Lei

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Everything posted by Lei

  1. I do agree that my post is flawed now that I see it from other crafters perspectives. Imping items really is the money maker. What I'm saying is some skills dont have often-used items that make them to need imping often. How often do you have to imp a pottery amphora? not often. We need more items that are used often, so they take damage and require imps at the same rate that dragon armor needs imped.
  2. I'd like to buy the Glass Flask. Mail it to Leifar, thanks!
  3. Crafting Product Profitability Wurm has a plethora of wonderful skills, each one with it's own functions, uses, and perks. I prefer to separate skills into four categories:Gathering, Crafting, Combat, and Leisure. I want to focus here on the crafting skills. The crafting skill category consists of 8 crafting skills. These are skills that take items from gathering skills and use them to produce a product in the game. The seven skills include: Carpentry, Smithing, Tailoring, Masonry, Pottery, Alchemy, Rope-making, and Cooking. Each one is unique to the products it produces, and many of them have sub-skills. However, even though the products from each skill are unique to itself, only two of the skills have high-end products. Smithing and Tailoring, both of which have products that sell for high-coinage value. Smithing has the creation of dragon scale armor with the use of its sub-skill, Plate Armor Smithing. Tailoring, just the same, has the production of dragon hide armor, which uses the sub-skill Leather-working. Unless an item is won or given as a reward, or maybe if an item is fantastic, no other items sell for as much as the dragon armors do. Which sort of makes those sub-skills the best skills to have if you want to participate in the economy. What I'm suggesting here is that maybe the other skills could get an economy handout. To think about how to do this, we can track back to why smithing and tailoring are profitable. They each take items dropped by uniques, and turn it into a very useful item to have. So its gathering process is the product of a unique fight. Perhaps the other skills lacking profitable products could get a gathering item from the result of a unique fight too. For example, maybe the troll king could drop a felled tree(its club) of a wood type unobtainable by any other source. This when used in the creation of a weapon (think combat stave, fancy clubs[expand that club skill gains!] or like the Staff of Land) could allow the player to have the advantage in combat, and then be both rare, and therefore valuable. ideally the item would be of equal value to that of dragon armors. That of course is just an example of what could be done. Wurm's economy fluctuates and for the devs to know what adding any given item will do to the market and to the game is nearly impossible. Personally I would just like to see all the crafting skills be equally as profitable, and therefore equally useful. Making that happen would help balance both the economy and the professions within the game, and I think may even make the skill system feel more vast than it already is. Tell me below what you think of making all the crafting skills profitable! ~Lei
  4. +100, this is something I would love to see this myself! SO many possibilities you could create with this. It's been suggested before I'm sure, but Icbash's picture edits do it justice, I think.
  5. Wurm Superstition

    Niki, thats awesome! Thanks so much for posting, this is exactly the kind of thing im looking for!
  6. Wurm Superstition It's the month of October, and in the spirit of autumn many strange and maybe a little creepy things can happen! In Wurm this usually means the oak trees come alive, and your livestock turn into crawling pumpkins, alive with mysterious life force! Wraiths cross the landscape and jack-o-lanterns adorn town squares across the Freedom isles. In this creepy season, I wanted to bring up a topic which I've thought about long and often. Superstition. I want to tell the tale of my personal favorite superstition which I've noticed in my own play time, and have never heard anyone else bring up or address. It's very strange, and could be complete coincidence. But here it is: "Over the years of working on various deeds, projects, and... experiments, I've noticed something very peculiar. I'll be slaving away, hard at work on the task or project and I'll look up at what I've done, and there, right beside me, will be standing a Freedom Isles Wild Boar. Okay, okay, so its not creepy. They're actually pretty cute. But it's strange. Not very often in the wild can I find wild boar. One does not go out hunting specifically to slay the elusive creature - because they're rare. But I always seem to see them specifically when I'm working on a big project. Something that takes a lot of work and actions. One appeared to me underground once, when I was building a roadway tunnel under the mountain I reside on. Another recently appeared while I was constructing the Central-Release Plaza (still under construction!). Even looking back through the years, I can think of other instances where the little wild piggies like to magically appear. I look at these instances as a sort of... "good omen". Like maybe the developers wrote some little line of code to specifically have them spawn when things are happening in the world. Perhaps its coincidental. Or maybe they're even hand-delivered by a secret group of GMs who fly around, invisible, spawning boars on things they like. I have no idea which one of these is true, but it certainly is very peculiar and should be something to be noted." So, fellow Wurmians? Have you encountered any strange creatures lurking about too? Has something even stranger happened? It doesn't have to be creepy, or scary. What's important is it's something completely illogical to the known game but seems to happen regardless. Let's hear your stories and comments down below! ~Lei
