Noizhead

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About Noizhead

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  1. drink coffee every day
  2. It's been a while since I looked so the exact number is hazy, but items that yield more than ~10 fillets do not give butchering skill. This is likely to stop people from power-grinding the skill. It is very much intentional.
  3. A thousand days? Logging started 2016-04-26 [16:44:35] You have played 1000 days, 14 hours and 2 minutes. Good start.
  4. Until they bring back binnable pelts, your best bet will remain large barrels held on mules like so: each large barrel can hold exactly 100 pelts and the container is just 5kg of extra weight. Making pelts binnable would be a far better solution than forcing players to bend over backwards to mule them.
  5. Aren't GMs able to get a list of folks who are under 6 hours of fatigue, or was that hearsay? If so, the fix is to change fatigue so that it no longer blocks you from doing actions when you run out, but GMs can still pull up a list of players with low fatigue. Cheaters still get noticed and banned, crazy grinder nerds don't get roadblocked. You could also tweak Wisdom of Vynora to amplify both the SB given and fatigue drained, to make the extra SB more of a perk geared towards people who aren't punishing their fatigue on the regular--but I'm spitballing with that one.
  6. I liked this post just so I could un-like it.
  7. It's hard to quantify how efficient repairing vs mending is, since the QL lost from repairing is dependent on both your repairing skill, the item's difficulty, and the item's rarity. As far as tools go, picks are fairly difficult to repair. Many tools are in single-digit difficulties, but picks are 20. The results below would be even better for something like a hammer, which only has 10 difficulty. Most weapons and armor are in the 30+ range, though, with dragon scale chestplates topping out at 65 difficulty. At 1.0 repairing, a QL95 pickaxe with 20 damage loses ~8.786971161 QL when repaired. You could think of this as 1.0 efficiency. At 50.0 repairing, a QL95 pickaxe with 20 damage loses ~5.93279926 QL when repaired. This would be equivalent to 1.481 efficiency. At 70.0 repairing, a QL95 pickaxe with 20 damage loses ~3.607901047 QL when repaired. This would be equivalent to 2.435 efficiency. At 90.0 repairing, a QL95 pickaxe with 20 damage loses ~2.127374251 QL when repaired. This would be equivalent to 4.13 efficiency. At 99.0 repairing, a QL95 pickaxe with 20 damage loses ~1.77123772 QL when repaired. This would be equivalent to 4.960921428 efficiency. At 99.99999615 ("100") repairing, a QL95 pickaxe with 20 damage loses ~1.723018725 QL when repaired. This would be equivalent to 5.099753725 efficiency. Since rare items lose half as much QL when repaired, somewhere around 70 repairing skill is the threshold where it is more efficient to repair a rare pick than to mend it, and that skill requirement would be even lower for a supreme pick. The only rare items that Mend is always best are high-quality, difficult items like plate & the dragon armors. I don't think repairing needs a buff, it is already an all-purpose efficiency improvement. With high repairing skill, your equipment stays in good condition longer, and when you do have a maintenance session, you can restore the item's QL that much easier.
  8. There's two checks when you try to load or insert an object into another object: "will this fit at all?" compares the two items' XYZ dimensions, and "is there enough room left for this item?" compares the target item's free volume to the item you're trying to insert. By default, wagons have enough internal volume to hold 1.3 bulk storage bins, but their Z dimension is not big enough for a bulk storage bin to fit. Since the "size" and "volume" runes do different things and none of this relies on real-world physics, the practical difference between the two is that the +volume rune lets a wagon hold more things that it could already hold, but the +size rune lets a wagon hold things it couldn't hold before.
  9. The zinc rune of Magranon (+5% size & vehicle speed) already allows you to load a BSB or FSB into a wagon. The quality of life enhancement from this one rune alone made 1.3 a great patch. Dragging item stacks from one bin to another without inventory/carry limitations would be great, but as it's coded right now, the server creates and destroys up to 100x items per BSB-BSB drag action, and would cause a lot of lag if the numbers were uncapped.
  10. The only Nahjo attribute that applies to followers is "food bonus", which gives 25% more food per 'bite' when eating. Nahjo priests get lava immunity and the rez stone-like effect on death, though. With the universal +10% boost to skillgain at 20 faith, Vynora and Nathan remain the only deities worth worshipping if you aren't a priest.
  11. Players do more damage to servers than the rifts. I've lost count of all the times I've thought I just happened upon an abandoned deed, only to notice all the buildings and gates have "rift" in their names, lingering long after the minor earth distortions have grown over and become unremarkable bumps in the terrain. Xanadu is particularly bad for this--every rift I've gone to on that server has involved a shantytown that lingers for months. If you want to talk about real eyesores blighting the landscape, howabout the omnipresent highways and all the paved desolation that litters the coasts? Or all the forests that consume every single open grassland within a year of server launch? Rifts knock over fewer trees than one player grinding to 70 woodcutting, and have the courtesy to not leave any pavement behind. They're fine.
  12. I updated the pastebin to have more consistent wording, and added a block at the bottom with copy-pastes of ingame descriptions for the various rune effects. If something still sounds vague, then it's likely you know about as much as I do.
  13. http://pastebin.com/raw/wrxMCF31
  14. With 90 skill and a QL90 tool, making cloth squares (5 difficulty) gets you an average item QL of ~78, or 12.168 favor if your god has cloth affinity. With 90 skill and a QL90 tool, making door locks (10 difficulty) gets you an average item QL of ~76.1, or 11.58242 favor if your god has metal affinity. With 90 skill and a QL90 tool, making yoyos (15 difficulty) gets you an average item QL of ~74.1, or 10.98162 favor if your god has wood affinity. With 90 skill and a QL90 tool, making cordage (60 difficulty) gets you an average item QL of ~37.7, or 2.84258 favor for any deity. For years, cordage has been the source of 'generic' favor for priests. If you didn't want to fool with grinding specific skills to make specific items for specific gods, you could grind ropemaking and be adequate for any priest. If slicing up vegetables is going to be a new way to provide generic favor for any priest, ropemaking will become redundant as a means of generating favor. I do not think yet another form of favor generation is necessary, when something as simple as dialing cordage's difficulty down to 48 would put its average QL in the ballpark of 50, or 5 average favor per rope--slightly less than half as good as creating items that the deity prefers.
  15. After an evening of hunting on a tame hell horse, and with 278 instances of "moves in to attack you" in my combat log for this session, my mount was targeted exactly 0 times. I was even riding up to mobs and letting them choose their target, and they always went for me. I'm not saying that pet management doesn't need work, but the common gripe about tame mounts being attacked so often seems to no longer be valid.