Simyaci

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Everything posted by Simyaci

  1. That's a very good fee structure. It goes easy on the sellers while disincentivizing spam and storage. There will still be silly items for high prices but if items are categorized and listed well, it won't be much of an issue. One major issue I can see is that people will be able to place a brick for 20 irons paying 5 c and sell it for 20 irons getting their 5c back. This could be solved by making the minimum value of sale 1 coppers or 5 coppers or another low value that won't allow material spam which could actually get bought and return the deposit fee.
  2. 1.77 level Lockpicking guy managed to enter the top 50 NFI rating. LMAO! Chaos is pretty old so there are some 30 levels on the bottom in SFI. Look at the great masses of PvE Lockpicking enthusiasts! I was worried the OP could be wasting his time trying to promote a skill he was just starting to level up and feel excited about but I am glad my worries were misplaced.
  3. That's a valid point. I think these spawns should be more rare so the alternative suggestion, only spawning those farm animals (only 1 at a time) when a moi happens during killing or burying would be the way to go.
  4. I think one valid answer is: Too Much Hassle, Too Little Fun.
  5. Jingerjas I don't know which server you live in but in a lot of servers there are 0 horses, 0 bisons, 0 donkeys or 0 hell horses ever spawning. That's because of breeders hitting the maximum creature limit on that type of creature and keeping it from ever spawning again. I think it is already far beyond the limit on these creatures on some servers. I think what I am suggesting is a safe and balanced solution for this problem. People always complain about this problem and I am bothered by it as well.
  6. I'd to like to suggest having a low chance to spawn a farm animal randomly on the server when a troll or goblin is killed. These spawns would occur regardless of the creature limit being filled by breeders or not. It would be immersive in the way that you could think it is because these animals were being kept by the troll or the goblin but they managed to break out when they were left alone for a while. You could think it was hidden being held in captivity by a troll or goblin and now it released itself and it is in the wilderness. The low chance would also help with the immersion. The farm animals that would spawn with a low chance after a troll or a goblin is killed would be donkeys, horses, sheeps, rams, cows, bulls, bisons and hell horses. One of these would be randomly chosen to spawn with a low chance when a troll or a goblin is killed. I think %10 chance is fair. The alternative suggestion is to not bind these spawns to killing troll or goblins but to spawn one of those farm animals whenever a coin moment of inspiration happens when killing or burying a creature.
  7. Honestly, I don't understand why Horse Armor isn't providing more protection than it does now. It is a lot of work and material to craft these bardings and the horses still go down relatively easily in PvP even with the armor on from what I understand. They were going down pretty easy anyways back when I was playing.
  8. Changes and new things always bring more people and keep it alive like blood flowing to keep the parts of the body alive, while dead silence for years and being abandoned to die causes a continuous loss of blood which leads to death of the parts and then the body as a whole. I think WU is the real potential for Wurm that has not been harvested properly. They could market it as make your own roleplaying game, selling it as singleplayer. You can crate a lot of events, hostile environments and obstacles for yourself in Wurm Unlimited by using a GM account as a narrative setter on your own offline server on top of your regular character. However, right now it is in a very raw state and it is not even very practical for anyone who is not already used to it to start your own offline server and set things up for everything to be as you like it to be. There is also very little customization of the server in the beginning when you are setting it up on the game itself. You can't even look at your character in 3rd person.
  9. I'd be fine with it if opening it regularly (in a clumsy way) gave you regular rewards while opening it more professionaly with a lockpick gave you a chance to obtain some extra rewards based on what could already be inside those chests already, only from items that are in the regular opening pool. It could even be expanded to treasure chests and more. However, you'd still need to have a PvE skill alternative for the same purpose like what I've suggested and possibly more. WoW has craftable key alternative (and some other items with the same functionality) to lockpicking because only Rogues can lockpick. The PvP'ers in Wurm are similar to Rogues in WoW. They have the skill. Hundreds of people leveling the skill from nothing for that purpose would be like grinding a Rogue from scratch in WoW as an alt to lockpick your chests, due not having any alternative. WoW had a lot of Rogues both as mains and as alts. Even those who didn't play a Rogue often had a Rogue alt already. Yet still, WoW provided alternatives to lockpicking to open these lockpickable items. We don't have as many PvP'ers as WoW had Rogues in percentage and PvE players don't have as many PvP alts as WoW players had Rogue alts. Yet still, we should not have any alternative to lockpicking and let it monopolize content? I think it is a PvP should reign supreme over everything approach. It won't make PvP'ers out of PvE'ers, if that is a side goal. The reason why PvE players don't want to step foot in PvP is not because PvE doesn't have enough PvP in it, it is because PvP doesn't have enough PvP in it. Wurm PvP has always been all about eliminating competition, settling more land, choking enemy expansion and not leaving breathing space for new kingdoms to pop up. It is a big monopoly game board.
