MuNk

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About MuNk

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  1. Do not miss understand me , but why have you now change IRC Servers? or why doesn't Rolf run his own? would allow for greater control and prevent alot of this.
  2. Option two seams the better option as well i think. the space used at the bottom of the screen is not alot.
  3. [WARNING LONG POST] : sorry for this (more a theory craft type post) Iulianx, Correct me if im wrong call this a summary. You wish for a new combat system that is not basic on a roll of a dice, what action you do is completely based on the players decision, thus as a more technical example of the mechanics it be along these lines. Mechanics and Maths. Player A statsAttack Skill = 9Defence Skill = 6BodyStrength 19.8Stamina 100%(1.0) Player B statsAttack Skill = 8Defence Skill = 9BodyStrength 20.0Stamina 100%(1.0) //------------------------------------- SwordsUse Time: 2.0secsMin Dmg: 8Max Dmg: 12 ShieldUse Time: 1.0secsMin Block: 4Max Block: 11 //----------------------------------------------------- [@ = random between min&max values] Max Dmg Done = weapondmg@ + ((attack skill * (bodystrength/10)) * stamina left)) Max Block Dmg = shieldBlock@ + ((defence skill * (bodystrenth/10))) * stamina left)) So lets assume the following happend during a fight. [0secs] Player A - left clicks to swing sword at player B with weapondmg at 11[0secs] Player B - left clicks to swing sword at player A with weapondmg at 12[0.5secs] Player B - release left click, right clicks instead. with shield block at 9 --- (sword animation at 0.5sec, thus 0.5secs added to shield timer to be active)[1secs] Player B - starts to lift shield for incomming attack.[2secs] Player B - has lifted shield in place for protection.[2secs] Player A - finishes swing and hits Player Bs Shield.[2secs] Server Calculates Dmg done. Dmg calcuation Player A dmg done: [weapondmg(11) + ((attackskill(9) * (Bodystrength(19.8)/10))) * stamina(1.0))]11 + ((9 * (19.8/10)) * 1.0)11 + ((9 * 1.98) * 1.0)11 + (17.82 * 1.0)11 + 17.82 = 27.82dmg Player B dmg taken: [shieldBlock(9) + ((defenceskill(9) * (BodyStrength(20.0)/10)) * stamina(1.0))]9 + ((9 * (20.0/10)) * 1.0)9 + ((9 * 2) * 1.0)9 + (18 * 1.0)9 + 18 = 27block 27.82 - 27 = 0.82; PlayerB takes 0.82dmg.(light wound) Is this kind of the mechanics you have in mind, thus the actions taken are player decided and not a roll of the dice. creating a PVP/Combat system that requires the player to pay attention to how much damage the their target can do to them and if its work them blocking or not. etc.. Additionally for such a system to work the game/combat would need real animation, and some form of lag compensation would need to be factored in. eg shield use time being decreased by ping ms ( 1.0secs - 0.040ms = dont matter... 1.0secs - 0.400ms = 0.6secs), allowing player for lags to still block and not get a penailty from being laggy/slow
  4. Making icons for wurm

    formatted yesterday night and added wurm to steam game list , was thinking of making a icon but this works, thank
  5. With how the community is on wurm , if you want to make wild/wurm more popular only real option is split it in two. - Wurm Classic Freedom server only, simply because only players happy with wurm are mostly from freedom or top few % form wild. - Wurm PVP Revamp Animations, New Combat System, New Clean map (made new player friendly) because lets face it, the community is two loads, those who dont want change and like it as it is, and those who encoruage change and improvment, as it stands at the moment i just cant for the world of me see any other solution.
  6. I played Wurm first a very very very long time ago when it was first beta around 2006/2007 time, back then i lasted a whole 3hours and went and played other games. 2months? ago friend of mine said they were playing wurm so i said sure ill come try it again been so long, im sure its gotten alot better...... Yes it has gotten better but its still not the most new player friendly game ever made. So after 4weeks playing freedom which was alright but after you make a village and farm stuff, all you can do is increasse skills for the sake of it, or go "look at my epenis*i mean horse and traits*", lucky enough my friends suggested we move to wild and ive been there since, quite happily playing, building, farming, borrowing items from anyone who left it lay around ^^ and running away from other players that would kill me if they caught me. How ever if i wasnt with the group of friends id of quit again already. The oldest players are bascially far beyound that of a beginner.and yes before you say it 50skill is not hard, 70 skill is quite a bit of work. but i had the safty of playing with a largish group, for any new player this wont be the case. so why is wild unpopular? 1: oldest player are far to strong. 2: wurm is a hard game as it is. 3: PVP is well ok but generally its sucky. 4: combat is umm..... " Want to fix wild? get it more balanced? more popular? first fix wurm ad its horrible combat system and make the game new player friendly, the current general attitued i believe is "dont make it easyer, it was hard for me so it can be hard for them". Please note its worth remebering Wurm/wild is the only game of its own kind really, Xsyon is crap, and Rome-Victoria died, so i make this final statment which im very guilty of as well. players of the wild server only play it because there is no better alternative, although i think this applys to wurm as a whole.
