Etherdrifter

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Everything posted by Etherdrifter

  1. I actually somewhat agree with you; but then surely you must also object to notion of players dropping money for an easier time skilling via CoC and (to a lesser extent) sleep powder, as both of these are strong pay to win aspects of the game (granting a massive 4x skillgain rate when combined, the paying player having a longer duration than the non-paying player)?
  2. Currently we have two skills that, apart from early game, are not much use. The few uses these skills have are massive QoL blocks for other players (woad being the main one). So why not extend forage/botanise a little so the gardening folks can have their cake while allowing these skills to remain useful? Forage : Wild Food Patches of wild food appear every season on wurm. They are randomly placed and more likely to spawn away from deeds/well travelled roads. These are "furnature" entities that can be right clicked to harvest the crop in question. The spawn is staggered so as not to hit the server too hard. They will despawn as the seasons change. Harvesting the crop gives a similar rate as harvesting a farmed field (using the forage skill) and removes the entity. The main lure here is to have "mushroom patches" that can be harvested in this way, thus giving a good way to harvest mushrooms. Not all crops can appear as "wildfood". Grants a reasonable forage skilltick. Examining the crop explains this. Different patches become visible at different skill levels (maybe a with a button to toggle them on/off); their render code being similar to source springs. A skill modifier based on season is also used (winter is the hardest, autumn is the easiest). Botanise : Herb Patches These patches spawn and despawn in a similar way to wild foods, and also have visibility linked to skill level. They function slightly differently; they drastically increase the odds of finding the herb type near the surrounding tiles and still function even if they are not seen. If watered (0.1kg of water) they reset the botanise timers for the surrounding tiles (based on a skill roll); each may only be watered once per 24 hours. Grants an average botanise skilltick. Examining hints that there is an abundent amount of <X> in the area and that watering may rejuvinate depleted supplies of <X> in the area. These two new mechanics would help flesh out the forage/botanise skills a little, add in a nice new "nature" feature for the game, and open the way to updates such as plantable woad (a woad herb patch now being superior to a woad plantpot in terms of productivity) and spices.
  3. I think there is a solid difference between: 1. Creating a character, checking if it has the affinity you want and, if so, levelling it up to steal/sell its affinity (high risk of scamming), otherwise abandoning it 2. Getting an affinity awarded to an existing character on a semi-random basis based on what a character was doing at the time, and then crafting an item if one wants to sell the affinity (low risk of scamming). The former is a mechanic that encourages abuse of the system (a reward for PvP), the latter is a mechanic that takes the sting out of getting an affinity you don't want. As a side point; it might be interesting to have each skill linked with a god and requiring the rune to be enchanted in some way by a priest of that god to be able to transfer the affinity, Another reason to have a local priest
  4. or Both workable ideas, both what we really need.
  5. I think they should add "enchant an item with 100 life transfer" to all crafters, just to make things fair
  6. I dunno... If I got one while sawing a log up for pegs? I'd probably want to sell it since trying to level carpentry (even with an affinity) based solely on creation ticks is impossible (my carpentry isn't even 30)
  7. +1 Its a market everyone can get involved in.
  8. Lets also have them avoid steep slopes in general, otherwise folks who live at elevations would get further penalised (life is tough enough as it is)
  9. The question is, if you take these things away, why bother to have forage/botanise at all? It becomes vastly superior to use gardening/farming, which are both OP as it is (in terms of production ability).
  10. Dragon GPS: Create a vyn alt, stock up on saccables, cast detect creatures till a dragon shows up on the radar.
  11. I dunno actually, I think the latter is something that is easily fixed (the staff being nice about it, beause it is a bug), the former is bad game design which is harder to fix.
  12. "Fun" goals I have 1. Defeat another player using a knife : Sorry, not interested in wurm's PvP 2. Become and Arch Mage : Sorry, I don't have a few hundred euros 3. Create a fantastic item : Nope 4. Build a Caravel : I'm a priest, I can't build I suspect I rolled a 1 when it came to goals.
  13. At the moment having herbs as fresh doesn't do much (adds a cooking modifier) So here's a thought, increase the healing potency of fresh herbs by 1, compared to their "non-fresh" counterparts. i.e. Fresh Lovage has a potency of 5, regular lovage has a poteny of 4 etc.
  14. Lets keep this one on topic; currently a group of PvPers are unhappy with a new change. From the looks of it, their worry seems justified as it does impact balance in an area important to PvP. Lets fix it for the PvP players by either reverting those changes, or modifying a spell's PVP effects.. Lets also avoid screwing the PvE players, by not passing those "modifications" on to us. That way everyone wins, there is no drama, everyhing works out.
  15. Honestly? If they changed it back, I would have no issues
  16. How is it a "PvP vs PvE" arguement to say that folks who play PvE really wouldn't want to see a LoF nerf come in? Take the soapbox elsewhere. I've seen a lot of "LoF is OP" in this thread, that seems like a pretty good pointer to folks asking for a nerf. I might be wrong, I might be right. I'd rather get a word in edgeways before I see a patch saying "LoF healing reduced".
  17. I doubt a nerf to LoF would be welcomed by the PvE community (I can 100% gurantee it), especially after it was already nerfed heavily along with heal a while ago (heal no longer being used as a result). Feel free to "balance" it for PvP, but leave the magic of PvE alone now. It's harsh enough as it is.
  18. You know, someone with a bit more influence could just poke the devs and ask them to do an ingame survey on this? "What would make you more likely to try PvP in wurm?" "What about Wurm's PvP makes you want to avoid it" Nice and easy, it cuts the drama and lets us get some real data.
  19. I detest the PvP monopoly on certain goods; it's a VERY bad idea (from a design point of view), it should never have come into place; it has been detrimental to the game as a whole as it divides the community. The trouble is, it is a mechanic in place and this is cleary a case of mechanic abuse. +1 to this fix; we'll need it when freedom gets its own PMKs
  20. It's a good question; what about replacing it with something else more suited to meditation? An extra skill for each path; thus making meditation worthwhile, and freeing up a very useful mechanic. As for Karma, that needs a solid rework.
  21. Yup, this is going to get a lot of hatered from the status quo-ians of wurm. Every teleport suggestion to date has been hammered for soley that reason. I'd +1 this, mostly because it'd help make the scattered communities feel more connected without suffering the drama close neighbours often cause.
  22. +1 once they balance uniques into the game correctly -1 until then
  23. Balance is tricky as this kind of change would hit larger servers much harder than small servers.