elentari

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Everything posted by elentari

  1. It's not about people from epic not getting along with people from defiance but imagine a new guy showing up on Epic asking for help and people from defiance give confusing answers. Corpse runs, map questions, pointers towards towers, directions to roads, deeds, ruins and someone from an entirely different map and cluster doesn't know if you're even on the same server as him. How is this even a game design thing in 2022? Also the CA help crosses over to Defiance as well. So while it is nice to answer people sometimes in CA, other times you simply can't help if they aren't even on the same map as you. Anyone talking from Defiance in CA can be read by any player on Epic if it's the same kingdom ( e.g. an MR player on Epic can read Defiance MR CA help).
  2. This journal step says you need to foraged for cocoa beans which no longer can be foraged. If you do forage for them you get Cacao beans which do not count for goal. This step is atm impossible to do.
  3. One of the most annoying things on Epic atm is the fact that kingdom chat also crosses over to defiance. So for example if Player A asks for help on Serenity to recover his corpse or whatever, he can get a response in kingdom chat "Where's your corpse?" and player A will say "X deed name" which turns out it's actually on Defiance. Why are different kingdoms and servers having the same chat ? Just creates more confusion than anything. Can we please separate the chats? Would it make sense if someone's chat from kingdom chat on Indy crossed over to Release?
  4. I agree. There are plenty of ways to get around it, like spamming fp2 alts to mindlessly dig or craft bricks I guess? The system kinda made sense for a few moments when coffee first came out, but now it's just one of those relics that do more harm than good. People who want to bot will find creative ways around this system. The rest of the players who have more time than others should be given what they are already paying for via subscription , aka : access to wurm's gameplay. I have never heard of a subscription based game that actually prevented you at any point or another to play the game. Except Wurm.
  5. From what I've seen so far, the loot table has a chance to "select" items to be rare from what you get in treasure chests at the end of a hunt. All well and good but it seems to be the amount of filler trash pretty much makes it so most of the time you'll get rare useless trash. So many ropes, this much leather, an absurd amount of crystals and we get to the situation where... I did an 83 ql map and got a rare source crystal and a rare sleep powder + a rare bone frag. Now the bone frag is nice but come on. Can we tweak it so rarity never selects things that have no purpose by being rare? A rare SP does nothing. A rare source crystal turns into a regular source powder when crushed.
  6. That would be something for the devs to respond. And why would it be a hassle? Sorry but Wurm's economy will never be "healthy" when so many mechanics already enforce permanence. People who get a 90 ql hammer usually will use that hammer for the remainder of the game. By the way why does every suggestion in game has to revolve around the economy? RMT is gone. Can't sell silvers for $. At this point might as well try to focus on the idea of "economy second, fun or smart mechanics first". But someone losing a few valued items does nothing for their player experience, it only makes it worse.
  7. We have a system in game where you can toggle sleep bonus on / off if you're afk for 5 minutes. This is a good system to prevent SB loss when something else grabs your attention : maybe someone pm's you, maybe your pet wants attention or your kids, maybe a mob attacks you and have to focus on combat, etc. Similar to that, a system that prevents cloth / wood items to be dropped in forges / campfires would be great. Here's how it would work. You'd have a "burning prevention" setting to toggle on / off in your profile menu. If the setting is on, when you want to drop any wooden item in a forge, a spatula for example, it gives you the message " You feel like dropping this item might end up burning it in this container". It doesn't matter if the forge is lit or no. Recently an ally mentioned how he forgot his 100 + woa dredge in a forge and burned it to ash by accident. I feel such a system could be a good quality of life addition to prevent unwanted tool loss. If a player wants to get rid of 20 x 1 ql mallets in a forge, he can simply disable the system or use a command line like /burn to get rid of the mallets. Exceptions to this system can be : branches, wood scraps, tar, peat. Don't think it would be that difficult to code since it would basically be a "check container" variable and "check material type" variable.
  8. It's clearly a bug since such a workaround can be used to solve it. There are 2 highways to the east and west sides of my deed but they are way outside the perimeter. Wonder if it applies to all roads or roads connected to highways?
  9. [18:55:28] You are not allowed to build fences on roads outside of settlements. I tried to make an iron fence gate as a farm entrance 2 tiles outside my own deed. The fence gate would've been on a marble slab tile.
  10. Apparently the castles on maps are guard towers. I initially thought they were ruins. Go figure. But yeah I agree we should have a modding option to integrate 3rd party maps in the game. I mean why not use the map dumps in the first place? The map dumps are way more crisp and clear while the in game maps look poor when zoomed in. I don't like it either when I am stumped then forced to do a screenshot , then send the screenshot to people to figure out where the treasure is. I would like some ingame tools to do that instead of opening multiple applications for it. As I stated before, any mechanic that forces you to go outside of the game to complete something inside the game is not a good mechanic. Breaks any sort of immersion and emotional build up and simply boils down to min-maxing maps as fast as possible.
