joedobo

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Everything posted by joedobo

  1. I envision a leaflet map client side. Server side is python data processing. Do a weighted path find. The weights would be derived from what I'll call a topography-line density map. If we count the number of black pixels in a given area, we can estimate a slope. So, lots of black pixels, avoid this area. There is also the routs map that has the bright green highways. A bright green pixel could sever as a flag to priority pixel groups. Once the server has an order list of treasure map location it can send that to the client leaflet map as a lay or pins.
  2. None. I asked a few other's who I trust to know what is actually going on. They just told me it's +10% per pad. I have one pad right now. I looked through the rift testing post and didn't see any specific details on how armor damage is reduced. What I do know is for all shoulder pads you get full buffs at 100 QL. It is a linear percentage decrease for all points below 100. Given you're wearing two; Each pad will give a 0.25 power damage reduction buff at 100 QL. But what that 0.25 actually does, I have no clue.
  3. I was under the impress that the new rift changes made it so each shoulder pad has it's own bonus. The wiki isn't written by developers who are using code as references. We can't use it as a matter of fact. It could be a coincidence that 75/2 is 37.5 (which might be 0.38 depend on on hidden math). I'd expect that 75 ql crafted shoulder pad to give you a 0.5 power assuming it was 100 ql. 75% of 0.5 is 0.38. I can tell you for sure that the each human skull shoulder pad gives up to + 10% damage. so if you had two 100 ql of them you'd have 20% more damage dealt (and 20% more damage received )
  4. healing turrents! That makes sense why WM is 0 damage points. On another subject, I had hoped I'd get some advise if this would work and if it would be useful. I suppose I can try to make it and see if it's useful. I'm not looking for someone to do it. I can write this level of code in Python.
  5. WurmNode

    If you have the information to know a dead deed location is wrong, don't you also have the information to correct it? It is similar to a proper wiki (imo wurmpedia is not) where if something is wrong you just fix it. Ideally the Archaeology journal report would have the x, y location in it. With this hypothetical, a submission could require a screenshot as proof. We don't have that and I'm not going to bother to ask Wurm Devs for things. A voting system would be nice as long as it's anonymous. Misinformation posters are just as bad a thumbs downers purely because voter dislikes the individual.
  6. WurmNode

    Extracting deed information from the xml dumps is convient. Although, I think it would be better to rely on players manually uploading leaflet map points.
  7. Does this sort the locations in some way? You mention optimizing the traveling salesman problem which would lead me to believe you're trying to find the shortest travel path to visit all map locations. I looked on the google sheet and it seems you're: Regex to extract the x and y locations from a yaga map link. Map those extracted (x, y) points on a scatter plot. The scatter plot is aligned with an image of the server map so that the points are located on the map correctly. There are additional data points that don't seem to do anything but I suppose that could change in the future. Seems smart to build in data collection from the start. You're not likely to go back through it a year from now and add more.
  8. Do you think a tool to estimate your rift point accumulation while rifting would be useful? I'll call it Rift Points Per Second or RPPS. We players know some useful information for this. I'd like to know if you think the theory here will work out. We know about our DPS for our weapon. This and the target creature's DR will provide a way to estimate how much damage is being done to the rift mob. We know rift mob damage point potential from the testing post. I included it below. Say you're attacking an Ogre Mage, you hit every time at 3sec swing, and do about 10% damage per hit. Here your RPPS would be: 15 * 0.1 / 3 = 0.5. As you move around, stop to heal, or fight different creatures the RPPS will update with a cumulative average. We know when combat starts by getting a "You target an old rift beast." from event. I don't think we can clearly see when that target dies. But we can check combat log for attacks every interval based on our weapon attack speed. This should measure the time interval for attacking. Glance and miss rates can be measured. I think there is a lot of potential for advising on glance and miss while fighting. For example, "You're missing more than normal, Are you directly facing your target?" Depending on how precise this ends up being I may not use numbers. For things that can directly be measured, like miss and glance rate, those could be specific numbers. If it's not too hard for a player to estimate CR and to estimate the CR of the target, then a tool could advise whether it's beneficial RPPS wise to fight it. Lastly, why is the War Master zero damage points? This just encourages players to tag it and go fight other things. Is this an error from the testing post? +-----------------------+ |creature |kp |dp | +-----------------------+ |Beast | 0.25| 4 | |Jackal | 0.25| 5 | |Summoner | 0.25| 7.5| |Caster | 0.25| 7.5| |Ogre | 1 | 15 | |Ogre Mage | 1 | 15 | |War Master | 20 | 0 | |Rift turrets| 1 | 0 | +-----------------------+
  9. What, where is the sickle warrior? I tried to find pictures on Google images "cartoon character holding a sickle". Didn't get much. That and it seems most image authors want money to use their art.
