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Darklords last won the day on October 14 2015

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  1. I'll give it a try when I got some free time, as long as you see the projectile hitting the section and the dust coming up from that tile I would assume it may be some kind of bug. Quick question, was the easy sections to hit the ones connected to the ground and the hard ones the upper ones if you happen remember.
  2. Since the Epic Server Cluster seems to be a focus according to the new road map I figured a thread to discuss some of them was not a terrible idea, if you have issues with a specific suggestion not just from the original post but later posts make sure to let people know which suggestion you have an issue with as I hope there will be more than just my suggestions on how to make the epic cluster shine again in this thread. Some of my starting points are, and all of these would be Epic exclusive for a note none of this would trickle onto freedom/chaos. 1)On DESO 3, one of my favorite things was the GM protected bridges connecting all the islands together, I feel this could do wonders for the Elevation Server. Imagine this, you see enemy's with regular horses you can safety assume they may have come on boats and are forced onto slower horses than defenders of that island, but an enemy comes across on named hell horses and its safe to assume they may have crossed on a gm protected bridge. I know a lot of bridges exist that are deeded already since it was a forced meta to start but if 2~ bridges to each island existed with protections like hota(no building/terraforming) it would allow people multiple options to roam enemy lands without needing to have a deed to protect it or force a boat trip to it with maybe 1 option max to cross. Maybe even existing deeded land bridges could be disbanded and turned into gm protected bridges for the good of the server so a requirement for roaming enemy lands is not you need a deed to protect it from an enemy deeding your entrance to an island like currently or at least if you have a deeded entrance 2)Reduction in meditation requirements(Some of this was taken from a recent post gary made that I 100% agree with I'm sure others have suggested it in the past but I'm adding it for the sake of discussion). I would like to see the 3 hours cool down past X meditates removed it should allow a user to meditate every 30 mins(can even make it an hour+ if balance forced it) so its not such a hard requirement that has a ton of random elements in it and let people hit get decent meditations levels without waiting very random amounts of time, I used to med every day on epic and I have gone 4+ days without a single tick in the 30 min window before. It can be so discouraging when you hit the 3 hour window in the higher levels and it being epic seems strange that post people seem to agree that meditation is quicker on freedom because the curve seems to punish higher level mediation because of how the curve works based on effective levels dictating the frequency of the ticks. Also on that note it takes 166 Days 12 hours minimum if your doing things perfect(without enlightenment but we all now past level 6 atm its almost impossible) to hit the max tier of meditation paths that the main perks people rely on lie on even if you decide to switch, my suggestion is that once you hit a certain meditation level one time it cuts the wait period by half(or more) if you switch paths later and try to hit that same level, so say you hit level 11 insanity before instead of 116 days to switch it may take you 56 days or less this allows the feeling of progression to stay while letting a player switch in a somewhat reasonable time frame later on. This would allow with enlightenment + normal med ticks for it to at max take 2 months and at min take around 38 days to hit the same level 11 on a new path without giving it to you free. 3)This may go into the meditation re-balance but all paths should have some kind of scaling perks of the main focus like insanity so there is a feeling of usefulness like you made the great change to insanity to do. Not that the other paths dont need some love on the pvp side but with insanity currently giving huge perks at a small scale at lower levels if the other paths do not follow the same there is little chance they will be adopted over the dominant path currently. 4)Currently accounts that are multiple years old have such a body strength advantage that a new account joining cannot hope to get close to the pvp competitiveness required to stand any kind of a chance I have 3 suggestions to help with this A)Give the body stats a slight curve to help newer players get into the mid tier body stats(~35-40) a 2x faster to catch up to the long existing accounts B)Reducing on epic only the offensive and defensive bonus given per body strength level C)Splitting body strength up so it does not give such massive both offensive and defensive bonus together Or some combination of them. 5)Re-balancing of the king system, currently the system to force out an unwanted king is just plain broken also the system to decide a new king is also extremely broken. I am not 100% sure what would be optional for something like this so I brought up the issue for a hopeful better suggestion that I have because I am not real happy with anything I've been thinking of but my ideas are. For new kings, instead of stats based 1 per day random roll of the dice it comes down to people who have been premium 3+ months in a row voting on a new king I am sure there is issues with this which is why I am not 100% sure on this. As far as removing a king, the current system is a great idea a majority of people(I suggest 3+ month subbed) want to vote them out a time and date is set and a fight happens in the duel ring but currently I have never seen this system work properly and from what I understand it takes months because they can decline multiple attempt, while there needs to be limits on this if a majority of the server votes to kick the king out the current system seems more than fair everyone vs the people who want them to be king