Idony

Arch Game Master
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Everything posted by Idony

  1. There may be a little wiggle room in here, and I think maybe Brash is on to something with nutrion levels and such. But for a new player I think "above 15" is pretty sound advice (If it is slightly on the "safe" side, so be it. The point here is "I don't want to die" after all) Normally I don't worry too much about a wound unless I can't get it below 16 damage. The reason I went with "over 15" for this guide comes from the formula found in the wurmpedia "healing guide" article : "(wound damage / 3) - 5 = damage increase per tick. If this number is positive, it will require bandages or healing covers. Once this value is negative, the wound will begin healing." Depending on how exact this formula actually is that would put a wound sitting at 15 with a total of 0 (no healing on its own) and anything above 15 with a positive value and therefore a continuing drain on health. Is the wiki always exactly right? Unfortunatly not, but the forumula gives results similar enough to my personal experience (16) that I went ahead with it. I've never really walked the fine line of a 15.3 dmg wound to see what happened. If in doubt though (maybe you are just above 15) you could always just keep track of the wound and see if it gets worse or not. I've edited the OP to add in the formula above, and reword the advice to bandage above 15dmg.
  2. This information is taken from wurmpedia - but is meant as a quick reference to keep in mind should you be in mortal danger... + Healing Basics +: "Help! I don't want to die!" When do I need to treat wounds? It is advisable to treat wounds above 15 damage, or they may worsen or lead to death. Though this forumula may not be exact to the tee you can determine if a wound will worsen by: "(wound damage / 3) - 5 = damage increase per tick. If this number is positive, it will require bandages or healing covers. Once this value is negative, the wound will begin healing." *taken off wurmpedia Depending on your wound type you will follow the procedures as below. FIRST-AID == (BRUISE, POISON OR INTERNAL WOUND) You have 2 options: 1. Use Farmer's Salve (.05kg garlic per .10kg animal fat) - Will *not* work on: - a wound that is already bandaged - wounds above "medium" (up to about 30 dmg) - bite, burn, cut or hole type wounds - Once applied successfully text next to your wound will read: - "bandaged" : if wound was a bruise - "applied" : if wound was poison or internal - "Farmer's salve is currently only one of very few possible ways to heal a poison or internal wound, the other ways being tied specifically to religion." Fo priests have healing spells. 2. Use general first aid as listed below FIRST-AID == (GENERAL) The following will work on most all wound types: 1. Use cotton to bandage the wound. If you have no cotton, you may skip this step. - This will lower the damage, and determine if you need further treatment. - Only one bandage may be applied per wound unless you are hurt on the same spot again. - Useage: -Cotton, rags, and strings of cloth can be combined into a large clump and only the amount needed to bandage will be deducted from that lump when you heal. - If you are desperate you can use *any* cotton item to bandage, however items that can not be combined (satchels, cloth armor, etc) will use the entire item when bandaging. - Once applied "bandaged" text will appear next to wound. 2. Is the wound damage still above 15? - If so you will also need to to use a healing cover to retain your life... worse wounds will require more potent covers. -Healing covers can be re-applied. So if necessary use a lower potency on the wound immediatly to at least slow further damage while you attempt to aquire proper potency. -Stacking does not combine potency, but uses the potency of the most recently successfully applied cover. - "Medium" (15-30 dmg): require potency1 to begin healing , 5+ to heal in one tick - "Bad" (30-40 dmg): require potency 6-12 to begin healing, depending on damage. - "Severe" (45+ dmg): require potency greater than 12 to begin healing, supreme (20+potency) is recommended - See below for further healing cover potency information How can I know what potency my healing cover will be? [ Substance #1 potency * Substance #2 potency = cover potency ] - Two items of the same type can't be mixed, except for mushrooms Substance Potancy 5 Black mushroom Gland Heart Unicorn twisted horn Substance Potancy 4 Green mushroom Lovage Rosemary Tooth Substance Potancy 3 Blue mushroom Bison horn Camellia Eye Long horn Nettles Sage Yellow mushroom Substance Potancy 2 Acorns Barley Bladder Brown mushroom Garlic Hoof Lavender Lemon Paw Sassafras Tail Substance Potancy 1 Corn Onion Parsley Pumpkin Reed plants Rose Wemp plants Wheat What if I didn't make the cover, how can I tell its strength? All healing covers will have a general strength description when examined: It will help some against wounds. (1-5) It will pretty efficient against wounds. (6-9) It will be good against wounds. (10-12) It will be very good against wounds. (15-16) It will be supreme against wounds. (20+) If in doubt as to whether you have adequatly applied first aid keep track of your wound damage to be sure it is healing. Damage and healing "ticks" are calculated every 10 minutes after the wound is inflicted. Sending a "/tell <name>" to yourself makes a convenient place to record time and damage levels of a wound. If you continue to loose health you will need a stronger cover. http://www.wurmpedia.com/index.php/First_Aid http://www.wurmpedia.com/index.php/Healing_Guide http://www.wurmpedia.com/index.php/Healing_cover http://www.wurmpedia.com/index.php/Farmer%27s_salve
