joedobo

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Everything posted by joedobo

  1. An option where everyone is left in the same position as before will create the least drama. -> Players spend 35s to get a thingy-MA-jig that reduces upkeep by 20%. This could be a statue we place on the same tile as the token. To make it the same as before, you can't move it after it's been planted on a token. And it will destroy when the token goes away. If Wurm wanted to be nice, they could make it work with load by the mayor so it can be moved to a new deed. Although, it is supposed to be a silver sink. If players can move it, they will try to sell it. The sell part lessens effectiveness as a silver sink. * Price reduction for everyone removes a silver sink from the game. * Grandfathering in the %20 discount for existent traders creates a situation where future customers will be displeased.
  2. First off, I don't have a trader. Don't grandfather in trader deed discounts. It will harm future customer's impressions. Wurm, if you don't care about the 10% thing, why not add a new item players can buy to get the 10% discount? And have it cost whatever traders will be refunded for. I want to repeat, Any form of buff (upkeep discounts, shop discounts, discounts of rando-stuff) for older customers that is made untenable for future customers is a horrible idea. It will hurt Morral and the impression the new customers have of Wurm.
  3. I support removing the 10 tile limit. Remove the complication of figuring out what QL rug to use for best tick chance. I'd chose something simple here, say like rug QL equals skill. All the other tick chance influencing factors would be removed.
  4. IRL, A winter forest will have leafless (and dead looking) deciduous trees and a think blanket of blinding white snow everywhere. But after so many years of players complaining about winter maybe it's time we choose player happiness over realism? Oh, but wait, we can give each player exactly what they want and cause no harm because of it. Wurm already has the means to let use choose what season we want to see. This means if you want to see white hell, go for it. But I'd rather see an extra long fall and no winter. Note that snowballs are a server side thing so we could still collect them towards the end of the extended fall season.
  5. I'd prefer programing flexibility. A very bare bones LUA implementation would be great.
  6. I'll use overlapping numbers for most things. 0-70, 70-80, 80-90, 90-95, 95-99, 100-100 Not sure what I'll do with the 99.## ones. Maybe make a 99-100 bin and make sure I drop in the 100 bin first. I did something similar before the recent change.
  7. Minimum and maximum only accept whole numbers.
  8. 1. Minimum QL comes from the lock's QL (rounded up to the next whole number). Use a 99.01 lock and you can set the minimum up to 100. 2. Maximum QL is whatever you want to use. But it can't be less then minimum. My question is how do we do proper ranges when it appears both breaks-points use equals? Examples: I put a 99.01 QL lock on my bin and set its minimum to 100 and the maximum to 100. This bin will only accept 100 ql things. I put a 98.01 QL lock on my bin and set its minimum to 99 and the maximum to 99. What QL range will this bin accept? I put a 99.01 QL lock ( I could use a QL as low as 94.01 here) on my bin and set its minimum to 95 and maximum to ????. I want this bin to accept 95 QL <= X < 100. I tried to put a 97.35 QL log in a bin with max and min set to 97. It has a 96.20 QL lock. "[08:30:55] You hear a voice in your head saying that the log is of a higher quality than the bulk storage bin will allow, which is 97."
  9. I think a good first step is most items (food would likely be an exception, I disagree with it, but I can't see Wurm giving us zero decay food) placed on furniture won't decay. Stuff in non-bulk containers needs to decay. Otherwise, we get someone having something like Caravel>rafts>backpacks>jars all nested up so they can store about 2.5-mil large nails in that. In a sandbox game players are going to do wild things like that. I'd also love to see catch up decay completely removed from the game.
  10. The all white is too bright. A good fix would be to add unique tile textures for all tile types. Make sure it's easy to visually distinguish between tiles. Avoid making it so white, bright, and boring. Reminder, giving players the means to disable winter is super easy to do. The option is already in the client. See gamesettings.txt and "season_override=0". This used to work for all players, but someone decided that it should only work for devs and it got changed. I think this should be enabled while Wurm finds a solution that players like.
