joedobo

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Everything posted by joedobo

  1. If I understand this correctly, we are wanting something along the lines of a Large chest that holds something in excess of a huge tub. I like it. I wish we had more freedom when choosing what graphic is displayed for our containers. Would be fun if the volume was custom too. A container with a volume related to materials added, more construction materials would require more skill. Then, we need some kind of toggle for Bulk bin type storage or the old way. finally, we would pick which graphic is displayed.
  2. +1, A desire of mine dating back to when the things got implemented.
  3. -1 Its not that much money to buy a fishing pole, or you could get a bunch of fishing line. Many veterans can make hundreds of things like fishing lines in a matter of an hour. If a player doesn't have money I'm sure he could do some work for a couple fishing poles. Maybe we could explore a crude spear fishing technique? A player would simply sharpen a shaft and try to stab the fish. I disagree with your ideas that Wurm is a game where you have to spend days, if not weeks digging out an area for settlement. Some players would like to have a relatively flat area to begin with. Why not provided it? When I first started playing digging was my favorite thing, now a year or so later and two toons with 90 digging, I HATE IT. Back on JKH the only F2P that "roughed it" in the wood where the ones who wanted to do so. It was then and im sure it will be now, just too easy to get things from other players.
  4. I was distracted with minor details. An easier way to move it around would be best. I wish an item's creator could move her creations around similar to how a GM can move stationary objects. GMs can instantly move items from one point to another, players should be limited. Perhaps a time delay of half hour. We shouldn't have to stand around waiting on the delay, initiate it and go do something else. Moving Towers and alters into an area influenced by another god are two exceptions.
  5. Unless the alter always comes out unfinished you don't want to make it anywhere other then its destined location. One way to control the location is to take the hot lump from the forge and a l.anvil with you. Then, make the alter where you want it. If a forge is not near a campfire can heat up materials, coarse a campfire could be made to finish the unfinished too.
  6. 0.00 -> -

    I believe the precision is excessive. There is a point where a rounded value is just as good as the precise multiple decimal value. Do we really need to know that a hammer has 1.56% damage? I think a 2 would provide enough information and reduce the clutter in the GUI windows.
  7. 0.00 -> -

    +1 I'd like to see something along these lines: "-" which equals no damage "<" which equals damage less then 1 "1","2" ect for whole number damage. Damage greater then 1 would be rounded. I'm not sure what the best rounding method would be. On another subject. Seems some players are flaming you Eep. I just want to say I agree with many if not all of your suggestions. Quite frankly, your Awesome!
  8. Deeds

