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Showing content with the highest reputation on 10/12/16 in all areas

  1. 13 points
    Wurm Online Conflict Reports is a new PvP recap series that ANYONE can submit their PvP footage to, to get their very own episode! WOCR is also orchestrated by the same person that brought you Blacklight Epic News back in Epic's prime. The first episode: The Crusaders vs Jenn Kellon at HotA on Chaos. HOW TO SUBMIT YOUR OWN CLIPS - Your videos MUST be 16:9 resolution and AT LEAST 1280x720. - Videos MUST have game AND chat audio. (After much trial and error, videos without chatter are just far less interesting.) - Be at least 5 minutes long. (To avoid editing constraints.) - PvP only. - Host the clips somewhere in either .zip or .rar and email them to wurmconflict@gmail.com Thanks everyone. Hope you enjoy. - Storm
  2. 7 points
    Wurm University is a training Player Made Kingdom (PMK) in Wurm Online that exists to train new players in the basics of life on the Chaos PvP server. The University will build a strong PvP reputation in HOTA, roaming PvP and raiding when required. It will have robust management with Chaos veteran players to help build knowledgeable lecturers (instructors) and quality students. The heart of the kingdom resides in teamwork through PvP, kingdom events and cooperative help in the alliance chat channel. Wurm University’s objective is to teach players how to play Wurm Online on Chaos and create more content for all players on Chaos. In order to accomplish this mission we will constantly adapt, evolve and change as Wurm changes. Players are welcome to join us to learn what they can and either strive for a higher position within the Kingdom to help with the newer players, or join another PMK that they are interested in. Wurm University can provide guidance and knowledge on how to survive and thrive on the Chaos server. Our experienced players known as Dean's, can help newer or older players to establish themselves and gain know-how to play as a successful Chaos player. The Kingdom can currently provide: an escort from freedom servers to Chaos established deed (currently the capital) - with room for player built housing. horses kingdom armour sets kingdom weapons basic tools food (nutrition and CCFP) Other kingdom provided wares can be added as the kingdom grows and we have more players to share the load. Wurm University wants newer or older players that are willing to give the Chaos server a try. We want keen and enthusiastic students to learn all there is about Wurm Online and we want the experienced freedom players to shorten the newer players learning curve; and possibly learn a thing or two about the different game mechanics that the Chaos server provides. Our only requirements for player involvement in the kingdom are simply that you: have a premium active account; can ride a horse (21 Body Control); and have a minimum of 70 fight skill. On specific request, we will accept very new players without the two skill requirements if the person is requiring the knowledge or assistance to grind these two specific skills. However, these skill levels will be mandatory before a player can receive Kingdom armour or weapons. If you are new to the game or a veteran freedom player that would like to experience the rush of full loot drop PvP, then consider joining Wurm University. You can apply to join on our forums at: http://www.wurmuniversity.com/f2-applications
  3. 5 points
    Dockfronts on The Wurm Unlimited server, hyperborea by Boyar. Hi all! Another week has gone by, and we're nearing the end of the year, with the jingle bells in the distance, and some man in a red suit being spotted all over the place. We've got a bit of news as we work on refining the massive changes in 1.3, so lets get to it! but first... Patch Notes: Seedlings steps up! After months of tireless work as the assistant wiki manager, Seedlings will be taking over as the wikipedia manager from here on out, recognising her hard work and dedication. We'll continue to be updating the wiki to incorporate all the changes that came with 1.3, so if you'd like to lend a hand, or just obtain a wiki account for general updating, feel free to fill out the form below! Alternatively, you can always post information on our wiki maintenance section of the forums, or in #wurmpedia on IRC, our wiki assistants and editors are always happy to ensure that information gets updated as soon as possible. SotG changes This update also saw Shield of the Gone changed to start kicking in at level 7, with 6% DR, scaling up each level to the full 30% DR at level 11. This change hopefully takes some of the wait off with SotG as we move forward, but we will be looking at an entire meditation overhaul in the not too distant future, covering all paths to ensure that they are fairly balanced against each other. Securing Yesterdays patch notes including an option to "secure" plantable items. Currently the list given is not fully functional due to a bug, but the new ability will allow players to secure items that could not be planted before, meaning greater protection of these items. We'll also be adding a few bash options for existing items, allowing players to remove some things that they couldn't before, and ensuring there's a way to knock secured and planted items down too 70 damage to be able to pick up when off deed. WU beta With this weeks update out and most of the bugs squished, our next major focus is on Wurm Unlimited receiving the beta update, so rest assured the wait will soon be over! The recipe system teased will be coming with this, and we will have a special section of the Wurm unlimited forum for the creation and sharing of these player made recipes (I have also heard of at least one or two recipe generation tools being worked on). Community Content This weeks community content is going back to an older mentioned one, the Wurm community radio! The radio station is up and running at http://www.lifemud.com/radio/ and they are looking for volunteer DJ's! If you like the idea of rambling to a captive audience of wurmians for up to an hour (who doesn't, I've seen you all on GL chat!) feel free to apply! That's it for this week though, we'll have more information about the WU beta over the coming week, and hopefully have a date by the end of it. Until then though, Keep on Wurming! Retrograde & the Wurm team.