I don't know the exact system to make it happen but I would love to see a safe(so other kingdoms cannot crash it) system for a inter kingdom brawl to decide if the majority of the server wants the current king. 6)Champs being reduced from 6 months/3 lives/6month cool down to 1-3 months/3-5 lives/2-3 month cooldown, I know something like this will be very controversial but people being able force hold a slot for so many months even past them losing 2 lives is silly if you don't die in wurm 3 times in 3 months than your clearly not pvping much or holding onto it a little to tight. increasing the lives lets the reduced time feel like less of a burden you can go out and pvp more without feeling like those few deaths will make you useless or degrade your account so quickly. Also on this note, currently if a champ stays logged out after they should dechamp they will not lose champ status till they log back in this needs fixed to where even logged out when there time ends it forces them out its just plain broken how it is. I have personal experience with this when I quit epic for chaos I was a champ and I was a champ several weeks past my deadline and I had to login and dechamp my self as to not hold the slot up for other but for some one who may have quit for good or have bad intentioons they can abuse this currently. 7)Valrei currently is a lottery based system with no way to know who has what points please feel free to argue against it but I feel it should be more of a who does the most to help it system even if its village/alliance based like HOTA, the top 3 villages/alliances or something who helps win the valrei should each get a charge with some king of high score so people know who is doing what. I have spent so much time hundred or so hours doing valrei missions over 3 years and I won 1 time out of hundreds of missions I've done, in a kingdom with so many people like jk doing missions I have done so many missions personally only to have it given to other players who I have seen do 1 or so missions random is just so degrading to people who spend a ton of time working. Some people may disagree with some of my points and that great! This thread should be about getting everyone's personal feelings about changes out! Not 1 person will make Epic great again(gigity) but only the community as a large coming together and debating issues together because as I have learned not 1 persons perspective will matter no matter how much you believe it to be true. If we don't come together as the epic/pvp community the developers will be working blind trying random things they think will work I don't care if you disagree with everything I said above I want and encourage you to write an equally as long or longer post telling me how stupid my ideas are because the more debate we give them the better off things will be. We need everyone's option small and large to make wurm pvp the best it can be. I suggest we use the Epic Cluster as a testing ground to see what we can do since it is already so barren and is ripe for radical changes without disturbing a ton of people(like chaos + freedom connection). Please keep this thread civil and don't use personal attack on people, your free to disagree with points some one made but please try and keep this thread productive and not devolve into just -1 I hate you I ask that you give a detailed reply and not just say I disagree if you disagree please try your best to give a reason so the discussion can continue.
  3. +1, I would say allow a gm to move them though since some of them are required for missions and I could see the new meta being deeding them to keep them to your self but I 100% support them being moved from existing deeds or places that cant be expanded because of it or some other solution that does not allow these to stay hidden on deeds.
  4. Hey that was me, I've been trying to get ahold of you for a few days now we just don't seem to be matching times online, its super late for me but if you can give me a time and a timezone we can get in touch we can arrange that pickup.
  5. Managed to hit a 20.9 on a stone fence, seems possible to hit above the 20 cap currently not sure if this is just the splash damage counting but figured it was worth a mention. [03:05:58] QL=91.0, dam=1.3267602 [03:06:50] Stone fence hit for 20.921202 [03:07:19] QL=91.0, dam=22.247961
  6. Has happened to me 2 times now, first on chaos and now on PvP Test, a player entering local does not always appear in your local list. (Chaos)Won't show another player in this example (Test) Wont show your self in this example
  7. Can bash floors but not walls when templars are up even tho it spams the below Can destroy pavement when templars are up even tho it spams the below [17:58:18] The guards kindly inform you that you are not allowed to do that here. Still allows new actions to be qued up and finished even though it tells you that your not allowed. Rams not giving overcrowded message here for some reason like on test, could use them directly next to each other and on the same wall in this situation not sure if the restriction was removed intentionally or accidentally but on test I needed a 1 tile buffer between each ram.
  8. Made a new catapult, started at -525 degrees firing angle, increasing the angle makes it default back to 5. [20:24:31] The trebuchet is a huge frightening machine designed to haul devastating rocks long distances. You need to put a lot of rocks or ore into it as counterweights. It is made from cedarwood. It could be improved with a log. It has been weighted 25 times and currently has a firing angle of about -525 degrees. Ql: 36.37809, Dam: 0.0. The name of the owner, Warrior, has been etched in the stern. [20:24:56] The trebuchet creaks as you change the firing angle. [20:25:04] The trebuchet is a huge frightening machine designed to haul devastating rocks long distances. You need to put a lot of rocks or ore into it as counterweights. It is made from cedarwood. It could be improved with a log. It has been weighted 25 times and currently has a firing angle of about 5 degrees. Ql: 36.37809, Dam: 0.0. The name of the owner, Warrior, has been etched in the stern.
