Rhoktar

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About Rhoktar

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  • Chaos
    Rhoktar
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    Rhoktar
  1. Discuss Epic plz

    This is by far the most logical and reasoned response in this entire thread that I just spent forever trudging through and it was way back on page 4. Current total player base is entirely too small to be resetting skills or maps, we will lose players. Period. 2. Current pvp-willing playerbase (yes, this includes "home server carebears" on epic servers because they are absolutely a type of player who pays to play and deserves just as much respect as anyone else) is entirely too small to be split between 5 servers. 3. Chaos is plagued with 7 year old accounts that have been through exploit and abuse cycles granting them grandfathered in skills and items that are extremely distasteful to many epic players (also a general difference in demeanor in many cases) _________________________________________________________________________________________________________________________________________________________________ Taking all 3 of these factors into account, the most obvious, simple and elegant fix is to mostly leave things alone, with the small exception of connecting the epic servers directly. No terrain resets, no skill adjustments, no removal of "safer" home/starter areas for each kingdom. I love the idea of having zones with certain protections / restrictions / freedoms to do what server borders currently do. In addition, it took several pages into this thread before anyone mentioned the REALISTIC, bigger picture problem: decrease bugs, increase UI functionality, decrease the unnecessarily bloated combat meta, work on optimization (seriously this game is 9 years old how are the memory leak / constant disconnect issues still a thing?) to make it more attractive to new players then do some damned advertising! __________________________________________________________________________________________________________________________________________________________________ For some reason we tout this game as attractive to a "niche" market, but if you look at trending games right now we're basically the epitome of one of those coolest trending genres! How is advertising to bring in new players such a low priority? Constantly backing down, tweaking, nerfing, buffing based on the whims of a playerbase that mostly doesn't even know what is actually good for themselves in the long-term is such a waste when there are such blatant priorities being ignored. That being said, I must take this opportunity to ask again, why the hell are kingdoms still so obviously and unanimously known to be imbalanced? Why are you playing favorites? Why would the third of the three WL gods be arbitrarily given to just one kingdom? Make WL share one (of the three) and then give back some benefit to Lib to rebalance things. That is not complicated. Edit: All of that said, the idea of allowing Freedom cluster players a connection to epic isn't the worst idea in the world, I'm betting that a lot of players who started on Freedom but are now perhaps a little bored or regretting not going PvP but are too invested to start over would jump on the chance to integrate themselves into our world, jump starting the revitalization process. Maybe it could be done in a way that disallows this server transfer while carrying items that don't belong on epic to reduce the influx of grandfathered "corruption"?
  2. You guys need to use a different thread for your emotion-filled arguments. I've been reading for 15 minutes trying to get to the end to make a post that doesn't rehash anything already said and the thread adds a page every time I go to the next one. Don't care if its already been said anymore. Instead of making mine doors so vulnerable to unsuspecting people this way, and (supposedly) ruining some amount of pvp by removing any safe haven for attackers: If you enter a mine door while *directly engaged in PvP combat* the door will be accessible to enemies for "xx" seconds. With this change you can no longer pop out and hope for a lucky hit then pop back in, which absolutely needs to change, but you can retreat to your mine when you need a breather or whatever, so long as you're not being directly pursued.
  3. I was playing 2 hours ago, now I dbl-click my standard desktop wurm.jnlp file and java pops up and tells me it needs to update. Sure thing, I go to the website and download the new one, at the end of the installation it offered to run another program that checks for old versions of java still on computer, I did that as well and it removed 1 older version. Now when I dbl-click my wurm.jnlp file (I had to download a new one from the official Wurm website) it didn't know what to do with it, so I hit "Open with" and browsed to my java.exe installation and set the SE binary as default program. All good right? But unfortunately now when I try to open the file, I see a quick flicker of a dos prompt-esque window pop up and disappear, then nothing. Help?
  4. I don't think that it would ruin anything because it doesnt make production anywhere near instantaneous or fun, people still don't want to stand there for hours and hours to make thousands of bricks. however I do accept your point of view as apossible drawback, but at what point do you draw the line between your point and limiting cool additions to the game?
