Title: Most Wanted Improvements
Description: ...let me hear
Sami Maaranen - February 7, 2008 01:01 AM (GMT)
Greetings, community,
I'm working on a new version (yet again) and would like to hear your most wanted improvements.
So feel free to post few (really, only few from each) MOST WANTED things you'd like to see in the next version. To keep the release time reasonably short it's better not to ask for too major changes - like mindblowing AI for NPCs. I'd like to get the new version out within a month or two, and then concentrate on a bigger bang - which propably will include moving into a higher resolution which means lots of work from the scratch.
I'm most curious what you come up with...
Eternal - February 7, 2008 07:23 PM (GMT)
| QUOTE |
I'd like to get the new version out within a month or two, and then concentrate on a bigger bang - which propably will include moving into a higher resolution which means lots of work from the scratch.
|
Does this mean change from 16x16 tiles to something bigger? I'd love to see Unreal world in 32x32 tiles or maybe even 64x64! Are we going to see particle effects in the future? High trees covering up the tile behind them? Multi-tile mountains and hills? (as in gradual terrain elevation) Or maybe *gasp* :blink: isometric tiles?
Ahem... ^_^ Excuse me for my pixel nerdism.
Brainstorming with reasonable limits ensues:
Encountering groups of people in the wilderness
Other people grouped up other than those foreign traders. They should be quite rare, of course, and those groups shouldn't be as large as those of foreign traders; groups of 2-4 people.
If you want to go wild, the encountering message could say whether you're encountering a group or a single creature using the according word for each situation (you encounter a herd of wild reindeers, a pack of wolves, a hunting group, a gang of villains, an adventurers' party etc.) and when observing in the zoomed-out map you could use the F3 to check if you see more than one creature in the square you're observing (I don't know if this can actually be done already, sorry).
The cons of this idea might be (excluding it being just downright too hard/gruntworky to implement) groups of Njerpez and perhaps those gangs of villains. In most cases the odds are already against you when facing a single Njerpex warrior; just to think about running into 4 Njerpez warriors teaming up on you... :wacko:
I'll save my couple of other idea-possibilities for later.
aislinn - February 7, 2008 09:23 PM (GMT)
i would like to see the religion/ritual part of the game revamped at some point. finnish folklore is rich and fascinating.
i'd also like the ability to build buildings one square at a time, and maybe the option of building a kota instead of a cottage.
karrieness - February 8, 2008 07:42 AM (GMT)
Shearing sheeps for wool so you can turn the wool into wool clothing! :D Much like with skinning you could have different grades of quality for the wool.
Also the ability to make both kinds of shoes from leather, not just the regular ones but also the variety that wraps up the leg. I don't remember what the latter're called in the game, but.
Smithing would be an awesome thing. If that's a no-go, how about being able to make your own crude shovel much like we can make crude stone-axes? Same with making your own cooking pot. Pottery!
Obviously it's all about the crafting for me. :D
sambza - February 8, 2008 11:51 AM (GMT)
I would like to see some graphical improvements.
It would be better if you could see how many items (of the same kind) are on the ground by seeing actually like 6 rocks when there are 6 rocks not 3 rocks named "6 rocks".
Better pyromancy again! :P
Exitinguishing fires with water and if a villager finds you making fires around and burning buildings you would be attacked (no alarm if you are building the fire in a fireplace).
and that building piece by piece and interior decoration.
Rad - February 8, 2008 07:09 PM (GMT)
I would like to put windows, doors, ovens/fireplaces, beds and tables where i want.
Possible to make 2 doors for house. Front- and backdoor.
Locked doors and gates.
Smithing? Smithery in a village.
Possible to make fireplace.
Pier.
Pottery.
Arven - February 9, 2008 10:32 PM (GMT)
| QUOTE (Rad @ Feb 8 2008, 07:09 PM) |
I would like to put windows, doors, ovens/fireplaces, beds and tables where i want. Possible to make 2 doors for house. Front- and backdoor.
Locked doors and gates.
Smithing? Smithery in a village.
Possible to make fireplace.
Pier.
Pottery. |
That is literally everything I was going to post.
Upon further thinking the only thing I can add is that it would be nice if we could grow grain and mill it into flower.
I'm not sure how they did it in iron age Finland, but the method of making a concave hole in the top of a stump and grinding the grain in it with a rock seems the most likely.
Gimmick Account - February 11, 2008 05:12 PM (GMT)
I think it would be a good idea to increase the effect of skill on hit-chance for the player character. Even with very high weapon skills and attributes it's almost impossible to land a blow on a hostile creature, especially Njerpez warriors.
