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About Etherdrifter

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  1. The scale of player knowledge Ragequit Inducingly Cryptic <-------X----------------------------------------------------> Immersion Destroyingly Informative This pretty much gives you a scale of where things are; currently wurm sits where the X is. However, the idea of publishing full game mechanics would basically mirror image us to the opposite end of the scale (see "players who actively choose a disadvantage" and you'll realise that if it's there, folks will use it). Here's a hint, you don't want to be near either end of the scale. A very simple shift to a middle ground would be the publishing of mechanics in a non specific way. For example: Botanise is currently thought to be influenced by a few things (tile type, nearby trees etc). But no-one can find out more without code diving because there is no way for a player to find out a good approximation of the mechanics via ingame testing. What if the devs specifically listed what factors influenced botanising and indicated some rough effects : eg "Oak trees increase the chance of finding acorns at the cost of reducing the chance of finding x,y,z". It's enough information so that anyone with enough time can find the "true" numerical mechanics (or a close approximation), but also enough to satisfy the folks who like the discovery element of the game.
  2. Currently we see a lot of items with runes in them coming up from Archaeology; usually on terrible items! Given their rarity already, it seems logical that being able to remove runes would be a plus. Thus I propose two methods: Method 1: Stone Chisel used on the runed item This method uses soul depth to attempt to remove the rune, if successful the item takes heavy (50-90) damage and the rune is removed at 50% of item QL. If unsuccessful, the item takes heavy damage (at least 60-99) and the rune is destroyed. Method 2: Casting sunder on the runed item When an item is destroyed by sunder it always grants the rune at 25% of item QL. The idea here is to give both magic and non-magic options their advantages. The non-magic route allows you to keep both item and rune; the magic route gives you a reliable method of obtaining lower QL runes.
  3. -1 They're the top tier horses, working with them should require more than simple AH skills.
  4. Got plenty thanks (how on earth would my home have been built?); but it would sure be nice if crafters also *needed* friends too
  5. +1 Mag needs some serious PvE love
  6. That's a terrible lie! +1, we ACTUAL priests need to be able to build a nice little shack
  7. Honestly? I've found a couple of useful things (and of course I can now get ores by myself!); but largely I just have a stack of shards that I will glue together for skill at some point. I'm ok with this. The idea is that this will force you to do this magical thing called "trade" with other people for the shards you want.
  8. 3 new spells; one for each of the gods. These are not permanent enchantments, they are buff spells. These spells are aimed to be a useful buff for mid-late game priests to cast in return for simple goods/services. These spells all have difficulty 60, with a favor cost of 50. Strength of cast increases duration (max 2 hours?) Fair Winds (Vyn): Allows the ship to sail at gale speeds regardless of wind direction/strength. Unstoppable Juggernaught (Mag): Cast on a cart or wagon, increases its speed (25%?). Wild Vitality (Fo): Cast on a ridable mob, increases its speed (25%?) and removes it's weight slowdown as long as it remains unhitched. When on a PvP server, the buffs have no effect (the spell effect appears, the favor is spent, but it does absolutely nothing); this is for balance purposes.
  9. games

    Well now, I may sail down. Is there a nice area for dedicated Fo priests?
  10. Not sure if this a bug or intended. Non-paved tiles recover their archaeology flag, but paved tiles do not. So you end up with large paved areas not yielding anything.
  11. I am a Xanadian, and damn proud of it. The trouble is, when travelling, I can't fully share my Xanadian pride with those horse farming Release bumpkins! Why? Because I have to live under the same flag as them! This suggestion is pretty short and sweet: Give each PvE server its own unique flag/wagon/banner/tents/etc design. All players can still create existing freedom goods. Players may have, both, a PvE kingdom affiliation and a PvP one (the same restrictions apply to PvP goods etc so as not to upset folks) Hold a competition for the designs; voted for by the community and ratified by the devs, maybe give the winners a nice prize for using their assets. Players have their citizenship set to the server they choose when they first enter freedom (a nice preview of the flag when entering the game perhaps?). New 5s trader item that changes citizenship to the sever it is used on, non-tradable/droppable, "This is not a freedom kingdom" crops up if it is used on chaos. All existing players receive one of these for free in their freedom inventory and simply have no home server till they use it.
  12. Saccing with fo is a bit of a tour-de-force unless you use chopped vegges. In general, the initial QL of the veggies is the main decider of final QL, so a high farming skill certainly can't hurt. Word from the wise though; life as a Fo is not easy. You're going to spend a lot of your time relying on either an alt (a free one works for most things), or some REALLY friendly neighbours.
  13. We should also remove botting restrictions while we're at it. No-one is forcing anyone to bot after all.