  5. That's absolutely a fair point, however I also believe that's a problem that already has rules and mechanics in place to address (although their execution might need to be beefed up) Report player(s) for griefing! There is already a trolling/griefing rule in place, the problem is (and this is actually a pet peeve of mine) characters can't violate this rule, but players can! Wurm devs NEED to track characters by IP address. Its the same as almost all internet trolling, simple anonymity makes people forget that there are human beings attached to those pixels. If "main" characters were punished harshly for grief-play and rulebreaking on "alts" I think that a LOT of problems would be solved
  6. I've seen people say that they would like a "repeat last action" hotkey - myself included. I think a really cool option to try implementing this in a more immersive way would be to try designing one or two partial automation machines. They should all have relatively high requirements to build, so that everyone has to have at least cut their teeth on mass production by hand. Wood Plane Requisite skills: 40 carpentry, 20 stone cutting (to create the stone blade) Possibility: mechanics or engineering skill to build and operate machines? Required Materials: 80 wood planks, 20 stone bricks, 40 pegs (never understood why only used in shipbuilding, medieval world utilized wooden pegs for everything!) 10 wooden shafts, 10 large nails. Now, deep breath, no one freak out! The way they work: These machines are containers. The wood plane, for instance, will accept logs as input, up to a certain weight/volume. The purpose of implementation into our game is to save insane amounts of tedious clicking aimed at advanced players, but we also don't want to turn this into easymode to retain the essence of Wurm. So once your wood plane is loaded with logs you right click and hit "plane wood planks" at which point a long action timer (think "level" - maybe 5 minutes) at which point the logs in the plane are gradually converted to planks (again, much the way level produces dirt over time, draining stamina slower than a standard "dig") but ending prematurely when you run out of stamina. That's it! Not too painful right?! And there is a ton of room for more complexities if the idea is well received. Imagine a wood plane that breaks blades after a few hundred planks, cut faster or last longer based on the QL of the blade used each time, etc. I also think this idea would work well for brick machines and mortar mixers that take rock shards and clay + sand as inputs, respectively.
  7. I'd +1 the battering ram idea probably - like a catapult with 0 range but more power. However, a big part of why most people like wurm is realism. Maybe some games in the past have portrayed crossbows as the more powerful but less range or less accuracy, however such is absolutely not the case. There is no rel world drawback to a crossbow in action other than possibly ... Durability and cost - they certainly have more complex moving parts than a regular bow
  8. No for PvP servers because Templars already attack enemies on sight. Every true BL knows same team grudging happens and you deal with it, why do you think we have both the most powerful deity but also the ability to team kill and a propensity for in-fighting? pve servers? No. What?! No! Not only do village settings already allow you to disable any briefing of your deed; killing people with Templars while you aren't even around -- or worse yet, revoking the ability to even walk on your deed? Insanity. Makes me wonder if the people claiming to simply want a way to stop griefers aren't the griefers themselves - because that's what this rule would absolutely do - create a brand new, rich, vibrant method of griefing.
  9. I would *really* recommend against trying to buy a laptop that runs Wurm... especially if money is tight. You'll pay twice as much for a laptop with enough computing power to run it compared to a desktop tower. Just my 2 cents on the price increase I came on to post about, but found this topic: I don't think that he was *losing* money lately for upkeep costs - subscription/silver fees, and I really don't think that the reversal of the way this tax code works could possibly increase the costs by ~60% straight away, because that would be ridiculously damaging to all independent game companies out there and forcing them to lose subscribers or close down altogether is not in their own best interests. Therefore, I don't see why, if the price HAS to jump to 8 eu a month, we can't expect to see more hardware improvements or in game benefits, or free play time bonuses etc. I LOVED the fact that this game was cheaper than the big name releases (from companies that have hundreds of employees for upkeep and services) but let's not forget that this isn't one of those, so the argument that "Xxx game is still a couple bucks more" is fairly invalid.
  10. It's also a completely different graphical platform I'm pretty sure this whole issue will be addressed when we get the new, intuitive UI rather than a spreadsheet for our inventory and equipment. That being said, nothing wrong with 120 if that's normal FOV for a human being!
