Battlepaw

Members
  • Content Count

    1,816
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Battlepaw

  1. I know it’s been a while since I threw my two cents in, as I no longer play Wurm Online for the most part. I play on Wurm Unlimited now, and I enjoy my time there much more than the final year I played Wurm, where things started to go very wrong, at least from my perspective. Most of you know what happened to MR, so I won’t go into that. But what happened with the toxic gameplay practices and metagaming by our opponents broke apart our community. I think in my mind it left lasting scars in any consideration of ever going back to play on the same game that probably still has some of the same sorts of people that were willing to break the law to win a bunch of freaking pixels. I still keep up with my MR family when I can, and we will never forget what we had and the fun times together. Many of you remember that for a long time I was fiercely against a single player version of Wurm, and fought tooth and nail on the forums against the idea, but in the end I’m glad I lost and Wurm Unlimited came about, because perhaps it may be the future of Wurm. Much how Ark is kept alive by it’s modding community and Minecraft has the same thing going for it, in the end I think making modded content more accessible to Unlimited, and working on keeping the engine running smoothly is the key to this game’s survival. Now I know the steam keys for WU are pretty much on the cheap right now, but if the game continues to improve, just like other game that have improved through the hard work of their developers, and working with the community, the game will get more traction. My advice is like I said, focus on Wurm’s strength. Above all things Wurm has always been about the freedom to build and create, and this should be emphasized in the accessibility of modding within the game.
  2. I didn't know Tich too well myself, but I remember her presence well on the forums. I will always remember her work on the game as the guiding light that brought Wurm into it's own. I just don't have the words to express how I feel about the loss of someone who had devoted so much time en energy into a community like ours. It is rare, to find the sort of individuals like her that have the strength to drive on and keep their dreams alive even when others say they are impossible. Without her, I highly doubt we would have a game anymore or at least not in the amazing form it is in today. It was these recent changes that made me want to play again, even If it's no longer on Wurm Online, but on Unlimited. RIP Tich, and may we honor your memory by keeping this game alive for the next generation of Wurmians.
  3. I really don't care. It was a damm road. Perma ban or not brandon quit. It was obviously the only way to handle a frustrated player out in the middle of nowhere over a road that doesn't even matter, on a deed not blocking access. I really don't even care if you think each road violation is the same regardless of location. Yea brandon knew that, and just gave up and quit. I read and was reminded why I don't bother anymore either.
  4. I know it's his fault, and he knew what would happen, fairs fair... really, that is obvious. Its permaban, after years of devoted play over a road. What cracks me up is, yea this crap is just buissness as usual in wurm. That is what I mean by frustration.
  5. Yea, was thinking the same thing. I understand GMs need to enforce the rules, but at the same time this whole issue is beyond petty and stupid. I've known brandon for a long time and after reading this it reminded me why I left last year, many devoted players just have better options then waste their time. I left after a series of utterly ridiculous pvp bans on chaos, and l was just done with all the drama, and was having more fun on ark. I love wurm, but this kinda thing thing just makes me so frustrated.
  6. Lol I had the same image in my head but the memory that popped into mind was an incident involveing an eaglesprit spawn ontop of me while I was sailing in chaos with no wind to escape.
  7. +1 Though it would be awsome to be able to make a cloth cap that when you bless it with the god of your choice it shows up as a different item model, each god having a unique looking hat.
  8. You have yet to even mention that the artifacts have indeed changed hands, several times. In fact, MR lost almost all the artifacts, then later gained them back. It was hard work but not unattainable. Balancing the core mechanics until you deem the artifacts worthy of use is silly, and who knows how long that will take. The facts are the mechanics within the game have been used to exchange artifacts, you don't need to kill an artifact holder. It does not take a crap ton of players to bash an altar. If people wouldn't have cried to mommy because we've fortified the WL it would a bit easier, but meh, it's still possible to do that in an attempt to prevent recharges. The fact is that, there is no "Snowball" effect. There are only people who act and those that sit on their rumps and try to change things in their favor through endless forum warfare. The system works, and has been worked to the advantage of whatever side has chosen to act with it. Unless you want to say that history is wrong, that you can't get artifacts out of Kyara. I used to think the same, until that is we did so by blowing up the lights. The slippery slope argument is completely invalid if there is an end to the slope whenever a group decides to try and make a fight for it. I'm all for encouraging that to be easier, but not to the point of freebies for doing nothing.