    -1 players need reasons to pay abc12free money. I would like to see an option for first time premium buyers to get a special settlement deed. It would basically be a size 5, no additional perimeter, no guards and one month maintenance. The deed would only be good for this set up. After placement the player can expand it they choose.
  9. +1 Remove all caps on sleep bonus. I'm not sure how this would work with inactive accounts.
  10. Nothing more to add to the title. *edit Title change and I still think they should always create finished, its just easier to carry some hot lump and make them on the spot. A way to move alters around is the best solution. Movement means it wouldn't matter where its created and players can precisely place them.
  11. shift drag would work. If you shift drag an item from the bin it even asks for a drag quantity. Now it doesn't do anything, after that window is closed the normal BSB window opens. 1. as you said, drag the whole pile which means take as many as will fit in inventory. Need the take key bind to work here. 2. shift drag to specify the exact count, and if that count is too much, only what will fit is moved.
  12. You can put unfinished coal piles in the chests. 4 each at 200 kg will prevent anyone from picking them up.
  13. agreed Like saying this: So after you get high skill in mind logic a new ability will be opened up, the action queue!. But you can't use that ability on many things because of stamina drain. Ironically, you especially can't use it on the things that gave you the mind logic in the first place (many crafting creation and improving trades).
  14. resurrection! I was against this at first because I was dreaming about barns. We need a way to secure/control a limited number of animals. After the server crashed, I'm sitting around twiddling my thumbs waiting for it to come back up. You see I have animals and a cart that need to be moved to a secure area. When a horse rider is discounted for some reason, a un-tame horse will suffer the same fate. The only potential problem lies with players putting collars on many animals in an attempt to control them. If we could only put collars on up to say 3 animals, it would provide protection for hunters and cart drives alike while preventing hording abuse. An animal wearing a collar would prevent other players from doing anything to it on Freedom.
  15. Look on the bright side. All those priests out there are getting their pay counts reset so faith is going up very nicely. I have always been in favor of F2P on freedom as long as it doesn't take away from my paying play time. Its still early in this adventure and I will exercise some patience while the devs find a solution.
  16. No, that's the whole idea this started from....Make it a setting and not hardcoded, so people can figure out what best suits them and use that, both for farm yield and farming time. If you aren't using your crops then plat them less often. This idea would only be useful for weekend warriors and I believe feeding grazing animals. I promise you, these weekend warriors will complain if their yields are less. The overall affect on game balance should be the same if 4 days gave 6 yield and 6 days gave a 9 yield. In this scenario everyone is happy and no one is nerffed. That 7 day growth cycle thing was more a tangent sujestion. You bring a good point that I have to explain something. Few are going to choose to only get 6 crops from 7 days of growth if they could have done it in 4 days. Features have to be desirable, or the old nerfed, for the Dev's codding time to be justified. To put it another way, its wasteful to code stuff that few will use.
  17. Another similar argument. Hey Joedobo, You can count tiles and use paint to make a map, stop your complaining about how a map-dump will supposedly allow everyone to benefit and will level the playing field. Sorry Othob, its not as simple as you make it out to be. But this comes from my attitude that all players should not have to learn to use a spread sheet/database to benefit from the game. They just log on and have fun, yea!
  18. -1 because it would cause/promote land claiming without payment. wow, I didn't know you can't repair your house in another's perimeter. The sujestion of joining a deed that lets plays do their own thing in the woods sounds good. But if players wanted to do that don't you think they would have already? I find it funny how so many want to tell other player how to play. I mostly like giving first time premium buyers a choice other then the referral. One option would be a free 11x11 deed; 5 prem.; 0 guards and 30 days maintenance. That is not a lot of value there and would put a stop to some problems like the one mentioned in this thread.
  19. At one point, when animals ate farm tiles it cause them to go backwards in the crop's growth cycle. Now I think its been change so after an animal eats a tile so many times it turns to dirt. Now I don't know if that graze-count is reset after ever growth stage. yea, without knowing exactly how grazing affects the crops its hard to predict. in my expereince: 1 to 2 tiles per an animal results in replanting farm tiles every day or two. I think I had to groom some when the pens where 1 per tile. 2 to 3 tiles per an animal will let at least half the crops get ripe. Never had to groom here. Players have talked about a 7 day growth cycle. As long as we up the yield to be proportional with the longer growth time it shouldn't cause any problems. Say you plant Sunday evening. The earliest some crops could be done would be Friday evening, most would be done Saturday evening, and none would take longer then Sunday evening. Currently 3 to 5 days gives me a yield of 6 per a tile with no raking at 75 farming. At 4 to 7 day proportionally should give a yield of 9 per a tile.
  20. QFT I guess I should give some advise. All these are ways to to detect the so called "easy macros" and don't hinder human operators one bit. 1. Time pattern indicators. clicking at exact intervals over long periods is hard for a human to do. 2. Positional repetition indicators. Clicking the exact same pixel, over and over for long periods is almost impossible for a human to do, especially if some mouse moment is involved. 3. Doing dumb stuff, like improving for an hour with zero food and water. 4. Possibly look at the time between a click down and click up for mouse clicks.
  21. +1 sounds good. The advantage of opening up farming to weekend warriors would outweigh making feeding grazing animals easier. I'm confident that if crop growth was slowed it would reduce the amount of time I spend replanting food for the heard. An example, set the growth rate really low and then plant 4 tiles per an animal. This should feed animals for at least 2 weeks.
  22. -1. water sources are already plenty enough. The problem for me has been that a water source doesn't fit in with where I want my deed. Generally we don't move resources to fit where the player wants to place a deed, its the other way around. Its the player job to make due with their local environment. A spell to create up to 45 kgs of water might be cool tho.
  23. I'm not against this and like it. But I do want to point out that its only useful to players that are already somewhat computer/database familiar. It will create an inequality, only those who know how to build, import, and make use of a database will benefit. Those knowledgeable user can currently input all that data manually and enjoy a benefit. I am just unsure if we should make it easier for them to be better. If anything we should be putting effort into simple system that everyone can benefit from. Since Wurm doesn't have a strong Mod/addon community like WOW, I'm kinda of uneasy with data dump things like this.
  24. I'm pretty sure this is wrong. An item creator tag is already on every item in the game, its likely also on fences but hidden. Even if its not there I disagree that it would cause massive strain on the server. I have piles of stuff all over the place, usually the pile is a count of 100. All these items have maker marks and its not causing any problems. Now extra code to check the creators last log on date every decay hit would put additional strain on the server. We could lessen this somewhat by only checking maybe 20% of the time. Maybe only run this code feature during a maintenance period and apply a fix amount damage, say 10%. This way all fences of quitters would be gone in a couple weeks regardless of quality.
  25. 1) I would like to see a fence creator instant destruction option. 2) A fence seems like a structure to me, why can't we apply accelerated damage to ones built by people who havn't logged in for more a month. So if its not deeded and during a decay check the system sees the builder hasn't logged in for 31 days damage is 10x normal. Just an example, mind you. Excluding deeds, I very much oppose any no-bash guarantee fences schemes. If you want no-bash fences, need to get a deed. Punishing players that destroy things that aren't theirs is just as bad. Under this thought process I could fence massive tracks of land and if someone destroys it, I could get that someone is trouble. For those deed holders who don't like spending forever bashing deeded fences, use low ql materials. All my wooden fences are 2ql. On a freedom deed and with 30+ days maintenance a 1ql fences is just as good as a 99 ql.