  3. Is the Faeldray version smaller than the others? I thought I recalled reading it would be...
  4. Farewell for now Rose! Sorry to see you go, but totally understand your reasons. Best of luck in your endeavors!
  5. I've used 1x2 pens (they worked fine but did sometimes pack even before the enchanted grass "nerf"), or open pasture in the past. However animal AI made my pasture not work anymore so I broke down and made pens again. What I did was actually build "stables" (because if I have to have pens I at least want it to look nice). Each enclosure is 1x3 tiles and filled with enchanted grass - 2 tiles are "outside" and 1 "inside". So far none of my indoor grass has packed and only one outside tile has packed in... I don't even know how long it has been now, maybe a year? (Time flies when you play Wurm, doesn't it?) My rationale for 1x3 was partly motivated by design.. but practically I figured that if I keep a breeding pair in each pen they are bound to have a baby in there as well at some point... so the extra tile wouldn't hurt and was still space-economical enough. I keep mostly cows in there now, but so far haven't had problems when I keep horses either.
  6. Stay lit!

    +1 This would be great
  7. One more bump I suppose. Decay already up to 53. I've (regrettably) decided to move them indoors for the time being, as they were a special gift from a friend that I couldn't bear to accidentally loose to decay.
  8. Hmm... I'm not sure if I am +1 or -1... a no-decay healing pack that you didn't have to have on your person at all times might be nice. I usually just carry these things on my person.. tucked away in the body menues so as to not have to fumble through them when they are unneeded. But one per deed? I think that *might* be too restrictive. Would work well for those of us who live all alone on our deeds.. but what about the villages that actually have multiple people? Or houses that are not on deed? Would the deed-pack be quite large, and just a designated decay-less area? Even noobs aren't too bad at just getting some cotton out of a bin or a cover out of wherever they are kept... Final verdict (for now).... - 0.5 Does that count? I too think it might be a bit modern... and could just add more to all the "junk" that is already necessary to carry or keep in carts.. etc..
  9. bump.. up to 42 decay-- that was FAST!!! Last update was only 6 days ago -- 3 whole points decay in that time on a 50ql??! I beg of you, devs, to consider changing this ASAP. In the mean time I appreciate everyone's support in bumping the thread with comments /+1
  10. Simple suggestion -- reduce or eliminate decay of braziers on deeds Maybe the decay gods are out to get me.. but has anyone else noticed the decay on braziers on deed lately? They seem to be decaying especially fast in the last week or so. Two 50ql small braziers that have gone from 30-32-35 decay in the last week - ON DEED. Really, is it necessary for decay to be so high on deed for these things? Is this... why we can't have .. nice things? *sheds a tear for her old meditation door mat that isn't worth the time it takes to watch over on her deed... and the decorative braziers that may join that category soon*
  11. Very, very nice! Thank you for putting this together - Would you mind if I put in a link to this in my update to the "Quick Server Guide" ?