  4. 4 points
    Hello all, We are creating a competition for the design of Wurm University's Kingdom Tabard / Flags / Wagon and Military Tent. We will be taking submitted concept designs for a couple of templates. The templates we want to see as the concept design at a minimum is: The Tall Banner Flag All other templates can be submitted, but we realize that the time frames (with people going on vacation) is a little short, so many may be only to provide the minimum templates. Wurm University will then post them in a thread with a poll and allow the Wurm community to vote on the best looking concept design! The winner will be announced and Wurm University leadership will work with the winner to complete the other templates based on the winning design. The winner will receive 2 full kingdom PMK sets , small moon metal set , 2 x NoGump Hota Statues and an 80QL Rare sailing Boat! 1 Kingdom PMK set = 2 x Tall Kingdom Banner, 2 x Kingdom Banner, 2 x Flags, 1 x Wagon & 1 Military Tent All concept designs are to be PM'd to this forum account (TheDean), by the 26th of December 2016. A Wurm forum vote will be publicly released on the 26th of December which will run until the 6th of January. The Wurm PMK graphics template can be found here: For those of you wondering what Wurm University is, please see the link below: If you have any questions regarding this please feel free to ask in here or PM me directly thanks. HAPPY DESIGNING! TheDean
  5. 4 points
  6. 3 points
    Rather than your standard bashing and berating of Retrograde (and staff in general), you may want to clarify your problem and point so that we can attempt to assist you. Your forum posts all seem to have the same theme to them, which is rather unfortunate. As Retrograde said, patch notes are posted in the same place every time. It's actually an interface for our website - not the forums. It's then copied to the forums. The client pulls from the website directly. Retrograde does it properly. The one time I attempted to do patch notes, I did indeed bugger it up by posting directly on the forums.
  7. 3 points
    I'd like to state that i fully support this movement. I was writing guides to post publicly upon a server reset or merge for new players, but instead, i could share it with this group privately.
  8. 3 points
    Some Updates All the offers for assistance in completing various parts of the deed, thank you all very much. I would take more folks up on their offers but it is also a matter of my being around to coordinate in any capacity the working on them and materials and permissions ect. That said, there are a few things such as Nahjo favor that more of could certainly be used. My goal there is 100,000 favor stocked up, as at this moment the 10,000 wheat is only worth about 30,000 favor. The only real thing left to do is simply to move the appropriate furniture into each room and position in accordingly. I decided to just run with the first Inn building as it's the only completed Inn piece and I want it to shine! Also, thanks to the hard work of Theonis the first colossus was completed and the second one is nearly done! As for a sufficient cooking station, I have an area set aside at the front next to the main Impalong structure that should be doable to use as a cooking station. I don't have the time nor the resources at this point to dedicate towards its construction or anything like that so if anyone is wanting to contribute in that capacity and to coordinate its construction and setup I am more than happy to work with them on the necessary permissions for such a project. To be clear, the Inn rooms are individual, as in I can set each door up with a specific player or multiple players as having the only access to that room, thus making it a safe location to store your valuable if needed as well. Each room comes outfit with a bed, wardrobe, coffer, and bedstand. Nicrolis has had to cancel his sporadic fishing contests due to real life taking it's nasty hold upon him. Lastly, spread the word! I want this to be like a big blowout sale; for everyone who possibly can to attend and partake in the fun. If you don't have skills to contribute then just come to get things improved/enchanted and partake in the games/giveaways. If you don't have anything you want to get improved/enchanted then hell, just come to enjoy the atmosphere! I hear of some Wurmians working out taxi services to allow others to attend this Impalong, so post here if you are offering that. PS: I just got to painting the lamps on deed to Christmas green/red colors and it looks amazing if I do say so myself! PSS: If I missed your name in the donator's list PLEASE let me know so I can add you.