  9. Only 2 small issues tonight, seems the new system is mostly well now as far as trebs and catapults are concerned. [23:23:29] It sounds as though the rock shards hit 2 roofs, and nothing else. Hit 4 roof and nothing else on that shot tho it only said 2 The arch animation showing the shot flying through the air still does not like to display for certain angles/speeds it shows the dust of it landing but wont show the actual show going through the air. Other than that, I was able to hit a longhouse on a 600 slope dirt wall with about 45 seconds of changing the counter weight/angle which is nice once you get the hang of it aligning shots isn't super hard but the arch animation missing does make it a lot harder when that bug shows its face, but arches still seem a bit hard to hit I can manage to hit them but its very hit or miss but the extra bash damage on them is helpful and does make bashing them not impossible if this isn't an issue you can fix easy.
  10. Can't bash finished houses on the test server gives the message [01:19:37] You do not have permission to do that here. Only happens on fully build houses if you remove a wall you can bash not sure if its test specific or not. Ram on 100% flat ground underground gives below message when trying to ram. [22:25:19] The battering ram cannot be used on such a slope. (under ground) (above ground same x/y as far as I counted) Tried other tiles around it that where on the hill they gave the same message and going to the left or right lets me so I can only assume its taking the above ground slopes into consideration for underground also. Not sure if intended but cant repair arches from the outside of a house with a fence in the middle of it tells you [01:46:43] The stone fence is in the way, but you can repair both fence and arch from the inside with no blocking on the same wall. Another not sure if intended but 30 sec repair timer for fences inside arches, 4 seconds for the arch/floors on the same border Weird icon on started arches while in progress building, assume this is a default icon is missing icon Side bug from chaos, have riddic 1 tile in front of me, in alliance but not in local today which is super game breaking, in general desync is getting pretty bad atm on pvp server had a horse in a mine and it showed it to me 4 tiles north on land and had to relog 2 times to find the proper place and it was vanishing to me depending on the angle I looked at it(This was after I got kicked off it randomly running through a mine and it appeared above ground but I couldn't interact with it took 2 relogs to show back up in the place I could lead it for some reason).
  11. Didnt have more than a few hours tonight but I tried to follow up on the fences issue more since that seems a vital issue to be fixed and I wanted to provide some more info on it Winches below at 90 skills with a 86ql cata With 90 skills and a 86ql cata I didn't not fail 1 time to be within .1 of the same range so all results should be extremely close together The small catapult will now throw approximately 9 tiles with 20 winches and an angle of around 25.0 degrees. https://i.gyazo.com/567b8bc5c2f1dd1cf1dee60a9c66f00d.mp4 (FIRST SHOT RESULTS) It sounds as though the rock shards hit 4 walls, 6 floors, an item, and nothing else. You managed to hit and Warrior's shack, Warrior's shack, Warrior's shack, Warrior's shack, Warrior's shack, Warrior's shack, Warrior's shack, Warrior's shack, Warrior's shack and Warrior's shack. The rock shards crumbles to dust as it lands. [TEST] Projectile rock shards landed, damage multiplier: 7.41704, damage: 20.0 total things hit: 11. Total distance: 30.550695m or 7.637674 tiles. (6 floors where hit as it says, 4 walls where hit it says but I found 6 walls down after the next picture but it did damage to 2 fences and did not mention them, the first shot was the only shot I managed to do any damage to a fence was a super small splash at .1 damage)(Was tired and forgot to add in first 2 pictures but the first floor inner arches where removed along with the lower ones as the last picture points out apologies) (SHOT THAT FINISHED OFF 4 ARCHES BEING HIT) It sounds as though the rock shards hit 4 walls, an item, and nothing else. You managed to hit and Warrior's shack, Warrior's shack, Warrior's shack and Warrior's shack. The rock shards crumbles to dust as it lands. [TEST] Projectile rock shards landed, damage multiplier: 7.443905, damage: 20.0 total things hit: 5. Total distance: 30.605425m or 7.651356 tiles. (MULTIPLE SHOTS PAST ARCHES REMOVED) It sounds as though the rock shards hit 3 walls, an item, and nothing else. You managed to hit and Warrior's shack, Warrior's shack and Warrior's shack. The rock shards crumbles to dust as it lands. [TEST] Projectile rock shards landed, damage multiplier: 7.438024, damage: 20.0 total things hit: 4. Total distance: 30.593752m or 7.648438 tiles. Multiple shots past removing the original walls it still says im hitting walls even tho I cannot find additional damage on any walls, its late im tired apologies if I missed something please do point out if I am flawed in my test but it seems fences even tho they are well within the arch will not take