Hordern

Arch Game Master
  • Content Count

    12,365
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Hordern

  1. I could get behind this, though I'd quite like the client to hide the messages but still save them to the log files (if such an arrangement is possible).
  2. Rolfs signature says we're in v1.2 v1.0 was with the addition of multistory I think. Bridges were 1.2
  3. I don't mean to derail, but I couldn't resist this one: That's OK, because you can have a free switch to another path As for the suggestion itself, I don't know the complexities and costs of accomplishing such as you're suggesting. I don't see what would change though. If you're going to change things in Wurm to make it appeal to the masses, why can't those things be changed in the current engine which the current team understands? Why does it have to be in a different one? Porting the game to another system as is would end up with the same problem you're trying to solve so really it's not the engine that is the issue, but the mechanics - which can be altered here anyway. What particular capabilities of (say) Unity 3D over Java would allow a desired and radical change in game mechanics that would cause everyone to want to play Wurm?
  4. Agreed I remember talking to Rolf about altars a number of years ago, asking about the possibility for all altars to be movable. We spoke about Domains etc. first while I asked why we couldn't move metal and wooden altars. He said it was due to complexities with the domain system. I pointed out that stone altars were already movable and his response was 'oh, that's a bug' so I very rapidly assured him that as far as players were concerned it was only useful and I knew of no exploits or issues caused by stone altars being movable. He did mention he'd consider making the other altars movable, but I didn't want to push the issue incase it was decided to 'fix the movable stone altar' bug instead The new domain system (which is what I thought it was supposed to be before, but clearly something wasn't quite right) should mean that there is no reason to not have all altars movable, and with that I don't see much point in not having them buildable anywhere too. I can't think of any exploits because any scenario I can think of involving altars, can already be done - just with a more limited range of altars or taking longer.
  5. /me cheers. I guess we can lock this thread now that it's back in
  6. GL getting this sorted out, doesn't sound fun So as it turns out she DOES have insurance, does that make you more confident you'll get full compensation? Fingers crossed.
  7. Nah, just think of each year as levelling up. Far better to think you're level 80 than 20
  8. This deserves more regular bumping. It's infuriating to HAVE to take certain tools everywhere you go just in case you decide to go off track and want to find your way around, or to see if you've bumped in to an invisible object or if the slopes just too steep or something's bugged. That or have the slope tooltips on permanently without having to have anything active, though that could equally be irritating.
  9. I can't see why it would especially matter. If PvP, people can already do that by just removing the dirt around it. If they don't bother, it doesn't matter enough to hide it. If Freedom - well, if you don't know where it is, why would you need to know? Public routes are generally clearly marked with other things anyway.
  10. Buuuump! Not sure why I didn't respond to the post I quoted above, but one solution would be for a mouse-over to show it as paving - rock slabs - or something similar.
  11. Creating man made islands is now easier than it was before the addition of 'levelling' in game though you will need fairly high digging skill for this if the water is a bit deep. Because dirt slides at 40 slope, you have to drop dirt in a pyramid until it breaks the surface. Before leveling was added you had to continue with this method for all of the area you wanted above water level. Now, you just need to flatten the tile at water level, then stand on that to level the tiles around you etc. etc. In the end you'll have an island with steep sides instead of a truncated pyramid and it will use a lot less dirt.
  12. Kegan beat me to it. I have created a green moat around a building with Enchanted grass. It is dredgable and stays as enchanted grass.
  13. This is likely due to changes in international exchange rates since the time of your transaction.
  14. Some advice to anyone who does this - once in-game, change the associated e-mail address in-game to one you can use in the future because otherwise any attempts to recover the account should it be illegally 'acquired' in the future will be significantly more difficult if the registered e-mail address no longer exists or is not accessible.
  15. Yes, Codeclub is a direct victim here too.
  16. I've not known gmail to have many issues with this lately. If you PM a GM on the forums (I would usually offer, but my internet is dreadful come evenings so I'm not likely to be able to load a page again soon, let alone be much help until tomorrow morning), or log in to the wurm IRC channel to contact a GM there [GM's are identified in the system and if anyone asks you for any passwords, they're not a GM ]. You can also send an e-mail to gamemods@wurmonline.com. Let us know the username you tried to create and the e-mail address you're using. If going through IRC or e-mail then include your forum account info too
  17. Investigations continue.
  18. Internet at my new place is just too bad for me to get on WO, so having a year's hiatus!

  19. I didn't notice the caps but I realised something was up at the exercising horses point. I figured Enki just plans to be busy fooling his locals on the day itself, so had to get this posted early
  20. If the account was removed for being inactive for 3 months and never had premium or any silver purchases, then it's not possible. It has been removed from the database and cannot be recovered. You can ensure the permanence of an account by buying premium or silver.
  21. Please don't. I have to say that it would be incredibly unwise. Having only GM's who have no experience of PvP mechanics called in to deal with PvP orientated support calls would be the death of the PvP servers. As it is every action undertaken by a GM on a PvP server is scrutinised, both by GM's in other kingdoms and 'impartial' [I use that term in inverted commas because in my opinion every GM is impartial] Freedom GM's. I've lost count of the number of times Smejack [and others, but she sticks in the mind as especially helpful in this regard] has made the lives of the GM team infinitely easier by explaining a mechanic that a non-PvP GM is trying to understand. Without that knowledge the PvP servers would implode. Edit: Sorry, hit reply before I saw this thread was locked.
  22. My opinion is that that is an issue the player concerned about expressing themselves needs to address with themselves. Staff posts get reported too on occasion. Not especially often because staff are held to stricter posting standards and are expected to behave well within the rules - as an example. These reports get acted on according to rules as do all other reports. Any 'influencing' as staff is purely in the mind of the reader if they choose to see it that way. Many staff are influential because they often have reasoned and experienced points to make - and that's part of the reason they're staff. Possibly you're seeing the effect as the cause and the cause as the effect... People need to know who staff are to be able to get hold of them for a wide variety of reasons. Making staff have multiple forum accounts is messy and unhelpful. We'd end up posting far less to avoid accidental postings on the wrong account, we would no doubt slip up some times and switching accounts every 30 mins or so to see if someone has contacted me in my staff capacity would be incredibly irritating. Less staff presence on the forums would only be a bad thing. Players have been asking the staff (particularly the devs) for YEARS to be more active in discussions. Incidentally, if staff had 'player' forum accounts, other players would demand a list of who was who anyway. Can you imagine the accusations of staff abuse that would fly around on the forums if people didn't know which our general posting accounts were? It would be endless and absolute bedlam. If such a list were published, it would completely negate the point of this change. As such, I think making such a change would harm things in the short term and would be futile in the long run anyway.
  23. Actually, the majority either have the same forum/game name or are identified here: http://forum.wurmonline.com/index.php?/topic/4976-wurm-staff/ As for the OP, There's no specific GM censorship. Forum mods keep an eye on things and of course other forum users can submit reports where they believe things cross the line. People break the forum rules. It's very simple, if you don't agree with the rules, you shouldn't use the forums (or at least shouldn't post). There isn't a plot to remove all posts demonstrating people's concerns and dislikes. It's the way in which those things are being posted - often with assumptions that are delivered as fact and are actually false and harm the game (rather like you stating that there's GM censorship of the forums and that "Wurm Online is controlled by complete censorship" which it really isn't. Not by a VERY long shot). THOSE are the ones that are hidden.
  24. Asking the question where people get their news from in a news post on the forums is likely to result in a heavy bias towards forums as an answer As it happens, I tend to read the news on the forums but by clicking through via the game launcher.
  25. Loading would take longer than picking them up and dropping them in...