to add minor macro/toggle for certain things. Keys 4,5,6,8 are not used. Plenty of letters are unused as well.
Not sure how tedious it'd be to enable functions such as:
4. get skis and ski stick from this location
5. toggle apply/Take-off for skis and ski stick
6. Take-off and drop skis and ski stick
8. apply ski stick (for those skiing archers)
Very tedious. We won’t be seeing programmable macros in the game I believe. The interface is what it is, though some easiness to keyboard jockeys is added at times.
Villagers build new houses and start new settlementshttps://www.unrealworld.fi/forums/index.php?topic=5822.0There might be higher chances for fine and masterwork items to appear in new building. Villages expansion also gives cause to add new quests such as falling some trees and making boards.
Furthermore, villagers could start new settlements, say, once in five years, so as to enhance the impression of tribes actually strengthen and evolve.
Village life will see some improvements in the future, but this is single player character oriented game and village and community simulation is a different genre in our books. But still, for example new building to appear could be something that will be featured at some point.
Disengage command & Shouting function for human companion https://www.unrealworld.fi/forums/index.php?topic=5787.0One of the commands I want to suggest is to ask companion to disengage from enemies.
Yep. That would be reasonable addition, and we’d like to get this done at some point.
Animals for sale respawnhttps://www.unrealworld.fi/forums/index.php?topic=5839.0It would be nice if new animals for sale appear instead of ones you've bought, over time. I guess it may be implemented along with animals breeding, or even earlier
Maybe it comes along naturally at some point when animal breeding gets going for real. However, we really don’t know when that might be. At this point we don’t see a need to artificially add animal respawn, as what’s available in the whole game world should suffice for most.
tanning terminology + rinsed should not spoilhttps://www.unrealworld.fi/forums/index.php?topic=5835.0I have had several thoughts about the tanning of skins in this game for a long time. Here's my suggestions on how to make the tanning feel more right - at least in my experience.
Thoughtful input is always appreciated, but it's still better to pinpoint one crisp idea than a list of things.
We don't really feel like getting into changing the terms as the current terminology isn’t that much off, and people have gotten used to it over the years. The terminology could be of course defined better and better on various sectors of the game but it’s just a mess to do after something has gotten good footing.
2) Remove the need for water for cleaning skins. When I do that IRL, don't require water.
Upon first creating the tanning system we followed certain guidelines and practices and instructions on how to proceed with it. There are variations and things can be reasoned in many ways, but we gotta stick to some mechanics within the scope of possibilities. Anyhow, we’ll digest this input, and see if a need for change arises.
6) Dehairing seems to have an odd step after it. A dehaired skin is not dry, but very wet. It doesn't need to be soaked, quite the opposite. The membranes are scraped off or at least broken when they are dry. A thorough wash and salt water are beneficial after dehairing, to slow the rotting which caused the dehairing in the first place. I'd alter the soaking step to a wash and dry. (I'm aware of many methods of tanning, but in this rubbing method the game uses this would be appropriate.)
We’ll ponder this. I can’t quite recall clearly what was the original logic or instruction behind the soaking, but surely there was some purpose to have it in there.
8 ) No cutting weapon needed in dehairing.
Yep, but cutting weapons are still quite commonly used to cover some bits and pieces along the way. Doesn't hurt to have it around.
9) Tanning by smoking, in the same style as smoking meat.
Would be nice addition, and maybe – just maybe – in the future, but as we have one working tanning method already I’d rather use my limited coding time for something else.
Auto-confirm if hauling a single itemhttps://www.unrealworld.fi/forums/index.php?topic=5831.0When grabbing a single item, player doesn't have to press Enter or Space to confirm picking up. Shouldn't hauling a single item work the same way?
Neat, simple and reasonable suggestion. We’ll see about adding this.
Small predators like ermine, pine-marten and polecat much more commonhttps://www.unrealworld.fi/forums/index.php?topic=5828.0I've trapped hundreds of birds, gluttons, hares, bears, seals, wolves and foxes during my experience with Urw. But the times I caught trapped one of the three in the subject: only very, very rarely.
I really feel these small predators should be much more commonly encountered and more easily trapped. In fact, more than any of the above.
I don't know how common pine-marten or polecat were 1000 years ago. But I think that when it comes to the smallest predators like ermine, it might be that one doesn't see them so often. In wintertime you spot their tracks, but you seldom see the animal.