  9. 2 points
    Honey does not naturally decay. Why go through so many realistic things, ruin food fast if we carry it, add a pantry to store food longer (if we had snow which is more rare than supreme salt for 42 days) and THEN make honey something that decays. Seriously this one just bothers me. I feel i would lose some self respect if i had to suggest something so obvious, so i just want to know why. So Why?
  10. 2 points
    After numerous struggles with hives, having put together the following: * Regarding the area a beehive will look at, it depends on the QL of the hive. 95ql - 11 tile radius * the larger the area that a hive can gather from, the more honey and wax it will produce. * The best tiles for honey production are grass with flowers. * Hive areas can overlap, but a given tile only contributes to 1 hive. * Bees will consume either honey or sugar approximately once every 5 RL days, with a preference for sugar This was info found here and here. I placed an "optimal scenario" on deed. There is a single, 95 ql hive, which is active, locked and secured, in the centre of a 23x23 area consisting of purely flowers. Every single of the 529 tiles is planted with flowers; no grass, no trees, no dirt, just flowers. There is a stack of 10x 91 ql sugar placed inside the hive for the bees to prevent them from consuming their own honey. I expected because of the sheer amount of flowers I would be seeing a very good production of honey. In 12 hours, they have produced a measly 0.01 kg of honey. It is currently ingame summer, so there should be no slow down becuase of cold weather right now. I was going to post this as a bug but the thread I had on honey production was closed as resolved, so I don't know if this is a bug or intended. Will update in another 12 hours to see if anything miraculously changes. The 6 lower ql hives placed closer together on farm crops produced a combined .95 kg in the same timespan, with the lower ql hives producing more than the higher ql hives. Lower ql hives on crops are producing more than a 95 ql hive on flowers.
  11. 2 points
  12. 2 points
    11 hours have passed since last checking. .02 kg of honey has been produced. in comparison, in the same amount of time, the following hives (placed on crops) have produced: 59 ql - .22 kg honey and 2 wax 67 ql - .20 kg honey and 0 wax 90 ql - .45 kg honey and 1 wax 60 ql - .06 kg honey and 0 wax 90 ql - .45 kg honey and 1 wax 53 ql - .11 kg honey and 0 wax Other than a small factor of randomness, it seems flowers are simply horrible for honey production whereas pandalet wrote they would supposed to be the most effective for it. 90 ql hives on crops will produce about a full kilogram of honey per 24 hours. This number seems good. 95 ql hives on flowers produce 0.03 kg honey per 24 hours. This number seems bad.
  13. 2 points
    Awesome Idea! If you need anyone to make youtube tutorial videos for anything specific to your university, I am more than willing!
  14. 2 points
  15. 2 points
    We won't be able to attend. Hope you have a wonderful day and HAPPY BIRHTDAY!
  16. 2 points
    I'm bumping up an old thread because I want to call someone specific out for an amazing deed. Most have heard that the MR forums were hacked, and subsequently someone got onto my account, stole everything of value and sold it so quickly that nothing could be done to recover it. Enki found my most prized lost possession, my black drake armor, had been sold to someone (who had NO idea it was stolen). this person contacted me and after verifying it was my lost set, SENT IT BACK TO ME. I couldn't afford to pay him what he spent but he didn't ask for anything. So, salute to my new hero, Smokesthebear (Snorlax on the forums). If you see him around Exodus, make sure to salute. Also, if any of you purchased on November 26th a smc, supreme hatchet (maker - charabis), a rare hatchet with a very good imbue, an addy helm or glitter axe, enjoy the spoils of my losses and hope you get many years of good use out of them!
