joedobo

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Everything posted by joedobo

  1. Even Rolf did things that upset others. PvP, raiding of home servers (to be fair, they were heavily nerfed when doing so). I think WU wasn't liked by many (especially some DEVs) but Rolf powered through and did it anyway.
  2. Even before GCG's latest efforts, the Wurm was not willing to explain things to us. I don't see how this will be helpful. But if Wurm was willing to change and start explaining things like game vision or a development road map it might be very good. I'd love for Wurm to start doing more of what its players want. Although, I must face the fact, what it needs is to find what the quitters didn't like and improve that. And the quitters will sure as heck not be watching or participating in what is being suggested here. The best thing we got regarding this are the Steam reviews.
  3. I'm happy to see that WU comment. There is so much potential that can be tapped for so little cost. I almost want to go back and start molding WU again as a refresher. But, like others, I'm not sure if Krister is serious. Edit.. Oh yeah, I'm guessing Goblin Villages where Darklord's thing? And now that person is gone, it gives Wurm an excuse to dumpster that expansion? I was concerned that spawning frequency was going to be too infrequent for it to actually be fun, but that should be a detail that is easily tweaked.
  4. You're less likely to get skill ticks if the task is too easy or too hard. In summary that is it. You don't need to test everything. You can use the grinder app to find a good combination. One hurdle is finding task-difficulty since Wurm doesn't give it to you. Often you can ask in chat and folks can get inform you. It most likely came from WU code. Another issue has to do with what the game calls effective skill. Thankfully Grinder hides this well if the simulation is designed for the task. Skill, tool QL, tool skill and topmost parent skill all mix together to get an effective skill. https://www.dreamsleeve.org/wurm/grinder/ https://github.com/tehasdf/grinder -- original project. The dreamsleeve is a spin off of it.
  5. @Coachat this point it is agree to disagree. You won't see things the way I do and I won't agree with you. When players ask for content depth, I guarantee you those players aren't asking for convoluted system and secret mechanics that need to be discovered before they can use the system. Example of what players DO NOT WANT. "Hey all, I just did a statistical analysis of my Wurm log files. My sample consists of about 6 months worth of actions, so like a few hundred thousand actions. I used R. I found out that in order to get our skill from 50 to 70 here are the things we need to do..." Depth is actual content. The lack of documentation on content is a hollow attempt to create what appears to depth.
  6. That depth versus ease of use survey is very biased. I'm confident many who answered that were making assumptions that Keenan's definition of depth happens to agree with how they define depth. For example, @Coachseem to think depth means Wurm should add overly complex, and what some would call convoluted, secret game mechanics. And part of the game is figuring out those weird secret mechanics. What most people were thinking was..... Ease of use example... one button imp'ing (aka improved improve mod from WU) Depth example ... There isn't one in Wurm currently to compare with the above. But it would be a complex system that closely mimics IRL medieval crafting. lol image this: "Hi Wurm! We are adding glass crafting today. You can now make stuff out of glass! Because you all wanted more depth in content we made sure the system is super complex. It's nothing like any other crafting system. We aren't going to tell you anything else because figuring it out is part the system's depth; Yeah, are you excited or what! We will drop a hit that everything can be discovered with data provided in the log files. So Wurmians, make the wurmiverse SHINE!"
  7. I see a few are upset we aren't being informed of what Wurm is working on. But why does that even matter? I guarantee Wurm won't change their plans even if massive numbers of players object or suggest slight tweaks. And we couldn't suggest small tweaks anyway because Wurm has never shared details before a launch. Further, even after a launch many details on features aren't shared. I suppose it might be cool to see what they are working on. But don't for a moment think we would be able to influence the content. Wow, I always thought that if someone was willing to drop a couple mill they could easily buy Wurm. I'm guessing you can't go into the Swedish penny stock system and buy out 51% of shares to effectively take control of the GCG?
  8. I have low expectation for Goblin camps. The reason is the underlying design of all the recent exploration content. And that is to get players to wander around looking for things. So we can pretty much expect that the camps won't spawn all over the place and you'll spend significantly more time looking for them than actually fighting. I wish Wurm would have asked the players what they find fun and add enabling content. Instead Wurm just decided that we need to explore more. And then adding content to try and get us to do so. I guess I should be happy because they could have gotten out the stick instead of the carrot and started nerfing play styles that don't explore. I strongly agree with Sindusk on how easy it is to add some content. I also know it's true from making WU mods. Did you know that the old fishing system is still in the code? Simply adding a new fishing pole item to access it and a slight tweak to a behavior provider would open it up as an option. I doubt this would take more than 30 minuets.
  9. Thanks all I found it. I'm not sure how I missed it. I even used the search feature! *embarrassed*
  10. There used to be a page that gave us permission to use Wurm related content (like graphics) in Wurm a fan site or app. What happened to it? iirc, the rules for this where that we could use whatever we wanted as long as we didn't profit from it and that a disclaimer made it clear the content isn't from official Wurm sources.
