Etherdrifter

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Everything posted by Etherdrifter

  1. Sleep bonus was designed to help balance the gap between no lifers who play all day, and slightly more casual players. This would extend sleep bonus a little to reward social players. +1
  2. Here is a fun thought: Add tome fragments as randomised loot from killing hostile mobs; rather like the rare roll for burying them (have the item appear directly in the player's inventory on rare occasionas). Make each tome take about 10 fragments. The more you hunt, the more fragments you get. Anyone can get them, they are still rare. A lot of fragments to choose from so the odds of getting those 10 "rare" rolls giving the same type of tome fragment is pretty much 0, but players can trade between themselves (as they are doing for statue fragments). Sweeten the pot a bit; killing hostile mobs in PvP has double the chance of giving fragment drops (more risk, more reward).
  3. That's because it would supplant those lovely light runes you theiving crafters were given Make a light rune, glue it to a ring, problem solved.
  4. " A spell available to Vynora, Nahjo, and Tosiek priests at 30 faith that will locate nearby creatures. " Nahjo needs a good nerfing and Vyn will forever have CoC. I reckon Fo could use a good buffing though!
  5. The amounts suggested in this thread are guidelines only, I am certain the marketing division of CC could do better. It is a strongly held opinion that wurm online needs better advertising and more members. The referral system is a really nice incentive, however it also means that only "direct" methods of player introduction "pay off", so to speak. So here is a simple suggestion; allow every player ingame to generate a unique code linked to their character. Allow this code to: Be integrated into a link taking the user to the wurm online page (pays 2 iron per unique ip visit per day (once an ip has visited the site, it cannot generate the coins even if it uses a different link), capped at 5 copper per week for non-premium players, 30 copper per week for premium players) Be integrated into a signup link (pays 5 copper when an account signed up with it reaches a skill sum of 400 (20 skills at 20) with an additional 20 copper being paid when an account goes premium for the first time) A set of special titles for both those signing up with a link "Protégé of <link owner’s name>" and those putting the links out there "Teacher of <name of anyone who has signed up with link>". A special mask if 10 signed up accounts buy a subscription package from the CC shop. This would involve the development of a few tools to ensure this isn't abused; however, the amounts suggested would make it a very time intensive way to make money (you can make more forage/botanising for a couple of hours) even if players attempted to abuse it. Ensure that the way to generate this code is very widely touted and easy to do (an additional button on the UI that glows for a new account may not be a bad idea). The aim is for wide scope, non-direct recruitment (the kind of thing you post on forums, discord groups etc) as opposed to the much more lucrative referral driven direct recruitment approach.
  6. This pretty much sums up my point barring: Inability to compete due to relying on creation skillgains (and hence stat ticks)
  7. I remember joining wurm years back with the intention of becoming a healer; then I reliased that even the newest of new players could pretty much do all forms of mundane healing. A mid to high level set of natural substances recipes that would produce items that are *useful* is a good idea, especially healing items; making it rely on unique drops is not so good an idea as no-one but the unque hunters would ever get to enjoy the feature (like sorcery really). An alternative would be: 1. Modifying source salt so that one can add it to water to make liquid source (1:1 conversion in terms of karma) 2. Have source act as a potion base, with more powerful potions requiring more source. 3. Modify UNCHARGED gems to have a much lower weight based on QL 4. Use a mortar and pestel on a gem to make gem powder (of that type), milling skill giving more powder! 5. Mix gem powder with source to get a potion (be it healing or something else interesting) for that nice mid-high level NS skill. This keeps potions somewhat rare (the source and gem requirements) and allows different recipes using different powders. You could even go the extra miles and allow for powders to be infused with a spell to give a different effect (like that would ever happen XD).
  8. You cast a 66 difficulty spell with 78 channeling. You succeed in enchanting an item [4] Yup... Sometimes even the successes are no good.
  9. Or just let the folks from epic send them to freedom (and back). I can see that being a VERY popular mechanic
  10. Honey water + Ginger in a saucepan = Remedy (liquid) (Difficulty 50 Natural Substances) Drinking it reduces the disease timer based on QL. Decay rate similar to milk. Given that wurm's illness is pretty much just a cold, seems logical and useful now that Fo priests can't just zap away disease. Optional Extra: Add in additional recipes for the remedy liquid, each with a different difficulty based on the ingredients.
  11. Thanks for the lovely body control gains skill
  12. The venom idea looks good on paper but to inflict anything better than a light wound you'd need to land a hit doing 150 damage, or worsen an existing poison wounds (would this reset the timer?); so in reality you're not going ot get that much extra damage out of this enchantment. Coupled with the fact that such a wound vanishes on a healing tick it doesn't seem worth it unless you can land a LOT of very weak poison hits in a row (that don't combine). Most fights are short; <5 mins for anything non-unique, if that, so you're not going to see much extra damage from the enchant. Given that venom costs 120 favor to cast you'd expect little more bang for your buck, so to speak. A better mechanic would be to simply give poison wounds a higher healing threshold (light wounds remain without treatment, medium get worse etc), have all poison wounds combine into a single wound, allow them to remain until treated like normal wounds and to have your proposed DoT in place (time limited).
  13. The real reason epic isn't heavily populated: Chaos simply offers more advantages to EXISTING PvPers because they can move items from a PvP zone to a PvE zone 1. They can sell their loot on freedom (reducing their costs of playing) 2. They can store their loot on freedom (reducing their risk) 3. They can produce their goods on freedom (reducing their risk further) 4. They can regrind skills safely on freedom (reducing the impact of death) As you can see, these are some pretty hefty advantages over Epic; and this is all because of one single mechanic. Unless you can tempt existing PvPers to move from Chaos to Epic (and thus kiling chaos), then Epic is simply not going to recover. There are only enough active players in the pool for one of them to survive; time to choose.
  14. I wish there was some way to use those legacy graphics; then I might be able to get wurm working on my netbook
  15. A simple item that comes with six charges at a cost of 30 silver. The wand can be used to reverse an animal's age to any previous level (so if they are old, they can become young, adolescent or mature) at the cost of one charge. The wand can be used on an animal corpse (if branded you would need inventory access permissions) to revive the dead animal at any age equal to or previous to its existing age at the cost of two charges. If an enemy is in local for PvP, the wand will fail to function (and no charges will be used). In essence, a wand to rejuvinate old animals, and revive beloved dead ones. I can't see this impacting balance; it could revive three dead animals but it costs more than 3 new 5-speeds; it also allows folks to keep a six extra animals youthful at a high cost if they need the extra breeding security. Overall, just solid QoL stuff.
  16. Kill Botanise today! Give this suggestion your hearty +1s to render this skill almost entirely useless
  17. If another fo priests shows up tomorrow I'll be doing some nice powerful LT casts
  18. You'd need a new model for each fence (a slightly longer one), otherwise +1; especially if this extends to hedges!
  19. -1 The less player god material on freedom, the better.
  20. This... This is actually not a bad idea. Keeps the "PvP incentive" while removing the "PvE safezone advantage". This would, in essence, remove the market for affinities.