Noizhead

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  1. I liked this post just so I could un-like it.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. http://pastebin.com/raw/wrxMCF31
  9. 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.
  10. 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.
  11. The recent brouhaha over shield training got me thinking about how bad shield skills are to train, and weapon skills are much more intuitive to train. Why aren't they more similar? Right now, weapon damage is derived from a ton of factors, but the actual skillcheck at the end is designed so that the gain rate is always very good if you are using a weapon of decent QL, and the gain size is based on the damage you deal. You can't grind the skill on just a few mobs, because you need to do actual damage to things in order to gain weapon skill--you are forced to actually go out and fight. Shield skillchecks, on the other hand, have a whole pile of things that factor into them, and since the skillcheck is part of blocking itself, getting the best gain rate involves manipulating your effective skill with low shield QLs so that blocking is what you could call "difficult, but not too difficult". I say that shield skill should be revised to function like weapon skill: copy weapon skill's skillchecks so that the gain rate is always high if you are using a good shield (difficulty=skill, use the shield as the tool), and base the amount of skill gained on the size of the hit you blocked. This would make the current/old method of grinding shields obsolete (good riddance), instead rewarding players for using decent shields against enemies more threatening than cows and horses. Since pen training would not be a fact of life anymore, you could toss out the 0.1 minimum shield damage as well, to further encourage hunting for skill--it's my understanding that players do a lot more than 0.1 shield damage when you block a hit, so that weird mechanic must exist as a result of people wrestling pigs all day. Shield skillgain, in general, seems riddled with old contrivances that could be thrown out.
  12. The "anomaly" is due to how the game generates your rolls: the purpose of effective skill (determined by actual skill, tool QL, and all the other factors) and difficulty is to determine the mean of a normal curve to generate random numbers with, and that is usually as simple as "effective skill - difficulty = your average roll". It breaks down and gets weird at either extreme of skill, both due to how the game determines effective skill and how rolls lower than -100 and higher than 100 are discarded. If the numbers in Wurm went higher than 100, then you would see something like a 99 coalmaker with QL90 tools making piles come out at ~QL79.5, since his effective ~94.5 skill would be reduced by the coal pile's 15 difficulty. The end result of all this is that extremely high skill doesn't help as much as you'd think it would, especially when you consider how long it takes to grind to the highest levels, and are only doing relatively "easy" actions. When the actions have a higher difficulty, the benefits of very high skill are more apparent. Examples: 90 skill, QL90 tool, 15 difficulty: average roll is ~74 99 skill, QL90 tool, 15 difficulty: average roll is ~76.4 average roll went up by ~2.4 90 skill, QL90 tool, 50 difficulty: average roll is ~48 99 skill, QL90 tool, 50 difficulty: average roll is ~53.5 average roll went up by ~5.5 Maybe coalmaking's problem is that it only has one thing to make with it, and that thing is only 15 difficulty. I can't really imagine just what the new thing at higher difficulty might be, but if it was some sort of "advanced" thing that only master coalmakers could do (and was worth maximizing QLs on), it might make the skill suck less. This is getting into the realm of bandaids and quick fixes, though, and I think I'd rather see the random number generation reworked so it doesn't feel like you're being punished for grinding a skill so high.
  13. Yeah, that's easy enough. 50 skill, QL90 tool, 15 difficulty: average roll is ~57 70 skill, QL90 tool, 15 difficulty: average roll is ~70 90 skill, QL90 tool, 15 difficulty: average roll is ~74 99 skill, QL90 tool, 15 difficulty: average roll is ~76.5 Every skill gets results like this (like in my first post with the super-miner), but I suppose coalmaking stands out because you are stuck with the object's creation QL; unlike a freshly-assembled forge or ship, you can't improve coal piles up to a desireable QL.
  14. I'm using a simulation, but it runs server code. If coal piles had a reduced number of components, average pile QLs would remain the same, but the reduced number of checks would make individual piles' final QL more affected by the streakiness of random number generation. The resulting piles would have a slightly more volatile QL, with more 'low' and more 'high'. A quick batch for fun: ten piles made at 90 skill and with QL90 parts, with 24 components: lowest pile was 71.42, highest was 78.75, average was 74.93 ten piles made at 90 skill and with QL90 parts, but with 5 components: lowest pile was 66.0, highest was 82.8, average was 74.52 I guess you'd wind up with more dramatic "bad" and "good" results if coal piles had fewer parts, but your overall output wouldn't change much.
  15. When attaching parts to an item under construction, the QL increase is determined by a skillcheck with the item's difficulty and the activated item as a tool, divided by the total number of components. Since coal piles are 15 difficulty, a character with 70 skill and all QL70 components will get an average coal pile of ~QL57. At 90 skill and QL90 components, the average coal pile QL becomes ~QL74. At 99 skill and QL99 (!) components, the average coal pile is only ~QL79.25. The "problem" with coal piles is that their final QL is determined by about two dozen skill checks, and as I mentioned in my previous post, even absolutely optimal conditions with high skills, high QLs, and easy actions won't net phenomenal results. I'm not sure how you could fix this without dramatically altering Wurm's advanced creation system or coalmaking as a skill. Dropping the difficulty of a coal pile from 15 to 1 would allow a coalmaker with 90 skill and QL90 components to average QL80 piles, but the skill itself would become even more difficult to raise to high levels due to a lack of difficult actions. I suppose all creation actions could be changed so that multi-part constructions come out at higher QL, but that would affect every single item that has more than 2 components. Things like this make me wish the game didn't discard >100 rolls, and would just cap the result instead. While there'd be vastly more max-QL resources all across the game, it would make all things with mass item creation suck a lot less.