  10. I believe Sumbody is Darklords. So the only dev willing to comment on the differences is now gone. Further, Sumbody had at least 6 months to follow through with explaining the differences yet nothing was done. I suspect Sumbody was silenced. Other then Sumbody, Wurm to date hasn't been willing to talk about the differences. No effort has been put into estimates of how much time it would take to merge things. Nothing is unsolvable, but it is possible the time to do so isn't available or as important as other goals.
  11. Is rarity rolling going to get changed so we can make full use of our action queue without sacrificing our rarity creation chances? I don't like action staggering. Rarity roll should be based on when the action is done (not sure it matters if the roll is when the action starts or finishes), not when it is queued.
  12. I feel this poll is biased. It's worded in a way that voters can use as it as a tool vent their frustrations at the recent GCG debacle. I'll be spending the same I always do. This amount does happen to be zero. I have enough game silver to pay upkeep and premium. The poll also doesn't capture the views of potential new customers. The only way things will get better from GCG's money point of view is if Wurm can attract new players and improve it's low player retention.
  13. Disagree with most of what the OP thinks. My complaint against past Wurm devs is they usually prioritize their personal opinions. I think Wurm needs more community driven content. There is a huge pool of content and ideas in WU mods. It's all free for the most part. The features are coded, implement and often have been subjected a long duration of live testing. I'm pretty sure most modders would be fine with releasing content under a code license that is favorable to GCG. Oldschool Runescape has pretty much proven that a system where players vote to control what content is added actually works. In a way these OSRS players are controlling developers with a voting system. Imagine players going to WU to test out new content and then returning to WO to vote if said features should be added to WO. I think that sounds really cool. The only cost I think of being Wurm might need to update WU so its features keep pace with WO. I used to hate updates to WU (when there still were happening) because it would break mods (mostly bytecode based ones). But now I see how detrimental it's been to abandon it.
  14. As in Valrei mission? I hope all who attend the event get mission credit. I'm firmly in the camp of - no winner's allowed. Further, all how participate get a participation congratulatory award (imo, obviously I have no say in how this races goes). The mission should be attending the race and nothing about participating in it. This way everyone can benefit.
  15. I know I'll keep playing in almost any situation. The only change I'd likely leave would be removing ability to pay premium with silver. Or requiring that I use real money to pay deed upkeep. I feel most of who are still around will continue to play. They may take a vacation, but they will be back. The only path to new revenue is to do what's needed to attract and retain new players. The only feedback I know form that crowd is all the steam reviews. And those reviews have commonalities: 1.Dated graphics - Is this fixable? Even if they had the resources to re-skin all the graphics into something more modern could you even do it with Wurm's homebrew Java client? I think Wurm is hard capped by its technology, development time and developer talent. 2. Archaic UI - Fixable but again, I don't think Wurm has the resources to do this. A complete overhaul of the GUI would be monumental work. Although, if they did this, maybe they could make it work for mobile and VR. Those two alone might justify the cost of the undertaking. 3. game's too grindy - This one is easy to fix.Although, I have a feeling it wouldn't produce the desired results. There are plenty of grindy games where players keep going. I feel the grind needs some more fun element in it. 4. Moderation and rules are complained about - IMO, all those complaints stem from Wurm's over reliance of rules based on common sense.
  16. There are a few different limitations for this. The result will be whatever limit is smaller. Anytime a limit per a tile is exceed things like push and drop will get blocked. "[17:28:51] You cannot move that item here, since there is not enough space." The limit applies to items that don't' make "pile of items". * Inside a building is 15 items per tile. This originates from multistory buildings and wanting to limit how much stuff you can pack into a 15 story building. When multistory came out, some people were concerned what 1500 items (15 story and 100 items for each tile per a story) per a tile might do to lag. * One per tile: Bed, canopy bed, straw bed, charcoal pile, market stall, all tents, royal throne, all the turrets and siege machines, all tapestries, kiln, smelter, bee hive. There maybe some others that fit here and are newer additions to the game. With the exception of the bed, these are all explained by a shift in development philosophy. With the exception of the bed, Old Wurm didn't care how much stuff we stuffed onto a tile. But there came a time where suddenly players needed to be told how to play. Examples are: what you can put where, how much stuff can go there, what a bridge should look like, how a cave house should look (thankfully this got overridden as originally we could only use stone). * 4 per tile: flags and banners, trellises. When trellises came out I tried to point out how limiting them was bad. But an influential player said they didn't want to be forced to put 100's of trellises on a title to get max benefit and have to look at something ugly. The player demanded all should play how the influential player wants. Not sure about flags, but it's likely more of devs not liking how a tile would look with a 100 flags. edit: You can mix non-limited with limited. Example, you could put 14 items with your bed on the same tile as long as not one of the 14 have a limit.