I understand and appreciate the usefulness of sneaking, but as it is right now you're virtually defenseless against any dog-sized+ opponent if you're fighting them in the open.
DaBeowulf - February 11, 2008 06:04 PM (GMT)
If you go with the locked doors suggestion, a means to force them open and an option to knock for requesting urgent help ( food, shelter ).
Seals if they aren't in by now. :)
NPCs using missile weapons and picking up dropped weapons in a fight ASAP when it doesn't weigh them down too much and when it makes sense.
NPCs being able to swim.
Fix of the "loss-of-an-inventory-item" circumvention exploit by carrying a stone in "slot a".
Rad - February 11, 2008 07:00 PM (GMT)
citybob - February 12, 2008 04:25 AM (GMT)
I'd like to see njerpez occasionally fire missile weapons. An archery duel would be intense!
Arven - February 12, 2008 05:16 AM (GMT)
| QUOTE (DaBeowulf @ Feb 11 2008, 06:04 PM) |
If you go with the locked doors suggestion, a means to force them open and an option to knock for requesting urgent help ( food, shelter ). |
Yeah, that would be perfect.
It should take a Njerpez like 3-5 hits to knock down your door, during which time you should be woken up by the noise.
It wouldn't even have to be a lock, just make it so that when the door is closed from the inside a barricade is automatically put up that has to be broken down.
I can understand if theres some apprehension of making the player "safe" in their house, but the alternative is the player doing extremely gamey things like encircling their house with pits.
aislinn - February 12, 2008 08:01 AM (GMT)
yeah, but i do that to be safe in my yard, and an enemy can still realistically climb over the fence. now if you want to build palisades around your cottage okay, but that would require about 5 slender tree trunks for every section of palisade. i think i'd still dig pits, as it would be a faster solution.
Melloth - February 12, 2008 10:50 AM (GMT)
It's not really a thing in a hurry but:
Should you ever consider to remake the registration program, one were you can copy paste the reg. code and name would be great!
It's driving me nuts! :lol:
I guess it's a nice way to learn those codes by heart.
Maybe being able to make lamp oil out of animal fat would make lanterns (and fat!) more useful. All you need to do is hunt down some njerpez for the vials.
or heck, let's make barrels full of lamp oil! :D
citybob - February 12, 2008 11:43 AM (GMT)
Seals! In the water and on the coast....even if unrealistic. :P
aislinn - February 12, 2008 05:23 PM (GMT)
i agree, seals would be an interesting thing to finally get added to the game. would they appear on archipelago maps, do you think, or only on northern maps near the water....?
erkka - February 12, 2008 07:09 PM (GMT)
Seals - they live in the sea OK. In Finland we also have this special seal called "Saimaan norppa" which lives in the big lakes. Implementing this in the UrW would mean that you could encounter seals in all the major water areas... so let's see.
Solara - February 13, 2008 02:14 AM (GMT)
Please make wives more useful. (husbands would be nice too)
Melloth - February 13, 2008 02:24 PM (GMT)
Is there a function that repeats action besides 4?
I just realised that carefully turning x amount of tree trunks into logs will drive me nuts.
If not, it really needs something for quickly repeating skills! :)
Aaaamory - February 13, 2008 03:35 PM (GMT)
I like the wool-shearing idea. If it can't be turned into wool for making clothing, at least a tradeable item? Or to make cloth using craft skill? I like craft skills too, I think it would be great to find more uses for it!
Cave ritual? I know it probably sounds prehistoric and stuff, but maybe some kind of event or new ritual acquired only by coming across (or making) pictures on cave walls or something. Maybe a hunting skill or tracking skill or ritual skill increase. Those are the sorts of things cave paintings were used for, spirituality or improved luck in hunting. That's probably not much to justify the effort of implementing since it would seem like such an invisible and minor feature, but it's an idea.
Infected wounds.
mindcrafter - February 13, 2008 08:01 PM (GMT)
I'd like building houses square by square, also ovens for which you would need rocks etc. as posted before. Smithery for making weapons - also a great idea :) But then also mining etc.
Mabe improving the user interface a bit so you don't have to press x keys before actually doing something. A key for repeating skill application would be a good start I guess.
I'm doing some programming by myself as a hobby, so I know it's a lot of work to recode routines and would appreciate any of the changes given above.
Mazero - February 14, 2008 12:45 AM (GMT)
A much more expansive crafting system, as many has already said...
