Etherdrifter

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Everything posted by Etherdrifter

  1. Surely you mean south east?
  2. As many of you know, I've travelled around Xanadu a fair bit. I've ended up going offroad more than once to find a rift and, usually, I either find well upkept deeds or piles of furniture (usually empty bsbs/fsbs) in a strangely flat paved area. More than once, I've followed a road that simply isn't there. This can be confusing, and it really isn't too visually satisfying either so I suggest the following changes. 1. Add a new variant for each type of road tile; overgrown road. Any road that is under highway protection CANNOT become overgrown Overgrown roads have a different texture and are easier to remove Walking on an overgrown road tile has a 15% chance to remove the overgrowth unless they are on a deed with the (new) setting "Preserve overgrowth". Road overgrowth can be cleared with a sickle, gives sprout picking forestry experience. Overgrown roads can be created by using ivy sprouts on a road tile, gives planting gardening experience If a road tile has not been used for 1-2 weeks (slightly random) it becomes overgrown. Otherwise, overgrown roads function identically to normal roads ROADS DO NOT DECAY AWAY AND ARE NOT REMOVED IN ANY WAY 2. When a GROUND FLOOR wall decays, create a "ruined wall" (variants for each wall type) Ruined walls have the same passable property as the wall they decayed from (ruined doors are always passable to all) They can be easily removed using a pickaxe (for stone) or axe (for wood). Removing a ruined wall refunds some of the wall material. Ruined walls can be created by players with a high masonry/carpentry skill (akin to regular non-building walls) Ruined walls decay slowly (aiming to make them outlast BSBs/FSBs of similar QL) 3. When a deed collapses a vine altar spawns somewhere in its perimeter and a vine crystal spawns where the deed token was located 40 prayers at a vine altar (or crystal) removes it (each prayer does 2.5 damage to both). May only pray at a vine altar after 24 hours of its creation Cannot deed over an area covered by a vine crystal, a vine crystal stores the old deed size. If a vine altar is not removed within a week of the deed falling, then the area where the old deed was is "naturalised" (25-50% of road is removed, all remaining road is overgrown and all buildings take a large decay hit, dirt slides and gets moved around) ALLOWS OLD DEEDS TO BE NATURALISED WITH A LONG TIMEFRAME TO PREVENT IT
  3. +1 Allow us to gear our goals towards our game experience. Why on earth would I like to defeat another player with a knife, and why would I want to become an archmage when I really want the Necromancer title?
  4. "Oh my god! I just got a rare dirt! This is the happiest day of my life!"
  5. I think this thread has run its course as we're just going in circles. Thanks for the debate folks, my opinion remains unchanged as this would negatively impact more people than it would positively impact. -1 from me
  6. I don't quite follow your logic fairy. Are you implying that giving certain players discounts on large deeds would increase player retention and increase the amount of silver in the pool as a result?
  7. Oversimplified model: Total silver in coffers per month = 20 Currently, anyone can get that via hard work. New system Total silver in coffers = 10 Total silver going to traders = 10 10 silver ring fenced for trader owners and removed from economy as deed upkeep. Smaller pool for forage/botanise users = nerf
  8. Ah? Let me lay out the facts so far. Traders were previously abused terribly and used as gold farms. Players complained, the Devs looked at it and considered that system as too broken. Traders were nerfed into the ground with the promise of a rework that never came. Free coin systems were added. So far so good. Now there is laid out a proposed change that would nerf all free coin methods for all players with the intent of giving free coins to players who make an initial investment (the ones asking are those who made that initial investment). The argument against is that it would be a heavy nerf to all players who don't own a trader and it would restart gold farming abuse. The arguments for is that they would help support large deeds (not something I am personally in favour of as some large deeds destroy vibrant communities) and community assets and that players who invested in then deserve something in return. An argument to counter this last point is the fountain pan precedent. Overall the argument against re-buffing traders holds more weight so far because such a buff would necessitate nerfing many players for the benefit of a few. A situation any Dev would avoid where possible as the backlash has the potential to be a pr disaster.
  9. Give me 3 weeks, an army of griefers and a bunch of bug exploits.
  10. I was assuming your notion was implemented So a trader is capped at 5s per month, that's 60s per year. Sorry if I wasn't clear. Also I wasn't aware you got a percentage of cash shop goods purchased at the trader, that's actually not too bad then. All that really needs changing is the silver going directly into the owner's account rather than them having to drain the trader (thus turning it into a real gain for the trader owner and not a discount for purchasing at a player owned trader).
