Plebian

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Everything posted by Plebian

  1. Yes. That is why I would like to see truly unique enchants on the artifacts. Just having Life transfer or rotting touch as the enchant on an artifact seems rather non-unique. They do not have to be just "buffed" versions to be special. They can shoot lightning, give an armor ignore buff on hit... many unique ideas could be brought out that way. They do not have to be more powerful than a player made weapon in a 1v1. They should just be unique and powerful in their own way. The real issue is they need to be looked at objectively. I really do not know what Rolf intends for the artifact weapons to be. If there is a post where he outlines what he wishes for these weapons. I would love to see it.
  2. There would still be something worth fighting for if the player created weapons are better than artifacts. I would just not want the artifacts to be significantly better than player created weapons. I would personally prefer they had significantly different effects than the enchants priests can cast. So they were unique, and perhaps powerful just in a different way than high end crafted/chanted weapons. It would be really neat if they gave short term buffs on hit or debuffs. Just really anything to set them apart and be unique.
  3. I would actually prefer created weapons from players with priest enchants be better than artifact weapons. It is a sandbox. IF I wanted super awesome weapons that are not crafted then many other games fill that void. Wurm is player made and I would like it to stay that way.
  4. Yeah they really need to allow lighting forges and coalpiles with kindling + woodscrap like for campfires.
  5. -1 to all but the non-drop 10QL compass and sickle as a starter tool. Iron is a vein meant to be found. Some of the good times are finding iron and the ordeal that entails. Roads that are anything, but player created really ruin the mood of Wurm for me. It is a grand wilderness. Some of the most fun times I have ever had were being lost. I would hate for Wurm to lose that feeling.
  6. If they are just meant to be trophy weapons. Then they may very well be worse than "normal" weapons, OR Rolf may not have a solid grasp of what is useful in PVP as far as weapon mechanics. IF they hit harder than normal unenchanted weapons then they may be working as intended. It could be they are not meant to be more powerful than a fully enchanted longsword. So that players created the most powerful weapons. Which would seem to make sense in a sandbox game. I do not know what Rolf's intent was for the artifact weapons. So it is hard to say rather they are living up to that purpose or not.
  7. I would think you would wish to listen to those that are not PVPing. Wanting to know the reasons why, and how we could get them into the PVP game. This seems like a logical thing to do to grow the PVP base.
  8. I would say there would be less PVP without home servers. Many people would have just left Epic or never tried it without some sort of home server type protection. The protection being different servers was likely a poor idea. However, there needs to be some protection or you would just have Elevation folks only left on Epic. Which would be very stagnant indeed.
  9. I would say you could likely remove half the population of JK-H if you took out alts(priest/spy) and free players that are very new to Wurm. Neither of these players can really be organized. The alts are not useable and the really new folks are wishing to explore the game and do their own thing. Organization and leadership would no doubt give the home servers a chance to defend, but why should they do so when they can take a less risky strategy of simply sitting in defenses? If the defenses solve the problem of raiders, and it allows you to suffer super minimal risk. Why do anything else?
  10. The risk is perceived as very high for many folks on Wurm. It is a full loot game. So death means you get everything taken. Even IF these things are fairly easy to replace the risk seems huge, and the gain for defending is nothing. Maybe you get a little loot from them IF you kill them. You risk everything on you tho. The smallest risk is to just sit in a raid shelter/SB. So the easiest/least risky way is what is taken. Lightshore was a great example of how PVPers/raiders TRAIN folks that resist to stop doing so. Lightshore citizens would have BL show up, and the citizens would go out to defend. Most times the BLers won because they were on voice comms, and they came over prepared to fight. The LS folks had to respond to the problem. BL/raiders learned LS would come out and get killed/try and defend. So they came back over and over. The other deeds that used defenses/gatehops/mine hops and were built in very hard to access areas didn't get raided. Because it was no "fun"(high chance to die for the raider = no fun). The places where folks on home servers simply loaded everything on alts and made defenses strong enuf to last for a log out. Stopped getting raided because it was no "fun" for the raiders. So you had the raiders which were following their least risky strategy and now you have the home server following its least risky strategy. The PVPers have no fun, and the PVEers simply have something else to plan around. You even see this very same risk avoiding strategies on Elevation. Which is supposed to be the "main" PVP server. Folks build massive dirtwalls/longhouses/defenses to reduce their risk of getting attacked. The idea is to make it so the defender has all the advantages with very minimal risk. You basically want to force the attacker to do so much risk/work that the reward is just not worth it. IF people were really driven by the awesome PVP in Wurm. They would not build defenses. They would want to be attacked so that they could get the PVP combat they want. That will never be the case though. Humans are naturally risk averse. So we find ways to reduce risk as much as possible. It is natural for humans to do so in game just like in real life. Wurm has a lot of risk with not a lot of reward many times. So you get the behavior you see now in game. There needs to be a fundamental change in the risk/reward system if you wish to see long term change in Wurm PVP servers.
