joedobo

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Everything posted by joedobo

  1. If your game is fun, customers will give you money to get permium. Relying on catch-22 gotchas to entrap potential customers is bad game design. New player comes to wurm. "Hey new player, you know you can build fences!" [wurm game] Silently the game thinks ** Yes, I almost got this sucker on the hook! I'm just waiting on their ignorance and impatience to build that fence. Then I'll set the hook and tell them need premium to change it... ha-ha brilliant, make it rain Benjamins!*
  2. WurmNode

    Is this farming skill advisor useful? https://codepen.io/Anon210/pen/KKBYWgr I wanted to make something simpler than grinder. Hopefully I got most of the bugs smashed. I can change that and expand it to work for more than farming.
  3. { "name":"chocolate coated coffee beans", "recipeid":####, "skill":"hot food cooking", "trigger":"heat", "cookers":[ {"id":"oven"}, {"id":"campfire","difficulty":7} ], "containers":[ {"id":"baking stone"} ], "ingredients":{ "mandatory":[ {"id":"coffee beans","cstate":"roasted"}, {"id":"chocolate"} ] }, "result":{ "id":"sweet", "name":"chocolate coffee beans", "cstate":"chocolate coated", "realtemplate":"chocolate", "difficulty":30, "icon":"coffee beans", "description":"Roasted coffee beans coated with chocolate." } }
  4. Having elements where a player can create but can't destroy said creation is bad game design. Keep in mind this rule was made back when we didn't have the permissions system. Bashing buildings; definitely get rid of strength requirements to bash these. Permissions prevent others from bashing what they lack permissions too for buildings, so this whole rule is outdated and not needed. Bashing fences; If you have deed permission for fences on deed you should be able to bash. 21 STR thing isn't needed because permissions are better. For off deed fence bashing; IMO, the damage done by limiting every player here is far worse the hypothetical situation that this it is trying to prevent. "Hey, some person might use an IP randomizing VPN to make an army of F2P alts and run around bashing fences to grief ... oh yeah, that might happen. So we better limit and nerf all players, regardless of the negative reputation such nerfs might cause, just so we can prevent that unusual hypothetical potential.
  5. I would do this: Make it so you can pray at any god aligned alter and choose to be a follower of that god. At 30 faith you can pray at any god aligned alter to become a priest. Keep the player conversion in place and maybe add a decent buff to encourage players to seek out others for converting. But also give players a choice for those who just want to convert at an alter.
  6. I believe the crafting window was intended or designed to: 1. Make it so we can simply click a button instead of navigating that tedious r-click menu. 2. Make it so we can max our mine logic queue with a single button press. Regarding #2, it doesn't work when adding a stack of parts to a stack of advanced constructions.
  7. Animal taming has huge untapped potential. In Ultima Online there is the tamer class that runs around with super overpowered dragons. Guess what! it works fine. Based on this I find it hard to accept that pets need to be nerfed. Maybe from a PvP perspective it was need but it's not on PvE. My solution to this would be: Remove the CR nerf on tames for PvE. Make it easier for players to train their pets skills. It'd be super cool to have hell hound with 90 fs and some kind of doggy chain armor. Add equipment to put on animals. Focus on armor and interesting clothing. Add a way for a very limited number of animals to be resurrected if killed. If my toon dies it comes back to live with some skill penalty, so I don't see a problem with something similar happening to animals.
  8. Currently, when you try to add a pile of parts to a pile of unfinished advanced constructions you can't use your whole queue with a single click of "Continue" to try to add a queue full of parts. One can kind of make this work like what is often done with support beams. By using different wood materials, it cycles out when parts are added. But even here you can't do a full queue of continue actions. Is a possible solution to this such that each action is to take the top part and try to attach it to the top construction. Afterwards, cycle that construction to the bottom of the stack. Do this even when the construction can't use the port. This way each queue action will attempt to attach a part of a construction.
  9. There is too much reliance on overly complicated and non-immersive external tools to get the best skill-tick frequency. (IMO) Good game design dictates that Wurm should give players easy to understand feedback on skill gain. How specific that information is, is not important. Whether the game gives us specific numbers or generalized categorical would be fine. An example of specific might be: "You could improve your mining skill gain by using a 20ql pickaxe on the gold vein". This one will require more complicated math as Wurm would need to find a value that makes things optimal. The code pen I made below is a what-if analysis. An example of categorical might be: "You feel your last Mine-action was too easy". Here, "too easy" could be replaced with effortless, challenging, hard, and impossible. Challenging is the best and the farther away you get from this the worse it is. The math with this is simple. It could be done with a modified rollGaussian-like method that just tallies "slide". Ranges might be something like this: impossible at < -25, hard at -25 to 15, challenging at 15 to 25, effortless at 25 to 70 and too easy at > 70. You can see all these with grinder by fiddling with values to move mean around. In Wurm's code is a method called "rollGaussian". It is used to make dice rolls and generates a Gaussian distribution. It turns out that in this method is a single line of code that calculates the mean. It is called "slide". And when "slide" or mean is equal to 20 we get the best skill-tick chance. This should make sense as 0 to 40 is a skill gain and 20 is halfway between these two. Here is codepen.io where you give skill and tool ql. The tool then takes that and gives a difficulty that would result in a mean of 20. It's a cubic equation so it gives 3 answers. Yes, it's possible to do value verification to eliminate imaginary and negative numbers. The tool is also missing all "bonus" related value data. Regardless of those missing things I wanted to show it's possible. The hardest part for me was finding a library that can solve a cubic equation and would work with codepen or jsfiddle.