  11. Yeah I did octopus ink from ink sacs, still bugged.
  12. Precisely. Literally one of the reason "farming MOI" was added to getting clues was because of the endless 1000 posts on these forums about players laughing bitterly at how wasted moments of inspiration were when farming. Or repairing. Or praying. Or meditating. Etc. Showing someone a rare MOI then giving them nothing is kinda petty if not outright cruel. Got a rare roll and something turns rare? Show the MOI. It doesn't turn rare? Hide the MOI. Simple as that. As for maps I was talking to a few delians about this system. People have been digging and mining for a couple of days and nothing. Meanwhile my alt priest has prayed for 2 hours and got 2 maps in the span of 30 mins, one of the maps is supreme. I don't find RNG a fair system. Also I am not sure all actions have the same equal chance of giving you a map. Praying so far has netted me 5 maps. Meanwhile my main has fished, dug, farmed, mined and zero maps so far for him.
  13. Also moments like that make players quit MMOs or avoid certain types of content. If they get too unlucky they say it's not worth the bother.
  14. Only way I can figure this improving is gathering some poll data a month after the release of this update and see what can be changed and improved.
  15. So I got a 72 ql MAP! The difficult one hmmm... It had 6 steps, 6 horribly long steps that implied climbing 2 mountains and this beautiful clue... https://imgur.com/a/gBkRjOG Fortunately the mighty Odynn helped me solved the maps. Not joking, without his help I would have been clueless on where to go. What would have otherwise taken me 12 to probably 20 hours, we managed to do it in four hours of non stop searching. Mind you this was with a 90 ql 90 Woa rare horse set to speed up the process. Each time I dug, angry mobs attacked. On top of the mountains is where it got hairy, 3 angry trolls + deathcrawler minion almost killed me. I am 98 FS. This was not an easy fight. So eventually, after long hours I finally managed to find the last clue and the treasure was dug. https://imgur.com/a/CBGk5z7 Honestly guys... after 2 people putting in 4 hours of work...this is garbage. Maybe it's because it's 5 AM and I am tired as hell , maybe It's because I hoped you guys would listen to your testers and removed the filler trash but really...come on. 69 coppers in deed chips...you do realise in 4 hours I could probably make 5 times that much just spamming bricks or digging dirt, right? So the money motivation is gone. What else remains? Dioptra fragments? Not interesting. Leather? Not my cup of tea. Chess pieces? Well I guess why not, we have a journal goal about them. Ropes? Not even worth bringing back to deed. At least make them cordage ropes, my priest might like those. But the rest? Guess I am too tired to express my profound dissapointment but if this is what a 72 ql map and 4 hours of work done by 2 players then I really have zero motivation to pursue this content any longer. What's the motivation guys? Seriously. And if someone gives the argument "you just had bad luck on the loot table" let me please remind you one thing...getting a chest at the end shouldn't be about "bad luck". 1. We have RNG to get a MOI. 2. We have RNG within RNG to get a map within that MOI. 3. We have RNG within that RNG to get a high ql map. 4. You have RNG to get decent clues that won't suck 20 hours out of your life. 5. On top of that mountain of RNG so far...you get more RNG by being blessed with an atrocious Loot Table. What are we doing here? Jesus. What's the real reward here? What's the motivation for this headache? Why so much pointless filler trash? You do realise you have to pretty much be 80-90 FS + decent in archeology + have a decent horse + have good gear that's probably worth some money to actually do these difficult maps right? So under that assumption, WHY would you possibly add so much filler trash when you require a medium to high end account to actually do that content in the first place when the said player could probably already get all those things with less effort? The effort vs reward ratio is absurd. I can ask a friend to make 90 ql leather. I can mine for gems. Source crystals are pointless when I can do a mission and get more karma. There is absolutely nothing in that loot table that interests me as a player besides the chess pieces I need to finish a journal goal. These difficult maps WILL NOT be finished by f2p or low end accounts I can tell you that much. So why would you design pointless rewards that require high end accounts, which can already get those rewards in game with less effort? Guys...seriously, change the rewards because so far I have not heard one player doing these difficult maps and enjoying anything about them. This is not good.
  16. Yeah but from what I get it atm it's a MOI within a MOI or have I misunderstood the concept? Not only do you need to roll a MOI but also you need to roll a die within that MOI and have a 20% chance to get a map...That seems kinda insane to me. The "pity system" at least makes sense since you basically have a 80% chance to NOT get maps in the rare moments you do get a MOI. Wish someone could look at the code and figure out a rough statistic at how unlikely it is for any player to do the "Do 10 challenging maps" goal.
