Farmerbob

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Farmerbob last won the day on June 22 2012

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  1. For enhanced mob fleeing to work, they would have to make ranged attacks more effective, I think.
  2. Eh? No, hardly. Once a stone is cut to a size and shape useable for building, they will be used and re-used time after time for thousands of years. I'd not be surprised if some of the stone foundations and walls of small buildings and homes in Greece and Italy are made of cut stone that has been re-used dozens of times over the last four thousand years or so.
  3. Do you continuously monitor the new player help chat channel? I played for years prior to that channel being implemented, and general chat used to be full of new folks trying to figure out odd Wogic like activating hands to use as tools. These days, I suspect that most players more than a few days into the game no longer see the new player help channel. I believe you are no longer automatically logged into it after 24 hours of in-game play, or some such? I think it is also possible to configure the client to automatically log you into the channel on login, if you want, but you have to set that manually after the first time it auto-switches the option? In any case, if you are not seeing new players asking about activating hands, then either there is a new pottery tutorial that makes it clear, or you are no longer seeing new player chat help channel.
  4. Then use clay on clay to create the basic object, and remove hands for an imping tool, leaving water, spatula, and shaper. I played before crude tools ever existed. They do, however, make sense. You forage for parts, and put the parts together to make crude tools. Just like you do for normal tools. Using hands as a direct tool for ONLY one craft makes no sense. This is a new player 'Quality of Life' issue. It always has been. Since I started playing, I can't count the number of times I have seen new players asking "How do I make a bowl" or "Where is the hand tool?" in chat. When a significant number of new players in a crafting game can't grok how to make basic items, you know there's a problem.
  5. This is the main point. Eliminating the game mechanic that is confusing because it is confusing. Replace it with water? Fine. Replace it with clay? Fine. Replace it with a special glove? Fine. As long as it brings pottery inline with other improvement crafts, that's really all that is important.
  6. I could see legitimate utility for it, when dealing with less common materials. Say, you built a building from marble, but in the course of building it, you tapped out most of the high quality the marble veins near your place. You want to rebuild, but your marble veins are all low quality. Tear down the old building, preserve some high quality marble, and mix it in with the low quality marble to improve quality in the new building.
  7. You always use your hands with every craft. Try holding tools without hands. Furthermore, almost every potter in real life uses water whenever they shape clay with their hands. They will keep a bowl of water near the work area, and dip their hands in it to keep their hands wet. That said, again, this isn't about hyper-realism here (though in this case it would make sense) - it is about bringing pottery in-line with other improvement crafts. No other craft requires direct use of the hands as a creation and imping tool. Over the many years I have played the game, I have heard countless new players asking in chat how to make pottery items because the mechanics are different from everything else in the game.
  8. I'd love to see farming changes that do not punish people who only log in once per day. How about let us use wood scraps to fertilize farm tiles for better harvests? Using 20 kilos of wood scrap on a tile turns a <crop> into a <fertilized crop> Fertilized crops have a bonus yield of 1 unit per 20 skill in farming?
  9. Water is one of the few resources in the game which are almost limitless and normally very easy to acquire. Most people build deeds on water, and those that do not are generally pretty smart about getting a well built, ASAP. Using an amount of water based on the mass of the created or imped object would work fine. That's how Smithing uses water already. The amount of water used is based on the weight of the smithed item. Hell, using clay to imp clay only makes sense. When forming clay objects, you are constantly taking bits and pieces away, and adding different bits. What I find funny is using wood to imp wood, or metal to imp metal. Where, exactly, are you putting that half pound of wood that you are adding to that mast, or yoke? Where is that quarter pound of iron going when you imp a longsword? For a boat or wagon, or furniture, using raw materials makes sense, you are replacing pieces, but for one-piece items? LOL. But the object here is not to make fun of Wurm mechanics, as amusing as that can be. The object here is to ask for a QOL improvement to pottery, to bring it inline with how other create/improve crafts work. Obviously, every craft requires background use of hands as a tool, but only pottery requires us to select hands as a primary tool. It's just one more weird quirk that is a stumbling block on the learning curve for the game.
  10. Compasses ? Not a great deal of a market for them, but if you want a good one, you need a good pottery jar to base it on.
  11. Then simply remove hands for either imping or creation, and use water as a creation tool, instead of hands. Or replace hands with clay, to make it more like almost every single other craft out there. As far as I know, of the major creation classes, only pottery doesn't use it's own resource in improvement. Pottery is simply weird and different. I won't go as far as saying broken, but I'm thinking it. Stonecutting uses one tool (chisel) and rock. Pottery could do just fine using water, clay, shaper, and spatula. Hands can be simply an invisible part of the process like for every other skill.
  12. As a person who has worked with my hands in various professions from carpenter to steel mill maintenance mechanic for about half of my adult life, I can tell you that most trades require extensive use of hands as positioning, shaping, and organizational tools. Pottery is nothing special. From what I have seen, only the most rough and crude pottery is done with dry hands. Most shaping or creation is done with wet hands, or with tools. Hence, my suggestion of water.
  13. One of the most common complaints one sees from new players learning the game is when they first discover pottery. Figuring out how to use one's hands as tools and then apply it to making pottery items is painful and annoying for new players. Here's my suggestion: Alter pottery mechanics so that using hands as a tool is changed to using water as a tool. That's it. Simple fix. I suspect it will even be a moderately simple code fix. An odd outlier crafting function is suddenly replaced with a tool and function that matches the rest of the game. It even preserves the existence of a pottery improving tool that isn't able to be enhanced by enchantments. Enchanting water was made useless years ago. It is a given in every single other trade skill that you are using your hands as a tool. It should be a given in pottery as well. Using water as part of unfired pottery creation and improvement makes sense, and would be a QOL improvement, IMHO, especially for new players learning the game. I cannot offhand remember any other crafts that require the use of hands as a tool, but if there are any, please revisit them as well.
  14. I'd say use water somehow to create clay out of unfired clay items. I really don't like the whole 'hand as a tool' thing with pottery and wish it would just go away. In fact I think I will suggest that as a separate thread.
  15. There is a possible tutorial solution to this: Tutorials: "How To Run Away I" which teaches about movement speed on roads, slopes, etc. "How To Run Away II" which teaches about how to do a corpse run, by aggroing the critter that killed you and running away until you lose them. "How To Run Away III" which teaches about how to do a corpse run by aggroing the critter and then running away a while until you can jump in water and swim to escape the critter. "How To Run Away IV" which teaches about how to do a corpse run by aggroing the critter and then running away a significant distance, then letting the critter kill you and camp the empty corpse, rather than the corpse with your useful gear. It could be made into a fun "Groundhog Day" type experience. Three tutorial corpse recoveries at NO experience loss will teach the basics required for newbies to get their stuff back from pretty much any critter.