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  1. 4 likes
    While reviewing code for Paving i came across the fact it takes just 1 brick to pave an entire tile directly on dirt. I think it is too easy to make this high end road that give max travel bonus. A recipe adjustment could look like this: Speed +: Gravel Made from crushed (?) stone shard + packed dirt Speed ++ Sanded Gravel Made from some sand on Gravel Speed +++ (Any of the following) 1 stone slab + 4 sand on Gravel tile -> Slab stone road 1 slate slab + 4 sand on Gravel tile -> Slate stone road (new!) 1 marble slab + 4 sand on Gravel tile -> Marble road (new!) 4 cobblestone + 4 sand on Gravel tile -> Cobble stone road (new item "cobblestone") 4 pottery cobblestone + 4 sand on Gravel tile -> Pottery brick road (new roadtype, new item "pottery cobblestone") Removed: 1 stone brick on packed dirt Important: Don't forget difficulty considerations when destroying pavements. Increase difficulty with pavement complexity. Important: Building is not about big recipies its about progressively improving the road as described in the post here by yarnevk. Important: Make sure the design choice is separated from the speed maximum for total flexibility. Question: What to do with all existing cobblestone roads made from 1 stone brick + packed dirt? Idea: Make some way of material reuse (potential problem with griefing/stealing then. require high paving skill?) Idea: Make slope restrictions abit less harsh. Idea: Remove water restriction for water passage ways (not sure about this one, bridges will solve this later on) Idea: Make carts and horses affected by pavement (less stamina drain?) Edit: Restructured with thoughts of speed and removed mortar as a requirement (everyone hates mortar) and use sand instead. Also added concept of separating design from speed. /Andreas @zcul
  2. 4 likes
    Visual Diagonal Roads These are a pain to make and look horrid, my suggestion is that either the client works it out and draws a diagonal highway-tile with 1/2 highway and 1/2 grass OR the person laying the highway has to use a menu to set it as a diagonal highway. Advantage of wurm client doing it, is for when a road interconnects with it. As if the person had to do it, how could a 'road' join it. Example of a 2 lane Diagonal Highway +...+...+...+...+...+...+...+...+ .ggg.ggg.ggg.ggg.tt/.HHH.HH/.ggg. g = grass .ggg.ggg.ggg.ggg.t/H.HHH.H/t.ggg. H = Highway .ggg.ggg.ggg.ggg./HH.HHH./tt.ggg. . = tileborder +...+...+...+...+...+...+...+...+ / = edge of diagonal road .ggg.ggg.ggg.tt/.HHH.HH/.ggg.ggg. t = determined tile type .ggg.ggg.ggg.t/H.HHH.H/t.ggg.ggg. .ggg.ggg.ggg./HH.HHH./tt.ggg.ggg. +...+...+...+...+...+...+...+...+ .ggg.ggg.tt/.HHH.HH/.ggg.ggg.ggg. .ggg.ggg.t/H.HHH.H/t.ggg.ggg.ggg. .ggg.ggg./HH.HHH./tt.ggg.ggg.ggg. +...+...+...+...+...+...+...+...+ .ggg.tt/.HHH.HH/.ggg.ggg.ggg.ggg. .ggg.t/H.HHH.H/t.ggg.ggg.ggg.ggg. .ggg./HH.HHH./tt.ggg.ggg.ggg.ggg. +...+...+...+...+...+...+...+...+ The tile type on the diagonal tiles, (e.g. t above) should be determined according to its adjacent tiles, so needs to take into account the 4 tiles next to it, and ignore the Highway ones. Easiest way would be to just replicate the tile between the two bits of the road, so show the same tile type as coloured above, but need to 'normalise' the tile type, so if its a tree, should use grass.