  9. I honestly don't really understand your crusade against the items. The stupid thing doesn't cause any unbearable envy in the population that I've ever seen, and the whole issue is blown way out of proportion. If they are being kept in the game, who cares. They've been in the game for years, and I could point out several far more glaring bugs that caused actual serious unfair advantage, and were let slide, and the players in question fully keeping the skills they exploited. You want me to start listing each incident? I've been playing for a while, and in my time I've seen quite a few. In this instance, there is already items being introduced to give players the ability to paint ships, and if it lets them paint anything larger than a Knarr, then it actually has more fuctionally then those containers. One question though is that 600 "Fountain Containers" or 600 "Saucepan Fountains"? There is a big difference in functionality here. The Saucepan fountains allow things you put in the fountain to get heat, however many other fountain containers are made out of satchels or backpacks. I own a satchel fountain and it's nothing more to me than something I can put sap in, during maple season. I've been playing for 5 years and have seen that the saucepan fountains, and the like are VERY rare compared to what I have, Backpack Fountains are far more common even than that. I want to know if in fact there are so many of those things. I've never seen evidence of that. In my entire kingdom on the server that the bug first was discovered I've not seen more than two dozen of the saucepan fountain containers. I do see a lot of backpack fountains, and one person had a ship full of them that was stolen and distributed across the freedom servers several years ago. So how its it that your claiming that so many players have in their possession supposedly a "Gamebreaking" item, something that as far as I've seen really doesn't make a massive difference? the properties of the saucepan fountains are nice for smiths, etc but I've gotten along fine without it. And the cooking guides I've used to level up HFC, work just as well, for players without them. I don't even use my satchel fountain for most of my maple harvests, just when I need to gather lots of low level stuff I don't feel like separating into barrels in my cart. They used to be prized for hauling dirt, but we have crates now, so meh. They are a legacy item, and like you say we like them for sentimental value in many cases. I don't see too much more beyond that. Before you go off and tell us we need to get rid of them, please build a better argument for your case. Also please separate your figures, or show me how the hell you got 600 "Saucepan Fountains" Or, is that your "Generic" term for all fountain containers? This does need clarification. I do feel it's highly unfair for you throw a fit because players can heat lots of objects in a forge if they have a sacuepan fountain, and then forget many, if not most of the containers are not saucepan fountains, or as far as I've seen. They are backpack fountains, or satchel fountains, etc.
  10. TBH saying that they will remove fountain backpacks simply because they are adding a container you can carry in return, as if that will somehow compensate each player for the loss of that unique item is somewhat absurd. It's like saying you can't drive your vintage car anymore because it's emissions are no longer grandfathered, but we will give you a 100$ gift certificate to Autozone as compensation. It really makes no sense, if they wanted to fix the problem after it was patched they would have, but those unique items were left in the game. I don't mind them adding tubs, so that people without the fountains can dye their items, but those backpack fountains and the like have far more uses and intrinsic value than just the ability to dye things. Especially the saucepan fountains, which are even rarer. I have a satchel fountain, and I use it to hold sap in my wagon during maple season. I really don't need to though small barrels work fine (and I sometimes use them anyways) , but I often just like using that unique item, something that I can keep as a treasure from my long devotion to the game. The various fountain containers are a part of Wurm's legacy, and it's the little things like that that make the game unique. If the devlopers think Wurm Online should be exactly the same gameplay wise as Unlimited upon release, I'll quite and say to hell with both of them. I just like the fact that Wurm Online's history and gameplay is unique. I'll likely play unlimited for only one reason, the potential for modding. With wurm Online I like living in a world that has it's own little quirks because it's built upon a legacy. Just what is the point of removing the stupid things? They don't harm anything, and you can do the same things without the fountain containers, hell if you feel they are giving an unfair advantage just add the stupid tub features and leave it at that. They give very little actual advantage, far less in any case then many of the other bugs and exploits that have been left in the game. Even the saucepan fountains, which people do just fine without.