I'm thinking about this from the coding point of view. Like, if we continue to spawn animals like it is now, but just add a piece of code that when one comes to check small traps after X number of days, in addition to the normal simulation there could be some probability of catching ermine, even if that particular ermine wasn't spawned into the game world like lynx or elk. Something like that could yield the desired outcome - when walking in the woods you seldom see ermine, yet in your well-placed properly-baited small traps you could find ermine more often than in the current version of the game.
drying meat with a cord should degrade ithttps://www.unrealworld.fi/forums/index.php?topic=5829.0Feel free to contradict me, but shouldnt the process of drying meat on the cord be degrading to it? I would suggest that the tying material goes down 1 step in quality each time it's used for meat tying.
Lots of wear and tear of things, smaller and bigger, is ignored since it's not that meaningful to have in use in the game. The wear and tear in this case is so minimal that it's not quite worthwhile to pay attention to.
Heh, it's quite interesting that this suggestion even comes up. See, not too long time ago cords were used up completely within drying and smoking processes due to game mechanics. It was happily welcomed addition that you could re-use the cords again, and again. And now, who knows if we'll see a wave of "make the cords get destroyed again!" suggestions.
Different types of woodhttps://www.unrealworld.fi/forums/index.php?topic=5609.0Don't really know if it's already suggested but different woods like spruce wood or birch wood should be in the game I think. I realized it when I was building a bow. I thought well, I can't really make a strong bow out of pine. Obviously it doesn't need to be that detailed but I would like to see a difference between different trees in the game like a kuksa out of birch wood or something like that.
Yes, this is the direction we're heading, but it's a big, big transition and doesn't come overnight. The level of detail needs to be indeed considered to serve the gameplay experience.
Buoidda already replied about the pine as bow wood, and I second. The strongest bows to be found in the world would be two-wood laminates made of compression pine and birch. Just an idea about the level of detail which would suit the game.
Quality of Life improvement: drink from container on animalhttps://www.unrealworld.fi/forums/index.php?topic=5552.0Just a quick QoL improvement suggestion please; allow us to drink from a container that is located on an owned animal which is standing on a neighbouring tile.
As you know, currently we do this:
Take container from animal.
Drink from container.
Drop container.
Push container on to animal.
This 4-step process is repeated too many times every (winter) day.
Container handling from the ground, or whatever, is suggested before but the internal design of things limits the possibilities to easily allow it.
In this case, why can't you just carry the container yourself? Easy way to ease the keypresses. If it's too much of a burden, then pack something else that's not needed on daily base on the animal instead.
Finding my arrowshttps://www.unrealworld.fi/forums/index.php?topic=5812.0I pray to the URW Gods on High for a spell and a device (divining rod) and an animal companion command (fetch) to retrieve arrows I shot that landed off in the distance. I love my broadhead arrows and it pains me to think of them lost and alone in the wild, orphaned from all that is good and kind.
Hehe, it's refreshing start in this post
It's archer's life to spend a lot of time walking around finding their arrows. In the game and in real-life too. Most don't find it all too fun, but I reckon it adds something to archery in the game too as the shots with precious arrows need more consideration. Will I find it if I shoot now?
Having the dogs as arrow fetchers feels too gamey addition for me.
Location, Location, Locationhttps://www.unrealworld.fi/forums/index.php?topic=5795.0I've seen videos of new players who have lost track of their traps and have personally experienced the same annoying problem, that of being unable to locate a trap.
When we move around much in an area where we've laid a trap and lose track of its location our only solution is to explore the entire area and, hopefully, find it again. It would be very helpful if we could choose to enter the area near the trap, as opposed to always/only entering at the last place we exited.
But doesn't it also work so that if you zoom out and nearby the trap, the next time you zoom in on that wilderness tile you will be placed back there? That's the existing method you could use, but yes of course you have to remember to exit the trap site like that deliberately.
There are several difficulties and cons, discussed already in this thread, to always placing character near the traps when there are such on the zoomed-in map. The logic would be pain to make, given there are lots of trap, and some players specifically prefer to enter back where their exited. With a change new confusion would arise for some.
You can also try to select trapping at zoomed-in terrain locations which are easy to remember. IRL thing that works in the game too. Or you can add natural markers, such as felled trees and branches, like some suggested.
Also, if you scan the area walking in ever decreasing circles (or squares is easier in the game) that's best way to locate something, rather than running around randomly. That's also IRL thing that works in the game too.
End of part 3/6. Read on ...