  10. Please don't nerf enchanted grass! I don't see people specifically asking for a nerf. But, it's clear they are more interested in complaining that it's too OP than providing alternative options. Better! Make it so Grazers can eat from hay tiles and not destroy the tile. Better! A placed hay bales will feed animals on its tile for a long time. Do the same rolls as enchanted grass for destroying the bales. I'm sure there are even more solutions that can make this useful without hurting and nerfing everyone.
  11. I was researching if I should use hay and I found this. I'm not going to use hay now, that is for sure. I would use it if it was basically a farm crop that had double the yield of normal farm crops. 1. Wurm you should be consistent! Farm crops aren't affected by seasons and thus hay shouldn't be either. 2. Hay's yield must be much better than a farm crop because you can choose to farm something more useful instead. 3. Hay should work in large planters and produce much more than other farm crops in said planter.
  12. Erupt doesn't work on support beams. Erupt doesn't work on mined out cave tiles. What exactly are they trying to prevent in the first place? Maybe something about lava spreading isn't limited like the ability? And if that is so how about fixing the spread mechanic and then completely remove erupt limitation? A similar subject, is that erupt shouldn't depend on on any god influence. It's a meditation ability, not a Magranon spell!
  13. Regarding boat balance. It doesn't need balance. Focus on giving players creative freedom. I would just make all boats work at a depth of 5 or deeper. Wurm whatever you do... DO NOT NERF KNARR!
  14. Skill training tool to advise players how effective their current task is producing skill ticks. This could be something that tells us our final action difficulty and modified skill. The roll Gaussian method has a difficulty and skill field. Give us a way to get these values. Maybe 5 different words describing the action: easy, effortless, challenging, hard, impossible. The words should NOT be a simple 20 point division of range 0 to 100. A better option would be a normal curve with a mean of 20, a range of -100 to 100, skill ticks happens at >0 and <40. I'm not sure about standard deviation. That value in roll Gaussian tends to vary based on the difficulty and skill values it receives. Shift drag from bsb. The shift+drag action that creates a "Moving items" window should pass whatever value we put in it into the bulk containers withdraw field. Expand more on moving items around between containers that are close to the character. For example, using shift+drag to drop a selected number of inventory items on say a forge (not inside an open container) doesn't work. Dragging from bulk into non-bulk with a function similar to moving items between bulk containers don't work. For example, you can't grab 100 ore from a crate and drop it inside a smelter in a single action. It's fine if it takes a certain duration to move that around. But it's not fine when we have to ping-pong our mouse around while holding shift+enter. Add "Filter items..." tool to all containers.
  15. All the drama over unique is basically about the loot. I'm a confident players don't fight unique creatures for fun. imo, if I had the power to do so, I'd just distribute the loot equally to everyone so no one can argue about loot anymore. And yes, I'm pro-socialist and don't subscribe to ideas that give higher contributors better rewards.
  16. Every single potential "problem" has a solution. For example; altars not on the ground do not spread influence and can't be used like current altars. All you can do with a loaded altar is unload. Area of influence expands progressively outward on a timer. And said timer starts upon unloading the altar. I don't care much about this actually. It just bothers me when naysayers spout off... "NO BAD IDEA BECAUSE THAT MIGHT HAVE BUGS/ABUSE/HACKS/EXPLOITS!" The only time we should be saying no to something is when devs are spending time on content that most players think is "un-fun".
  17. I hear MM weapons aren't too bad to maintain. The damage or swing speed boosts are nice. Because of the epic curve you only need to take weapon to 80 or 85 ql. There is a diminishing returns curve that makes those QL's equivalent to high 90's. In this case there is nothing I can do to get more damage or faster swings. There is no substitute for the benefit. I can see avoiding plate. From what I understand it takes more damage than any other armor. I'd consider MM chain. From what I understand certain pieces of armor don't get hit that often so MM plate helm might work out okay. There is no substitute here for the DR buff, you'd get. If I was a whale, I'd totally make all my tools from MM. It's cool and has bonuses that will reduce how much time you spend maintaining them. But I"m not so I stick with iron for tools. Extra time and good ql iron is what I need to replicate the benefit of MM tools. Once upon a time, the creation QL buff for MM anvils was very useful. You take advantage of the fact it will create things of a high ql then the lump. Then, use the smelting pot to melt the crafted item down and get a lump that is high ql then before. But as I said, "Once upon a time". That whole cycle has been thoroughly nerfed.
