Etherdrifter

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Posts posted by Etherdrifter


  1. I do love my little cottage on wurm, it is rather cosy and keeps me safe.  But...  It looks just like everyone elses cottage!

    To remedy this a few more wall/window/door/roof styles.

    Sapling : Requires 30 saplings of the same type, 50 gardening.  Once planted takes 3 real time days to grow.  Must be pruned regularely otherwise becomes overgrown and the wall starts to decay as per normal.

    Canvas : Requires 6kg of cloth, 50 tailoring.  Canvas walls/doors/roof can be "packed" by the building owner and weigh 5kg when packed.  No windows.  Door cannot be locked.  Decays at normal rate.

    Shack : Requires 20kg of wood scraps, decays at 150% the normal rate.  Doors/window/wall/roof.

    Wattle & Daub : Requires 10 wooden shafts and 10kg of clay, decays at normal rate.

    Sod Roof : Requires 10 wooden shafts and 10kg of peat.  Works like a normal wood roof, looks a bit more green.
     


  2. Currently being a wanderer is a bit of a pain in wurm, so people tend to throw up 1x1 shacks around the place, swiftly abandoning them once they are strong enough.  I'm thinking the following items/mechanics are for players who want to wander the world a bit without settling down quite yet.

    Fire Ring
    Takes 10 stone fragments to build, acts as a campfire when fueled.  Lit like an oven.  Gives the same penalties as a campfire when used for cooking/smealting.  Not movable.  Can be improved using masonry.

    Fur Bed
    Takes 5kg of furs and 0.3 thread is crafted with a needle.  Liftable, not repairable/imrpovable.  Quality is based on fur quality alone?  Must be placed on the ground to use.  When in use cannot be moved/destroyed like beds, otherwise can be taken as per normal.  If the person using does not log in for 3 days decays away within a further 24 hours.  Acts like a bed in all other respects.  Mass wise will fit inside a backpack?  No rental prices can be set.

    Traveller's Pack (Backpack upgrades)
    A backpack over 30ql can hold a fur bed without it couting towards the total mass in the pack.  (Weight still counts)

    A backpack over 50ql can hold a hatchet or a pickaxe without it counting towards total mass in the pack.  (Weight still counts)

    A backpack over 80ql can hold both a hatchet and a pickaxe (or 2 hatches or 2 pickaxes) without it counting towards total mass in the pack.  (Weight still counts)

     

     


  3. Aye, I was thinking an underground canal, it would be a large undertaking but it would link the spawn lake of release with the rest of the outside world.

    The desert road overland is frankly dangerous, there is only one claim midway, no towers or security.

    The benefit is the increase in trade and traffic for the people living around the lake, for those living outside the lake it makes bringing in new members a lot easier.

    The benefits outweigh the cost, I think I'll lay down some groundwork when I get back from canada (3 weeks) and maybe make a map of the intended tunnel route.  If we can round up about 10 people it won't take more than a few days to get the inital tunnel through and another couple to get the fortification on the walls done.


  4. Currently trees cycle, with constant care a tree enters a new stage of growth.

    Ancient trees are hard work to produce.  They must be kept at very old for a certain amount of time (I would say 5x the amount of time from very old to overaged) without reaching overaged.  It then naturally transforms into an ancient tree.

    The benefits are : A much larger amount of wood (perhaps even double in some trees?) and it produces saplings roughtly 2x as fast.

    The slightly harsh bit : It has a timer till overaging occurs, a lot longer than normal (again I would say about 5x), if it overages then the ancient status is lost.  It can be trimmed back to ancient easily.  This is just to prevent immortal trees really.


  5. Currently the starting area is fairly isolated, relying on perelous overland routes for trade and nublet distribution.

    I'm proposing a large canal from near poolsclosed through the desert and to the outlet near salem.  I've never done any megabuilds before, however I suspect this one is both ambitious and possibly insane.

    I was wondering if anyone would be willing to help out (I am thinking we do it underground since overground would be overkill, reinforcing the walls as we go along to reduce future maintenence).

    What do you get out of it?  Name on a plaque outside, any minerals/gems you find, the silent thanks of every merchant/nublet/wanderer who uses it thereafter and chance ot make lots of friends ;)


  6. As someone who is largely clueless about sorcery documentation would be nice.

    The problem is once I was no longer clueless about sorcery I'd miss having new things to learn.

    A lot of the fun in wurm is about discovery.  So maybe a few hints as to what it does and how some items interact would be nice, but full documentation would just detract from the experience too much.