damage and walls that the code thinks it is hitting may be the already removed walls. LIke noted above, it does not give a message for hitting walls in arches even when I managed to deal .1 damage to them on my first shot only. Sorry if this is hard to understand, if you need anything explained let me know I am exausted i wanted to finish this before I got off so sorry if something does not make 100% sence I tried to make it as clear as I could for 6am XD lol. Extra side note, rams cannot be used on the max droppable dirt slope of 40 not sure where between 30 and 40 the max lies but seems like rams should be usable on upto the max dropable slope of 40 if thats not gamebreaking to you guys maybe 41 max slope anything thats leveled up cant be hit? Just a comment nothing major. [06:36:53] The battering ram cannot be used on such a slope.(40 slope test house) Almost forgot to add the requested middle shot to a fence sorry, its same as above picture no damage to walls/fences on the middle shot says I hit 2 walls still tho. https://i.gyazo.com/00d6ede764f9bd7467b2b9a1d94f0388.mp4 It sounds as though the rock shards hit 2 walls, an item, and nothing else. You managed to hit and Warrior's shack and Warrior's shack. The rock shards crumbles to dust as it lands. [TEST] Projectile rock shards landed, damage multiplier: 7.4285736, damage: 20.0 total things hit: 3. Total distance: 30.576513m or 7.6441283 tiles. Cant bash walls on pvp test server you did not make makes testing hard not sure if this can be fixed so its like normal pvp servers. [07:36:21] You do not have permission to do that here. [07:36:37] You do not have permission to do that here. Faithful and Lawful where off during all bashing tests. Bashing new walls gives the message [07:40:06] You will not do any damage to the wall with that. Seems they cannot be bashed still. Bashing new fences outside houses works as normal
  12. [05:15:40] You managed to hit and Warrior's shack and Warrior's shack. Doubles the name of same building, no other building close to it. ---------------------- Maybe possible to hit arches ground floor in the middle if possible Can you make it hit these middle sections between the walls and choose 1 random left or right(or maybe both) to hit when doing this so cave arches ground floor can be removed without bashing required. ---------------------- Arches seems to be much easier to hit with the catapult not sure if im using better angles from learning to use it or if you fixed it more but it seems doable though I only tested ground floors ill do second floors tomorrow didn't have time to build a second floor and finish my testing list for the night more on second floor arches tomorrow hopefully. ---------------------- 90 body strength does [05:37:08] QL=81.82741, dam=1.7110037 damage to a arch per bash, might be wroth making bashing walls underground deal 2x+ damage as rams do to help counteract underground building but as I test later might need all underground stuff to be 10x ish bash damage to not make it exploitable ill update you more on underground issues when I get deeper into the testing just some initial thoughts. ---------------------- Medium type slopes from my last post are now able to be hit unlike before this seems fixed tho I plan to test more slope variations other than 30~ slope but it seems like the fix from last patch made it work proper. [05:38:37] [TEST] Skillcheck: 80.81556701660156, Total Damage: 12.29143(same ram, same position as last post) ---------------------- Cant spawn iron ore and other ores/lumps alone and is requirment for lots of items (including ram heads) need to spawn in hundreds of useless items in the raw material spawn to get them and makes tons of useless spam items on the ground to get a few ores from it. ---------------------- Can't find tar in any spawns(am I missed it?) to light lanterns underground to help with testing there. ---------------------- [06:06:12] You cannot fire the small catapult below ground. Makes the upto 8 story underground house limit require bashing above story 1 to remove building can we get some kinda of catapulting working in mines where if the arc hit the ceiling it shatters but if you make it a low enough arch it can hit buildings, or 10x bash bonus for buildings walls of any kinda in mines so its not impossible to remove mine buildings above the first floor without hours of basing for small sections? ---------------------- 90ql rock shards 80kg shots crumble 100% of the time seems silly for being so high quality that they always shatter. ---------------------- In this picture, the 3 arches took damage from a shot(seems fixed on arches ground floor) but the 3 wall stone walls in the middle of all 3 arches took no damage from first shots they dont seem to take splash damage or damage period after removed even tho it says it still hits 4 walls and deals no damage. (below text is after the arches got hit and removed/destroyed) [06:24:13] [TEST] Projectile rock shards landed, damage multiplier: 7.4318347, damage: 20.0 total things hit: 4. Total distance: 30.582075m or 7.645519 tiles. I am unable to find a single additional wall with damage on it though it is hitting the fences