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Title: Suggestions


Phantasm - December 10, 2007 10:59 PM (GMT)
I know this is a wrong place, but I was too lazy to wait for the registration...

So, here are some suggestions for the game.

- If any of the animals can be milked the operation should proceed.

- Make it so leashed animals won't go to enemy squares. Currently they sometimes do so and if you attack they will go hostile, while if you don't attack you lose a turn. Also confirmation on attacking a leashed animal should be made to prevent accidental attacks on friendly targets.

- Improve the skill system.
- Instead of sustracting the total penalty from the skills, lower the skills by the percentage. Currently the effectiveness of skills goes to useless almost instantly when nearing the penalty amount. With percentage penalty all skill levels would be useful instead of only levels significantly above penalty.
- Low skill levels should improve faster. Currently the improvement is the faster the higher the skill is, while in reality it is the opposite. An apprentice will improve fast, while a master will have to work hard.

- Improve the combat system.
- Even when wearing a heavy armor, light hits from Njerpez warriors to non-critical areas like arm often cause unconsciousness. The occurence of such events should be significantly lower.
- High difference in skills causes effectively all attacks to miss. For example attacking with Ango at spear skill of 38 at total penalty of 24 to a Lynx is effectovely useless. With a heavy armor (green almost everywhere) and very high dodge skill (92) I attacked a Lynx a couple hundred times missing every single time. Due to my dodge skill and heavy armor the lynx didn't cause any damage to me either. During this fight the weapon skill didn't improve at all, while dodge did go from 92 to 100. Even striking randomly with no skill at all would hit more often, to yourself as well.

- Have running affecting something. Currently trying to catch something like an escaping animal or walking person is harder with running due to the movement apparently not changing at all, but fatigue increasing.

- One should be able to sleep in rain without a shelter. Of course the sleep wouldn't be as refreshing, but possible at least when really tired.

- Improve the trading system.
- Multiple items of same or different type should be able to be purchased at time for both convenience and to lower the value loss from using high priced items. Currently buying cheaper items is absurd due to having to pay one expensive item for each (assuming you don't have cheap items).
- Multiple items of same type should be able to be offered at same time.
- People should have different types of needs for items. Some items should be needed (paying extra), normal, willing to accept (paying less) and not accepted at all.
- limiting the bartering to a max of 14 items in total and totally forbidding too cheap items is unrealistic. For example the seller might have need for 10-20 lbs of food and acceot such as part of the payment on an expensive item.

- Non-hostile encounters should be able to be avoidable.

- Improve the item limit system.
- Currently every item takes one slot, while a rope would require much less than 200 lbs of meat. Perhaps add a visible carrying limit with different items and quantities using differents amounts of it. Possibly add some bags to increase the limit.
- Worn items should not count to item limit. How much do you need to use your hands to be able to carry a hat on top of your head?

- Allow combining multiple furs/leathers to make bigger items. At least of same type, possibly of different types.

- Improve the documentation
- How does the quality of fur/leather affect the created items?
- Does the thicker fur of animals at winter make better armor?

- It would be nice to be able to purchase workforce. Why would a wealthly merchant build his own house when a nearby village has many poor people who would gladly work for payment?

- As the zoommaps take a lot of space later on and cause the loading times to be long, it might be good to save them to multiple files out of which only one would need to be processed at a time lowering the loading times.

- Animals traveling in a herd and humans traveling in a party should stick together instead of often randomly separating.

- It is quite annoying to notice that all leashed animals are lost when changing campaign. If it is intentional it should be mentioned.

- When making items that require a fixed items those should be automatically picked. How many choices are there when picking the one pile of wooden stakes to build a fence?



Phantasm - December 11, 2007 03:25 AM (GMT)
- Some encounters appear very far away, upto around one and half screens (over screen distances can be seen when the target is sleeping and thus immobile).

- Wearing multiple same type of clothing made out of different types of fur depends on the wearing order. For example generic fur legging can't be worn after bear leggings are being worn, but other way around both can be worn.

AbNo - December 11, 2007 09:11 PM (GMT)
QUOTE
- If any of the animals can be milked the operation should proceed.


I'd just like to see "press space to continue" taken out of all skill uses. :)

QUOTE
Even when wearing a heavy armor, light hits from Njerpez warriors to non-critical areas like arm often cause unconsciousness. The occurence of such events should be significantly lower.


You've obviously never been knocked out by a squirrel bitting your toe. (And then mauled to death in the process)

QUOTE
Worn items should not count to item limit. How much do you need to use your hands to be able to carry a hat on top of your head?


Yes, please. :D

QUOTE
Improve the documentation


May as well wait until all of the planned changes are put through, instead of trying to update the game, AND check for bugs, AND update the documentation.

Besides, that's what we're here for. :lol:

QUOTE
It would be nice to be able to purchase workforce. Why would a wealthly merchant build his own house when a nearby village has many poor people who would gladly work for payment?


I like this one. I like this a lot. It might even be simple to implement.

Hire someone to follow you, you know, give them food, water, and weapons until they agree to follow you for a week, then take them to a Settlement area, or whereever you want to build/cut/dig.

If they have an appropriate tool for the task (axe, knife, shovel), apply the same bonus that's used when, err, sleeping with your wife.

You know, the one that is used to check for healing....

*cough*

That being said, our gracious world creator is only one man, and he can only do so much. I know a couple of those suggestions have been proposed many times before. :P


Röllipeikko - December 19, 2007 04:43 PM (GMT)
Something what i would like to see is baits used in fishing, some fishes should be more rare, and some variety in same type fish sizes.

About baits: by using different baits you would catch different types of fish. For example if you would use little fish as a bait, you would catch larger, carnivorous fishes (pikes, big perches...). And, there should be new cooking option, "make fish baits". You would need water and flour, and with these "dough baits" one could catch cyprinid(sp?) fishes like roach and bream. And with new survival skill option "gather worms" your character would dig ground and try to collect all sorts of worms (eartworms typically) for fishing (I think that one couldn't use this option in winter ;) ). One could use this besides rotten carcass too, to look out for fly maggots which could be used in fishing too.

And I think that some fishes should be bit more rare, like when fishing from shore one shouldn't catch that many breams than what you get in urw now. This would apply too with bait thing if it would be implemented, like one could get a occasional perch with "dough baits"

Thing that i miss most in urw fishing now is variatin of size in fishes. For example perches here in Finland vary from 30g to maximum of 2.5 kg, and the bigger the scarcer.

And yeah. Don't say. I think that I know that I'm asking for too much for a one Sami Maaranen to implement, but I would like to have more deeper and interesting fishing moments in URW.




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