  11. The affinity system is based on Modulus mathematics. Basically the whole thing is this: A summation of ingredient derived values % 138 = skill number. I'm confident that math says there is no way to alter that 138 and still preserve all the past outcomes. It's not that hard to generate affinity combinations. I made a tool to do it WO-affinity-sim. It's very rough and isn't user friendly. But if a noob like me can do this I'm confident a more skill programmer could make something polished. So if we can just generate the affinity combination it removes the need to remember old combinations. Another option here for encouraging players to make more things is add more complex options to all cooking recipes. 1. For all ingredients make it so they can be cooked or prepared in all those states. So an apple can be prepared: chopped, mashed, and hole. And also cooked: baked, roasted, steamed, fried. I may have forgot some cooked and prepared states. All recipes for that use any fruit could benefit from this greatly. Apply the same idea to every fruit, berry, nut, spice, herb, veggies...ect. 2. Tomato ketchup is the best complexity booster in the game. I'd like to see more sauces added that perform like this. 3.. The ANY category is barely used in recipes. I'm not referring to the any ingredient things. It's so good because it lets players add zero, one or many of something. Use this more! Assigning specific affinities to foods. For this, please keep in mind that a lot of recipes can never be complex. And thus will have short affinity timers and horrible CCFP.
  12. I'd enjoy seeing what percent of sales are done through merchants versus mail and Wagoneer. We used to sell keys on merchants to BSB loaded with things like bricks. I suspect the merchant's slice, of the sales done pie, is very skinny. If it is small, it should clear that the player's aren't using merchants. As long as Wurm continues wasting a buyer's time, nothing will change. Without this merchants will for the most part not be used. 1. Traveling for hours, if not days, to visit markets, all to find out they don't have what you want. 2. Traveling for so much time, all to find out someone else bought what you wanted earlier. 3. No way to post job offers for things you want to buy. And have it so the Merchant NPC can use your money to buy whatever you asked for once another player offers up the request.
  13. The last new weapons where what you see in Polearms. There is also moon-metal and silver hunter metal aspect. That is it for weapons. Those have got to be at least 10 years old. The last new armor would be moon-metal aspects. Scale and drake have existed since the game's inception. A Wurm world boss would be a unique. And every unique slaying I been do the thing dies in minutes. I suppose if you tried to solo a unique it would be very hard. But usually they are done with many players which makes it easy. I fought a dragon in like 70 ql studded leather and no mount. When my damage got to about 1/3 I just walked a couple tiles away and used cotton. moon-metal, scale/drake are better. They are better DR, more damage, faster attack speed. The good thing is that plain old high QL iron gets the job done well enough. The cost for those "high end" things doesn't scale with the benefit you receive. A set of iron 85ql chain, weapon, and shield will cost (i'm guessing here) at least 10x less than a full set of scale and 85ql Adam weapon. And the luxury stuff is by no means 10x better.
  14. See game settings > User Interface are the "Hide On-Screen bla bla Messages". I don't know which it is as I have them all hidden. Another possibility is the gamesettings.txt -> show_local_world_text=true. I have this to false also. Yeah, I want my messages only in event. This text file is located in the file folders: Wurm Online > configs. The bad part here, if you turn one of those off to stop the QL-Lock spamages, is you may remove other desired message notification. We have no control over how a message is classified. We can only decide how certain groups of messages are shown. imo, that QL-Lock message is useless. Would it be that bad if Wurm didn't show any of them, even in event? This annoying message is right up there with how we can't hide bee hive messages.
  15. With characteristics, is there something to be said to use whatever is convenient for crafting or harvesting skill training and then going back later and do whatever is easiest to train the characteristic? Let's say you prioritized BSTR during mining. For that you'd need to: about 20 to 30 is rock or iron about 30 to 40 is tin ...go to the wiki mining page, add 20 to difficulty and this should about equal BSTR skill. All the time doing this you'll need a bunch of picks at different QL to lower mining skill to something close to BSTR. You'd benefit from many picks even if you weren't targeting BSTR. The big difference, when you only focused on mining, is that you could use almost any vein. I think one could mine silver at 35 mining with a 95 ql pick. This is the disadvantage of STAT grinds with skills that are harder to control difficulty. With enough exploration one would find plenty of vein variety to use. But I could build a dirt spire to dig on in magnitudes of less time. Note for climbing skill, I believe difficulty is slope steepness less two times climb skill. steepness - climb-skill * 2 = difficulty. I'm confident WU code is still right here. MovementScheme.move(). it's a little more complicated but as long as slope exceeds 23, toon has moved in elevation, and stamina is not nearly empty it should be close.
  16. Consider pointing at and explaining how to use Grinder App. This is an estimate; the average of skill level and tool QL less 20 equals difficulty (S + T) - 20 = D. And this is algebraically altered to: ((D + 20) * 2) - S = T I feel the fundamental relationship between skill, tool QL and difficulty is a very important lesson to teach. This relationship applies to just about every skill in the game. But it may be too complex and distracting to jump into it while you're explaining mining.
