Roger Hellers

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About Roger Hellers

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  1. I think climbing should stay an user decision. Auto climbing would slow a user down without him wanting to (or expecting to). This can make for nasty supprises when being chased.
  2. So which is it? You say Wurm is unlike other sandboxes with restrictions that alot of players don't like but at the same want a restricion which alot of people already stated they don't want? Don't take this personally but I am sorry but this is BS. There are no rules for what everyone sees as beauty. Take a few random strangers from streets and I assure you they will have different opinions. Sure they will also have certain things two or more agree on but not everything not by a long shot. A.e. every now and then a thread pops us to allow people to switch to old graphix because they found those prettier.
  3. There are already build rules in place, there are already boundaries. You don't want them to follow sane rules, you want them to follow your rules. Calling it following sane rules is just trying to mask the fact that you find the rules lacking. But if you're so worried about immersion you can always start following the path of insanity and RP that the buildings are hallucinations. *edit added smiley to make sure the last bit is seen as the joke it is *edit*
  4. Randomly generated names like bred animals: Yes. Allow naming: NO Tower guards aren't owned by anyone, they're public defenders. Wurm has enough drama going on without neighboors fighting over whether the guard should be named Stabby McStickem or Slicy Slim.
  5. Just because it was a paid feature because the devs didn't implement it in another way really isn't an argument against it. Transfer between pvp & pve used to be a paid feature as well. Making it possible by adding ingame tools doesn't make it obsolete. The paid version is easier (if you have / rent a wand). Adding a new instant magic item will cause anger in those who actually got the wand ages ago even if the new variant would be inferior.
  6. Just add the ability for people to modify the rocksurface under water by other in game means, a new tool or whatever. Don't add it as a new money item with reduced ability. The folks with the wands keep their unique item. However it's function becomes a convenience instead of a non-obtainable one.
  7. I couldn't find the most recent thread in the first few pages. So instead of necro-ing i started a new thread about this again. I know this is something that has been asked several times before. However I don't know if it was ever proposed in the following manner: Have animal enter as passenger. (Animal types may need to be limited) Lead the animal -> right click the boat (with rope active) -> select option to have the animal enter as passenger. To exit: Activate rope -> right click boat -> select option the option to "take out" the first animal found when going through the passenger seats. I can only assume things about the code but I could see the entering of animals part being quite close to that of hitching (which would probably use animal only "seats")
  8. Surface mining is fine the way it is. It's a nice challenge to sculpt what you want. Even if the raise method does work above ground (not tried this as wiki said cave floors) it's still more griefing prone as concrete is not a 1 action item (like dig a dirt somewhere else to drop) but 10 (without taking into account how you get the ash). Also droppping dirt is not always a valid option.
  9. No deed, no final say. It's harsh but if you don't deed it and it's not in your enclosure it's tough luck. It's not griefing per rules and the code of conduct has nothing on this either. Having been there before them means nothing. I've had this happen to myself and a friends as well. You have two choices: 1 - you relocate (which we did in the end) 2 - you deal with it and stop complaining. *edit spelling*
  10. You havent understood what you have read in my post: I never wrote it was a positive idea, but before screaming about privacy invasion, point out to the OP that his idea can never work for mechanical reasons, your personal choice/feelings are immaterial since the idea could never function, since IP's are no more than an address the server is sending information to at that moment, they are not static. I understood your post. My first already stated most of it as well about IP never being able to be used. I gave the mechanical reasons why it couldn't work as well as the privacy statement (and not because of IP). Giving the privacy reason is not immaterial as it gives him feedback on the idea of an account linking "service" for players. Just giving the mechanical limitations will only counter this current suggested implementation of the idea. Giving additional reasons (like privacy) also shows him peoples disposition in general towards the idea itself (not the implementation). Calling it paranoia when people bring in more arguments than you deem required to counter a certain idea won't make you any friends.
  11. Actually these show the alts on the same account which is a completely different thing. The idea here is to try and link accounts based on a shared IP. These are two are in no way comparable. The reason privacy is mentioned by me for example and possiblity others has nothing to do with knowing IP's (he mentioned the server would do the equation not the client). My privacy point is that no other PLAYER will ever have the need or right to know whether I play more than 1 account except in the cases where I decide that I want to tell them. Stating you don't want your privacy invaded is far from paranoia, if anything wanting to be able to scan everyone is.
  12. You know that already, you are dealing with the guy you are looking at. What you now want to know is whether he is known as someoneelse in another place. Which is not something you know in RL and have not business knowing in game.
  13. IP based will never work properly. There are too many limitations to it. As already stated before a single IP-address can have multiple people playing behind it (people not alts). IP addresses can be "faked" so the real ip-address of said player will not match that of a griefer. This is most likely something a lot of experienced griefers will use. A faked IP could give you a false result whereby you damn a perfectly legit playing person because the IP-address-check said it also belongs to a griefer. Trying to come up to deal with a griefer is nice but this is not the way. Also as stated before it is really none of anyones business if I have an alt or not. I am not required to tell everyone that I play more than one account. This is called privacy and should be respected.
  14. The problem with the suggestion is there is no real difference in the role you play. You are still supplying the smith with something to improve. For the smith it's still a gain in time / reduction in effort for him to imp the tools supplied to him. Your input still helps the smith ergo you can still feel like you are helping. A crit item doesn't change anything in the core of the work setup of supplier / worker. The crit effect is not a simple change at all. Certainly not balacing wise in PvP, a crit item with 10% more dmg is going to cause all sort of drama in the Pvp scene and will become a must have item. Programming wise it could well be that every skill tree has it's on creation code. There's no way to tell how much work it could be coding wise. This depends really heavely on the coding in place so far and it's optimization.
  15. Only if a different way of telling you a success rate is put in place instead. Completely removing any indication of an items difficulty vs your skill is taking a mayor step back. Just about any game out there has an indication of difficulty, be it a color coding system / percentage / small text. Removing this will only cause aggrivation as people will have no idea on what their chances are. As a new player it would seriously stink to unknowingly try and make a 6% item with resources you gathered in the last fews hours and have them go poof in mere seconds. Adding a text based indication of succes only makes it take more space ( a.e. "you feel very confident making this item" at > 80% chance). The percentage is a tiny message which gives players a good feel on whether you want to try and execute the action. Make Wurm more user friendly not less.