  17. Lol... This poll won't make them sell. The Wurm forum or even the head moderators of this forum are not the path you'd take if you really wanted to buy all Wurm interests. 1. Secure proof of funding, perfably with a Swedish financial institution. I don't think they want to sell so you'll need to offer more than Wurm is worth to get GCG to bite. 2. Consider hiring a lawyer and have lawyer visited their Stockholm office. And this person's job is to show how serious the offer is. 3. Maybe even go yourself. Since we are talking hundreds of thousands, if not millions, of USD I don't think 5k or so dollars is that large leap to show how serious you are.
  18. I dislike the spam messages too. I looked at WU code and the method I believe handles these relevant messages is ugly. At some points it's at least 13 levels deep in if/else statements. That and it doesn't appear it's designed to look at the drag as a group, but to processes each item one at a time. It appears to me it will be very hard to fix this. Communicator.reallyHandle_CMD_MOVE_INVENTORY() The one exception would be a flag we can toggle to hide certain error messages.
  19. A mod author chooses a license. Others can do whatever is allowed under that license. A mod author could choose to release a version of the mod that has whatever license WO decides is needed. I think all of Bdew's stuff is MIT. So Wurm could take it, put it in their proprietary code, profit from the code and Wurm wouldn't owe Bdew anything. Bdew would have no claim again Wurm because person chose to release the code in the public domain with MIT license that allows exactly what Wurm would do with it. MIT License - Wikipedia Yes, a feature would likely need to be coded again, but not for the reason you think. All mods achieve results in a way that differs from how WO does with source code. I wonder, maybe that is another reason WO has stayed away from WU mods, they don't want to spend time figuring out what a mod does.
  20. Pulling content from WU mods has a couple big advantages. The work is already done and often battle tested on WU servers. Second, if the content is changed by WO, there are no egos to bruise. Well A WU modder may be displeased if WO where to tweak the creator's work, but for this to work it would need to be licensed in such a way that the modder gives up all rights to it. I'm very confident current WO devs get upset when they are asked to do something contrary to whatever they think should be done.
  21. The only positive thing GCG may gain by continuing to ignore WU is that the current devs don't have to maintain another branch of code. And it may be more than the extra work load. Some of them may think WU is a mistake and don't want to work on it. Further, if this is the case trying to force such work would likely result in more resignations.
  22. *cries* ... No updates to WU. And no comment about trying to tap into the creative content made by modders is gone too. Oh well, guess that answers my question whether I should start making mods again.
  23. I do feel some guilt for not maintaining my mods. I just lost interest in WU mods. Today I have renewed interest since GCG is showing more interest in this area. Loading Unchained has a lot bytecode alterations. I'd be very surprised if it still works. I likely abandoned it because it was too much effort to update all that bytecode every code update. Although, I later came up with a tool to help auto detect the changes that happen with bytecode. Load and push altars should still work.
  24. This is wrong. But I'm hesitant to say so because it became an opinionated philosophical argument. In my opinion, why quitters quit is incredibly important. It is far more important the wishes of existent veteran players. I'm confident current players will keep playing now matter what happens.
  25. Based on the recent official post from GCG, it goes to show that nothing is set in stone. Updates to WU could very well come.I want the changes to the client myself. It really goes to show that what actually happens all depends on who is in charge. Now I need to decide if I should start doing mods again. A letter from the CEO: Departing Friends and what's on the horizon - City Hall - Wurm Online Forum Edit... Ha, and then GCG edits and removes the content about WU. Apparently because current devs disagree with it and the GCG rep didn't check with them first. I still stand behind the idea that WU may get updated. Whoever told you this is wrong. There are plenty of software licenses that would allow Wurm to use a modders content in any way they see fit. All that needs to happen is modders be required to use a specific license for their content to be considered for use in WO.