  17. 2 points
    Wow, I clicked the sensationalist title, and it was just about fake numbers... Ok, so since I am replying. 1. Thanks to the mature developers responses. I have to agree, logic, common-sense, free-will, etc. 2. Thanks to forum mods for not closing this in a censorship fashion, this is nice to see too. Lastly, 3. Fake players does not really bother me, nor do they influence the play. We have a server, that I didn't even bother to spam about in the forums, with 3,4, who knows, maybe 6 people playing. It's great, I love it. Rocksolid. Sometimes when 5 of us are online, it still says 0 in the server list. I just don't care. If people only join for player count, then it's not the kind of people I want around anyway.
  18. 2 points
  19. 1 point
    Prenote: Terms such as "Offensive CR" and "Defensive CR" are used throughout the suggestion. This does not necassairly mean actual CR codewise but rather modifiers that gives bonus hit chance for offensive actions or miss chance for defensive actions that would equate to the CR mentioned. Basics All 5 paths (Love, Hate, Insanity, Power, Knowledge) got their own individual passives. These passives scale linearly based on player level starting with level 2. (10 levels in total) Meditation abilities are not dispellable... since they arent spells. The max cooldown between path levels is reduced to 1 week and thus lets players experiment with diffrent paths without feeling they are horribly gimped by doing so. The skill level is what truly restricts the player. Love performs 3x healing for all non-spell sources. (+20% per level. This includes cotton, lifetransfer, regen and mycelium absorbation) Hate gets 20% dmg bonus and 20% offensive cr bonus. (2% per level. does not stack with passive faith bonuses.) Insanity gets 20% dmg reduction (2% per level.) Power gets 30% stamina reduction (3% per level) Knowledge gets 25% skill increase (2.5% per level) Now with that out of the way, here comes the fun stuff. Each path has 4 abilities that are choosen when to unlock. New ability choices are given at level 4, 7, 9, 11. One ability is unlocked at a time. Love Refresh Unchanged. Enchanted tile same functionality except that enchanted tree tiles yield 3x harvest. Love effect When used on the ground it makes all hostiles in local friendly for 10 minutes. If used towards a specific non-unique non-tamed non-valrei non-human creature it will perform a strong charm/dominate effect and turn it into a pet. Includes unusual types of creatures that normally cant be turned into pets, like whales and kingdom animals. (sidenote: You can currently ride aquatic creatures like crocodiles in water. Human and Humanoid isn't the same thing.) Cooldowns are unchanged. Soothing presence Permanent aggro-range reducing buff (similar to the newbie buff). Also makes taming and breeding easier. Power Erupt/Freeze Allows the creation of lava on rock/cliff tiles aswell as turning lava into rock. Same timers as currently but domain influence doesn't matter. Erupt only works inside your own kingdom like currently. Erupt can also be used on forges and ovens. Thereby lighting the oven/forge, fueling it and turning all items inside them searing hot. Freeze can be used on any container and instantly cools all content within. Elemental Immunity / Lava Walker Passive buff that gives permanent 50% reduction to all sources of fire, ice, acid and water. Active 30 minute ability with 3h cooldown. 50% reduction to all sources of fire, ice, acid and water. (the passive and active ability stack as additions. thus giving full immunity togheter) Might 2 hour ability with 4h cooldown. 50% increased carrying capacity and 50% longer stuns. Wanderer 60% stam reduction for movement (includes walking, swimming, riding, sailing, climbing, dragging). Does not stack with the level-based passive. Knowledge Get Info Combination of level 1 and 3 get info. Thus giving general information, affinities and carrying weight all at once. Also gives +4CR in combat against that specific target for the user. 1h cooldown and the effect last 15 minutes. Survey Area Slightly modified Get info level 3. Informs you of all creatures and settlements in local aswell as showing all tracks of the past 3 wurm days (same as tracking) at your location. 1h cooldown. No skill loss Unchanged. Attention to detail Passive that gives +2 radius for prospecting/analyzing, 10% higher chance for rarity rolls to succeed and +2 passive CR. Hate Rage Rage: Gives 4x increased damage from bashing and 25% dmg bonus to siege engines for 15 minutes. 1h cooldown. Frenzy +50% attack speed and -35% defensive CR for 1 minutes. 