  18. I got some more data and a bit of good news that was shared in Discord. First off, from Darklords in Discord link to discord post Onward to the addition data. Using WA to search my event logs and I looked for "You create a butchering knife blade." And so far for this month I get a count of 15,055. I have made 28 rare butcher knife blades, no supreme and (not surprisingly) no fantastic. I'm using an estimated 25 sec average time between hitting the create button. I haven't done anything different than above, just more days of it. This should be 0.3599% for our probability model. You can look at the picture for the math, but basically it's really bad. If it wasn't for what Darklords said in Discord, I'd swear something is broken. I'm on Xana, SFI. Maybe I did something wrong in all this. I'm not sure if I should give up on the supreme butcher knife blade. That was part of what I wanted to achieve here. The other part was to investigate the rarity creation chances. using this tool: Binomial Distribution Calculator - Binomial Probability Calculator, Binomial CDF calculations (gigacalculator.com)
  19. I'm inspired by the search tools in Cataclysm Dark Days Ahead, aka CDDA. There are search tools for filtering inventories and crafting recipes. For example: all recipes that use the can sealer tool> t:can sealer all items that are in TOOLS category> "c:tools" all recipes that require tailoring at level > p:tailoring, l:5 .... Yep, you can use multiple filters together. all items that are not cotton material> -m:cotton .... Yep, negative to exclude a filtered selection of item/recipes. There is so much flexibility in it and it's just a single line of text. When it comes to this recipe book project, here are a few I've thought of: f: is cooker or furance c: is container i: is ingredient s: is skill n: is creation type, time/heat/create m: is recipe name A lot of those are already in the in-game book, but here I'd strive to be able to use any number of them together. Now I haven't done any of that. Truthfully, I haven't touched this as I thought no one cared about it.
  20. I'm curious how you'd handle the W where I missed a window? Hitting every single window isn't going to happen for me. My times aren't exactly 30 seconds and they vary. Above was 22 to 29 with and average of about 25 seconds. I understand the probability model you gave me in another post. The problem is that my times aren't exact and they never will be. This is why I switched to working with the idea that as long as I start an action in the 30 sec window I just use 30 second actions. Since you're familiar with stats, do you know of a better graphic for X-R string? I think it's time series data. It seems I need to add a binomial analysis too.
  21. @Docterchese Agreed. I've done couple other runs with similar outcomes. I also thought about swapping after a MOI between a few random choices.
  22. I made butcher knife blades for about 9.5 hours. For the first two hours I got 3 MOI's which is good. The following approximate 7 hours I got nothing. Although, in that time there were many missed windows. That 7 hours doesn't look good to support the average of1 MOI every 2 hours on SFI. But then again, about 9.5 hours I got 3 MOI's and I'd expect 4 to 5. It's not that far off. What do you think? For the following string of characters each character represents a 30 second window. I could use suggestions on better ways to present the data which the strings are trying to communicate. X is an action was started in the window. W is no action was started; I missed the window. R is a rarity MOI occurred. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXRXXXXXXXXXXXXXXWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXRXXXXXRXXXXXXX XXXXXXXXWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWXWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWWWXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWWWXXXX XWWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWWWWWWWWWWWWXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXWWWWWWWWW WXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
  23. I'm making app with python that is inspired by the in-game cooking recipes book. The main goal I want is that all the recipes will be revealed. I'd like to get suggestions and feedback from you'll about this. What do you like most about the current in-game recipe book? What features do you wish the in-game recipe book had? Please share the nameable recipes you know. Two examples of namable recipes are Note, affinity generation is more complicated and isn't something I'll do at this point. I know how to generate affinities. The problem is turning that how into a GUI program that's pleasant to use. project code: Jase2z/PyWurmRecipes (github.com) progress pic so far:
  24. A way to link a merchant's inventory to the auction would be useful. Some possible options to enable might include combinations of the following: enchant contract, enchant merchant stall, merchant is placed near (unsure what distance satisfies this) a trader. There needs to be a way to place buy requests. Just doing sell listings and players buy those is only half done.
  25. I can't be the only player that doesn't want to deal with suggestions forum. It's a headache discussing suggestions with other players. I think it's a nice compliment to the suggestions forum to let those of us who don't want to discuss can now simply vote on things. But there are issues: Problem: It would be easy to spam out multiple voting accounts. Fake IP + disposable email. Solution: Link the voting accounts to in-game accounts. Couldn't you give players a means to generate a hash confirmation code in-game which is used in the upvote account creation stage? It would let you link game accounts with the voter accounts on the site. Problem: I don't want to have to look at vote options more than once. Solution: There needs to be a way for us to hide a suggestion and remember this between site visits.