  10. It is not a PvP skill because I've said so, it is a PvP skill because it has had no utility in PvE since the dawn of time and PvE players made their decisions based on that while it has had full utility in PvP and everyone made their decisions being aware of that. It is a PvP skill because that's how the game is designed and how it remained that way. Sure, it can slowly make its way into PvE and start getting more and more utility. That'd change the reality and we could have a reason to level it up and it could become a common skill in PvE. That's different from letting it go from nothing to monopolize parts of the PvE content, going from zero to hero just because PvP'ers have leveled this skill high already. Who leveled this skill thinking that the skill was going to be given monopoly in PvE? It can be a both PvP and PvE skill, with little steps, with fair changes. Sure, it can be that. Right now, it is not that, it is a PvP skill. Kochinac doesn't even want to share the monopoly he wants on new upcoming content with any PvE skill when the content is PvE by its nature. I don't even have 70 pottery (or locksmithing) on any character on any cluster. There are a bunch of 90 or even 95+ skill potters and locksmiths in both clusters and none of them are neither me nor people I know. I haven't suggested anything based on what would benefit me the most, but rather what would make the most sense. Lockpicking doesn't even have a foot in the door of PvE but Kochinac wants Lockpicking to own the place. This skill has been blocked from PvE from the very beginning, so Kochinac making a few topics within 48 hours doesn't magically make it prevelant in PvE all of a sudden, after more than a decade of absence of utility which still continues today. That much of a jump is completely unreasonable. If the desire is not for the skill to have the lion's share in the usage of these items but be a form of practicality like natural substances and source salts are in making potions, then this is not reflected at all by the strong opposition expressed to any PvE skill sharing the utility. Warhammer is a skill too. It is not a PvE skill, just like Lockpicking. I'd like Warhammer to also have utility in PvE by Warhammers being added into the game. Not the artifact but realistic medieval warhammers, like some of the maul skins but as items. However, it has no presence in PvE right now so I wouldn't want the skill to have monopoly on any content outright without even being a thing in PvE. Some people might say Warhammer is a silly example because it barely served a purpose even in PvP in large. They'd be right. It still had far more utility and relevance in PvP than Lockpicking ever had in PvE. Also, saying Pottery has less utility than Lockpicking in PvE is ludicrous.
  11. Am I getting this completely wrong or are you proposing that while most of the loot in goblin camps (PvE content since the goblins are not players but environment) can be utilized by everyone including PvP players, some loot should be only available to be utilized by PvP players who are the only ones with a high lockpicking skill? Majority of the PvE content goblin champs should be available to everybody while some of the content should be PvP player exclusive. Is that the suggestion? I am not saying lockpicking shouldn't have any utility in PvE. All I am saying is that a PvP skill shouldn't be able to monopolize any PvE content, especially new upcoming content. Is that really too much? If anything, all the loot in PvP should be locked and require lockpicking while all the loot in PvE should be readily accessible. That'd make much more sense than gatekeeping and monopolizing PvE content under PvP skills. In short, I don't think any PvP skill should be a gatekeeper of any PvE content or have exclusive access to anything in PvE.