  7. I'm interested in that jacket. Message me in game @Leifar or here, discord, etc.
  8. Thatch I've been working on building a small hunting cabin on Xanadu. I live on Release, so Xanadu is like a vacation for me. I'm really trying to keep the deed as simple as homey as possible: Wooden walls, pottery floors - Think of it as a typical mountain getaway. Rustic. But in doing so, I wanted to make the roof appear rustic too; what better way to do so than to make a thatched roof. Now going into this, I thought it would be easy. No one builds thatched roofs because they look "bad" or they're too "noobish" and old-school (the old players will remember thatch roof looks quite similar to how roofs used to be before multistory, before we had an option for different roof types), or whatever. But in my experience, this is absolutely not the case. Thatch is insanely hard to even begin doing. The first requirement of thatch is that you must have 21 Thatching skill to even begin a roof on a building. Not too bad. Other skills are similar: masonry has its stone work. Floors in houses have their paving requirements. But there is a difference with thatching. The only way to grind your thatching to 20 is to make thatch. And each successful thatch skill gain is so incredibly small, that even with sleep bonus on, getting to 21 thatching will take hours(I'm talking like an entire day or more). And as the skill increases as the floors up you go. So at the third floor you have to have 22 thatching, and 3rd: 30 thatching, and so on. I'm not saying the entire thing needs scrapped, but there needs to be some work on the starting requirements because as it is now, its a very grindy thing to use. There is a reason you don't see thatched roofs around your neighborhood, and its not because they look bad, its because they're a ton of unnecessary and illogical work. What does the rest of the community think about grindy thatch? ~Lei
  9. Even if the goods did come off server, it would give server-ports a new feature to have a wagoneer because off-server shipments could just dock at the nearest port, and hire the wagoneer to "mail" the bulk shipment inland.
  10. The Case of the Black Bear's Hatchet Recently in my endeavors, I came across a black bear in the mines underneath an inactive (but deeded) settlement. I engaged in combat with the bear, and during my fight, I somehow activated ranged combat by accident. Some backstory: before entering the mine, I was felling some nuisance trees which had grown in front of the mine entrance (it was long abandoned) and the hatchet (rare, 92ql, 90 enchants - a very nice hatchet) was still active. So whenever I engaged in ranged combat, the hatchet, of course, was first to be thrown. The hatchet struck the bear square in the shoulder! A few more wacks from my steel staff, and the bear was dead. It was then I noticed that my hatchet was no longer on my toolbelt and I realized my mistake. I looked around, and sure enough, the hatchet was square inside the black bears corpse. So I went to grab it and be on my way, but nope. "That would be very bad for your karma and is disallowed on this server". So I looked around and I assumed the problem was the fact that the bear I had just killed was on a player owned deed, and since I threw the hatchet, the player who owned the deed now owned my treasured rare hatchet. This assumption was later found incorrect. Queue me calling in the GM's via support ticket, and panicking about the possibility of me never seeing my precious hatchet again. Alas, after a long 30 minutes, the fabled Enki showed up. He explained that the hatchet no longer belonged to me, and it was not owned by the deed holder, but in fact, became the black bears hatchet! The bear was dead, how is that possible? But it was true. Enki grabbed the hatchet right from the bears now stiff paws and handed it back to me. But the whole encounter got me thinking. If this is the case in this accidental scenario, how would anyone actually use ranged combat on purpose if things like this come up. In my opinion, it would deter me if I was throwing weapons on purpose. You could theoretically use a thrown weapon (think throwing daggers) with the caveat that you would never receive the weapons back again. They become the creatures possession, yes, even after death, which defeats the purpose entirely. My suggestion: Allow thrown weapons to retain ownership to the thrower, and not be transferred to the victim. It makes logical sense (A dead bear cant possess much of anything) and it enables a new style of combat - ranged fighting without the use of a bow. Alternative suggestion: Disable the option of throwing items. Using a bow is one thing, but the throwing of previously selected hatchets is simply not feasible in a combat scenario, even if it was by accident. What does the Wurm community think? ~Lei
  11. I think that it makes sense. You would have to remove the catseyes to edit the highway, and paving the bridge could be considered editing the highway, so simple pave the bridge before catseyes are applied. Catseyes are intended to be added after the entire highway is complete.