  11. Can you burn a corpse in a campfire? Where's the respect for my beliefs?!
  12. This is getting ridiculous. I am bowing out simply because of the lack of logic/actual comprehension being shown in this thread, this clinging to an outdated notion that your FS is your Overall level is completely illogical, not to mention its not in the spirit of this game, which purposely has no overall level, just skills that improve because you practice them. When you practice weaponsmithing, you gain smithing, which helps your blacksmithing -- this is logical. When you practice archery, you should gain archery skill, the ability to more effectively use a bow and arrows. Learning to more effectively use a sword and shield does not fit. The replies in this thread are short-sighted at best, making incorrect assumptions that have not been stated and then running with them as if they're your entire argument (such as your perceived complexities of implementation, even though I explicitly laid them out in a completely simple way) When a fight ends give Archery skill relative to damage dealt with bows and fighting skill relative to damage dealt with melee weapons. Change bow and arrow CR calculation from 4 + (fighting skill / 10) to 4 + (archery skill / 10) That's it. 2 extremely simple changes, and the game functions like the game is supposed to function (and already does in every other sphere, this is the only anomaly). There is no drawback to this change. All of your (somewhat laughable) arguments about how ineffective archery is are moot, as they have nothing to do with the OP. We've already proven that archery is a faster and safer way to gain fighting skill, use the extra time left over while the melee guy goes from 55 to 70 FS to use your 70 FS but low weapon skill (viable against any monster below crocodiles) to very quickly raise your weapon skills. Also why does this archer, after only training via bows, decide to fight this guy that has only skilled FS via melee, toe to toe? Please eliminate bias. How did this "someone else" get his armor, weapons, and cotton before you were even able to get some arrows made? Please negate the bias from your comparisons. Also if you're talking about foal training, I've already stated that with 40 archery and 30 longbow gained simply from firing arrow shafts at archery targets I was already able to kill champion trolls. You have no argument here, stop. Stunningly ridiculous. Saying "It's not always completely zero risk." and then listing ridiculous things that a smart person wouldn't do is not valid. I spent all night shooting things from a boat, not once were they able to "run towards" me, so there is no retreating or getting killed. If the monsters are in a mine, or on hilly terrain that occludes your line of sight, find different monsters, you're out skilling FS not clearing someone's boat mine to check for things to steal. Also, "if you have people healing you... " seriously? This is part of your argument? Fine, for my turn I choose to make that person stop healing (since you take no damage) and go continually craft and deliver you arrows instead. Exactly. it shouldn't let you "deal with aggros" because you have no previous experience to draw upon for dealing with aggros. The "limitations of archery" are exactly the point. Being able to do so is imbalanced, you're gaining 1.5 skills for the cost of 1. No other skill allows you to do this. Also refer to the rebuttal to point a.) as far as trying to compare a 50 FS archer to a 50 FS melee fighter. Its completely biased. As stated, they aren't balanced, and the fix is simple. This is the heart of the misconceptions about the argument. Because with the proposed changes, "the game's grind" is not the FS grind. You don't need FS to be an archer, just archery and bow. The proposed change does not remove anything. If you kill things with a bow, you gain bow skill, making you even more effective at killing things with a bow. You lose nothing. No, it showcases how overpowered this method of skilling a too-important skill is. The clumps of arrows I find all along the shore are not lodged in a half dead monster that ran away or killed the archer, they're laying on the ground within 10 tiles of shore because the person didn't even deem them worthy of his time, because he had more FS skill to gain from the next mob down the shore. Even since my initial post I've been out hunting every day and I've yet to create a single arrow, the hull of my boat now contains 2kg of cotton and about 10 quivers worth of arrows. There has yet to be a day I didn't come home with more arrows than I left with. No.
  13. Yeah, as previously mentioned, this mechanic already exists, so this is a better suited post for your server's community forum, all you have to do is organize some friends to come with you to Chaos and do it. That being said, and as also previously mentioned, I definitely don't like the idea of carebears coming over to Chaos for a "day of fun" and ending up taking loot off people then running back to PvP-disabled servers and escaping any of the currently implemented mechanics (not to mention the spirit of the game) for people to have a chance of getting their gear back after losing it in a player versus player confrontation. Edit: That free-alt-abuse thread that someone posted earlier has a lot of these arguments about being able to steal people's hard-earned gear and then disappearing into thin air with it, circumventing all of the in-game mechanics for justice/retribution/balance/etc. that the PvP side of the game is balanced around.
  14. The problem isn't how close it is to reality, the problem is balancing. This is a game in which you can kill things with ranged attacks, or with melee attacks, yet all monsters do only melee attacks. Some balancing is in order, because currently gaining Fighting through archery gives you a better hit% and dodge% in melee combat, this is a MUCH different and bigger problem than short sword vs maul tactics. Let me reiterate: Another thing I thought of with respect to the archery "ammo" requirement: You don't even need armor to fight with archery, so for the sake of this argument you could say that in lieu of making/buying armor you could be using that time/money for arrows and have more than you ever need (not to mention the cotton savings!)
  15. If Fighting skill had always been called "Melee Fighting", yet every mechanic and calculation was exactly as it exists now, you would agree with the OP. That is the sweetest and simplest way to break down this argument. (Also, because of the way the benefits of Fighting work, Melee Fighting would be more accurate)