...and of course, BALISTAS ON THE ROOF OF YOUR HOUSE!!! :ph43r:
Generally I just want more activities to do and explore, I hate to say it, but beneath all the realism and etc. the game is pretty shallow.
EDIT: Oh, and I want Wizard mode too.
Solara - February 14, 2008 12:55 AM (GMT)
| QUOTE (Melloth @ Feb 13 2008, 02:24 PM) |
Is there a function that repeats action besides 4? I just realised that carefully turning x amount of tree trunks into logs will drive me nuts.
If not, it really needs something for quickly repeating skills! :) |
Good idea, I wish there was a command to cut ALL the trees in a stack into logs. This would also be useful for other repetitive tasks like carving wooden stakes, making cords and bandages, etc.
Also the ability to 'throw all' would make lighting fires in a stove SO much less annoying.
Other than that, seconding what everyone else has been saying about a deeper craft system.
Harp - February 14, 2008 04:46 AM (GMT)
First time poster, I purchased a single version a short time and have been playing it for a bit over a month now. I am really enjoying this new 'survival' genre game, and look forward to seeing how it's going to progress.
I would like to see the following changes in the next update:
1: I would like to have some of the negative random events (you lose an item forever, or forget the entire map) to be reduced in frequency or done away with. I don't mind losing an item so much, but forgetting the entire map is damned annoying and doesn't really add anything to my enjoyment. I think it would even be cool to insert some good or neutral events, like finding abandoned campsites or killed travellers.
2: I too would like to see an expanded crafting system, and have some weird stuff already present balanced (like improving light spears, which require a knife to be consumed in order to make but basically suck in comparison to javelins).
3: One of my pet peeves is monster teleportation. What I mean is when the player has gone out of his way to create excessive physical barriers between himself and the outside world (fences and pits, namely) only to have wolves and such randomly appear next to him during the night and at other unfortunate times.
4: I am not sure how much of an annoyance this is to everyone else, but I find myself to constantly run out of time during the day. My character is always pursuing obsessively long winded tasks (fishing, chopping trees, skinning and tanning things, etc.), and days can blow by with mind numbing speed. I am constantly passing out, frequently having to ignore sleepy messages in order to complete one or two more tasks. I would be for speeding up tasks somewhat, even though I would be the first to agree that 3 hours to get a tree down isn't half bad for a guy with a stone-axe.
All and all though, a good game so far.
DaBeowulf - February 14, 2008 05:32 PM (GMT)
| QUOTE (Harp @ Feb 14 2008, 06:46 AM) |
[...] 4: I am not sure how much of an annoyance this is to everyone else, but I find myself to constantly run out of time during the day. My character is always pursuing obsessively long winded tasks (fishing, chopping trees, skinning and tanning things, etc.), and days can blow by with mind numbing speed. I am constantly passing out, frequently having to ignore sleepy messages in order to complete one or two more tasks. I would be for speeding up tasks somewhat, even though I would be the first to agree that 3 hours to get a tree down isn't half bad for a guy with a stone-axe.
All and all though, a good game so far. |
I have to disagree, the tasks seem to take a fair amount of time, not too much i.e. IMO.
It's only that moving on zoomed in maps takes (took?) too much time.
Rad - February 14, 2008 06:33 PM (GMT)
Ability to put fur and leatherpieces together.
Already suggested, maybe.
Possible to make small building, medium size, large.
Cellars inside a house.
Ability to make nets.
Ability to make a larger shelter, maybe 2x2 size.
Ability to put windows, doors and fireplaces where you want them.
And to make more windows and doors.
Harp - February 15, 2008 02:08 AM (GMT)
| QUOTE (DaBeowulf @ Feb 14 2008, 05:32 PM) |
| QUOTE (Harp @ Feb 14 2008, 06:46 AM) | [...] 4: I am not sure how much of an annoyance this is to everyone else, but I find myself to constantly run out of time during the day. My character is always pursuing obsessively long winded tasks (fishing, chopping trees, skinning and tanning things, etc.), and days can blow by with mind numbing speed...
|
I have to disagree, the tasks seem to take a fair amount of time, not too much i.e. IMO. It's only that moving on zoomed in maps takes (took?) too much time.
|
So walking around zoomed in is what takes up all the time?
I don't honestly care what gets shortened, to be honest. I think it would be more fun if I simply didn't have to rest as often, especially considering how dangerous sleep and sleep deprevation can be in the game.
Super Papat - February 15, 2008 05:41 PM (GMT)
Hello everybody!
Putting a treasure (gold, diamond...) randomly in a map and talking to peoples for clue and when you find it you could gave it at a woman for marriage. It will be a good thing to boost the exploration of the map.