  11. Percentage of all trades DONE AT THAT TRADER? I thought they just used to get a percentage of the pool?
  12. @OdynnI was speaking PER YEAR, not per month. Per month you're at 5 silver per month; for little to no effort at all (it takes a LOT of high-level forage/botanising to get even 1 silver, let alone 5). You're also hitting the forage/botanise pool pretty hard there unless you create a separate pair of pools. The trouble is I do sympathise with you, at 50 silver you should expect some return on investment greater than easy access to the (VERY LIMITED) selection of cash shop items. But I also think that such a return on investment should not encourage "trader farms" from cropping up and it shouldn't shaft others who forage/botanise for some extra copper/silver. Your suggestion doesn't quite manage this, however, the issue you raise is a valid one.
  13. The issue here is the amount of interaction required to generate the income, forage/botanise does seem to favour higher level players and I suspect this needs to be addressed in some way. Having a trader dump up to 5 silver per month into someone's hands would mean that anyone playing over 12 months would be taking 60 silver out of the coffers, giving a net gain of 10 silver after 1 year. After that one year, the gain becomes 60 silver a year, a pretty large amount. That's a bit excessive, especially since they'd just be used to keep large one-man deeds going for longer.
  14. You're right, borked the formula should be base damage*(1-(channeling/200))
  15. +1 iff uncut gems continue to function identically.
  16. So I got to thinking, there are a lot of minor, everyday annoyance in wurm. My current pet peeve is sudden withering (from very old sprouting to withered overnight), it's a bugger. I dread this happening to my trellises since I can't simply remake them! The thing is, it's one of many tiny annoyances in wurm every day. Removing them would remove a lot of the challenge from the game, but giving an alternative fix might be something nice. And this is where unicorn horn wands come in. Take one unicorn horn (weight of 1.5), have a jewellery smith attach a gem (product QL capped by gem QL, weight = 2), then have a priest cast a spell on the wand (or use the appropriate spell rune on a wand) to give it an effect. ANYONE can use a wand and wands vanish once their QL drops below 0. Unicorn Horn Wand + Wild Growth = Wand of Rejuvenation (use on a withered tree/bush/trellis to turn it back into a very old tree at the cost of 20 favour and 5 wand QL) A couple more examples: Unicorn Horn Wand + Heal = Wand of Curing (use on any diseased player or animal to remove disease at the cost of 30 favour and 10 wand QL) Unicorn Horn Wand + Mend = Pottery Sealing Wand (use on any damaged pottery item to remove 20 damage at the cost of 20 favour and 5 wand QL) Unicorn Horn Wand + Strongwall = Wand of Stable Footing (use on any unreinforced mine floor tile to reinforce it (default reinforced floor texture) at the cost of 30 favour and 20 wand QL) Optional Extra: Give priests a damage reduction on wands [Damage =Base Damage*(1-(channeling/200))] Edit: Changed borked formula
  17. Seems to me a lot of people are pointing towards the cc volunteers for the "fall of wurm", be it inaction over offences or poor development policy. But this just isn't plausible; if bad customer service were a deciding factor in player count then companies such as Nexon (3 months to answer a ticket) would have died years ago. The real root lies at the heart of the community; greed. A lot of wurm's development has been stunted by certain community blocs wanting to keep a monopoly or advantage of some kind. Be it keeping priests unplayable to drive up magic prices, or for gelding animals to drive up the price of horses, or by priests not wanting others to have magic, or by the massive resistance to the PoI fix. The root of these issues? The real world value of in game currency. Ban silver and account selling and remove silver's ability to purchase premium and you'll be well on your way to fixing the heart of wurm's issues.
  18. Going to make it after all, will be travelling ultra-lite (me, a horse, whatever I can carry) Any favour donations would be lifesaving, gems too. Edit: Got enough charged gems for 19 LoFs, no sign of any materials at the rift for saccing. Ye be warned!
  19. With the Almanac released I got to thinking; magic scrolls, it's time we had those. There is a lot of contention over these as, if they were too easy to make, they would choke the remaining life out of priests. But here is a thought: Unique Blood + Special Paper dropped by rift mobs (and in reward pool) = Spell scroll (holding the writer's channeling skill like an almanac page does, writer chooses spell from their own collection) Spell scrolls can be used once by non-priests (no favour cost, cast at stored channeling, 3x cast time), or Channeling skill/10 by priests (at full favour cost uses priest's channeling). The idea here is that the rarity of the components is not too great as to render the creation pointless, but its great enough that the market (and battlefields) won't be filled with scrolls. Optional Extra: Rare scrolls do not decay when used by priests (essentially giving that priest access to the spell permanently) Optional Extra 2: Some spells that can only be found in rare scroll form added to various loot pools
  20. Wish I could make it, but work happens.
  21. Given that my forest is primarily maple, walnut, chestnut and Linden I would not be happy to see chestnut or walnut get a killzone. I quite liked tree collision, it made dense forests places from which monsters emerged. Though, if bought back, priests will need a way to remove trees without going unfaithful.
  22. As someone who won't be able to use this feature, I still think it's damn amazing. Well done those coders!
  23. Oddly enough, in very dense areas of forest, I get a sharp FPS drop when looking up. I don't get any noticeable drop from lights or water though.