Lumbro

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Everything posted by Lumbro

  1. Is it possible to widen an existing 1 tile wide bridge into a 2 tile wide bridge. Without needing to tear down the old bridge!
  2. Might not be quite as bad as I imagined. Just tested what you could do on a protected tile where the slope was extreme (70+ slope up). You can lower it by digging. So you'd only be stuck with whatever paving someone added while the catseyes are in place.
  3. That floor board isn't even remotely valid as a road. Its got a 72 slope on the south side of it. Doesn't this new system even care about that? What about the griefing potential of someone messing up the terrain next to a highway, then paving over the messed up terrain to lock it in because they know the system will adopt the paving as it is added.
  4. Actually, I think I am returning to saying this is a bug. The floor board was added "after" the catseye was laid In my view, protection should only be given to paving that exists when the catseye was laid.
  5. Wait, what? How do you view protection "before" you plant a catseye?
  6. Actually you cannot see in advance. Look at the picture, the tile due south of the protected one is not showing any protection highlight.
  7. You should have used more words to explain why you didn't think it was a bug because you could be right. I just re-read the highway document. The placement of the catseye had confused me into thinking it's only the 4 tiles around it that are protected. When in actual fact, the catseye is protecting the tile it is in the NW corner of and the 8 tiles that surround it. So yes, you are probably right, adding the floor board made it think I was adding to the highway, and as its in the 3x3 area that can be protected it did. This is a right pain if that is the case, as that means I cannot remove any of the marsh on the east side of the road. We need a better way to remove marsh that does not count as "paving"!
  8. It's filed here because it happening at all is a bug. It's not a request to come and fix it in game. It would be nice though if a future patch fixed it.
  9. Couldn't get the image to be inline to the post, sorry. It kept going red when I tried. Sorted it
  10. Recently completed a section of highway. Then went to clear some of the marsh next to it when this happened. Placed a floor board over some marsh next to a section of highway, and the floor board cannot now be removed. This was after the highway was finished. The floor board is 2 tiles from nearest catseye. The marsh tile was due east of the protected tile. The protected tile is paved only in the SW corner. When the floor board was laid, as expected, the east quarter side of the protected tile changed to floor board. The unexpected bit was the protection extending too, to cover the floor board tile I cannot remove the floor board. This is on Independence. It's in the perimerter of Calico Shores, on the south side
  11. On a PvP server, the new spell might help you find what freedom server the item has fled to. in some to be determined way
  12. Here is a random idea on how theft could be alleviated, without recourse to disconnecting the PvP and PvE servers. Have a non-trivial means to mark an item with an owner label. This can be either the name of a player or a deed. When transferring said item, either via merchant, player to player transfer, or mail, the sender can set an option to transfer ownership label to the receiver. Only the owner or member of the deed (with appropriate rights) can do this. The receiver is told what items he is getting that still have someone elses owner label, before he accepts, so can go ahead or not, if he is happy. Branding an animal for instance would count as giving that animal an owner label. On PvP servers this confers no benefits. On PvE servers a new spell when cast on another player (important, it must be castable on someone else) gives them a list of items on this freedom server, that are not in their possession or not on the deed that owns them, then lets them pick one from the list and have it teleport into their inventory, or if too large for inventory, simply tells them where it is or maybe teleports it next to them. The owner has the right to pick up or mount or whatever the item, no matter where it is. Only a lock can stop them getting to it, in which case they can ask a GM to intervene. Wouldn't something like this put the response to theft back in the player's hands, and potentially reduce GM workload?
  13. As you seem to be storing some calculated affinity number in the meal, why cannot you store a number calculated based on whether or not the cook is new system or old. If new system cook, store a number that does not account for rarities. If old system cook, store a number that does. The only people then affected are those buying meals from cooks on a different system.
  14. Is this new cooking system designed only for very high level of skills? I'm only asking because with my lowly 28 HFC my temp affinities last only a minute or so. I was quite excited to discover a meal that gave mediation affinity only to then notice it wouldn't last as long as it took to meditate. Seems like wasted work if it doesn't really work for all skill levels of players.