15 minute cooldown. (also modifies minimum swing timers) Roar Turns all agressive entities in local passive against the character for 2 minutes and breaks their combat with the character. (This includes guards and kingdom animals) Also provides 2 defensive cr for the duration. 30 min cooldown. Targeted at the ground. Hatred Passively adds a 1 minute debuff to anything that hurts you. If the person who gave the debuff attack the person/creature with the debuff they receive +2 offensive CR. Insanity Break Reality Teleports the character to a random tile on the server, heals all wounds, removes all spell effects, gives a 10 minute +25% speed boost and +5 CR. Also performs a Fill effect. Same restrictions as normal teleports. Makes the eyes of the user go black for the duration of the effect. Unstable Passively gives 15% dmg reduction in two resistances that shifts to random new ones every minute. Imagination Activated ability that removes the largest wound of the user and gives single-target spell immunity for 5 minutes. 45 min cd. Also spawns 2 random insanity illusions that only the user sees. Nightmare Activated ability that spawns a neutral shadow being (translucent and black shaded fog spider, wolf or wraith) that attack the closest hostile entity with the power of a dominated troll and dissapear after 30 seconds. 30min cooldown. Summary Poor abilities removed New abilities added Choices Rewards the player from the get go and keeps giving more things as skill and level progress. Thus keeping it very newbie friendly More choices in how the player wish to progress and if they want to try a new path after achieving high skill it wont take long to get high meditation level again.
  20. 1 point
    Current Jetty has two issues: 1. Very rough cut timber for the awning. Looks like someone just used wood scrap to finish it off. 2. It only sort of matches wood shingles, but not any other roofing types. What I would like to see is a complete removal of the wood scrap, then add in a material component of either thatch, clay tile, wood shingle or slate shingle. Then when you complete your jetty, it will really fit properly with whatever type of roofs you add to your Timber Frame house. Old look: New look: I'm a terrible graphic artist, so the image above is a bit cheesy, but you get the idea.
  21. 1 point
    Hunt Date/Time: Sunday, 11 December 2016 2:30 PM CST (Please be there 15-20 minutes prior) Fighters: 70FS, 70ql weapon, 40 in the appropriate weaponskill, wearing armour during fight. Bystanders: All welcome to come watch the fights and get free blood! Loot: We will do a number of /random rolls equal to the number of items butchered. Each winner gets to choose 1 item. Limit 1 item per fight per person. Valrei items are considered to be 1 item per charge (three raffle draws instead of one, more loot to share!). There will be unlimited slots, one per RL person. Every fighter who is signed up (two hours before the fight) with qualifying stats and gets on the twitter kill list will be given a raffle slot. The Healing Priest will as well, if it is not an alt played by one of the Fighters. (*edit* We are not responsible if Twitter does not list you) Everyone is welcome to attend to get blood from the unique.(You need to be in local range, and be a premium player) Signup Sheet - Be sure to post on this thread to get your name added. First given Location is the southwest corner of the bay at O19; will be more specific in 2 hours.
  22. 1 point
  23. 1 point
    maybe use karma to change abilities later on
  24. 1 point
    It's not meant to advance crop stage, but tend to the fields and add yield (which it now does). The rune of Fo adds 1 extra tend at a 10% chance each rake, you see a message stating: [17:48:33] The rake seems to have an extra effect on the field.
  25. 1 point
    3 days ago there was a recipe for tagliatelle and human sausage, yesterday the option did not come up if you want to improve morality , go outside and change the world.. this is a game, we have black lighters, let them be black lighters.
  26. 1 point
    Good progress so far; it keeps rubbing the lotion into its skin.
  27. 1 point
    that is from the xan alabyrinth event, to wipe those, go to a starter town, and find a sign that says "labyrinth" if you examine that sign it will send you to the labyrinth (from any starter town). There will then be another sign that resets all missions and removes those.
  28. 1 point
    which notes are you referring to? The notes that go to the website are also displayed in the browser, and a bot posts them on the forum, they all come from the same source.