  17. This makes little sense. A player still has to travel to get the item. Limiting and nerfing as a means to place game developer opnions/wishes before those of the players is bad game design (well, unless you're making a game purely for yourself and selfish creative fun). Wurm should asses why players don't use merchants and find ways to remove those reluctances. IMO, the biggest issue with merchants is: 1) Which merchants have what I want (I don't think price is an issue) and 2) can I guarantee I don't' waste my time going to get it. This second one is kinda an extension of 1. In one, you run all over the place looking for stuff wasting magnitudes more time.
  18. Consider letting players buy remotely. It is very annoying to travel for hours all to find that someone else bought what you wanted. Players would still need to find a way to get the item. Consider adding a buy merchant. Currently Wurm has a sell merchant where a merchant's owner can sell things. It would be nice if a merchant owner could post buy requests with descriptions and money. Then other players can fill those requests by interacting with the buy merchant. Very few use merchants nowadays. I'm guessing that the vast majority of trade is through mail or Wagoneer. This should make it clear that merchants aren't working in a way that fits with how the players play.
  19. I don't like talking, so the voice part of it isn't something I'd want to do. The video part isn't that hard. ShareX has a nice tool to record a window as a MP4 But I get the feeling if someone is good at doing voice they would rather play themselves. As opposed to doing a voice over of another player's video. Is this right? I remember this subject coming up in chat and I started looking into a voice generator tool. http://speechify.com or https://coqui.ai/ Some of them are really cool but also really expensive. I think if the voice sounded like a robot it would turn off players. And all the free voice generation tools sound like a robot.
  20. Body strength grinds. If you're trying to target this you need to use BS skill in your difficulty versus skill setup. * Wood cutting is nice because both WC skill and Axes touch BS. Although, it's much harder to control difficulty. Climbing may not be feasible long term as you won't always have steep slopes near. * Digging you can easily tweak difficulty. Climbing on the dirt spire your digging might work well also. * Blacksmithing is easy to tweak difficulty (the ql of what you improve). And it wouldn't be too hard to put a forge on a cave floor slope that you can also climb at the same time. * I just noticed that butchering might be a shining star here. If you fillet full sized meats (non Bulk binned meat) you get a bunch of skill ticks. So climb a slope while your fillet damaged meat and use your BS stat to determine damage on the meat as opposed to butchering skill.
  21. I prefer adding a new Mesh for cave ceiling. This would enable doing cladding on ceilings for one. This hole thing is a great example of something you think should be easy, "just add a byte of data!". But because of how Wurm has structured its data storage for meshes (array of integers, for every tile corner in game there is an integer data) it's harder than you might think. Well, it's that way in WU. But I highly doubt Wurm has done a complete rewrite of the fundamental mesh code.
  22. Consistency is good. Also, I request the ability to remove my sig from items or not apply it in the first place.
  23. Using the right-click menu navigation bothers me. Wurm moved away from it with the crafting UI because players didn't like it. I do think some kind of an in-game information codex that explains things would be very helpful. The wiki fails at this, imo. How about we see what we can do with an apple tree? * A big list of tools you can use on a tile might be information overload. For cutting down alone, there are is all bladed weapons, couple tools like a sickle, saw and maybe scythe. For the most part you just use a hatchet to cut down trees. But all those other weird options are for training other skills. * How do we communicate sprout and harvesting times? I favor telling the player how much IRL time till those options are available. * Cut grass with different tools. * Forage and botanize options. Tools don't affect this, but the grass length does and it would be nice to explain this. * Collect snow. * Others??? not sure if I missed some.
  24. I second the request for "A ton of how-to videos". It's clear that the videos are how games get explained now days. I wish Wurm would put more effort into providing information within the game. It seems really broken to me that I need to go the grinder app ( grinder ) to do a statistical simulation and to see what needs to be done to skill up efficiently. Lastly, Wurm did you consider doing a free DLC on Steam? The goal of this is to gain temporary exposure. Go through the reviews and find what people most complain about. Use the DLC as an advertisement to show how you have addressed the complaints with new content and game changes. And please, FTLOG, if you do this, when you see many complaints about biased and corrupt moderation, don't just stick your head in the sand and pretend the reviews are wrong.
  25. 20% upkeep discount for premium mayor - Some players have F2P alts they use to hold other deeds. These players are going to feel wronged by the mayor thing. Next, was the 20% discount broke before? I think not. The change is more about increasing access to trader items. So if the 20% wasn't broke, how about we don't try and fix it? Following this thought, we should add a new 35s expenditure to reduce upkeep by 20%. Lastly, I'm struggling with the silver sink idea. I'm guessing that most players who buy traders have reasonably large sized deeds and play long enough to easily pay for the trader via upkeep savings. Afterwards, they are paying less in upkeep. By this logic can we say that traders aren't a silver sink? So if they aren't a silver sink I can't see any reason for not doing a flat 20% price cut on all deed upkeep.