  7. Being an island might not be such a bad thing though, a row boat would take a new player about a day (real day) to make. and they dont need premium to use it either. the length of time it would take them to make the row-boat, learn how to make it, added with them maknig their first house, having a farm for food, i don't see it as a bad thing. plus as long as the distance from the island to the main land is a swimmable distance there aint really a problem. As for the issue keep repeating of it being run down, looking like fallout 3, and being just full of buildings. being a semi open area means people will do what people do and spread out in the newb area, advanced/old players will simply just leave and goto main land, why would they want to build in a area they cant make a deed? and finally as stated lots of times before the spawn area/island would need to have a higher speed of degrading thus a house will disappear at 1 real week, items on floor at 3 wurm days, this would prevent it looking like fallout 3 within reason. ---- On what boat said, if invite to village from any distance was added, and abillity for majors/recruiters had abillity to add to village, then when a new player joins or a player leaves a village auto add them to ":LookingForAVillage" chat, additionally add the majors/recuriters to this chat as well. wouldn't need a popup and such a feature could be implemented now rather than just with a map reset.
  8. Ok after spending time thinking about it, considered this a revised version. 1: Starting Zone is un-deedable by EVERYONE. 2: Still surrounded by faster spawning trees (Max QL 15) 3: Friendly Animals in starting area only, they will also only give meat if butchered. no leather 4: All Rocks and Iron(only) Veins under the land is max QL 15. 5: Higher than normal degrading (full wood house disappears in 7 real world days, all items on floor disappear in 3 wurm days. (applys to starting zone only) 6: Assuming we had a map designed so the starting are was possitioned so there was 1 land route out, a new rule should be added its considered griefing to block all land out of newbTown/Startiing area. Finally. - This should one prevent a area being full of half made crap and laggy as it will all degrade in the starting area very fast compared to normal Wurm, -it will encourage the player who like the game to move out, because they dont want there crap degrading so fast and having to have such a heavy upkeep. -The fast degrade on everything will force them in a way to level up their skills to keep what they got. -No pre-made anything. This is a 2nd revivsion. in all honesty I'm not a fan of 10x10 deeds but someone suggested it, so i thought it be interesting to think about, also the small map design was a quick thing more of a example to help people visualize the idea. also I do agree with what Meridius said. Any constructive critisim would be great eg.. dont just go "thats a terrible idea" or "its stupid make it harder for all".. please give some thought out reasons for and against.
  9. I have this feeling most have simply read 10x10 deed and just gone RAGE. rather than putting any thought or considering anything. so hopefully i can clear a few things up. @As_I_Decay & Ecrir etc... One the 10x10 deeds would be in a matrix, they cant move the deed. if you look that the image i done the small block boxes with in each spawn/starting area, they would be the fixed locations. thus they CAN NOT DEED IN RESOURCE. Even if that was the plan the deeds are in fixed locations. and the resources around would be 20QL max. Eg. 1 out of 100 trees is 20QL 7 out of 99 trees 13-19QL 92 out of 92 trees 1-12QL Using same type of idea for the public mine. these resources in the area would be as good as worthless to preimum players, or players who play free long-term but want better QL items etc.. Additionally as stated before such areas would not have degrade protection from being deeds, all the so called 10x10 deeds would let them do is have a fen around people cant destroy, and a gate with a small house inside and 3 fields max. The idea of such small areas would be that new players could see there is others player, they can talk in local all that jazz have small plot to learn the game, yes i know the tutorial is there but consider it the gap between tutorials and the big bad world of wurm. Finally the plots wouldn't be automatic, a player could just go off and build, for old players it would be a better idea, considering the plot would have high degrade levels. if need be the deed could require the owner to login at least once a week else all on it would be auto deleted(degrade away). As for lag, I dont really see it generating masses of lag but to reduce this maybe a different design were each 10x10 beginner plot is more spread out would prevent that. Please note I'm not suggesting all this because I'm a freeloader who wants things made easier, I am a premium player and i do play on Wild with a group of friends. I'm only making these suggestions as id like to encourage new players to come, hell if they do enjoy maybe they will pay to get skills over 20 and be able to ride a horse, boats, and even use spells as priests. Hope that helped. and sorry for yet another wall of text ^^
  10. Malaclypse Suggested the 10x10 deed plots, so its just how i would think it should work. Personally i think 10x10 is not that large, its enough for 1 2x2 wood house, 3 2x5 fields, for a new player this is plenty enough for them live in get skills up to 15 or maybe 20. To say new players shouldn't get access to a small 10x10 area if you could justify why please say so. As for what I'm suggesting, its how such a system would work, how the new player/spawn zone could be laid out etc.. Starting a new server is all well and good but without something done to encourage new player to say more than few mins like it is with freedom at the moment, wont the population just be stagnate? Hopefully this cleared things up for you.