  12. Totally off topic - but I LOVE your profile pic! Well wishes for the farm, sounds like it will be great
  13. No mention of decreasing upkeep along with the purchase price? Is this possibly also being considered?
  14. *slaps knee* [media]http://www.youtube.com/watch?v=6zXDo4dL7SU
  15. Has anyone else been noticing other than usual happenings with dogs? In the past few weeks I (and alliance mates) have had dogs randomly "disappear". I also had 3 cared-for dogs turn up as corpses yesterday when I logged on, not all venerable either. So, are dogs borked?? Has there been an update that they die if not fed ? Call me a bad dog owner if you will, but for years and years I've had dogs that were starving and never died... and all of a sudden 3 new dogs I found just up and keeled over...possibly for that reason??? *If* it is a change that dogs die if you don't feed them I must say I think it is overkill. Cows, horses, deer.. they all can wander around and graze. I play wurm quite frequently but if I am seriously expected to log on every day to feed a dog or it dies I think that is overkill. For heavens sakes... they don't stand a chance if they cant even hunt/scavenge on their own... not to mention many players over the years have asked for feeding bowls/troughs for non grazing animals... and of course those don't exist yet. *le sigh* *Mourns lost and dead dogs*
  16. Just an addendum so that I know this opinion can be read even if the previous long post isn't... From my browsing it seems some people are saying to get rid of the mandatory perimeter in deeds... I guess I should re-read Rolf's original post.. I'm not sure he even asked opinions on the matter... My 2cents is that if anything is done to perimeters make it only optional to forego - and keep the mandatory five as default. For example... if you want to get rid of your mandatory perimeter or just a side or 2 of it you are able to. That way if you want closer neighbors or to join 2 deeds you can. Allow the possibility (assuming the land is still open) to reclaim the "mandatory" 5 tiles at a later date if wished. However I think the 5 perimeter tiles included in the purchase of a deed do serve a purpose to give people a little breathing room and allow perhaps some trees for timber to grow outside the "town". I know we get worked up when someone maybe comes along and plops next to us... at least with things the way they are presently it gives you that little buffer to plant some bushes or something if you don't want to look at your new next door neighbor every time you go outside... or who knows.. maybe you want to avoid *their* prying eyes!!!... (Geze.. I'm just trying to sit on my porch and drink my wurm-wine in peace without your judgement!!!!) You know they say good "fences" make good neighbors... imo the buffer zone is an important "fence"
  17. I'm not going to go into my opinion on enclosures here -- but if Rolf is looking for a better solution than what we have now.. Why not have the ability to create an "enclosure" fence: 1. This fence could be a standard quality (say 20 or so, depending on what decay is at the moment -seems to have increased lately so something that would last a *reasonable* amount of time before requiring maintenance would be ideal, but not so high as to allow huge areas w/o appropriate effort in repairs) exception to this being a higher ql level for enclosures in perimeter "owned" by deed owner/villager of said deed, or someone who has been "given blessing" by owner -this would make enclosures more even between f2p accounts who need some protection and the high ql large enclosures p2p can create 2. Code into the special "enclosure" fence that if they are all connected in rule fashion (so for instance now that would include having a complete 1st level building connected to or within bounds) they by mechanics can not be bashed -this takes GM work of complications OUT -- if it is an enclosure, it is protected by mechanics, if it is not and it is broken into then it was *not* at that moment an enclosure 3. Allow "owner" of the enclosure to "poof" their enclosure at any time, regardless of premium status -this means if someone decides to move on, but doesn't want to spend time bashing or does not have BS to bash they can easily move on and have the area clear for a potential new occupant (4.) Perhaps also allow ability to remove enclosure protected status without totally poofing, just in-case someone wants to make a tweak or something w/o destroying it all... (of course if a f2p cant bash and wanted to make a change I guess they'd still have to find a prem to help out? Or allow for a certain period of time after relinquishing enclosure status that any player (even f2p) could dismantle individual sections?... just a thought) How might this potentially work for the user? 1. Player creates their enclosure following the guidelines of what an enclosure is. They can use any fence type they wish. Fences would require whatever materials they would usually. Add in a complete house if that will remain part of the deal. (personally I'm thinking maybe just take the complete house requirement out ... that way if a noob has a low ql house that is their primary residence as their "designated" building they have a bit of grace in protection if a wall accidentally