  29. 1 point
    left elaborate shoulder pad, leather 75 1 2s To me, To me! =)
  30. 1 point
    A bee farm should not be formed from a single hive, but it should be an agglomeration of multiple bee hives, all together.. So my suggestion would be a bee farm rack, just like the barrel rack where we can stack a maximum of 10? bee hives, and each hive quality adds to the radius of the area covered by all the hives, without any problems of overlapping or domains. The base radius of the farm can be set to the radius of the highest quality from the farm, and the rest adding extra 1,2 tiles to that radius based on the quality they have, let's say, 1 tile for below 66ql, 2 tiles over 66ql hives. What the rack will do : - allow for multiple bee hives to coexist all together without having to spread them over a huge area - all bees share the same area, flowers, farms, trees - secure your queens inside the rack so there is no way for an empty bee hive to 'steal' a queen What the rack will not do: - bee hives that are placed in a rack will not give any queen the ability to migrate, so you still have to remove the ones that you want to transfer queens from and do it the same as you do now, with separate bee hives Just an idea... open to any kind of feedback and/or improvement. As i was looking for the actual radius for single hives, i saw that @Zigozag already mentioned something similar in the Town Square Bee thread, so kudos to him
  31. 1 point
    Hello Indy! As many of you know Festival Cove is the historical site of Willow's infamous Christmas Impalong's, and a place that holds a lot of fond memories for a great number of players. But with Willow's departure last year and my own extended hiatus this summer, it became increasingly more difficult to maintain the deed and its surroundings in a reasonable manner. I wanted to preserve Festival Cove for as long as possible, in honor of all Willow did for the community as well as for the history that it represents. To that end I have given over management of the deed to a good friend of myself, Willow, and Wurm, and someone I know will keep it in the sort of condition it deserves. So if you see some new faces and activity in the area rest assured that everything is good, and I am eternally grateful for the help. ~Tam (in case the new mayor wants privacy I'll let her decide to make herself known or not)
  32. 1 point
    This is one of the greatest ideas I've seen. A perfect way for new to chaos folk to ease into life on the server and not feel like they're out of their depth in one of the other PMK's full of too many high skilled players.
  33. 1 point
  34. 1 point
    I'm gonna go with no. No racks. I'm ok with "Shared area" as the bees should be ticking off flowers and such for honey production. No, to preventing the spread of queens. (this is where the player needs to monitor their stuff.) Bees find a place to live, if you provide one great, if not they are out. I understand that there is a lot of expectations for honey, but we have to wait. They just got here. Now what I would like to see is bees also able to use "Mature crops" as the idea food. Same as fruit trees vs other trees. However these mature times should be limited during mature for crops or just prior to harvest for trees.
  35. 1 point
  36. 1 point
    I read it as a facetious article not to be taken literal as far as game mechanics go. He didn't lack in research, and he even mentioned having played before, he was just very angry with what he came back to.
  37. 1 point
    making a post for Miniroll; he's attending on Mcdaniel (can't post himself)
  38. 1 point
    sounds similar to this, not sure if any of the suggestions at the end help you at all I use alt tab a lot however instead of fullscreen, I use resizeable window that is then maximized to full size, which gives me access to the taskbar. I can;t recall ever having issues with alt tab in resizeable window mode (may not be a good solution for you) Also, back when i played Bethesda games, i found I had far less issues with alt tab if I kept a blank page of notepad open; seems alttab sometimes gets glitched if there is not another program to tab to. Do you run multiple monitors, do you use a multimonitor program named DisplayFusion, and if not is your graphics card set to a single primary monitor only?