  11. If I understand the Otherworldly Monolith right, it is one rummage per a pulse per a premium toon. Let's say you had 10 premium toons doing rummages for 18 hours a day for two weeks. 10 toons / hour * 1 rummage / toon * 18 h / day * 7 days / week * 2 weeks = 2520 rummages. I think it's dangerous to be focusing on such an extreme level of play. Wurm is so afraid of the actions taken by a power-gaming play style they have made the feature useless to a player who show's up with one toon and plays for a few hours. I would prefer elitists are nerfed or limited so casual gamers can get the same benefits regardless how many hours are played. Given that Wurm doesn't want to use Real Identity Variation services I don't see any way to deal with alts.
  12. Strongly oppose the use of hot statues. Forcing PvP upon PvE (whether by participating in PvP or, buying from PvP'ers) is bad game design.
  13. Butcher grinds with filet. The filet action uses a fixed action time. Usually with grinds that require limited resources you want an action time a close to the 30 second cap as possible. In the case of filet the active time is fixed to a short time. Thus, you want to do the filet as fast as possible.
  14. The device must enable improvement of metal stuff while embarked in a vehicle (like a boat/wagon)! We can currently do this with everything except metal crafts. @Sheffie If you can't pick it up or load device when it is hot, how do you use it to improve metal crafts while moving around and embarked in a vehicle (boat/wagon/whatever)?
  15. UO's animal system is very robust. It has been proven to be adored and be enjoyed by the player base. WO animal system on the other hand is exactly the opposite, a pile of steaming cow dung. I'm very opposed to having animals provide the heat source. Even if the WO's animal system was better, it's overly complicated to use animals in such a way. The desire here is to make it so metal crafts can be improved while embarked like all the other crafts.
  16. I'm most interested in confirmation if my math and model is right. Although, I think blue (rare) items are easy to make most of the time. 4k improves is doable. I made 15k butcher knife blades to get a supreme. With a fantastic you'd replace that 52.0049% number with 0.0103%. It is basically impossible and not worth spending the time to do that math from my perspective.
  17. Based on the following, I would need to plan to do around 4000 improves to make my still rare with improvement? First, it could happen much sooner than this, but I like to have an estimate of worst case. Second, I'm ignoring the bit about imp failures canceling the roll. I plan to improve very low ql things with 90s skill and high QL tools, so my failure chance is low. There is a 1:3600 chance each second to make a rare widow. In rare window chance: 1/3600 or 0.0278% In rare window chance for each roll/improve made. 100% - (100% - 0.0278%) ^30 = 0.8300%, where 30 is the lesser of improve action staggered attempt time or the rarity window length. Improve chance is 20% Rare + chance for each rarity roll. 100% - (100% - 0.0103%) * (100% - 4%) * (100% - 50%) = 52.0049%. This is for premium and it is 50.5% for F2P. Rare + chance for each improve done. rare+ 52.0049% * in rare window 0.83% * improve chance 20% = 0.0863% Zero rare + items made in 3469 attempts would be the %5 confidence to reject. Zero rare + items made in 5332 attempts would be the %1 confidence to reject. (100% - 0.000863) ^x = 0.01 LOG 0. 01^-1 / LOG (100% - 0.000863) ^-1 = x The math and model for this is based on a post by Lethyria here: https://forum.wurmonline.com/index.php?/topic/192530-testing-spamming-creation-for-items-of-rarity/&do=findComment&comment=1922922
  18. Being able to improve in a boat is very convenient. But that does not work with metal imping. I'm hesitant to talk about details because people like to argue about that and devs tend to do what they want anyway. Now, I prefer less restrictions on items. But even with crazy nerfed and limited implementations, at least I could improve metal stuff in a boat, so either way works. For example, I like this kind thing: * Anything can go inside it. * It's portable and works no matter where you put it (even use it from within inventory). * It's large enough to heat a single item and a few lumps. * Has no item count limitation other than the standard 100 item per container. * Has the same fuel efficiency as the rock forge. * Constructed from clay bricks, mortar and any metal. The final material matches last metal part added and improved with metal tools.