  11. There are plenty of other sac items you can give lib priests, saying simply because they can't farm on their lib account, is really unfair, because especially on Chaos this isn't true, the lib priests can just go to freedom and they are able to farm. How can you even say it's balanced because they "can't farm" that is both untrue and silly. Even on epic, you can have alts farm for you. It makes no difference. The veggie thing is just total bull, and you can get more favor from a bunch of vegies than you can from the same ammount of locks, as the veggies, etc all come out in bulk with little creation effort at high QL.
  12. That's not asking for a rule clarification, that asking a rhetorical question.
  13. Tbh, it's my personal opinion that these sorts of threads are in direct violation of the rules themselves. I can sympathize with Nappy to a certain point but the whole topic is pretty much trolling, the OP knows what he is doing is inflammatory, and is directly challenging moderation, or his perception of lack therove. It's silly, while Romans are no doubt very likely to get smacked for whatever dastardly thing they may or may not have done, why can't you guys just keep it in the freaking Support tickets? I honestly get a bit tired of these topics, especially when they don't go anywhere other than flame wars.
  14. I've noticed a marked difference mate. I've tested several bows I've imped up for people, and the rare and supreme bows do much better, even with worse enchants than a normal bow.
  15. Heh, more like essential to have a kingdom, it also helps to try and get a feel for the server early on, one of my first PvP deaths was because I went the wrong direction after a raid, and sailed right into someone responding to the raid.
  16. Heh, yea have to say this is spot on. It's nothing new though, and is just simple profiteering. You see it in other forms in other games, even ones with set in-game auction houses where groups of players will control most of the market by fixing prices, buying out everything below a certain price and selling as high as they can get people to pay. What this eventually ends up doing is driving prices far beyond what the average player can pay, until the market bubble pops and players can no longer afford to participate. One of the biggest issues in wurm is that we don't track prices, and while that benefits the seller, because it's to the seller's advantage to make sure that prices are theoretical and not set. Set prices, encourage competition, and costs the seller profit. Asking players to conceal their bids through PMs is a great way to also make sure that more expensive items are hard to calculate for the buyer. I really hate to see oversight on the forums but there should be fair competition, driving up the prices makes money, but also inflates the economy. Oversight doesn't have to be by forum mods, but by giving us tools to better track prices, so buyers are at least in a fair market, not swimming with price sharks.
  17. Well the whole hard currency thing is one of the things I like about wurm. If it was up to me I would remove the ability to withdraw money from any token, except your bank and use the mailboxes to send money requests and withdraws at a small fee if it's across server borders. And also give us the ability to get use out of paper for money envelopes request slips, and withdraw slips. Convenience is a wonderful, but so is the little details that makes wurm a bit of a unique game. It would also be nice to put some paper in your mailbox and request an account summary, so you can track your budget for the month, etc . That way you can see CODs accpeted, payments sent or withdraws request, deed upkeeps paid across all the deed you own on all servers, etc.
  18. Heh that's fine on Freedom where there are tokens everywhere, but not always true on Chaos too. Your "sending" with a mailbox. Perhaps the ability to make withdraw slips to request money from your bank with a papyrus sheet, if we do withdraws. or same with deposits, with deposit envelopes. And yea, I agree with you about the tokens heh. Really though never understood why you couldn't use them to deposit your loose change when you were done shopping at a deed's market lol.
  19. Just asking for a simple way to toss money in your character's bank via mailbox. Cross server ability too, at a % "transfer" fee. To be clear, this is deposit only, no withdraw ability.
