madnezz

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Everything posted by madnezz

  1. Not a bad idea compared to what we have now. I would argue that the ratio should be closer to .05 concrete to rock shard and create 20kg of concrete per action simply because the weight of the ingredients should not be lost in the creation process if the action was successful.
  2. Sand comes from the beach which is wet.
  3. Concrete = Limestone shards + Sand done!
  4. Which is why you should test EVERY SINGLE PATCH on a test server that players have access to for a week at the very least before going live. The bugs this week were due to a patch not going live properly, forgetting a password has the same result as forgetting a line of code, its a bug. If you tested the patch for more than two minutes on a public test server that was an exact copy of a live server or servers you would have found the password mistake and corrected it before the update went live. It is quite obvious that this special dev build is not the same as a copy of a live server but it sure is special. Your build should literally go dev > public test > tweak > public test > live. You still haven't answered the question, WHY ARE YOU IN SUCH A RUSH???
  5. That is the problem, they are viable, should be announced, and vigorously tested. More communication over poor communication and we all make the game better. Players that enjoy playing on test servers understand a testing environment is volatile and not the end product so there will not be an expectation of perfection. Players on production servers do have those expectations though. It would be one thing if this was the 1980s and MMOs had never been done before. I mentioned years ago to one of your colleagues this idea of creating a permanent testing environment where the players that like to test and break stuff are embraced and rewarded. Its not too late to make it happen.
  6. Not breaking stuff is a good start if you want to begin with that and continue the snark from your team. I vote for less snark and more testing, however. Players should be given the opportunity to test any and every change we pay you to make since there are always soooo many errors with the majority of patches. Take your time and do it right the first time and you wont have to be quick at fixing them with multiple restarts. Again, why are you in such a rush?
  7. Whatever happened to testing the patches before they go live? It seems like every patch these days is broken, today's being no exception. Why are you in such a rush? Slow down and test your patches. 1. Design patch 2. Code patch 3. Run exact copy of patch on a test server and test internally for a week. Test server should be an updated and exact copy of a live server/s. 4. Open test server to public and allow players to break the patch for a week. 5. Tweak patch and re-release on test server until no more bad things happen (as long as it takes). 6. Release patch to live servers, confident the bugs should have been found and corrected. 7. No longer have to read all the complaints about the fact you don't test anything ever. Avoid knee-jerk server restarts. *Pvp changes should undergo much more rigorous testing.
  8. -1, new players would never get a chance to start, another silly silly idea to deal with a non-existant problem. There is absolutely nothing wrong with playing on free alts, annoying maybe but not game breaking where the devs should waste a minute of time thinking about placating the lazy forum warriors on this one. You know what stops free alts from exploring, fences. They are already coded in the game, imagine that? Stop playing the forums and play the game.
  9. Until staff, especially GMs and CMs, are barred from pvp there will always be bias or the appearance of bias. No other game that I have played has allowed staff, especially GMs, to participate in pvp for this obvious reason. There will always be a cloud of doubt over every decision made whether it is warranted or not until they realize this is not normal or OK. https://forum.wurmonline.com/index.php?/topic/167881-farewell-to-the-greatest-dev/&do=findComment&comment=1712549
  10. There is nothing wrong with the Rite spell goal also, organize and get it done. Besides, all of your prayers to get to 70 prayer will contribute and should increase the frequency of opportunities to cast rites. Again where is the problem? If you are libila you are going to have to suck it up and go to a pvp server to cast your rite spell or you could swap faiths. Pick your poison. I know its easier to cry here about how hard things are but the determined among us will find a way to get it done, we always do. How important is +5 cast power, on every spell forever, to you?
  11. Did I miss the memo stating that the journal goals were to be completed in a day or two? So what if it takes you 4 months and may or may not be inconvenient. No one is forcing you to do anything in wurm, if you want something special you might have to make sacrifices and/or spend a lot of time to get it, this isnt new. There is way too much whining about how the game should be just right for "me" and not enough playing the damn game. Can we please stop crying that the game is too hard?
  12. Lets do the math, how many non-eventful slayings vs the sensational ones?
  13. You are entitled to your opinion but I couldn't disagree more. What is toxic about working together with your friends to accomplish a goal before other's do? It is a game and games require competition. The definition of game - a form of play or sport, especially a competitive one played according to rules and decided by skill, strength, or luck. There are social solutions to your problems you are griping about. You can form your own hunting party and put in the effort or you can befriend one of the existing parties. Both are relatively easy to do if you are willing to put forth the effort and be nice to other players. This solo attitude of entitlement and awards for participation is toxic. Having a variety of playstyles in a sandbox is important and should not be homogenized because some find it difficult or unattractive. If you want something new and different that's one thing, design a new mob and tactics for approaching it. Leave the current content as is because there are some of us that like the game the way it is/was.
  14. -1. because rifts are already soooooo much fun. We don't need one size fits all solutions to problems that don't really exist. There is nothing wrong with uniques the way they are. There is the challenge of finding them, properly arranging a killing party and adjusting the terrain to accommodate that and they promote teamwork. If some lose out that is because that is how games work, not everyone wins. You learn from your mistakes and do a better job next time. Everything doesn't have to be watered down to avoid conflict.
  15. Thanks for the clear as ever patch notes! I seriously don't understand why accurate and informative patch notes are so difficult to do.
  16. Although you can dig and terraform in other's perimeters, below ground should have the same rules. If you want to protect something 100% you need to deed it.
  17. Your perimeter is the only place you truly need it, otherwise you can solve the problem in other ways.
  18. Simple solution to #4, you can use it on your deed with remove reinforcement perms, in your perimeter, and off deed. You can not use it in someone else's perimeter.
  19. Only reinforcements within someone else's perimeter are safe from people throwing money at them. Otherwise you can just drop a small deed temporarily and remove the reinforcements in your way. This is way cheaper than buying the proposed item in most cases because you can remove as many as you want on your new deed. As far as disintegrate casting goes, its a very small chance for success and can take several 100k favor if the RNG gods prefer it that way. No way is it a reliable way to terraform on freedom.