goes out... after all the fence will be a standard ql that still needs repairing) 2. Player right clicks within the enclosure and is given option to "create enclosure" 3. In window that is opened to "create enclosure" player is prompted to mark fences/house they wish to be the official enclosure (maybe something like those little flags we can see when doing a deed size would show up on each fence section/ selected building) 4. Player submits the request-- and the coding runs a check that all fences are in tact, connected, and following the official rules -- then grants request, turns the fence to whatever standard ql had been chosen for "enclosure", and codes the fences/house as "enclosure wooden fence" or "enclosure crude fence".. "enclosure building"... you get the idea. 5. Should the "chain" be broken "enclosure" protection is lost --- player could replace whatever section needed and submit request again.. If you wanted to be extra nice maybe find a way to code a message upon log in to the "owner" that their enclosure is about to loose protection in 24... or 72 or whatever hours ... I know this would be more tricky because decay is not terribly predictable... but maybe system could run a check and look for highest decayed section and give a warning based on that? .. even just a message meaning "hey... you have a section somewhere over 80% decayed... you will loose protection if you do not repair) Players *could* have more than one building but the designated building would be part of the "complete walls" check to maintain status -if a non-designated building shared a wall with the fence border and was not the "designated" building only that particular wall would be run in a check that the area was enclosed -non-designated interior buildings would not be part of the check at all.. -or the building requirement could be gotten rid of??? and just any building wall part of the fence-line would be part of the enclosed status check? Other fenced areas could still be made in whatever ql the builder chose but would lack the protection against bashing that "enclosures" would have.
  18. Didn't have time to read all the posts on the shark... but I'm personally not too thrilled by the thought of a shark being able to eat my ship or me inside of my ship..unless I have engaged it. Perhaps add some animation (ship rocking around) indicating a shark wishes to attack below - and let it not last too long (as to be a nuisance to regular travelers) but be an indication that, should you wish, there is a shark to fight. I mean.. everyone knows "Jaws" wasn't.. ... real... (right?! *gulp*) Oh... might be fun on PVP (not PVE!) servers to allow more pirate-esque things to happen -- like to invade another's ship... *ahem* maybe... add a craft-able "plank" to make the non-victors in the pirate war jump off of...to SHARK DOOOOMMM Love the possibility of getting craft-able natural decorations like the trellis in the photo. Just curious -- would there be anyway to make it so it would grow larger and larger with time? I think someone else mentioned perhaps specifying how many stories high it could go - would be great. I would just adore seeing a really impressive really old giant ivy plant covering a building.
  19. If the whole bsb locking thing on deed by non villagers and some other things can be fixed then what is it exactly that those people flying into your deed would be able to do? Nothing. Absolutely nothing. They won't be able to do anything other than walk around... So why are you so scared? I'm not sure why you quoted me in particular.. perhaps because my post was (I admit it) so long. Never in my post did I even mention BSBs. I guess in response I'd urge you to go read through the whole post (presumably for a second time, though there is no real reason to because I'm sure we will continue to fundamentally disagree) ... and consider -- If there is nothing to do on my deed/in my house other than "walk around" why would anyone need the ability to come in uninvited to begin with? As is touched upon in my very very very long wall of text you chose to "quote" Rolf himself states, "The downside with flying is that it makes it a lot easier to get into areas and cause trouble especially on PvP servers". I fail to see how someone's body control automatically makes them "mature(?)" enough not to "abuse" such an ability.. and furthermore, based on what Rolf has said, wonder what "abuse" of the feature would even look like. Who is to say that someone who *didn't* even spend the time getting to 50bc couldn't just pay a nice penny to someone to buy such an account? -- But... which trumps in this case? Skill or time? The player does *have* 50 bc ... so they are mature enough not to abuse it even though they bought the account? .. wait that doesn't sound right.. I see that you list your server as Chaos- that is great. Have fun playing PvP, to each his own! I wouldn't even object if "flying" into fences/houses was added there because I choose not to play PvP. So if that would make chaos'ers happy then more power to them, so long as it is not also imposed on "care-bear" folk... (the posts here seem to indicate we are perhaps not as keen on the idea). Clearly we don't see eye to eye on everything, and that is fine- this is why there are seperate PvP adn PvE servers.