  15. Everyone complains because the devs don't think through all the consequences of a change, especially the time cost to players. The game has a high maintenance cost in time to play: skill grind time I am thinking of specifically here. The package of changes that included the abandoned refresh change increased this time cost to the player by removing certain benefits, Then added better benefits that could be reached, probably only through massive grinding of a skill to some unknown level, one that not all players will already have. Plus adding the time cost to prepare meals to get those new benefits. So potentially adding a big time cost to some players, to regain and then improve on benefits they already have. Is it any wonder the proposal caused outrage? Had they built in a compensatory mechanic, like reduce the time to grind all skills across the board by 5% (or some number) that matches what the best skill grinders would be losing immediately, then they might have got away with the proposal. There where other things wrong with the proposed changes too, but the above is just the one that caught my attention.
  16. I am in favour. I do live in the area, Calico Shores, across the bay from the east entrance of Damascus Tunnel, so I would find a bridge useful.
  17. No, they need to stay. If you don't want the highway restrictions to apply to your deed, don't deed over a highway and don't build a highway on it. Its really very simple. There are vast areas that can be deeded over that do not come with a highway problem. Stop coveting the nice places that highways have been built through and the issue will go away.
  18. Low quality weapons and armor need to be worth using. Currently they are not. I am only on the PVE servers, so my perspective is purely PVE. I learned long ago that wearing QL 20 chainmail and going out with a QL 20 Sword and Shield is like committing suicide on the PVE severs. They do not offer enough to fight with when you have low FS and they encumber you so much that you cannot run away from anything either. Hence you soon die if you go out walking with that stuff on. On the other hand you buy yourself QL 80 chainmail and a QL 80 Large Axe, and even without enchants, a FS 20 character can fight almost anything from the back of a wagon or on a horse. I've killed hell hounds and lava spiders like that. The protection and damage needs to not be so vast between QL 1 and QL 99. QL 1 armour should offer at least half the protection that QL 99 armor does, though the QL 1 stuff should of course wear out and become less effective a lot faster. When I'm a low level smith I want to feel like I am making stuff that can be used rather than junk to be thrown away.
  19. The way I commonly explore on a new alt is drop all my gear somewhere safe and wander around carrying next to nothing. That way you move as fast as possible and lose hardly any stamina. The way to test if your load is light enough is find a very long road going uphill. If you can reach the end and hardly lose any stamina, then your load is light enough. Now you can outrun just about any danger. Keep an eye out for guard towers to take care of persistent monsters that chase you and always be aware of where the roads are. Running downhill on a road loses monsters faster than going uphill. Also note deeds with spirit guards as you pass, you may want to run back to the last one you passed when chased. I've explored vast areas of Independence this way and only died once while trying to use a windy road to reach the crater while being chased most of the way by a spider, and then only because the road disappeared when I reached the sand at the top. However as I wasn't carrying anything there was no temptation to go back and find the body. I've also tried exploring fully armed and armored with a mount. It might be safer but it is much slower because you're always stopping to fight stuff then have to stand around healing all the wounds.
  20. What has been changed? We've always been able to flatten adjacent tiles, and without having to stand on a flat tile. Is this now "we have to stand a flat tile" and is therefore a nerf?
  21. Things that impede travel: 1) Fast day/night cycle. Any long trip always seems to have too much walking around when it is dark. I'm travelling most;y to see and admire what others are doing. The dark makes that hard, except for the very few places that have interesting lighting effects. 2) No place to secure animals. So if you take one you have to have enough time to do the whole round trip in one session. Otherwise you risk losing the animal. Likewise a crash will also probably cost you your animal. 3) Starvation. I sailed completely around the coast of Pristine once. Fasted twice because the character cannot fight, so cannot hunt. Almost fasted a 3rd time before finally making it home. While fasting solves the starving issue eventually, the inability to recover stamina while waiting to fast is a major nuisance. Less of a problem with a hunter. 4) The erratic winds. Don't mind the direction so much but light breezes are a pain. Also circumnavigated Independence, but this time in a Cog. Started in the North in a gale. It was a light breeze by the time I reached the SE. Took me I think 3 sessions to complete the trip. I remember logging in a couple times to check the wind then logging out again because it was unsuitable for continuing. I do get off both my deeds fairly often, but all the above are things I have experienced on some of my very long trips. and they always make me think twice about leaving.
  22. Why can't we zoom in/out an arbitrary point on the map? By arbitrary I mean one I pick using my mouse. Picking it via URL is in my opinion not very usable.
  23. Whilst I agree that is probably why it is happening, I don't comprehend why you think it is not a bug. My boat is sitting on the water, not the ground. It's a bug if the game cannot understand the difference.