  12. I think you are thinking of WoW where you could lockpick mob looted/pickpocketed small chests (that could be kept in inventory and easily traded) as a rogue. However, let's not forget that smiths could forge keys that could open these lockpickable items and also gates in WoW. I think if we get similar chests in wurm, we also need the ability to open them with a forged key. Pottery isn't a very useful in Wurm Online despite not being any easier to level than the other crafting skills.The potters could make a special wet mold that has to be higher than the lock's QL to be used, and the locksmith could get that wet mold to make a key using the lock. On the other hand, the key could be crafted independant of any lock and based on the mold (crafted by the potter) ql as max and skill (locksmithing) and metal ql as average, having universal utility on locks while requiring to be within a narrow QL range with the lock. The key would require an alloy like brass, bronze or electrum if the weight of metal required is high or a rare metal like empyrean if the metal required is very low. Then that key could open a lock if the QL fits in a narrow range. It could use a skill as skill check to have a successful attempt while failed attempts would damage the key. The higher QL locks would be harder to open even with their respective narrow QL range keys while higher keys would also receive less damage. Either that or the keys would be repairable and higher QL key would naturally lose less QL when repaired.
  13. I am waiting for the auction house to be implemented to participate in a bid auction in Wurm Online for the first time. I can't be the only one.
  14. There would have to be an alternative that brings use to a currently useless PvE skill if the PvP skill lockpicking becomes necessary for opening any loot in goblin camps. Goblin Camps are a PvE feature anyways. It would be strange if it would get gatekept by a PvP skill. You could say it would become a PvE skill if goblin camps require it, but it doesn't change the fact that most PvE players have 1 level in that skill while most PvP'ers have a high lockpicking skill. Let's also not forget locksmithing. I'd assume PvP'ers have a higher locksmithing skill to make the picks but at least those can be bought. If lockpicking is going to be necessary to open loots in the goblin camps (even if not all of them but some), we are going to need Non-PvP based skill alternatives to open those loot containers. Then it would be balanced and everybody would be happy. Priest could open it with some of their skills. Alchemists could open the locks on the locked containers with their potions. Toymakers could have gadgets to open the locks. Special wet molds made by Potters (the ql would need to be higher than the lock) could be used by Locksmiths to get a key molded on the lock.
  15. This idea might be a little silly and unnecessarily complicated but it came to my mind anyways so I wanted to share it. 1c per day for regular bid based auctions. No daily cost for no bid buyout auctions (if it sells) but you have to pay the %5 tax upfront based on the sale price you've set and 7 coppers from your own pocket when putting up the item there. Your nobid buyout auction stays at the auction house for 7 days by default. You can't make it longer or shorter. If your nobid buyout auction sells within those 7 days, you get full value from the item's sale value since you've already paid the %5 tax upfront, and you get your 7 coppers back. If your no bid buyout auctioned item doesn't sell after those 7 days pass, you get your item back through an automatic mail and you get the %5 upfront tax you've paid upfront back, but you lose the 7 coppers you've paid upfront. If you withdraw the item before the auction ends on your no bid buyout auction, you pay 3c default withdraw price and on top of that, 1c for each day it has been in the auction system. So you pay 10c if you withdrew it at the last day and 3c if you withdrew it within the first day. You can't withdraw the item if you don't have the money to do it in your bank. You pay the full withdraw cost from your own pocket and you get both your %5 paid tax and your 7 coppers back.
  16. If the fee is paid upfront (30 coppers for 30 days paid upfront drained from the bank for example) and is not reimbursed after the sale based on the unspent remaining days, I think 1c a day is a good cost to keep people from spamming and keeping items for a long period of time without good reason. You'd need to spend 30 silvers a month to keep 100 items forever in the auction house.
  17. If some chests were locked and if anyone could open it but opening it would involve a long timer unless it is lockpicked, and the lock quality made the timer longer, I think that'd be fair.
  18. +1 but I'd rather they added some kind of alchemy or natural substances mixture that is crafted to get rid of drunkenness instead
  19. All that I've read so far makes me believe it will be almost identical to the World of Warcraft auction house with a few differences here and there. That means it is going to have the no bid buyout option as well. I must have missed the point where it has been stated that it will only be bid auctions in the beginning. Where was that mentioned?
  20. I agree with limit on player ongoing auctions but I think 5 is simply too low. 5 is a good number for freemium characters. We need a lot more for premium. I believe a 10 daily and 50 in total ongoing auctions limit per premium character is the way to go. The limit won't be necessary if the 3c fee stays.
  21. We are going to need a lot of backpacks.
  22. If you've publicly said that or privately made contact without having a friend outbid a legitimate bid, you would have spared yourself the embarressment and the humiliation, not the bidder.
  23. +1 You should be able to lockpick it without breaking any rules if the game lets you to bash it open (offdeed).