but it will not deal damage to them and I cannot find 1 tile damaged in the entire building even tho it tells me 4 items where hit after several shots past removing the arches and what I can tell hitting the fence in the middle still. ---------------------- Invisible wall stop me from moving at the place this picture is taken can not move forward from here relog makes a second shield appear that was invisible before the relog which make sence why I couldn't move because the server knew this was here even though the client didn't or the client knew it existed but wouldn't render it before a relog. (Big thanks to Rocky for crafting that invisible barrier that led to this discovery) ---------------------- siege walls get hit from my vision in this placement when a ram is infront of it [05:28:30] You swing the beam on the battering ram forward and it hits a siege wall. [05:28:30] [TEST] Skillcheck: 75.3454360961914, Total Damage: 12.914708 [05:29:22] A movable wall made from planks, this will block most arrows and also provide some protection against hot oil. It is made from unknown. It can not be improved. Ql: 77.63215, Dam: 12.914708. The name of the owner, Warrior, has been etched on the bottom. Reason I reposted the above post is I saw the shied wall 1 tile south of where rocky saw it in the above post this is where I saw the wall when he saw it behind the door after a relog I saw it in the proper position 1 tile north which makes sence why it seemed the catapult was hitting behind it the shield was 1 tile milplaced for me after build the above bug of it hitting siege walls behind the door still exists but siege walls seem to have some serious position and rendering bugs existing which makes them display a tile away from the real position or just no appear at all (Big thanks to Rocky for helping me find this issue on top of the issue he found with it ignoring the door for the barrier behind it.) (moved to proper place in front of ram after a relog before it showed it to me behind the ram a tile south).
  13. I've killed people in multiple spars on accident, even with melee its possible from wound ticks dealing damage after. Tho just so they can patch it, what about bows is different? Can it hit outside spars?
  14. Just wondering if you intend to leave test up still? Still some more post launch testing I would like to attempt that would be impossible on live.
  15. Catapult shot arch animations do not show the item flying through the air some times cant figure out the exact cause some times it does some times it does not. Seems like its longer shots that vanish as fails which only go a few tiles show up 100% of the time compared to the longer shots which seems to be 50/50 to show the arch animation( as far as I can tell). ---------- It sounds as though the rock shards hit 2 walls, an item, and nothing else. [TEST] Projectile rock shards landed, damage multiplier: 1.5261104, damage: 15.261105 total things hit: 2. Total distance: 26.01008m or 6.50252 tiles. Only could find damage on 1 wall after many many shots of it saying that it hit more than 1 from multiple angles, this is why I asked for the test debug to tell us each wall hit with more detail(basically the wall ql and current damage plus the wall type and not just wall) because I can't tell which wall its thinking its hitting and dealing no damage(test only debug of course) and cant give you more info to help but the old bug where it thinks it hits multiple walls and only damages a single one still exists and is very common another guy testing around me had the same issues. ---------- Arches waaaay to hard to hit, need to not go through the middle of them so easy or spamming arches inside the middle of long houses are going to become meta cant ram or hit them with catapults/trebs without getting super lucky on the angle I only managed to hit ground floor arches after hours of changing up angles and I couldn't hit a second floor arch after trying for what seemed like hours. (same building from above post on the 30 slops I couldn't hit with the ram) --------- On arches note, arches in caves will make buildings impossible to remove without tons of bashing I do like that arches make sense to not be hit by rams and catapults but balance wise they need to act as normal walls or they will become the meta to spam inside buildings to make them almost impossible to remove without stupid amount of bashing unless we can find a good middle ground for them which im defiantly for if it makes it possible to hit them but currently its going to become way to over powered if left like it is now. Mines will have no way to remove except bashing since you cant catapult in mines and rams cannot hit arches. -------- You removed the message that told us which building name was hit, and that's going to make things much more frustrating and I do not see a good reason it was removed other than you didn't realize how important it was because of how easy it is to obscure buildings and make it almost impossible to see without climbing to it to see if your hitting see a specific building that is dozens of tiles long and may have back walls inside that you cant examine because of distance.