Etherdrifter

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Everything posted by Etherdrifter

  1. +1 This would make travel so much better, in so many little ways I'd no longer need to worry about someone deeding over my dock!
  2. Right click->View name history->Shows a list of names and dates when changed to. Make it hotkeyable for the paranoid. Keeps the "name security" people want, but also lets people change names as needed. The ONLY issue I have is from a technical point - how will logins be handled as they use username?
  3. A yearly bump for an idea to bring JSs and Priests together.
  4. Either scale the distance or scale the prize. I'd actually opt for the latter since it brings more distinction between servers!
  5. Yep, mechanic should check the two corners adjacent to the edge instead (given that sea level is uniform, it's literally just 2 checks (both corners waterlogged) instead of 1 (tile is waterlogged))
  6. +1 from me If unicorns remained hitched, I'd use a pair for my cart. However, given that they unhitch, and given that when I travel I travel for weeks, it's just too risky.
  7. Might be graphically expensive if you have a large diseased herd; a coloured layer might be easier to do (similar to how greenish works now).
  8. You know, this would help a lot of people out. High preaching lets you convert people at higher faith levels, but it's not a skill anyone really levels. Increased preaching = increased tick size for the confession might be a nice addition!
  9. Ok, so this is looking pretty unanimous. These are all great ideas that wurm really needs - they all offer QoL and new content that won't take much coding. Win-win really.
  10. Stealing that for my class - it's a good example of conflating a sample result with a population result. Ok, so back on track here - a lot of people are suggesting alternative polls. I'd very much encourage you to put them together and try them out - just be aware that a lot of people would rather avoid 3rd party sites.
  11. It's actually a good measure of bias. Essentially, if you have a full set, then you've either sunk a lot of time into the game, or you've invested a lot of money into the game. That group is likely to be a minority of the population as a whole. Given the ratios here, it's really just proved that the forum isn't a good place to run a poll due to the bias of its members to long-term/whale players.
  12. I mean, here's a thought - the more people around the more loot but the dragon's abilities also scale alongside it...
  13. Whales always have an advantage in pay-to-win games; they are literally designed that way. The only exception that gives an advantage over whales is "information" - in this case knowledge of spawn cycles is giving a group unfair advantage. You're not going to compete with that, no matter how much time you have. Alts are a controversial issue - personally I think they only detract from the game and are proof that the mechanics are designed to promote whaling rather than cooperation. However, that is a personal opinion. A player with lots of alts who gets an extra bonus is generally intended; a player with lots of alts being given a license to actively steal from another player is probably not intended outside of PvP. In the case of a finite loot pool, alts effectively mug other players up to a point (after which, the minimum amount is reached), and so this is probably not intended! This is not an "old cluster vs new cluster" issue - without decent folks like Stanlee who organise public slayings you'd be in the same situation on both clusters. Trying to paint it thus is just pointless conflation.
  14. The survey I quickly put together based on your post supports this point. Still, some change is needed, and a points based system might be the least objectionable.
  15. 3 question limit "Hunt/Do not hunt" is a little binary - does active hunting mean you visit old rift sites in the hope of exploiting rng? Or does active hunting just cover "go far away from deeded hotspots" (which means all hermits who travel actively hunt). Does it mean "someone told me the spawn window and I go for a walk during that time", or does it mean "I have a free alt at all old rift sites I quickly log in and walk around with"? There is a lot of variation there, and I suspect I have also missed a lot of definitions. In essence, asking "hunt actively or not" tells us nothing useful since we can't nail down intended player behaviour; do we want players camping old rift sites by design, or does a player just wanting to find a dragon when exploring count? It has mostly told me that older players are the ones predominantly answering (the high proportion of set owners and SFI players), that the players answering are split between fairly evenly between players who have a full set of scale and those who don't. So, we can conclude that the sample of 51 is fairly biased. Any changes made would be controversial (there is little agreement). Returning announcements and systemic rules being the least controversial changes. "No change" being a clear minority (11/51). Overall, it has told us that a poll in-game on the matter is likely to yield better resules. As it stands, the server population is just too different from the game's population and too divided to provide a clear guide for player preference.
  16. You'd be a firm "Other" then I think Finnn
  17. Unique hunting is a pretty contentious issue - and a lot of people have differing points of views. Based on this comment to a thread, I've created the poll above. I've added in 2 extra parts which identify which player group someone belongs to (cluster, attendance of private hunts, and possession of the unique prizes such hunts offer (scale/drake)). This is mostly to get a feel for the response group. Taking part in this poll is anonymous, since I know some folks will want to hide their views for fear of retribution/accusation.
  18. I disagree. This suggestion, as indicated, would turn the system into a points system. This means players can accrue points as needed to get their sets - it isn't going to scatter it, it is just going to make it more attainable for the wide population and not just those who can "afford it". I nessence, it becomes less of a prestige item (a sense of pride an accomplishment) and more of an attainable endgame goal (an actual accomplishment).
  19. I think that is a large assumption - were/are rifts not community events? Sheffie's suggestion would definitely make these events much better, and allow for plenty of community planning! Don't you own a full set of hide/scale?
  20. My original comment got ninja'd, so rather than justifying my position with a forum link... +1, change is needed
  21. With exploration being a large focus in the next update, a change in tents would be welcome. Maybe just add tradable and impable/repairable starter-like tents as a reward for one of the exploration features?
  22. So, at the moment, heal resistance punishes lightly armoured players more than heavily armoured ones since those lightly armoured players require a larger amount of healing over time, and thus stack more damage. Players with low tier gear are also disproportionately disadvantaged compared to endgame players, which isn't ideal for PvE challenge - a topic we've recently seen raised against the removal of this debuff. The suggestion is a simple one - modify heal resistance rating based on the strongest piece of armour a player is wearing - similar to cast chances (could piggyback off the same buff/debuff). If they're wearing drake/scale, pile on a lot of extra heal res per damage healed (magic armour resonating with healing spells, why not?) - if they're wearing cloth or leather, give them a lower share than is currently given. Maybe even tie materials in there - iron giving the least and moon metals giving more. I'm not going to put numbers in here, as this is something to focus balance on and really needs playtesting extensively. However, it might help direct the mechanic to do what was intended!
  23. Essentially, the more health you have magically healed, the less you get healed. It stacks. It's great for dragon geared folk (they rarely hit high heal res in PvE because their gear has such a huge reduction) and high "skill" (big numbers) players, but it heavily impacts less tanky (worse geared), and "unskilled" (small numbers) players. In all honesty, from a PvP direction this might be desired to reduce swarm effectiveness. From a PvE perspective, it punishes the wrong people.
  24. Each LoF cast is 60 favour. You'll use about 50+ casts per rift easily (so 3000+ favour) Each LoF garners a capped amount of points and can only be cast after cooldown. Spam healing at a rift is prohibitively expensive. LoF is favoured as amount healed is not considered when awarding points (point hunters) and healing requires people to stand still (healers hell). Regardless, this is about heal caps. Agreed, let's have HotA and custom kingdoms on PvE!
  25. I mean, thats what healers do anyway (and the materials cost to heal at that rate is extreme may I add) - the heal nerf hasn't changed that in the slightest. I'd much rather the skills I gave up the ability to improve for mattered too! This is really just a "balance" attempt that might have fixed an issue in PvP, but introduced a loss of QoL in PvE. Just stick an if statement in the code that checks if the server is Chaos/Defiance when applying the heal debuff. PvP gets to keep it's much needed fix, PvE gets to keep its QoL, and everyone is happy except for the people who aren't nice to their local Fo priests!