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Everything posted by Ricowan

  1. Woot! That's my deed in the first picture.
  2. I have my character name reserved and I can't wait for Nysa to open!
  3. The only reason NOT to modify the graphics.jar is that it's overwritten if (don't laugh) there's an update to Wurm Unlimited and all your replacements will be gone. Keeping them separate is the easy way to make sure they're never deleted by an update.
  4. Decorations

    Strange, I clicked the link and it started the download automatically in Chrome without asking me to sign in to anything. Maybe you've signed in to OneDrive using Chrome in the past so Chrome is remembering that? At least you were able to get it to work, just offering some possible ideas.
  5. Bedrolls

    As long as the mod used original models/textures, and not the actual models/textures from Wurm Online, the name could remain as "bedrolls", etc. Words are not assets, in my opinion, unless they are trademarked.
  6. You won't have any sleep bonus to use. None. There won't even be any beds to gain sleep bonus, until someone makes them. And that will take some effort for the furs and the sheets. Growing enough cotton will take quite a while, or do you just plan to get lucky and find enough cotton while foraging? Yes, you can premium, but that completely negates the suggestion to remove the skill cap for the first week. If you premium up, you won't have a skill cap. Now, I don't know if this skill gain bonus thing is a fact or not, and I have no idea what the starting items are. I'm basing my opinion on how long it took to gain skills when Pristine opened, and how people were dying left and right to every mob, lava spiders right near spawn, crocs eating everyone's face. Nobody had the luxury of sitting there grinding any skills. No map dumps to orient you, no clue where the nearest coast was (I ended up on a large lake that I thought was the ocean). No armor, crappy shield and longsword that almost never hit anything. All skills at 1, with standard skill gain and standard (slow as hell) action timers. If the new characters have an easier time, then so be it. I'll stand corrected. But I'm waiting to see what actually happens. I don't oppose the suggestion to remove the skill cap for the first week. Not at all. I just don't think it will be a benefit to the majority of new players who don't pay for premium and it won't benefit them at all if they do prem up.
  7. Unless the game has changed significantly since Pristine was released (we didn't get any armor, just a low QL sword and shield, and players were dying left and right to just about everything, including rats and pheasants). I was responding to the posts that said if you can't hit the skill cap in an hour you are not playing the game correctly. That's all.
  8. I never once argued against the idea. All I said was, if you're getting to skill cap in the first week you might be playing the game too much. I do stand by my feeling that new players won't get anywhere near the skill cap in the first week, not in any way that affects their ability to enjoy the game. /shrug
  9. Maybe I'm wrong. Starting off with 1 in all skills, with a crappy hatchet, saw, shovel and pick. No forge, no mines, no fight skill, so even pheasants will kill you. Can't ride a horse. What if there's no clay near spawn, or rats/wild cats? If you want to dig and drop dirt for an hour, sure, maybe you can hit digging 20... what else can you hit 20 at in an hour? Carpentry? Wood cutting? I'm not convinced, but I'll wait and see. I've been playing the game for about 10 years now. Call me a casual if you want, but I work 40 hours a week and I play games other than Wurm. /shrug
  10. I don't think the new trailer is Steam specific. It's for ALL WO servers.
  11. /shrug That's not my experience at all. Most people I know only have 6 to 8 hours a week to play games, and that's split between multiple games, in most cases. I have no idea what the average number of hours per week is for most Wurm players though, so maybe my group of friends is the outlier. And yes, if you're *playing* the game and not just grinding on a specific set of skills, at the vanilla skill rate, it will take more than a few hours to get any skill up to the cap (which I thought had been raised above 20 for non-premium, but that could be wrong too). Hell, I'm usually still exploring the map by the end of the first one or two hours! When Pristine opened, it was nearly two weeks after the opening day before I got above 20 in any skill. Again, maybe my experience isn't the average, but then again, maybe yours isn't either?