  19. Here is an update for the advisor. A Pen by Anon591 (codepen.io) The principal behind this advisor could be applied to many other skills. Because after all, all skills are just a Gaussian dice roll using difficulty and effective skill to shape and move the distribution around. This likely could lay the foundation for a creation chance advisor. Creation attempt is first allowed when about 6% of the Gaussian distribution values are greater than zero. Or that 94% are less or equal to 0. A wild guess is that this may require a mean at -20. The skill tool solves for mean of 20, the creation tool would need to solve for -20 (if that value is right mind you). Note, I'm not sure what else I'll do on this. After reading the recent GM forum post about bugs and exploits I don't know if I want to play anymore. A game that thinks it's okay to enforce rules based on common sense and generalized or abstract opinions of right and wrong bothers me.
  20. When it comes to pan loading never discount quantity over quality. The only important part is that you get at least 30 difficulty, so you tick size isn't reduced (difficulty capped at 30 is action time for cooking). Sure coca beans may be better skill gain at later levels, but in the time it takes to press those beans you could have harvested many tea leaves. imo...fry green tea leaves 1 to 100. Btw, caffeine gives less skill than plain old SB usage overall. If you have time to use your sleep bonus normally you always want to do so. Caffeine is only good when you generate more SB than you can use. Because sleeping a bed, doing mission, eating SP when you have full sleep bonus is even more wasteful. Simple math should make this clear. 1 hr on caffeine is 3x skill and 2hr SB used. 2 hr on SB (no caffeine) is a 4x skill and 2 hrs SB used.
  21. @Muse Thank you for that Shydow quote. I thought it was - 20 and not -10 ( like what is on WurmNode). But I want to point out that this is an estimate and is not the actual equation used in the code. @ChakronIt should be a simple manner of changing WurmNode's tool. And that may very well be what happens. WN can update their tool, host whatever I create, or I can put my tool on something like Fandom. It doesn't hurt to try different things, especially since I was the one spending the time to do it. I still desperately want some feedback on the idea that farming skill can about predict rake skill. And to a lesser extent, nature skill. But given that nature skill's effect is reduced to 1/10 it's affect on bonus is small.
  22. I prefer spell scrolls. I'm afraid they are going to require gems to create the spells gems. And it could be especially bad if gem ql caps enchant power (+ a little for the 100+ casts). I like scrolls more because paper and high ql paper is easier to get. I'd keep it simple. Priests uses a scroll pen on spell paper to make a spell scroll. The scroll records the priest's pertinent stats and takes favor (potentially more than normal favor to offset the advantage of the scroll). Anyone can use the scroll and it casts the spell as if the scroll's creator had done it. Using the scroll destroys it. Spell scrolls can be mailed, put on merchants, dropped on the ground. Decay rate of spells should be moderate speed. Since we are working on an enchanting ... Fix that dumb dispell thing to get the up to +5 spell power. Add a way to dispel whatever you want in any order you want.
  23. Ringhai, I didn't know about WurmNode's tool when I stated this project. Though, I have since learned of it. It's better, but the math it uses isn't right: ((skill + QL) / 2) -10 = difficulty. The estimate is close and it's what Wurm has used in the past. I'll keep doing this to finish it even if there is another option. Others can choose to not use it after all.
  24. Note, I'm aware of grinder app. It works and is correct. I just think it's overly complicated and gives too much information. On another subject, I'm hoping for some feedback regarding the "bonus" value. I believe that rake skill, and to a lesser extent, nature skill can be explained by farming skill. Say you have 40 farming skill. Here you'll likely have 30 to 35 rake skill. Nature skill is harder as other things affect it, but I'm guessing around 20. This is important because it simplifies the advisor tool so users just need to give one or maybe two values.
  25. If it's not already planned could we please have toggles to block things like the trade window? I don't like it when players open GUI windows on me when said window isn't welcome. Trade window, spar window, duel window and are there others? I don't know if /ignore blocks emotes sounds of the ignored person, but if it doesn't, this is another useful addition for those wanting to remove the influence of unwanted advances.