  11. Perhaps Rolf meant them to basically only be trophies to sit about and look at? Would seem specially true if they are worse than normal weapons.
  12. Just add a family name to the titles. People could then adopt a family name... So like Darkren of the Smiths the Explorer. Where "of the XXXXXX" is the "family" name.
  13. True. Once your horse gets used to working around cattle guards he/she will skip right over em. IRL anyway.
  14. At 30 seconds to open and 30 seconds to close each door. It would hardly be feasible to leave them closed 24/7 if you planned to walk down that mine at all. If you had one each tile it would be 1 minute per tile moved to open then close the vault door. That seems like a solid enough incentive to just leave them open most times. You could still go thru and lock it/them when you log, or if a raid shows up. Just like you can collapse and reinforce a single tile and protect a mine now when raids show up.
  15. What is the difference between putting in a vault door and just collapsing mines and reinforcing them? You could at least have a chance at cracking a vault door. Plus if the vault doors take 30 seconds to open and 30 seconds to close. It stops gate hopping in mines with em. What skill the vaults/safes go under can be carp/blacksmith. It would just be nice to have a more elegant solution than boats everywhere for the permissions.
  16. Bingo. They are much harder to pick, and the boat gets harder to pick the higher the QL. Plus you can put a few boats in a larger house.
  17. I would like to implement an item like a safe and/or a vault. You can build a ship to store things in on land now, and use it for more secure storage than lets say a chest. It also has permissions to allow villagers/friends to use it. It always looks quite odd that a boat is sitting in a house. I would suggest we add a safe that can be planted like a lamp post, and it increases in how difficult it is to pick by lock QL AND safe QL. It would basically just be a boat that can be planted only with a different graphic. They could be made of different materials that increases the damage they take to destroy, and the material could change the difficulty of picking said safe. They might also have different volumes as well. There could be reinforced wood safes, iron safes, and steel safes. The creating of safes could fall under the locksmith skill. The safe should also have permissions just like a boat does now. It seems to be a simple thing to add with all the mechanics needed for a working safe already being coded for boats. The graphic could be changed a bit, and the menu changed a small amount. It seems a simple elegant solution to the odd look of boats being used for somewhat secure and simple storage on deeds. It would also be nice to implement a vault door for mines. The vault door requires one empty cave floor square with two reinforced walls on each side to be planted. These could be made from wood/iron ribbon/doorlock for reinforced wood vault doors, iron bars/iron lumps/doorlock for iron vault doors, and steel sheets/doorlock for steel vault doors. They could use the permissions just like a mine door. They could be twice as strong as minedoors of the same materials, and be as hard to pick as boats based on QL. It would be ideal that it requires 30-45 seconds to open and close, and require the player to activate by menu. That way they could not be used as gate hopping measures in mines. It would basically work like right clicking door, 30 second cast time to open vault door, walk thru vault door, and right click vault door with 30 second cast time to close. These seem like two relatively easy things to implement. The safe is basically already being done with boats in houses, and the vault doors in mines seems fairly easy to code. It would also add some more things for locksmiths to do and perhaps have something to imp for skill at high level.