  3. 3 likes
    Making roads can already be an insane project. Clear cutting trees, digging the road down, packing the dirt, making all the bricks you need, and finally paving. Now we'd have to not only pave the road twice, we'd need like 3+ times the amount of materials to do so? This is one of those things that is "realism" versus quality of life, it doesn't have to make sense, there's no reason to ruin more gameplay. -1
  4. 2 likes
    I've been playing this wonderful game for almost exactly one year. I love it, have had great fun, and really admire the work the devs do. That said, some sincere needling is in order, because they have been botching the (admittedly hard) job of late, in important ways. So, on behalf of the aggrieved players at their wits end in houses without rooftops, hand feeding their animals and praying for the spectre of disease to pass over them, I dedicate this song to the Wurm Community. May it bring you mirth: On the first day of Christmas, the dev team gave to me: A bug causing horses to flee! On the second day of Christmas, the dev team gave to me: Two frames a second, and a bug causing horses to flee! On the third day of Christmas, the dev team gave to me: PR excuses, two frames a second, and a bug causing horses to flee! On the fourth day of Christmas, the dev team gave to me: No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the fifth day of Christmas, the dev team gave to me: ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the sixth day of Christmas, the dev team gave to me: Mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the seventh day of Christmas, the dev team gave to me: Fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the eighth day of Christmas, the dev team gave to me: Rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the ninth day of Christmas, the dev team gave to me: Floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the tenth day of Christmas, the dev team gave to me: Ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the eleventh day of Christmas, the dev team gave to me: Multiple stories, ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! On the twelfth day of Christmas, the dev team gave to me: Tweets about parties, multiple stories, ships at odd angles, floors to my ankles, rubberbanding hedges, fancy new rooftops, mythical slate, ME-MO-RY LEEEAKS! No animations, PR excuses, two frames a second, and a bug causing horses to flee! Merry Christmas, Code Club.
  5. 2 likes
    One of the biggest complaints I hear from new players (mayor of a large village here) is that there's really no reason to raise your fight skill other than to kill off pesky critters or hunt for meat. When your fight skill is 70+ there seems to be no reason to go hunting anymore, because most the meat you'll ever need you'll get from guards and fishing. So why not allow monsters a really small chance of dropping rares? With uniques having a much higher chance (like the kyklops) of dropping rare items of poor QL. Like a rare butchering knife, etc... Only on Trolls and goblins I would assume. If anyone has ideas on how to make spiders and such interesting, please suggest them here. This is not an end all solution, but I thought it'd be quick to add and make fighting interesting and something you could do for hours on end. Any other suggestions are also welcome!
  6. 2 likes
    As long as we have the issue open ... Can we also have a review of 20 planks per wood floorboard (used a s a paved tole), maybe make it 10 + 2 small nails, like the roofs and floors are? I'd love to see wooden plankways be a more practical paving feature. Can't be packed/graveled though as its the only way to build on marsh.
  7. 2 likes
    Do you play the game? Concentrate on fixing the insane requirements for some of the new roof and floor types, before you want to mess up paving. Also why 15 bricks (=13 rockshards or so) for something that is not even smooth vs keeping slab (4 rockshards) the same? At least change it to 4-10 slabs to keep it consistent.
  8. 2 likes
    5 tall, strong rock men for Willow, for Christmas. Merry Christmas!
  9. 2 likes
    The unstable client is now 3.1.76-4508 which means these changes should be in it? It would be nice if someone updated the client update tab in the News section of the client.
  10. 1 like
    Hey all, I was going to make this a blog post but then I thought that might be a bit over the top so I will just add it as an addition to the next proper blog post. Basically as of right now our facebook group has 389 'likes' which is cool but it means that only 388 of you (besides myself) have a regular feed of the stuff I put up on there, and on Twitter 738. This is not enough! I'd love to blog everything on the dev blog (as that goes to the forum, twitter, facebook and the launcher) however that would get a bit spammy. What we do instead is we start discussions, ask little questions, put up teasers and some other cool stuff on twitter and facebook. It's a great way for you to be able to engage with us, ask us questions, and see some of what we are up to. Many of the individual team members are on Twitter too and they would love to hear from you! What I would love to see is more players following us on Twitter and Facebook! So, as a special reward... I will see to it that once we hit 1,000 facebook likes, a random player who has liked this forum post will recieve a mega-rare set of tools (in-game of course) made from silver. These are not craft-able by players, although they act just like normal tools. NOTE: The old competition was one of our facebook followers but it was pointed out that we can not do this, so instead the winner will be selected from someone who has liked this forum post, once we hit 1,000 facebook 'likes'. Remember: You will only win if the Facebook page is liked or our twitter account followed, so no sneaky business!