  11. Although having multiple starting areas is potentially a good thing, and the though to give each player a plot of say 10x10 and the deed to that plot, but to the only issue is, how would deeds from players who are not playing anymore get cleaned up? - If major/owner of deed Y is not logged in for 31days(248wurm days) auto remove? and if a player decideds to make a new area, how would there newbie plot(starting plot) get cleaned up? - If player trys to start new deed they get error message ("you are currently in charge of a beginner plot, please release ownership before starting your own town/village/new deed")? ... but as for the starting zone something like this i think would work.. 256 plots per spawn area. Market area (fenced off for first 4 real days). surrounding areas of spawns (outside the spawns & market) should be mountain and steep to prevent people building at first. surronnding areas should have agreesive mobs Spawn Areas should contain unagreesive mobs (cows, deers, chickens, hens, dogs, cats etc..) but they only give max 15QL from butchering and fight skill gets cap like using training dummys 20max (even if paid for premium). Public Mine (at center of spawn zone), should be pre-built, with access to Iron & Silver and general rock only, max QL of 20. and stop giving skill after 20Skill Mining. additionally the public mine should have infinit mount of hits to the Iron & Silver, but the Rock should be around 2000 per block instead of current 42-56 shards per block. Spawns should have connecting Roads and their should be the main Roads connecting to market that will do as far east,west,north,south as the land makes possible, after that players are on there own and its up to them to continue the roads. How would a player take ownership of a plot? a new item should exist (Beginner Plot Planner) that only player who don't have any deed can click on it and press "yes i want this plot" it would auto make a 10x10 deed and put it in their bag, if a player with a plot clicks plot planner, they should get a error message "sorry you already own a beginner plot". Edit: I know the are for market is way way way way to big on this scale, but it was done just to make it easyer to see rather than a small 50x50 square.
  12. New players come a few types. those who want everything given to them and will quit after a week, those who want to work for stuff and those who come with friends and want to go off in the wild to build. Ideally id like a Freedom2 server, and have a medium size are that can accommodate 40 2x2 wood houses. with some fast spawn low QL tress (20QL max) and a public mine with 20QL max materials. how ever make the decay in that are very high, eg.. if they dont repair there house in a week it and all the stuff in it will degrade and disapear. This would give noobs a good starting area, it would allow people to make friends, level their skills a bit and learn the game in a safe environment. additionally id ask the devs to add some pre-made roads doing straight North, South, East and West. this would encourage new players who stayed more than the week and wanted there own place that didn't have to be repaired 24/7 to go out a good distance to build. In addition when the server started if there was a map dump, and a official supported, player generated content system aka players choice to add the location of there own etc.. to the map, it would give noobs a place to find land to build on . ---- I personally think this would help bring new players to wurm, which can only be a good thing, and help keep them interested enough to learn the game and then enjoy it. On a final note, maybe a ingame web-browser that links to the wiki might be a good option?.. <noob> how do i make X,Y,Z? <derp> press [WIKI] search for X;
  13. Budda looking good, be nice if you could add support to load in the offical map dump and place the images on top of that, 1 pile = 1 tile
  14. 100x100, assuming you do byte for Terran type, byte for border, byte for object, null byte for expansion later; 100*100*4 = 40000bytes (39.1kb) for 100x100 map. but nice tool, look forward to see it finished and fully implemented