Silures

Members
  • Content Count

    459
  • Joined

  • Last visited

Everything posted by Silures

  1. Champions change

    Make it so a champ gets a big skill surge when he kills. A champ that never kills becomes as good as a priest with 3 lives but after he kills, he gets to be a champ as he is now until the skills decay again. Why isn't that a solution? On page 6 I dressed a similar theme up so that it would add something to the game. Another level of gameplay for champions where killing followers of other gods would keep the ability of their own god and it's champions strong and have good immediate benefits for the killer. That would've meant killing with your champ wasn't a necessity either.
  2. Champions change

    I was thinking about the idea of making champs do a pilgrimage to the opposite light every so often and striking it once with a heavy weapon, to retain their god's favour. I still like this idea but it would make champs targets more than pvpers. What about if champs need to kill followers of other gods to keep their god powerful among the other gods? A continuous power struggle sounds about right for deities and they could play this out throught their champions. A failure to participate in their gods folly would bring the champ their god's displeasure but an active champion, blessed. In the case where a god becomes less powerful than the others, for example Fo with his followers passive ways, the rewards could be much greater to a Fo champ that helps his god back in the game (who would choose a weak god to champ otherwise). I like this concept and it should meet the objective but it's open to abuse too and would need more consideration than I've given it. Same kingdom killings might be ruled out or carry a stigma for the victim, also giving victims a full pve-death loss of skills might help stop alt killing (allow victims 1 death to a champ without pve skill loss to avoid teh rage), coupled with the killing of high skill players giving more power to the god than low skilled players. Make of that what you will, it gets champs in the field which is the idea, puts meaning to 'Champion of X god' and would bring even more depth to the intrigues of Wild. Like we need it.
  3. What I'd definitely take to Wild: Butcher Knife Sickle Fishing Rod Bowl Large Wooden Shield Very useful to start with some or all of these: Seeds Rope Compass Lantern Chisel File, Pelt Small Anvil Black Mushrooms - I found these much easier to come across on GV Waterskin Satchel Bowstrings Edit - worth taking a pumpkin too, for making a practice doll
  4. Is Wurm Fun?

    Above all, I don't want to see any time I've put in to my character being taken away by game mechanics. This. A thing I'd love to see is certain skills becoming less about grind and more about techniques and experienced choices. An example without going in to much detail is fishing. Lures, baits and floats, more fish and ways of catching them. Who knows, even an occasional unique in Wurms waters one day. I understand the devs time is stretched and this example will probably seem unimportant but I'm sure an interested dev putting time in to making skilling more enjoyable would be welcome to players. After fixing a few showstoppers first of course. Also +1 to player made kingdoms as a future to Wild.