  11. 1 like
    The point behind this thread is that supreme (and I'm guessing fantastic) items currently have such a small increase in item efficiency that it isn't even noticeable. On Freedom, I wear an 80ql supreme iron chain jacket. I can't notice the difference between it and a normal jacket of the same quality, which I used before I made the supreme jacket. I think that supreme and fantastic items are rare enough that they should have a noticeable increase in efficiency. I admit rares are easy to get and probably need no changes. However, it is very disappointing that supremes and fantastics, which are very rare, don't have much of a bonus, if any at all. This could be a great game mechanic if there was any point in collecting them and envying them other than bragging. In my opinion, rares should have 5% or less extra efficiency, surpemes should have more, maybe 10-15%, and 25% or more for fantastics. They should be able to have more than 100% efficiency, or their efficiency at 100ql. Some of you that complain about how this could unbalance PvP. Five percent for rare is in no way unbalancing, and supreme and fantastic items, let alone items that are actually useful in battle or for any function other than building components, is small enough to allow a decent, noticeable bonus. Also, making supremes and fantastics powerful will encourage PvP. People will envy those with these items and will attempt to find them, raid them, kill them, and loot them. Discuss.
  12. 1 like
    Interesting site: http://voxelfarm.com/vfweb/blog.html [media]http://www.youtube.com/watch?v=Y5arfh0kJTo [media]http://www.youtube.com/watch?v=-aTsZGAK8Lo He is talking now about using the engine for sandbox style games, such as Minecraft or Dwarf Fortress.style games. I imagine it is years down the road to realization, but can you imagine a Dwarf Fortress/Minecraft or even a single-player Wurm style game that looked like this? He has other videos here This is not the same as that Euclideon "Unlimited Detail" controversy Notch tweeted extensively about, Miguel Cepero (author of the blog in the opening link) actually did a lot of extensive digging to join in Notch's accusations that the Euclideon team was massively and aggressively overmarketing their own abilities with it. I think Planet Explorers is somehow using the same basic voxel usage (maybe?) but the graphics look a lot simpler, and more important not procedurally generated content like Minecraft/Dwarf Fortress, which is what makes those games so popular and gives them infinite replayability. LIMIT THEORY is probably a lot closer as an example of a procedurally generated content game but its a space exploration game so harder to compare. .
  13. 1 like
    42e sorry for jumping out, but good luck to you all =)
  14. 1 like
    -1 leave as it is. did someone complain it was too easy?
  15. 1 like
    3 or 5 bricks per tile maybe, but we then NEED an option to spam bricks easier without click-click-click-click all the damn time.
  16. 1 like
    This will be the new Wurm Online Intro song.
  17. 1 like
    Exactly why should slate be rare? It's a very common rock. Marble should be far from rare also but maybe difficult to mine. Would be good to require a special hammer or chisel or a hammer/chisel combination of some kind.
  18. 1 like
    From a basic design in MS Paint, to the completed house in game Edit: More up to date screenshot added.
  19. 1 like
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  21. 1 like
    I can never understand why people complain about things like this and suggest that Rolf do something about it.... Who cares if someone deeds something and then fails to utilize it to the potential that others feel it should be? If someone wants to pay for a deed and do little or nothing with it, accept it and move on. Don't try to dictate to others what they do and don't do with their own deeded property. -1
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  23. 1 like
    Here's what's everyone is interested in: Pottery brick floor: trovel + 10 Pottery bricks + 10 mortar (25 paving kill) Marble slab floor: trovel + 2 marble slabs + 10 mortar (40 paving skill) Slate slab floor: trovel + 2 slate slabs + 10 mortar (30 paving skill) Stone slab floor: trovel + 2 slabs + 10 mortar (25 paving skill) Pottery shingle roof: trovel + 10 pottery shingles + 10 mortar (25 masonry skill) Slate shingle roof: trovel + 10 slate shingles + 5 mortar (30 masonry skill) Wood shingle roof: mallet + 10 wood shingle + 2 small nails (5 carpentry) Thatched roof: mallet + 10 bunches of thatch + 10 metal wires (25 thatching skill) The paving skill does not seem to be on curve on epic And damn mongols, give me back my trovel! ( )
  24. 1 like
    10 story building, 5x5 base with 94.63 carpentry. Can make fences and walls on the tenth story but not a roof over it.
  25. 1 like
    You could have it that when guards die, their equipment is stored in the tower, and the next guard who spawns takes a random alottment of stuff from the tower. Only the owner of a tower can remove or add items to the tower, and keep track of the owner like you would a boat.