  12. I would assume if the devs implemented paving with it, the flooring would go hand-in-hand with it.
  13. The Black Crypt! If vampires existed in the world of Wurm, this is where they would reside.
  14. I have something like 30k iron lumps and growing
  15. So in this great game we all know and love, you can pave the ground with various bricks and stones. Slabs, whether it be ordinary rock or marble, sandstone or slate - they look fantastic. However, we also have "slabs" in metal forms: Metal Sheets. My suggestion is to allow metal sheets to be applied to packed dirt, and effectively act as a pavement. New metal pavement textures wouldn't have to be overly fancy. A simple flat gold(or silver, iron, copper, lead, steel, tin) texture across the tile would suffice. I've thought of a few examples of how this functionality would add more creativity to the game: Fancy capital-style cities, with streets, paved in gold and marble. True dwarven underground cities, paved in streets of steel or iron. Desert pyramids, paved in marble and topped with a pinnacle of gold. Wurmians! What do you think? Metal as a pavement? Lets hear it! ~Lei
  16. Well outlined and simple enough! I like it a lot! I think it would stir things up initially in those who are already the existing priests of the player Gods currently, but after the initial stir up, it could be a more streamline and intuitive way of doing it. +1
  17. Brickyard Hollows, y23/x26 (J16 in-game map) - name changed to "Scarborough" Please change name on map to suit! Thanks Panda!
  18. I'll take him! pm me here or in game @ Leifar
  19. Tall Iron Fences in Arched Walls So with all the new wall options its hard not to spam everything, searching combinations to get a creative product! I've been playing with fences inside arch walls since the functionality was added. It can have some super cool products. Recently, the tall iron fences were added in the new brick styles, and in my experiments I noticed a few... oddities. Tall fences cannot be built inside an arched wall. Adding this functionality would allow Wurmians to create some really neat dungeon scenes, jail cells, and unique barred-windows (similar to the portcullis wall but fancier). Unfortunately, its not possible right now. HOWEVER I noticed in my very recent endeavors underground that it was, in fact, possible. Unlike the surface, the underground doesn't care if your tall fences are in arches. The building (of the fence) must begin in the crafting window (not in the right click drop-down window) by right clicking the tile-border inside the arch and adding it to the crafting window. Which allows me to present you with the picture below: So how cool does that look, right? What problem does this create to make it not viable as a building option? Is it a bug that its possible underground? Or perhaps its a bug that its not possible above ground? Wurm Devs! Please let us be even more creative with our arched walls! Tall iron fences belong in T arches! The proof is in the pudding! (The picture above) ~Lei
  20. Getting creative with the new wall types, styles, and options! Pottery T Fences with Pottery High Fences with a Pottery Clad Reinforced Wall behind it!
  21. Logically, this makes sense. In the real world, why would you be able to build a well on top of a bridge? Unless piping and water pumps have been added to the game, its just unrealistic given the technology in the game. Its a shame for your water tile, but because your bridge is where it is, you gave up access to that water tile.
  22. Agreed. I dislike that idea as well.
  23. I assumed so@Tich. So I thought of ways to expand to code it so that it may be possible: So bridges appear on the same tile, right? They have two "surfaces" - what you paved the "dirt" tile with, as well as what you paved the bridge surface with. Maybe using this logic it could be applied to this - have one graphic displayed on the ground surface and the other displayed on the ceilings surface. In theory its already being applied to bridges, so it is possible. As said above, the same is done in buildings. The tile of the dirt(the ground), the graphic of the floor in a building, and the graphic of the roof on the building all appear on the same "tile" but still have no problem being graphically displayed. In all reality, the game is already displaying two different graphics for one tile (the floor and the rock ceiling) All that needs added is the optionality to change the graphical texture on the rock ceiling. Just a few thoughts I had about it. Nothing is impossible 99.9% of the time, its just problem solving. Hope that my theory can maybe help in the clad ceiling department!