  20. I am completely against in-game auctions, especially if they would work automaticly like in games such as Arch-Age, etc. The personal way we trade is part of the reason why I like Wurm. I've played many games where the "auction house" is completely impersonal and easily jerked around by people who just buy and resell. While I see that in Wurm to some extent, it is much more difficult, and the auctions operate as part of the community, and you go to traders, or market places and trade there, while moving around in Wurm's vast world. Now... there are some things I would like to see. Built-in auction tools on the fourums for one thing. I've seen this many times before, and they don't seem to terribly difficult to do. That way there is an official record of bids, and hidden reerves, and you can build a reputation as a reliable seller or buyer, or only offer your goods to people you know won't waste your time. Yes, I completely agree with you, but there is something else I've seen you might find interesting. A recent game I was a part of Shores of Hazeron had external stand-alone clients you could launch to go into the mail, or auctions, or a few other simple things without launching the game. I've already seen a few simple phone apps for wurm, and perhaps a little java app that can be run on a phone or installed on the computer to track auctions might also work, but I've also seen auction tools built into forums that directly interact with a game server or send mail to you in-game. Minecraft is a good example of this, you see those tools everywhere across all the popular public servers. One thing I think we can do now, just to track auctions is to add twitter feed tokens or something you can post. For example when an auction is put up, you generate a twitter token, and it puts some sort of string in a twitter feed. This can be tracked. When someone bids, they set their bid into a twitter token extension just like the auciton, as their reply. Instead of "reply" you can click on "Bid" and it will pop up a window asking your bid price, and you can add any comments you want your post to contain. If it's one thing I've seen wurmians do well is make twitter tracker programs, and having a centralized twitter feed for all the auctions lets players watch what go up for auction and the bids as they come in, so they can track whats going on in the economy and if something catches their eye.
  21. The whole reason for a hidden reserve is to get more people in the auction, by starting at a lower price. This increases the chance of a bidding war, because more people are participating. Or that's the theory I hear the most anyways. The more bidding, often the higher the seller can get. In practice, yea your pretty much on the mark. Hidden reserves don't normally make much sense when your talking about online auctions, though there is a reason why I feel that they are used in wurm. With Wurm, you have buyers and often sellers that don't know what an item is worth, because often it's worth more to some people than others. There is rarely a "blue book" price on some of the things up for sale. When you know an item's value you may be able to guess what it will be up for reserve, or at least the min the seller wants to part with it. The problem is that without a way to record bids, basicly hidden reserve auctions are basically just a sham, even if there are many successful auctions with a hidden reserve, I rarely see the seller say "reserve has been met" that does annoy me to no end. Instead of using a hidden reserve as a speculative gamble, they just close the auction unless they can get a good price, or they don't like the person/kingdom, etc that is the highest bidder. That's both bad form, and just downright destructive to fair trade. If we fix it, I doubt they will be as popular, but at least it will be a tool people can use in the way it should be used, and not as a sham.
  22. Well then, I hope you get reported as trolling and banned from the forums. I'm also certain people will remember such action and not deal with anyone who would do this again. Heck, I can't think of anything more "disruptive" to an auction than repeatedly derailing them with no intention of actually purchasing anything. There used to be actual rules against not honoring a trade on freedom, but I doubt you could apply them to the forums, but you would still face other sanctions. Reputation goes a long way when buying or selling something. If a seller has a good reason not to honor an auction, I don't mind them stating that, If they are going to do so. However they need a better reason than "reserve not met" unless we can see that the actual reserve they recorded was in fact, not met. Many players talk about trying to reform the "rules", myself included but perhaps what really should be done is to work with the system we have. Improving auctions, by giveing the players actual tools they can use on the forums would go a long way. I've seen it done before, and for games with a fraction of the population we have to work with. Measuring reputation should be one way to prevent abuse, making some auctions unable to be bid upon unless you have a certain reputation as a buyer. Bidding anonymously should still be fine, many of those same tools let players do that, and after the seller verifys that the transaction is complete the reputation is still updated. That way some of the other silly things that go on in the auctions, can be avoided, and players that trade outside the auction house can also see past reputations. Wurm has come a long way since I've first picked up the game in 2010, but I've seen only slow changes to the forums over the years despite many overhauls they have had. This is quite disappointing since, any layman can see just how essential the forums are to in-game enjoyment. They are the lynchpin that holds the community together and should be treated as such.
  23. The seller is participating in an auction, and is expected to sell the item when requested, and all obligations by the buyer are met. No one is forcing people to hand things off for lowball, that's the whole purpose of a hidden reserve. Without the ability to actually prove your hidden reserve was met, or not met the "hidden reserve" auction is not valid, at least by the definition of the term. This allows players to constantly rig the system, and just keep using that excuse not to honor a fair trade.