  18. I never saw why spiders and scorps didn't drop pieces of exoskeleton we could use for armors. It might not be as strong as steel plate, but it should function better than running about with only a cotton shirt on. : /
  19. Kevlar is a woven cloth in most vests. So therefore like all cloths it is not very good against super high PSI tiny area "pinpoint" attacks, such as a knife being thrust point first. Cloth is damn amazing at stopping large area non "pinpoint" attacks like the relatively large and low(relative to modern rifle rounds) velocity projectiles used in modern handguns. I do not see how in this game we would use spider silk in anything but a cloth form(pretty sure we will not be injection molding this spider silk ). So if it is as strong or stronger than kevlar it should function much like kevlar cloth. It should be pretty difficult to cut, but should be pretty easy to "thrust" through with spears, sword points, bodkin arrowheads etc. Now if you are proposing something like this http://en.wikipedia....ki/Horo_(cloak) I can see it being just as effective in game as the historic counter part. What spider silk should be damn amazing at doing is making steel scale armors. A relatively light and very strong string for attaching steel scales to a backing of silk type cloth for armor should make something very effective against the weapons we see in Wurm. It should be able to be made lighter than chain, and be better against piercing attacks. Since production of such armor in game would entail learning the collecting and weaving methods of spider silk, along with steel production, and then likely another skill for the making of "scale" armor. I can see it being close to drakehide protection wise with somewhat easier to gather mats. It would not be as light, but perhaps just as protective. I could even see making this "scale" armor from steel and spider silk being in the skill of cloth tailoring.
  20. If it is like Kevlar then it would protect very well against cutting/slashing, but it would really suck against sharp punctures. Most modern bullet "proof" vests are rated to stop pistol rounds, but are not rated to stop knife thrusts. You have to buy specially rated vests for knife protection.
  21. A short term attack speed boost would be neat. Chance on hit to increase attack speed a certain percentage or perhaps a chance to increase body strength for short periods. If it increased body strength for X number of seconds. It would be more viable on other weapons. A short term effect that increased attack speed X% and did X% life steal might be another good effect. The power of the Bloodthirst cast determined chance to cause the effect.
  22. It would be a great idea to do so. Perhaps also have olive oil + garlic(or some other herb/veggie) make like a farmers salve type product that heals burns/frostburns and internals. We are actually quenching not tempering the metals in game. So straight up olive oil would not be a horrible option. Many IRL metal forgers use peanut oil for home workshop quenching. Tempering is usually done in an oven type device at relatively low heat. (Still very hot just not nearly as hot as the forging processes.)
  23. I dont think the horses see enchanted grass as edible. It is most likely just a simple coding error.
  24. The poor horses have it hard enough...
  25. I would prefer champions be for a kingdom rather than have anything to do with priests or gods. This would solve all the use of being a super spell caster for 2 weeks. Perhaps 6 champions per kingdom and the champions are not related to the gods in any way. Give champions pure combat bonuses and buffs to groups they lead. They get no bonus to channeling/faith etc. Champion should get a tabard(functions like the kings robes). They should also get a banner. The banner is what causes the group buffs. I would make the buff like a +1 CR buff for the same kingdom personnel within 10 tiles of the champion, not stackable of course. The champion should also be slightly tougher but not massively. I would say something like 5-10% reduced damage from combat. I would also say some short term battle buffs. Perhaps he can cast frenzy(10% increased attack speed for like 2-5 minutes). Forced March(increased movement speed 10-15% for 2-5 minutes) Last stand(reduces damage taken by 10-15%). These are not able to be cast(or be stacked by multiple champs) at the same time, and they cause a 30 minute CD once used before another can be cast. These short term buffs effect all kingdom personnel within like 10-15 tiles. I would make the requirement for champhood to be mostly fighting related. Something like 20 overall body required, 70FS and perhaps other skills/characteristics. You go find whatever critter/thing gives out the king title for your kingdom(PMKs just go to the token of their capital). Take test to be champ and with some luck become one. Champhood last 2 months, after those 2 months, you become battle weary and cannot rechamp for 2 months.