  17. It's basically how I felt. Arch is just there to make something artificially more difficult instead of using the skill of reading a map. If someone at 97 arch has issues with this, RIP the rest of us noobs.
  18. These maps already feel difficult. And why add difficulty to low ql maps in the first place? One rule of game design is that "entry level content" for any new thing you make should be easy and understandable. You don't throw difficulty in the first few minutes of a player interacting with something. Imagine if you were playing monopoly and before you even rolled the die you had to pay 200$ in tax. Or if you were just starting WoW for the first time and a level 60 mob killed you on your first lvl 1 quest. My point is low lvl maps should be low difficulty. I can kinda understand ink splotches on high lvl maps since the rewards are better. Just saying.
  19. I am sorry I wasn't patient enough to screenshot the area but I will post a screenshot of the map dump of where I eventually found the treasure cache. https://imgur.com/a/rURHAtU Not sure if it's clear from the image but there aren't any landmarks there, it is a rugged mountainous and hilly area that doesn't have any active deeds and you don't have any terrain difference, no clay tiles, no sand to give you a clue where to dig. I simply got lucky. After a few hours. Luck isn't a skill. Being lucky means some players will waste 5 hours of their life on a map, some will waste 30 minutes. Those with 5 hours wasted won't engage with the content at this rate for these types of "clues" while the lucky ones will say it's a great update. The issue here is evident. In addition I want to say that even NOW I have no idea what the black spots on maps are. Are they smudges? Because they serve more to make it less readable than to actually guide you. They grey maps are terrible especially when in a context of what I had in this particular case. Now I've travelled across Deli quite a lot, I can't say I know it like the back of my hand but I can navigate it most of the time without opening any maps, simply by using my memory. However I cannot begin to imagine how these maps will be on servers like Xanadu or Indy. I would hesitate to even do a 99 ql map on those servers if these are the clues for a chest.
  20. Let me rephrase this. Why is this even a thing for low quality maps ? Dude...there's a lot of deeds that aren't even remembered by anyone. Some are 5x5 deeds that were thrown in the wild and disbanded years ago. The one I found was basically one such deed. I am tempted to just go back and record the area just to show you how nearly impossible it would be to even locate the place at all.
  21. Pic in the link here : https://imgur.com/a/VDfJeJ8 Seems create a chess set is doubled, intentional or bug?
  22. It's not just that. Former deed spots have changed, the maps have changed. There are now highways where deeds used to be and no way of actually knowing if a deed was there in the first place. There's no way for a player to remember every deed on aserver for the past 8 years, is there?
  23. I really hope your argument isn't "Because I have more time than others, this gameplay mechanic doesn't affect me at all". NO one should have to waste 2 hours on a single 15 ql clue JUST to find the ruins of a deed in the middle of a mountainous area. And guess what? Even if you find the deed it's semi pointless since you have to randomly dig around the place to actually find it. The treasure cache wasn't even on the ruins of the deed, it was NW of it about 50 tiles away. I repeat this is just 1 clue aka 1 step of a 15 ql map that had 3 steps. How is this a reasonable mechanic? For 3 dioptra fragments, 2 diamonds a sleep powder and 2 chess pieces who-hoo... There's already a super low chance to get maps anyway and once we get em we have to content with this archeology nonsense. Guard towers I can find. Deeds I can find. Mission structures I can find. I can read maps and can look at the topography to figure out locations. But asking a player to find the ruins of a deed so old it doesn't even show up on niarja , has no terraforming clues ( roads, colossi, guard towers) and no one remembers where it was that was also re-deeded by a different deed is nonsense. I kept investigating in an area and was just lucky to be blessed by the RNG gods that revealed a 2nd deed in the same area just in time before I gave up. Which brings me to an obvious question.: "If a player has to investigate the "ruins of a forgotten deed" that has been redeeded by 3 different players with 3 different names over time, what is the RNG you can even find the deed in that spot?" It also highlights another archeology issue when you investigate. "You can not find traces of any settlements here" * 5 seconds later * "You find traces of a settlement here" . 1 tile away. The clues involving archeology have to go imho. Hours wasted for 1 clue on a 15 ql map..jesus. If I wasn't close to 80 archeology I wouldn't even have found the place. This system implies only people with high skill in arch can even do low level maps. See the design issue? No one should require High end skills to do low ql content. Regardless if tomatoes has more time or not, it's a design flaw here that should be fixed.
  24. I am in the same spot. I've been wasting a few hours today stuck on a clue because guess what? I can't find a ruins of a deed on Deliverance. It doesn't even show up on Niarja! No one knows where it was no one has any map of it. Probably even predates in game maps lol. And this a 14 ql MAP! 14! What great reward will come out of this map. 77 arch , 3 hours wasted and stuck. These types of clues should be totally removed from the update.
  25. And this is a good thing?