Outlaw

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Everything posted by Outlaw

  1. ToolAdvice

    That would be a great update to the UI.
  2. ToolAdvice

    Great little tool, will definitely be making use of this!
  3. So, basically you want a co-operative monopoly economic structure? Where all the sellers collude with one another in order to maintain an artificially high price? Sounds like a great proposition for the buyers! Prices fall over time, in the real world and in Wurm. The only time this isn't the case is in a monopoly situation where you can completely control the supply of a good...something that used to be done in Wurm with Scale/Drake. I'm sure we are still feeling the effects of it. Luckily there really aren't any barriers to entry, other than time spent skilling. Actually, I think moon metals, tomes and other rift/unique rewards may still be monopolized/artificially increased quite highly.
  4. What's wrong with having an 'impassable forest'? If anything it gives reason to roadbuilding and adds to the wilderness.
  5. Is there any way I can like a post multiple times? Someone else said it best, yours are the best Wurm videos by far. And that's saying something, as we have quite a few talented video makers.
  6. Instead of creating mini-games, maybe something to make fishing more fun? An optional fishing mini game that increases chances of a catch?
  7. 10i/action even seems to be fading. Noticing more and more people 'undercut' it, especially with dirt. (Probably due to nahjo) Crops too are tough to price. The old 1s/1k is long gone with them. Somewhere around 0.7-0.9s/1k depending on quantity and quality from what I see most of the time. A huge factor when determining the price is how long you wish to wait. You could argue crops are still 1s/1k, if you're willing to wait 2 months to make a sale. You will need some sort of 'at this price, guaranteed to sell within X days/weeks', otherwise it is likely your price is too high. (Especially for what should be fairly liquid assets) As for enchants....boy...they're all over the place right now. I've bought 85coc tools for as low as 20 copper to upwards of 60 copper each. That's huge variation. I would say for botd/woa/coc, only 95+ casts seem to have any sort of close pricing structure between sellers...
  8. Whips

    Your villagers gain +10 motivation.
  9. Last Post Wins

    One day this thread shall end and we will finally have a winner. May today be that day.
  10. Fair Warning

    Competition...intimidation...the real PvP has always been right here on the forums
  11. Fair Warning

