bdew

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Everything posted by bdew

  1. Server Crash?

    FWIW this seems to be fixed now.
  2. Server Crash?

    Same client installation works from a different ISP, i'm more than aware enough on how to do network troubleshooting, restarting my router isn't going to solve problems at a remte firewall/router, both good and bad traceroutes are posted on the previous page if rolf/anyone wants to check them out, nothing changed since i last tested.
  3. Well yeah, you can get around with 10 horses for breeding, even without trading if you plan ahead who you pair up. But consider that you need to keep around growing horses (young foal => mature horse, 1+ month of waiting time). If you are selling horses you'll have more of them around waiting, horses used as mounts, etc. My point being is that if Rolf's goal is to decrease the amount of animals per player, then adding inbreeding and making longer for a horse to go from born to able to breed state is counterproductive.
  4. Because it doesn't require dependence on other players and wasting time moving horses around the world? That's why i suggested making higher AH make getting good random traits more likely than bad ones.
  5. Yeah because everyone will want to do that every couple weeks instead of keeping however many horses they need for stable reproduction...
  6. Server Crash?

    Still borked from that ISP, traceroute looks the same, stops at 213.88.203.94 From the other ISP that works it works from both unstable and stable clients.
  7. Reposting this here because rolf admitted he's not reading the suggestions often. Wait, so you want us to keep MORE horses now? I thought the idea was to keep less of them?
  8. It's not just killing your existing stock. This inbreeding limitation basically means you need to keep 2 breedable pairs + 2 growing up pairs as the absolute minimum if you want to get anywhere... that's already 8 horses. Then add horses waiting to be sold, foals growing up before they are sold, horses you use as mounts and to drag (because you can't risk loosing even 1 horse of those breeders, it'll screw you up completely for 2 generations if you do) So the average breeder will still need to keep 15-20 horses around... And if you want to breed other kinds of animals it's easily 30 animals per person. I think if this system is going to actually achieve something instead of screwing stuff up even further both limitations on breeding young/adolescent animals AND inbreeding should be removed. Also - i wonder how this inbreeding system works when the parents are dead (and not listed in game), does it still have some way of knowing who they were?
  9. Sacrifice them, you'd get some nice bonuses from 8000 meals... and with all your battery alts and a couple altars this shouldn't tame too long.
  10. Server Crash?

    Oh wow! Yes because my routing tables will surely make static-213.88.203.94.addr.tdcsong.se [213.88.203.94] which is probably rolf's (or his datacenter's) firewall stop eating packets from one source while passing packets from another... : PS: And those people above me complaining about still having a problem must have corrupt routing tables too... PSS: This is the exact host where all traseroucetes were stopping during the full outage.
  11. Server Crash?

    Looks like there are still network problems going on, can connect from 1 of my ISPs but not from a different one... Traceroute from the connection that works: 1 11 ms 9 ms 12 ms CABLE.LNS-MR-09-lo0.bb.012.net.il [212.199.17.89] 2 11 ms 10 ms 12 ms CORE-1.MRK-tengig9-7-3002.bb.012.net.il [212.199.204.158] 3 14 ms 11 ms 9 ms 212.199.72.201 4 83 ms 82 ms 83 ms EDGE.FRA-02-RE1-so-2-1-0-3-0.bb.012.net.il [80.179.166.29] 5 83 ms 84 ms 84 ms 77.67.61.145 6 83 ms 83 ms 83 ms xe-5-0-0.ams20.ip4.tinet.net [89.149.187.5] 7 82 ms 82 ms 82 ms ge8-0.1000M.asd9nxg1.ip.tele.dk [213.200.75.30] 8 207 ms 208 ms 223 ms ge0-1-2528.cty-pe2.lpi.se.sn.net [62.65.8.17] 9 109 ms 108 ms 109 ms 62.65.8.18 10 105 ms 108 ms 113 ms static-213.88.203.94.addr.tdcsong.se [213.88.203.94] 11 126 ms 129 ms 124 ms freedom001.game.wurmonline.com [194.68.222.113] Traceroute from non-working connection: traceroute to freedom001.game.wurmonline.com (194.68.222.113), 30 hops max, 60 byte packets 1 lo0.cab11.ptk.nv.net.il (212.143.208.152) 326.737 ms 326.653 ms 326.620 ms 2 bb-agr1-clr-cab11-ptk.bb.netvision.net.il (212.143.62.110) 326.592 ms 326.564 ms 326.534 ms 3 coresw1-bb-agr1-ptk.bb.netvision.net.il (212.143.62.202) 326.504 ms 326.475 ms 326.446 ms 4 ge1-0.gw1.ptk.nv.net.il (212.143.10.193) 326.415 ms 326.386 ms 326.357 ms 5 pos1-1-0.gw1.lnd.nv.net.il (212.143.12.105) 326.330 ms 326.301 ms 326.273 ms 6 ten3-2.brdr1.lnd.nv.net.il (212.143.14.150) 326.246 ms 339.409 ms 339.352 ms 7 10.70.1.1 (10.70.1.1) 339.324 ms 339.295 ms 339.265 ms 8 ldn-b2-link.telia.net (213.248.72.125) 339.236 ms 339.208 ms 339.179 ms 9 ldn-b3-link.telia.net (80.91.250.213) 339.151 ms 339.123 ms 339.096 ms10 ldn-bb1-link.telia.net (80.91.251.166) 339.070 ms ldn-bb2-link.telia.net (80.91.247.89) 339.038 ms ldn-bb2-link.telia.net (80.91.251.238) 339.010 ms11 ldn-b1-link.telia.net (80.91.248.93) 338.983 ms ldn-b1-link.telia.net (80.91.248.89) 338.954 ms ldn-b1-link.telia.net (80.91.248.93) 395.124 ms12 ge-3-0-6-1000M.ldn4nqp1.ip.tele.dk (195.215.109.169) 395.047 ms 395.013 ms 394.985 ms13 ge0-1-2528.cty-pe2.lpi.se.sn.net (62.65.8.17) 394.956 ms 394.927 ms 394.898 ms14 62.65.8.18 (62.65.8.18) 394.869 ms 394.842 ms 394.815 ms15 static-213.88.203.94.addr.tdcsong.se (213.88.203.94) 394.786 ms 394.758 ms 394.729 ms16 * * * Note that all the last hops are shared between the 2 trace, but 1 does reach the server and the other doesn't... a firewall acting funny? PS: sigh... no wurmaggedon 2
  12. Server Crash?

