kraten

Members
  • Content Count

    12
  • Joined

  • Last visited

Community Reputation

6 Neutral

About kraten

  • Rank
    Villager
  1. I had the same problem with a little more detail: Went to Ao3 and read 3rd inscription for Vyn Became a follower then GM raised Faith to 30 Did option to become a priest at Ao3 Raised faith to 60 and Soul Depth to 30 The only change in altar menu was a "realdeath" but when I tried it to see what it was I got a message that Vynora would not make a champion from that kingdom. Then I GM changed my kingdom to Jenn-Kellon, which was the only kingdom that did not give the message to refuse champion, but at the same time nothing happens at all when "realdeath" is chosen. Now I have no idea what Realdeath even does but can only assume it has something to do with champion status. It is the only unique choice I have on the list of actions so It is not clear if that option isn't working or I am missing a promotion to champion option?
  2. One thing I do with my two premium accounts is breed hostile creatures, wolves bears etc. Now I have each toon tame a hostile and they can be bred. I'd like to see the ability on WU to tame at least 2 pets by one toon; maybe the skill to tame two or more pets is attained by taming skill level.
  3. When you start a wooden parapet it asks you for a shaft to start, after 1 shaft is used to start, examining says you need 14 more shafts to complete. After adding one more shaft it switches over to saying "you need 13 more planks and nails." (they are small nails) Total parts seems to be: 2 Shafts (one needed to start) 13 planks 13 small nails
  4. Valid point Jberg but couldn't you do that now by leaving a pet in a house and going back to yours and taming something else? Still I see no difference. Namalesca, my taming is 25 so it's not uncommon to have a pet linger for a week or more. Doesn't it make sense for a character to decide on the spot that they don't want any pets?
  5. I guess I'm a little confused as to why there is no option to release your pet if you don't want one at all. It won't let you or anyone else kill it. I don't want to tame another animal cause I don't want one at all. I shouldn't need to find someone without a pet just so I can trade it to them, they probably also have a pet they can't get rid of. Taming it till it gets mad just gives me any angry pet, then if it doesn't get mad then it REALLY REALLY likes me. Finding a hostile creature to fight so it kills my pet doesn't make any sense to me at all, that's assuming it even attacks my pet before I die. Depending on the bond it can take a huge amount of time for the taming to wear off. Am I missing something? I can't think of any reason for it to not already be in the game or how it could possibly be abused.
  6. When I enter a boat or distant boats come into view they often look capsized or displayed at very odd angles including vertical. Relogging helps but it quickly can happen again if I embark or travel and come back.
  7. I am writing this post as I destroy Iron Fences on my own deed so I can re-arrange my layout. I have 32 Body Strength and use a 20 QL Large Maul on a 33 QL Iron Fence on my own deed.It took 18 actions to destroy it and a time of 9 minutes! For 1 fence! How this is still in affect to take that long to destroy something you built yourself is beyond me. This goes beyond fences also as abandoned FSB, ovens, forges, tables, beds, chests, all take similar time to destroy. Which is a whole other post. After reading all this posts before this, here is what I propose: 1) Players gain a substantial bonus to destroying fences and 'move only items' they create or reduce the destroy timer to 10 seconds. This should go far in reducing abandoned new player sites and aid seasoned players in changing layouts of their deeds. This will not contribute to any greifing of others. 2) Increase all fence decay rates by 20%. Systemparadox did a study on fences in 2010 (I don't know if any fence decay updates have happened since) here: http://www.wurmpedia.com/index.php/Empirical_Evaluation_of_Fences Note: it was done on Golden Valley which decays 3x faster. If that is true, his graph shows a 20QL fence would would take (on a premium server) about 9 months just to get to the 60% graphic change showing higher decay. Now how can anyone say "this would make it harder on new players". By the time their fence rots they're not even new players anymore! If an item used to repair a fence reduces decay by 20 damage this means you only need to repair a section once every 3 months to maintain 0 damage. This contributes to land hording. Now noone argues the importance of a fence, but it is not such a godly item as to deserve near immortality.
  8. I guess when I started this post I had animals other than horses in mind. Horses get named automatically which is nice for keeping track of parents for breeding. Horses however are the only ones that get names, what about other animals that can be trained like cattle, deer and for people like myself, wolves and bears. Keeping track of these animals for breeding reasons is very difficult and at the moment I must put a sign in front of each pen. Allowing names for all animal races is what I was intending.
  9. One addition I would like to see is the naming of pets. It's a minor thing I know but it would create a more personal bond with a pet, I care for , feed, hunt with and breed pets; why not name them. It would be nice if the name stuck if it were released. I can name my hammer but not my pet?
  10. I think after all is said and done, in the spirit of the game Alyeska put it best : There needs to be more value placed on having a deed. Right now you can place the minimum 11x11 deed and then fence a 50x50 space with no recourse. The think I thing we can all agree on is we'd hate to see Wurm struggle for financial reasons. I love the game and I think the Devs deserve the proper income. I think 50x50 fenced in areas with a tiny deed is not the business model they intended. Claiming that much land is fine but it shouldn't be free.
  11. I disagree with that totally, fences show a different graphic for high Dmg. at 60+ which is more than generous, giving you plenty of notice that they need repair. The point was also made about how incredibly hard it is to bash a fence with a maul. I once spent 20 minutes on one section that I built to destroy it(not having wemp yet), that just shows something is wrong with that system. You also stated earlier: They usually live on shacks with a small fenced in area for a few months or more, increased decay rate really wouldn't be fair to them. I agree new players live in small shacks at first but I would argue they lack the experience to construct a viable settlement that would still suit them a month later. They need the ability to expand, improve and re-arrange fences. Higher decay would not hurt them as much as not being able to take down their own badly positioned fences.
  12. I LOVE to wander the lands of Wurm but much of the time is spent navigating the maze of various fences. I'm suggesting increasing the decay of off-deed fences for several reasons: Fences are very easy for anyone to construct and even low QL fences last a terribly long time making them abundant. Fences are very important to the starting player who needs early protection and security but their areas tend to be small at first. Ever evolving, a new player's area should be able to grow and take shape to their needs, including rearranging fence layout. Fences should be easier to deal with and remove by the person who constructed it. While destroying a wall by hand is near impossible, a catapult really isn't an option either for a new player due to the rope needed to construct; this makes moving and leaving an area to decay about your only option; leading to many small wasted areas with fences still standing. I have noticed owners of small deeds fencing off HUGE tracts of land well beyond deed borders with little concern due to the slow decay rate of fences. While i'm not disagreeing with the practice, there should still be balance between gaining large areas of private land and being responsible for maintaining that much fence. Another matter relating to claiming such large areas without balance is allowing hedges to grow on such steep slopes. This in effect negates the restrictions otherwise given to normal fence slopes. Have a slope that's too steep? Just throw a hedge down and keep going. In areas around me specifically, I have noticed people resorting to hugely long fences (The Great Fence of China) spanning hundreds of borders to block off entire regions to travel for no real reason. Increasing off-deed decay should at least help in the matter of fence abuse and make exploration more enjoyable for everyone. In short, fences should not be as abundant as they are and maintaining fences should be more important if off-deed.