  39. 1 point
    Old enough to know better and still too young to care
  40. 1 point
    https://en.wikipedia.org/wiki/Kuru_(disease)
  41. 1 point
  42. 1 point
    It isn't a good game mechanic, when generally once a week, there is another slaying, where there is often a 3 charge valrei item drop, which can provide a player with enough for a year of free subscription. That is what, 20% of Wurm's subscription income? Probably an exaggeration. But still. The value of the drops is so high, that greed must become a factor in these. I been part of some great hunting groups and also some not-so-great groups. I've seen unique's get ninjad away from people that found them and people hijack the loot from kills. Greed is always going to be a factor. I think the loot drops have got to switch to a direct to inventory of participants method, based on RNG. I think the above is a great option to consider. Blood and hide has been working out really well. So for the more valuable items, let's make it based on active hits/heals/spells/pets contribution in the battle and a high skill requirement + prem to be in on the RNG. What about the guy that spent all day hunting and finds/pens the unique? Maybe they get a reward immediately as the first person to get targeted. MAybe they get a 10x bonus to RNG rolls when the battle completes. Will private groups still form to keep loot more rare, or insure only select people get in on the RNG? Yep. Until the massive group lag issue is resolved, this is a very good thing. What about people bringing in an alt army to dilute everyone's chances? There is no answer now, but I have hopes that the new account management system just might require all game accounts to be directly tied to real world identities, which allows one billing account to have many characters, but also would allow the RNG to limit how many characters from a game account could receive a loot chance. Bring 7 alts to help take it down, but you only get one roll of the dice. Yes, most hunts that self manage the loot rolls do a fantastic job of this, but not all. I'm always a fan of a rework on Uniques and the way hunts/drops are done.
  43. 1 point
    Meaning it would be fairly hard to actually show evidence of the problem you're reporting because you lack the data to support it. I'm reminded of the inbreeding claims from our past debates. I have no issues with facts being presented to us so that we can make tweaks, but all we have here right now is conjecture and speculation.
  44. 1 point
    We have discussed this at length, and I'm still not sure you fully understand the mechanics behind the change. Previously, before 1.3, cordage was 60 difficulty, this is akin to farming onions in terms of skill (varies a little due to nature and such, but it's essentially tool ql + skill vs difficulty). running through a simulation of 10,000 actions, with a 60 difficulty action (old cordage) and a 90ql tool, you would gain a tick 50% of the time at 50 skill and an average of 11ql cordage. Now with 40 difficulty (the equivalent of mining gold or marble), you would gain a tick 47% of the time, but the average quality would be 33. I know the argument is that with easier to produce cordage, your tick rate drops, but this can be countered like in all skills by lowering the ql of your tool, a new player with 20 skill would not be seeking to grind mining on gold, or farming on onions, but would work up to it (for comparison, a 90ql tool with 60 difficulty cordage and 20 skill would give a tick 15% of the time, now with 40 difficulty it would give a tick 37% of the time, not ideal, but much much more frequent). I know there aren't as many options with ropemaking but the essential thing is, changing the ql of the tool will always be extremely important in gaining skill. The fact you aren't gaining as many ticks with a 90ql rope tool and 99 ropemaking does not mean that someone cannot skill up to that level through creation alone. It means that they might have to balance the tool ql against their ropemaking skill a little differently to how you did.
  45. 1 point
    This would be why the UI is the next major focus
  46. 1 point
    byte is the data type for that variable... Java coding stuff. Its one of eight primitive data types Java possesses (last I checked, more might have been added since over the years). Its an 8-bit signed two's complement integer. It has a minimum value of -128 and a maximum value of 127. Granted the data type could be changed in theory; though, no idea offhand just how much rewriting and debugging that would create (haven't seen the extent of the codebase. I really should fork out the money for WU >.<). Let alone increasing memory usage and etc. The other seven are boolean, byte, char, short, int, long, float, and double. EDIT: Personally I'm all for increasing ceiling height, especially as roofs let one "reach" higher.
  47. 1 point
  48. 1 point
    It makes no difference, you'll still hit the limit of 256!
  49. 1 point
  50. 1 point
    Mods that only use reflection are less likely to break (from what I've seen anyway). Relying on only reflection or the up-an-coming WU modding api should make things more stable. I think this is a good ordering of modding compatibility coding methods... 1. (most likely) WU's up-an-coming modding API. 2. Reflection. 3. Javassist's higher level Bytecode alteration tools, ie. tools in CtMethods and ExprEditor classes. 4. Javassist's low level Bytecode editing tools, ie. CodeIterator and Bytecode classes. I'm guessing ASM would fit here if someone figured out how to use it with WU. Remember you can always just disable a mod. In my own experience the worse case has been some items that the server skips over and doesn't add to the game. If the server can't find an item template for a new item it throws a warning and skips over that item. Although, there was that issue with numerous white horses in someone's mod that added different animals graphics. I been thinking about how to code mods so it has built in clean up code to undo any detrimental changes that might have altered the database. I'm not sure how feasible this is but it seems like a good idea.
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