;)
Melloth - February 15, 2008 08:41 PM (GMT)
I'd like skins to stack better, that way my stacks of furs wil be more orderly
for example: a tanned wolf-skin (poor) and a tanned wolf-skin (poor) don't stack because one was cured the same say it was skinned the other was cured the day after the animal was skinned. In the end you still have two nonrotten skins of the same animal and of the same quality.. right?
Though it can be reasonably solved by trying to cure the skins before the next morning. But sometimes my Dollie falls asleep or it turns out the animal was skinned early morning, and few steps later it's morning.
n9103 - February 15, 2008 09:24 PM (GMT)
Improved item stacking is a big one for me personally.
If nothing else makes it, that's more than a welcome improvement.
MikeStarkweather - February 16, 2008 01:04 PM (GMT)
I second the request to be able to construct buildings square by square -- add stairs, supports, floor, wall & roof tiles and we'd be able to construct any kind of building we desire.
Solara - February 16, 2008 08:10 PM (GMT)
Yes, as much as I want all the other stuff I've mentioned, if I had to pick just one major change it would be the building tile by tile thing. I always refer to my pit trap protected camps as fortresses, it would be wonderful if I could do this for real...
...which reminds me, as far as less dramatic changes go, how about some sort of palisade wall? Built just like a fence, only made with treetrunks, like three per tile - it would block line of sight but also keep angry people from simply hopping over it. (And I know realistically you should have to dig a pit to put them in place but the whole point of this would be to allow some kind of defenseless without using a shovel...)
And I don't know, maybe rock walls too?
citybob - February 16, 2008 08:53 PM (GMT)
I get tired of pits too..but think about the wood use. I already range far afield just to get logs enough for a cottage.
Let me say ditto to an expanded repeat action function.
Gates that latch! Right now it makes no sense to build a gate to my livestock pen.
Solara - February 17, 2008 03:22 AM (GMT)
| QUOTE (citybob @ Feb 16 2008, 08:53 PM) |
I get tired of pits too..but think about the wood use. I already range far afield just to get logs enough for a cottage. |
I know it's a lot of trees but I figured the extra work would balance it out, being able to build a safe camp without a shovel is a pretty big deal.
I especially like it because it would finally allow me to play a hermit character without any sort of contact with civilization. :)
Now if only we could make stone knives and pots...
vins84 - February 17, 2008 12:49 PM (GMT)
I don't want to be able to build houses.... on ice! :P
Marqui - February 17, 2008 01:43 PM (GMT)
^You tried that? What happened in spring?
I would like to use showel to move snow out of small route, idk how to call it in english
(luoda lunta).
In winter, I usually have small route from my house to sauna, to my usual fishing spot on ice (really close), and propably a small route to get branches to keep me warm when fishing.
And it feels stupid to wear skis for a <100m route.
Of course I coul just walk that route without skis, but doing route would increase the roleplay value.
And it could give much less fatigue to you to walk that done route, and If it starts to snow again, route would be dismissed.
Just a random add-on.
Edit:
And yeah, Command to sit down would also increase roleplay a bit.
Skeeblix - February 18, 2008 09:00 AM (GMT)
I'd like to see the whole massively increase animal/njerpez generation rates on sites with a house lowered a lot.
It's pretty stupid that some poor guy living in the woods has to surround his house with pits just to beat back an army of attacking people who don't really do anything but lend to the surplus of tradable stuff and make the game way too easy.
Arven - February 19, 2008 02:36 AM (GMT)
| QUOTE (Skeeblix @ Feb 18 2008, 09:00 AM) |
I'd like to see the whole massively increase animal/njerpez generation rates on sites with a house lowered a lot.
It's pretty stupid that some poor guy living in the woods has to surround his house with pits just to beat back an army of attacking people who don't really do anything but lend to the surplus of tradable stuff and make the game way too easy. |
Actually, thats a good point.
In my games by the time I have a house I usually have no problem killing njerpez anyway, and I end up with a huge stack of clothing and armor. Theres no point to even trade to foreign traders, you get every type of weapon and nearly every type of armor off of njerpez.
citybob - February 19, 2008 10:46 AM (GMT)
It seems in the latest version that Njerpez are much more lightly equiped. I also find there is less of a 'crowd' of creatures surrounding my settlement.
One thing that I would like is to start my own village; that the characters that hang around my pit fence might decide to settle down.
Rad - February 19, 2008 06:18 PM (GMT)
When i build a house, i see animals or other npc's once a week only, maybe.
I don't know why they come so rarely.