  12. Not sure why I'm chiming in here, I'm not at all interested in playing on a 1x server. But the word "rumble" literally means "a street fight between gangs or large groups" in the U.S. Maybe it doesn't mean that in Europe, so there's a lot of cultural disconnect there. But to me, that's the definition of PvP. Player vs. Player. Raiding deeds is almost never PvP. /shrug Maybe the dev team choose that word because that's how they feel PvP should be played?
  13. If you get to the non-Premium cap within a week, you might be playing too much.
  14. I really like the low animal population, especially the almost non-existent agros. I'd like to suggest adding BDew's bulk mod:
  15. When you install the launcher on Windows, it creates several desktop shortcuts. Unless you un-check the option to create shortcuts, which is what I did because I don't like shortcuts on my desktop. In that case, there's no way to launch the preview client unless you do one of two things: 1) Re-install the launcher again, make sure that option is checked, then use the shortcut named "Wurm Online [Choose client]" 2) Create a new shortcut from the WurmLauncher64.exe (or whichever one you installed), edit the shortcut to add " -c" after the filename in the Target box. I kind of wish the shortcuts were automatically created in the install folder, especially if you un-check the option to create shortcuts during the install process. When you run the launcher with the "-c" option you get the following prompt *before* the launcher loads up:
  16. Um, how do you have horses when the server isn't even open yet? You know you will have to create a brand new character to play on the steam server, right? Maybe I'm the one who's confused?
  17. Hi Platyna. By the time your new character has raised Animal Handling up to the point where you have extra horses to give away, there will be many other characters on the server who have raised their Body Control enough to be able to ride who would appreciate the free horses. After watching the time-lapse build video, it looks like there are several areas that could be used for this. When you're at that point, I'm sure a GM would be happy to help set it up for you. I don't speak for the GM staff, of course, but by the time you have those spare horses I'm guessing the GM staff won't be quite a busy as they will be when the new server launches.
  18. The entire purpose of the Steam version is to bring in more money for the devs. A side effect is that some of the new players from Steam *might* check out the current servers as well, but that's absolutely not the goal. The goal is income, pure and simple. A divided player base is irrelevant. This isn't an effort to bring in more players to the current servers, no matter what anyone says.
  19. I don't think this is the main reason for the low number of active players. Wurm Online suffers from the entire design of Wurm Online, where it's supposed to take AGES to get anything done. In a fairly large guild of gamers I was once a member of, over 100 people, only one other member could stand to play the game at all. Sitting in front of a stone wall in a mine for three or more minutes doing nothing but hitting the same hot key over and over until the wall finally breaks, or sitting in front of a forge, or a pile of logs, etc. NOBODY wants to do that in a game, other than a very very tiny select few. Even I hate that aspect of the game, but I enjoy the freedom of a sandbox game with terraforming, etc. So I suffered through the incredibly boring parts. When Wurm Unlimited came out, and the action timers could be increased to a point where most of the game was fun, I never went back to WO. Even that didn't sway the members of the guild. It's just not a fast paced game, and that's what 99% of gamers want, in my opinion.
  20. @ZeraThe base bounty value is a calculation based on the creature's strength. There isn't a lookup table that says a large spider is worth 10 copper, each individual creature has a variable strength based on condition, age, etc. so they also have a variable base bounty value. You can adjust how much each condition contributes to the base, adjust how much each template creature varies from the default, etc. You can't know the base bounty value because it's so variable. So, bountyMultiplier is just the final adjustment after all of the other calculations are completed. The calculations happen for each individual creature killed, at the time they are killed. Hope that makes sense.
  21. Custom Maps

    Probably because of Brash's post:
  22. This feature is for enabling the player to be able to alter the game's graphics locally in a better format, instead of replacing the images directly in graphics.jar. This is similar to the old texture packs for Minecraft, this is not a replacement for serverpacks for things like new creature/item images, maps, etc. Right?
  23. Kindling should be added to the "no fail" list. There's absolutely no such thing as "useless" kindling.