Emane

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Everything posted by Emane

  1. Doesn't impact trader ratios nor payouts at all. http://forum.wurmonline.com/index.php?/topic/87796-money-distribution-improvements/ thread announcing and discussing yesterday by Rolf.
  2. reaverkane "Only time i saw Rolf admit a mistake and roll it back was with deed lamps and the olive oil + oil barrel thing. Was the only time he actually corrected his error and improved the game with that correction." But now it is borked again because olive harvests got nerfed...no way to fill one of those tubs now with one olive per tree per season . Also Yeah, i was referring to that, and not just that, items like boats that need to be continued, even though you can bind the continue key you still need to activate the item, which is fine on small items, you can put them in a container, and activate them inside it through the toolbelt, but larger stuff like hull planks, its a pain in the neck (and writsts). make a new group...add group to toolbelt...group doesnt care if it is planks trees or what is in it...forgoes the size limitations on using containers.
  3. well lets see...fatboy mentioned he spoke with Rofl this morning...then even the original post says a maximum of 10i based on ql...from that one can easily extrapolate that 99 is highest possible ql so would stand to reason that those items would be 10i, and from there extrapolate that it then makes sense that 1 iron per 10 ql should be a reasonable hypothesis....it really isnt rocket science.
  4. Problem: Its easy for high skill players to pump out lots of high ql items fast (bow string, whetstone, handles, belaying pin, locks, ropes, basicly anything that can't be improved). If I where to run 10 clients selling 90's ql bow strings (one high skill to make and 9 F2P to sell) I could make 50c per hour. Why would a high skilled player do that instead of saccing said items to raise their village bonuses?
  5. I don't see why move your existing traders...they can sell to settlement tokens and merchants as well. Has nothing to do with the current trader system as it comes form a different 'fund' in the kings coffers AND uses a different method of selling..ie you highlight the item..rt click on trader/merchant/or token, then select sell....
  6. Like any new player can make a 70 ql item to get the said 7 iron for the example above. It would be worth more sold to another player at that ql...Is the reason I see no threat of abuse to this system as stated. sure newb can sell off 10 ql items to get some coin, using above example Im assuming those would be one iron income, thus require 500 items / hour to make the 5 coppers, decreasing in number as their skill improves till they reach the point it is more profitable to sell to players those same items...NO WAY is that going to happen hours on end for 'farming' the token/merchant/or trader. Like the system as explained..and think it will help new players get some meager coins...they can still earn more and faster working for someone doing menial tasks such as digging dirt ect however.
  7. You can currently sell items like this for up to 5 copper per hour. If you do the math, that's several hundred items so most people will have trouble finding or creating items fast enough to sell them like this. Dont see an army of alts making hundreds of items per hour to make 5c each at all! also as I understand it, 'normally useless items' would indicate items that trader will not give a price on . IE items that get price says "[14:20:32] A trader would deem this pretty worthless" regardless is all speculation till those testing on test post their results and observations.
  8. I dont see this being a factor...will take 50 quality 99 (90+ at least) items to max the hourly rate of 5c. He stated UP TO 10i per item DEPENDING ON QL.
  9. Being reported KaiH has tamed and used hellhounds in battle...Myth or truth? Anyone verify? Thanks
  10. can always leave/mail them a letter on papyrus. That has been in game for a very long time now
  11. Like wikipedia is an accepted reputable source for ANY information at all right?
  12. Global trading system -1, part of my income is deliveries! Community boards -1, tho similar player made 'missions' are rumored to be on the way, Similar thing Im expecting with a board posting tasks and reward... Aesthetics and more decorating options +1, Know some time ago Zcul was working on hanging items on walls, no mention recently however, Different new channel for ad's and commerce +1 for sure.
  13. Eggs

    Experiments (Gold 2 map - Nov 07 on the Jenn-Kellon Home server) suggest only 10% of eggs will hatch into chicks, never before heard anywhere near 33%....
  14. 4th passenger on cart does the Fred Flinstone..Their feet are on the ground thru the cart LOL..
  15. Using a reed pen works with stew also..
  16. Anyone yet figured out the 'skill requirement' that dev said was now required?
  17. Stoping creations waiting on the 'drumroll' is a ton of wasted time and skillgains however.
  18. -1 fine as intended and currently implemented.
  19. Missig Corbita

    Found and secured..PM me
  20. Missig Corbita

    GL should have secured it with a lock and mooring anchor...
  21. Sure lets add more to the non-agro cap so once again nobody can find horses, bison and already non-agros. Nope...already had that experience still -1 imho. would soon again have servers where the ONLY wild creatures were aggros...
  22. like map detail as it is shown now..agree font needs work for grid but still a wip, .that is enough tho...placing pins -1, Tradable -1. Many don't want their locations known by others, being tradable, or pins placed (then screenshots taken) would destroy this option for said individuals..