Simyaci

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Everything posted by Simyaci

  1. -1 this is not house entrance simulator
  2. I wonder if that means a new server or the merge is on the horizon.
  3. If those existed in Wurm's better days, there would be more player retention. Wurm started to die after Wurm Unlimited got released and has been slowly dying ever since with a little bump here and there with new cluster and such. It is not fair to make comparisons between now and its peak. All those things you listed are net positives and wouldn't have turned away any player who decided to stick around back then if they were available at that time. Let's be honest about this. Wurm is only difficult for a very short time in the beginning and then becomes super easy. Vets have it easy, new players have it hard. A lot of new players quit because of confusion and lack of direction. Wurm is an extremely easy game for an experienced player and simply drowning the new players in confusion, lack of direction and lack of basic utility won't make the game any harder than it is for anyone else but for the person who just logged in for the first time. That doesn't make the game harder for the great majority of the playerbase and doesn't make it any harder for you , unless you are able to reset your memory and start playing the game from your first day over and over again. This suggestion only works when it is a slow vehicle that you can just run up to and hop on from anywhere. It is worse than afk driving on your hunt/travel wagon, worse than your boat at slow wind speed, worse than one milisecond teleport from one edge of the server to the other. It doesn't make the game any easier than it already is. It provides a new utility that is not already there, but new utility doesn't equal to easier game. It just means more options. I've already mentioned how it would enrich the new player experience and also the social interaction in this game. So far, disagreements to it have been from a point of strawmanning the suggestion and this leads me to believe that this utility would be a net positive to the game.
  4. I'm hoping for the mama bird to bring one of the oldest skins to the monthly nest while the baby birds in this month's monthly skin are chirping. If you are going to run candy crush, you could also rerun one of the oldest skins for a marks points rush. Otherwise, the marks shop is going to be all hush. For this month's skin, someone needs a spanking on the tush.
  5. I had to check the monthly skin post to understand what this meant.... yup It is horrible If you run out of ideas or couldn't design a new skin, just rerun one of the old ones.
  6. If sharpening was to be permanent, like placing a rune, a permanent effect with an upside and downside, that's a whole different story. I understand that's not what OP is suggesting.
  7. One skill has to be responsible for it. If not stonecutting, then perhaps bladesmithing or another skill that makes sense. I'd want stonecutting because the skill is not any easier to lvl than others, doesn't produce anything profitable while leveling like others do, have very limited use. However, I wouldn't be in any way disappointed if it used weaponsmithing skill. It is 5 times harder to lvl than others and deserves more utility. So yeah, weaponsmithing should be used for it.
  8. +1 love it It should use stonecutting skill to successfully sharpen.
  9. Developer implementation goes to a lot of things and usually not into player retention. PvP also hasn't been getting a lot of attention but that's not new and the reason certainly hasn't been new player focused development. PvP is not going to be the main focus with or without player retention being one of the priorities. New roadmap gives signals that new player experience and player retention is going to be one of the priorities. That's why I think these kinds of suggestions have a chance of being implemented. PvE is the main artery of Wurm Online and it still needs to be improved. This suggestion has nothing to do with teleportation or any other form of instant relocation. So, the existence of priest summon doesn't make up for its absence. This suggestion is about the journey, not the destination.
  10. First of all, a new player doesn't have access to 100 summoner priests from the start to zap around the server. He could meet 1 or 2 within his first month or two coincidentally. It is not about summoning priests, or being teleported to a specific location, but about having a tour of the game and see what it has to offer, what people are doing etc. The newbies are going to get 3 free tickets which can't be dropped or traded as I've mentioned above. Once again, it is not about getting them to an event. It is not about getting to a specific deed either. If the newbie joined a village, he already gets 1 free teleport. So it is not about that. It is all about having an automated form of transportation which will benefit newbies the most, giving them a free tour. Since there will be more than 1 passenger seat on the automated large cart, there will also be more than 1 person as a passenger. This can lead to interesting conversations and meeting new people. There are a lot of benefits to it. I don't think the existence of summoning priests that teleport you to a specific location with point blank accuracy is a good arguement against it. I am not arguing for removing priest summon either, I haven't said anything about it on this topic. They are not mutually exclusive. They barely have anything in common.
  11. They'd not go too far from the target you threw the knives at so you could still get them easily if there was an autopick feature.
  12. It is primarily for newbies to have an easy and quick way to go sightseeing and see what people are doing or what they have built without dying to the first hell hound after the first 300 tiles. It is called noobwagen, not vetwagen. It is not specifically designed for people who have priests and friends with priests with high faith all around the game that would summon them. It is specifically for newbies while it is also a benefit to everyone else. Most people only have access to priest summons while large events such as public slayings or rifts are going on. I believe it would help player retention significantly. Note: I don't think anyone in their right mind would ever implement it on the PvP servers so PvP players have nothing to worry about.