    ^ This. If you try to sell anything at "not the REAL price".
  12. Short answer: No Long answer: No we don't.
  13. It was in reference to my 'static imping times' idea, where lower quality tools would actually be worth something, rather than the junk they currently are.
  14. Honestly, just forget about the economy. It's beyond 'fixing'. Play with a group of players you like and try to meet each others needs with gifts and barter. It's much more fun and rewarding than trying to 'earn an income'...plus you never need to worry about sellers/prices etc.
  15. I don't think lowering the failure rate while also possibly extending the action timer negatively affects anyone. It just means less frustration for a new player and they can see 'oh it'll take about 5 minutes to make this' not 'it could take 3 minutes or 25 minutes, who knows...' Players who don't interact with the economy at all don't affect this discussion. New players will be buying from existing players or selling what they can. (Currently that's pretty much limited to bulk goods) More new players = more producers of bulk goods = cheaper bulk goods = even worse situation for new players. More new players are great for existing players though...cheaper bulks and more people to sell high ql and enchanted items to. I'm not talking about making more money...i'm not even talking about making money. If new players could spend their time producing something the majority of more highly skilled players wanted/needed, they would have reason to enter barter deals. E.g. I'll make you 25x 30ql pickaxes and you give me a 90ql pickaxe for it. Currently, unless you want bulk goods there isn't really anything you can ask for from a new player in order to barter.
  16. Tell me, how does an increased number of new players revive the market for anyone except those in a position to SELL TO the new players? More new players = lower priced bulks, as it's already hard to sell them at times, nevermind if market floods with them. What else are new players going to do? Botanize/Forage for coins? Well if 100 extra people start doing it, coffers will be drained in no time, resulting in less copper/silver per player. As for increasing the trial? I don't think that is the issue new players have. I have made many new characters...the number 1 hindrance is FAILURE. Longer times, lower quality...people can deal with that. Failing to attach something 10 times in a row with a "50%" success rate gets boring...fast. (Also, new players wont know it gets better eventually) A reduction in failure rates wouldn't hurt anyone. Hell, even increase the timers by a couple seconds if 'balance' is that big an issue. Even just bumping all failure rates down to 30% (so 70% success rate) would dramatically improve the new player experience.
  17. More new players doesn't 'fix' the economy. It just provides more clients for the already established to sell to. If anything, more new players = less pay for the already low leveled players, as they face increased competition.
  18. That would be great if there were better ways in-game to earn those items. I think that's where the original posters issue comes from. I'd be all for buying a new tool every day/week, if it didn't always involve either grinding out thousands of bricks or paying 5e every time for silver.
  19. Exactly. Things that promote a solid, healthy economy just aren't fun. Disposable items, character bound items, random chance of a tool shattering while using it, shatter while imping etc... All would lead to a thriving economy. They also ruin the game for a lot of people and turn it more into a job than a game. Wurm's real life, euro for silver approach will always have issues. It also has it's benefits.
  20. My idea doesn't balance the game, it would stimulate an economy. I have had 90+ skilled accounts before. A 50ql item is literally under a minute...some cases it is creation quality is above 50ql. Fatigue...I'm not even touching that one. As for 'alt abuse', I don't think we should have ever been allowed/able to play more than 1 character at once and account trading/sharing should have been banned. That alone would have kept the market alive... but again, that isn't the case and it is too late to fix. (That's the problem with a 10+ year old game...too late to fix almost anything major) Purely talking about trade/economy however, lower skilled players need to be able to contribute something worthwhile. Something more fun than bulk creation.
  21. The advantage is in imping to a higher overall quality, not just the speed. But like I said, it isn't going to happen...it's too late to make a change like that. I'm not even suggesting it happens...just that it is a solution that would work.
  22. My advice to new players has always been: Join a village. This is true now more than ever. If you find one with a few high skilled players, you will likely never have to buy any tools or items in your first 6 months playing, outside of vanity/choice. Assuming they are helpful and you are too. How would giving everyone unlimited 50coc help...? Upgrading from that to a 100coc tool would only be an increase from 150% to 200% skillgain (33% increased skill, to a tool that will lose its enchant over time) The 'problem with the economy', what I'd rather call an imbalance...is that higher skilled players do not need lower skilled players. In a real economy, it functions as a pyramid. While the wealth moves up the pyramid, the very top still needs to lowest tier to maintain a working economy. In Wurm however, a highly skilled player can do everything you can, faster and better. Speed and quality reigns supreme. You can spend an hour imping a hatchet to 50ql with your 43 blacksmithing, or someone with 90 blacksmithing can spend 2 minutes on it, rending you 'useless in the marketplace'. The only potential 'fix' to this that I can see would be to make imping a fixed length of time for all. Whether you have 50BS or 90BS, it'll still take you 15 minutes to go from creation to 50ql. That way, there would be a market for 'half imped' tools, whereby someone with 90 skill could buy tools at 50ql and imp from there to 90ql, saving the 15 minutes it would otherwise have taken. (The same time for both parties in the trade) Or some system whereby lower quality items are required to make higher quality ones. (I haven't though this one through) I'm not sure if I like that idea...and it's almost certainly too late to change such a core mechanic of Wurm now...but it is the only way I can see there ever being a market for lower quality items. I'm not promoting it or suggesting it is implemented...just passing the time while servers are down. tl;dr Turn tools etc into essentially bulk materials that higher skilled players require.
  23. Art style is great, maybe tone down the footsteps though. (Possibly still just placeholders anyway) More productive than playing Wurm anyway
  24. JakeRivers

    Welcome to the club.