Hordern

Arch Game Master
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Everything posted by Hordern

  1. Hi I've had this issue for a couple of days now on GV. When I drag my large cart into a mine, it suddenly thinks it should be 1 tile East of where it actually should be, it stays one tile East when I exit the mine. However, if I go BACK into a mine, it moves another tile over, so if I'm walking East, the cart is now an entire tile AHEAD of me. It resets whenever I log out and back in. It got so that I would stand in the cart and rclick to open and the open option wouldn't appear. I'd select Examine and I'd be told I was too far away to do that. If I walked a tile and a half to the West (so closer to where it SHOULD be) and rclick, I had all the standard options. I don't appear to have the issue with small carts. Cheers
  2. Hmmmmmm. /me gives serious thought to JK Wild or even Freedom...
  3. I can't figure out which side of the argument your coming down on Triad, you keep contradicting yourself... The original thread topic was that GV is not a challenge. GV is a place to find out about the game and maybe get a few skills up, and it's a considerable challenge at first. The fact that you don't find it a challenge when you've got a load of skills up to 20 doesn't mean the free trial server should be made harder - new players would find it almost impossibly difficult without joining up in groups, and although a big part of wurm is the community spirit of working in teams etc., some people prefer to be loners and wurm is a freeform game, no one should HAVE to do something because the game makes it too hard for you if you don't. I would like to see bears back, but I'm also on the side of the new people. Bears should be rare, and we should have to go and hunt for them rather than have them outside every new players doorstep. Challenges are there on GV, you just have to go out and find them. Oh, and if your a premium player with an alt on GV and complaining it's too easy I have NO sympathy for you. Wurm is an incredibly complex game when you start up, and an experienced player starting an alt shouldn't expect anything hard. What has become routine and 'obvious' to the experienced is a minefield of 'but how to I make a hammer to finish a hammer?' or theusual first question of 'it says my karma will be affected, so where can I find a tree to chop down?' or even just the difference between equipping and activating. This is obvious to anyone who's played before, but just these things in themselves present a challenge to anyone new to wurm.
  4. They both have healing potencies (4 and 3 respectively).
  5. yup, they do need to be filled with tar or something, but they give off very good light considering they're 1QL (or at least mine is - and it seems comparable to my 20QL lanterns...).
  6. It would have been a champion Goblin. Champion creatures still roam GV.
  7. he's not talking about flags per-se, but putting the kingdom symbol on sails.
  8. I agree with that, so how about leaving the time the same, just increasing the value of the grooming (and possibly decreasing the breeding gain a bit - I don't know if that was done already)?
  9. And what's the best speed you can move whilst wearing it?
  10. That's not so much the issue because there are many players who give up, and I doubt they'd have stayed if they went straight to premium. More pertinent a question is how many players play for a long time on GV never moving on to premium. Zephyr is the only one I know of for definite, but I believe there's even a reason behind that (although he hasn't said what it is). I know there are a few people who have spent quite some time on GV (I'm heading clsoe to the 3 month mark), but that's due to money issues in my case. And before you say 'but it's only a few Euros a month - I'm... well I'd rather not go into my financial situation... Edit (because that last one was put up while I typed): Item mall? I can guess what it is, but I've not heard of that expression, and why does it ruin games???
  11. Or perhaps lower your prices a bit because if Village Y is so far away, consider why they're being traded with - must ONLY be because they're selling for less/buying for more. Basically you're suggesting seperate currencies, which is all well and good, except there is one overiding currency in the game already. Imagine Europe with the countries that accepted the Euro also continuing to allow their old currencies. It would be ridiculous and pointless... The only way I could imagine seperate currencies is for the seperate kingdoms in wild. then you could allow inter kingdom trade, but take a percentage as exchange rate so it's more costly to do so.
  12. OK, I first read this thread yesterday, and decided to respond today - he edited his post in the meantime (I didn't read the change until just now, after seeing your post), so the point that you make is now made clearer in his post. Hope that makes sense Also, I see what you're both saying now, and that makes sense too
  13. But as you say, anyone who is going to hang around for a while is going to want to dabble in all the skills, so they may aswell make their own set.
  14. Are you never happy? It's now about 5 times easier to increase Animal husbandry thanks to the grooming addition, and you're still complaining it takes too long to up the skill??? And to be honest, in real life (I know wurm isn't an exact copy, but we're trying to remain relatively realistic), grooming animals twice a day or so would probably be detrimental to their health...
  15. Well fair enough, leave the shop running, I just don't expect you to get any business, that's all.
  16. The point is Damass that it would involve paying real money for a free part of the game, and if they do decide to spend money they may aswell buy premium and then they can get much better QL stuff at far better value. If they want to stay on GV because there's no monthly upkeep cost, but want the armour - they ay aswell make it themselves - afterall, what else is there to do with a skill cap of 20? Oh, and if you're on GV to grind some skills up, you aint going to grind them by buying stuff... Also, with bears gone, 20+QL chain armour is not that neccessary any more. OK, It's still useful, but less vital now.
  17. That's because fence-repairing planks are the only thing new players can provide that are of use to the experienced players who ha ve the items the new players need... It's not that planks are actually that vital or useful as we could make our own quite fast, but we're [or I certainly am] happy to help out new players by asking for things that are worth rather less. Take Zephyr - he hands out a fishing pole and pelt to any new player in need. The idea is just not going to take hold, we all know it - so do people really have to keep dicussing it?
  18. Lol, didn't spot the comment you made on QL until after Aeris posted, so will add another post here - I think Aeris has nailed it with the following line:
  19. It suddenly becomes a whole lot more complicated when you consider QL of materials...
  20. Best I've managed so far is a saw at 28.71...
  21. we're just repeating what was said in the bear voting thread now