    Bleh and i still have the 5hr sb from ros...
  13. God i hate when people write inside my quote, replying to that is painfull unless i do the same, then it looks like a christmass tree...
  14. Expand it further, make those workbenches (there should be some different kinds for different skills) provide some kind of bonus to success chance or speed or something. Why waste a great idea on something purely cosmetic ;D Also i'm not sure how hard would be that to implement but making them use multiple tiles and consist of sub-containers could be interesting and add some realism to building design and placement. For example, blacksmith work area: * Requires a forge, anvil, a barrel with water, and 2 containers, one of raw metals and another you store your tools. Takes up 3 tiles. FAKE EDIT: ooh and then you can add upgrades... for example you can take the above and upgrade it with a furnace that's used for metallurgy. Or a rotating sharpening stone to make weapons. or something like that ;D
  15. Intent is to allow secure and convenient trading in bulk goods, basically like COD mail but for bulk items... and without mailing * It's a craftable container. * It cannot be lifted or moved with items inside. * Once placed the owner has to set the price, and can place items inside. * No one can take stuff out until the price is payed. * Once it's payed the buyer becomes the new owner and can take stuff out, money goes to seller bank account. * They have a limited lifetime, say a month (to prevent filling the world with useless crates). * A few days before expiration the current owner is reminded to take his stuff out. * If anything stays inside it poofs with the container or get dropped to the ground.
  16. I've read and re-read it and i don't see anything that will prevent that. It's a core flaw of the trader system and the same thing will happen here. 1) Find an item where (trader price)/(player market price) is maximal (and above 1) 2) Drain the trader from all his money with same item 3) Item never gets bought back by players as it's priced way above market value 4) ??? 5) Trader stuck with tons of useless items Now say you make it such that trader always prices items below player market - no one will sell him anything (it's unprofitable), trader is stuck with unused money and no items. For such a system to work it would either have to follow the player-based market very closely (beyond current technological posibility i'd bet) or take over control of the economy (which would require very big reserves of cash, initially cause inflation, and loose rolf RL cash).
  17. Just some ideas to make stuff easier to see without examining everything, guessing and calculating stuff manually, if you have more ideas post them and I'll add it to the OP. This will require multi-line mouseovers, but this shouldn't be much of a problem to client devs. Some of the suggestions may have concerns about PVP, if so make it hidden for players of different kingdom, their pets, etc. * Animals: Add "$playername's pet" and/or "following $playername" * All containers: Add used/free volume % [also on window title. for sub-containers, show this as part of the name] Maybe add "open by $playername" * Enchanted items - Add enchant type and power * All items that can be picked up - Add weight * Unfinished items - show completion %, current weight * Players - Add deed name, rank in deed. * Priests - add god name, if linking add "linked to $target". * Any creature or player in combat - Add "Attacking $target". * Renamed items - show the renamed text on mouseover, currently doesn't work for most for containers, and it's a pain. * Undroppable items - add something to indicate that. * Any items with heat level (glowing, hot, warm, etc.) - show it. TBH this should be a column in container UI. * Dyes - Show the color in r/g/b. If possible add a small rectangle filled with the actual color. * Items not in a container, that you have enough skill to improve and hold any kind of related tool - add QL, damage, item to imp. * Unfinished items - when you hold one of it's components add how much of that items is needed. Like "needs 20 more planks" when you hold a plank. * Close to animal - show traits depending on AH level. * Cooking items - show difficulty and dish type. * Lamps - fuel level * Buildings, ships, carts, etc. - owner, ql, damage Those 2 are going to get me flamed, but i think this it's something everybody expects to see in an mmo, hell even Ultima-no-useful-mouseovers-ever-Online added this like 10 years ago: * Weapons - Swing speed, min-max damage, etc. * Armor - Add some kind of a number indicating protection level and speed reduction .
  18. +9000, mooring your boat just to check the compass gets old very fast.
  19. Candelabra AWOL

    Heh, little stealthy candelabra! I did try mousing over the walls from different angles but it wasn't showing up.