  13. Sure, but isn't auto picking (which you came up with) the projectiles while walking over or 1 tile near where they dropped while having auto pick activated more natural and still very convenient?
  14. I'd rather throwing weapons had massive damage bonus against all creatures except humans and horses/hell horses (to not mess with the PvP balance), than return into inventory like a boomerang I know throwing weapons (and arrows by the way) returning to inventory would be super convenient and I'd personally enjoy it (at least for a while) but it is super gamey and feels really weird. I am with you on auto picking. We should be able to autopick throwing weapons and arrows from the ground while moving over them (riding, walking or driving) with autopick option turned. I think autopick (and the ability to choose what to autopick) is a very good approach and doesn't mess with wurm's theme or playstyle. It could make archery in PvE far more viable than it is now by itself alone as a new feature.
  15. I dunno about the returning part but would love to see everything else in the game. I believe those in the picture are jarids since jarids have a big heavy metal head on a short wooden shaft while javelins have a small light metal head on a long slim wooden shaft. I think that one in the picture would look pretty dope in the game. It'd be hung on the side of the horse when equipped on the horse.
  16. That's a seperate suggestion but a throwing belt that worked like a quiver would be great. Throwing system sucks now and most ppl avoid it to not throw their supreme smithing hammer or fantastic leatherworking needle into the abyss. It'd be great if throwing only used the items placed in the leather throwing belt container slots. IRL I think you can make a belt not just for knives but also for other short throwing weapons. Some of these weapons (like jarids) were kept in scabbards due being used from a horse which could easily carry those scabbards in an orderly fashion. However, for the sake of simplicity, it could all be used with a throwing belt container.
  17. No to Highlander NÄ°nja -1 +10000 to the weapon toolbelt idea made of leather holding several weapons to easily switch inbetween
  18. I mean after you killed half of their horses with your infinite gauntlet and %90 of them quit, you still have the surviving half of their animals living until old age after their owners have left the game. More people will have to breed their own animals when the breeders are gone and not there to sell the fenced animals and.... Congratulations you have just successfully increased the number of bred animals on the server. Why not delete half of the chars in the game randomly instead? I'm sure it will be fine. At the very least, you won't have more of them as a result.
  19. It will most likely stay locked after half of their animals are killed. No spawns will happen. At best case scenario, it will be unlocked for a week and then become locked and stay locked. The people will remain pissed off much longer than a week. That's why nobody in their right mind would do it. If half the breeders quit as a result of something so outrageous like this, you'd still remain over the limit longterm (after a month or two at most) because there are enough new breeders who are just starting that won't be greatly effected by this and fill the void. I've seen so many horses, bisons and hell horses in Cadence that I don't think you'll even see 1 spawn of them after killing half the bred animals and make half of the breeders quit the game. If you are hoping that a drastic action like this would make %90 of the breeders quit, then you have to consider how long their animals will take to die after they've left. So what is the result? Players quit, natural spawns haven't returned. Congratulations.
  20. Darnok I've already made at least two suggestions on this topic and if you haven't read them and therefore aren't aware of them, that's not my problem. Anyone could make a thousand different suggestions to solve that problem that could be much better than just killing people's animals. It would just piss people off out of their mind and wouldn't permanently solve the issue anyways. If you are looking to fix that problem by making breeders quit, which is the only way this suggestion can provide a permanent solution, then at least be honest about it and say it. I don't think you would start seeing any natural spawns on those animals even after killing half of the bred animals or make half or the majority of the breeders quit. They are way beyond the limit. I've seen their deeds. The only way to solve this issue is by making it possible to spawn them artifically as a result of another action. I've already made several suggestions on this topic with that kind of approach. They haven't received any interest and I don't care enough about this issue to press it any further. I think Devs shouldn't rely solely on player opinion to make changes in favor of new players because of the feedback coming mainly from the veteran players whose priorities sail on different waters. However, this kind of cut everything in half even if it doesn't do anything meaningful approach is only a net negative and irrational. It is like forcing the entire world population to starve for 48 hours to fix a global issue. It won't do anything and only piss people off.
  21. -1 There are much better solutions to that problem.
  22. I mean.... if the mycelium spawned near a high ql lib altar where it is lib's domain (other god altars aren't as good) and stopped spreading and existing certain number of tiles away from that altar, I think it would be completely fine to have mycelium in PvE