    Also those "older players" are generally quite nice, a fair few are happy to show you the ropes (in my experience).

    With that out there, anyone found a use for gemmed staffs yet?  *Is mining madly to get a star gem*


  7. Splints and casts do sound good :

    Require 2 shafts and some leather to make.  Drastically increase the heal speed of a bad or worse limb wound but prone to being broken in combat.  I'd say at least 40 or 50 first aid to make?


  8. New healing options :

     

    Stitch up
    Requires : Needle, a certain amount of thread, First aid at 20
    Usable on : Medium or worse Cuts and holes

    Effect : If successful reduces wound severity, if fails, thread loss and low chance of needle loss.  Regardless of success or failure inflicts the hurting status.  Needle quality effects success chance, thread quality effects how much severity is reduced.

     

     

    Tournequet

    Requires : Any cloth clothing object of reasonable size, any light rope like object, First aid at 50

    Usable on : Any bad non-bruise wound

    Effect : Prevents the wound from worsening for a short amount of time.  Duration determined by quality of item used.  Failure damages item used.  Success converts it into a tournequet on the wound which decays rapidly.

     

     

    Cauterise

    Requires : A red hot item, 80 first aid
    Usable on : Bad non-bruise wounds
    Effect : Reduces wound severity to medium, inflicts hurting and several minor wounds "burns" that heal over time automatically.  Failure inflicts the burns but does not reduce the wound severity.  Item is not consumed or damaged by success or failure.


    Optional Extra : At 21 first aid cotton can be converted into bandages which weigh as much as rags and keep their quality.  Failure to convert consumes the cotton.


  9. A reason to bury bodys and something that makes death a little gentler the more you die.


     


     


     


    The afterlife skill gains points when you die (bigger increase) and when you bury a body (smaller increase).


     


    The afterlife skill reduces the amount of experience lost through death by (skill level / 4)%.


     


    The afterlife skill does not decrease on death.


     


     


    Erm...  That's it.



  10. Currently each apple tree gives one apple (using apples as my example here).  Doesn't seem right considering that they're seasonal items.  Then again we don't want to flood the world with them.


     


    So, without further ado :


     


     


    Fruit bearing trees/bushes now work differently.  They have a fruit "pool" that fills when they ripen.  This pool contains 5 fruit.  The harvest of fruit gives EITHER gardening experience or forestry (random)


     


    If the pool number is 5 then anyone can pick a fruit.  (so for people who do not invest in these skills things stay the same)


     


    If the pool number is 4 then you need a forestry+gardening average of 20 to pick a fruit.  (so from a full tree they can take 2 fruit before they have to stop)


     


    If the pool number is 3 then you need a forestry+gardening average of 40 to pick a fruit.  (so from a full tree they can take 3 fruit before they have to stop)


     


    If the pool number is 2 then you need a forestry+gardening average of 60 to pick a fruit.  (so from a full tree they can take 4 fruit before they have to stop)


     


    If the pool number is 1 then you need a forestry+gardening average of 80 to pick a fruit.  (so from a full tree they can take all 5 fruit)


     


    Thoughts?


     



  11. Natural decay hits everything in the world of wurm, or it should.

    The OP's suggestion is a good one, however if you made a tunnel of fortified walls then by that algorithm it would not decay.

    In reality a blanket decay would be nice, offset by quality. Similar to house rates.

    Not sure on the fortification/bash mech, no experience with pvp so I cannot comment there.


  12. Currently the marsh is a menace people would rather remove, terrain like this does add something to the game (something to hate) but other than that it adds little.

    This proposed overhaul adds a few odd properties to the marsh tile.

    1. can only spread up to 5 tiles away from water (limits growth)

    2. spawns mushrooms (slightly higher rate than forests)

    3. can be foraged (even if underwater) for lingonberries (uncommon) and red mushrooms (common)

    4. can be botanised (even if underwater) for any herb (common) and brown (uncommon) and yellow mushrooms (rare).

    5. can be planted in water using mixed grass

    6. has a unique tree (mangrove)

    7. removable using rock shards (weight 40) to "firm up the ground", uses paving skill to do so. Turns unto a dirt tile

    8. any grass tile that sinks below water level turns into a marsh within 1 day

    Mangrove tree : Planted in a marsh, wood has the same properties as pine (none), tree grows normally up to mature. At old tree spawns roots on marsh tiles in a 3x3 area centered on the tree. These roots can be cut down (regrowing within 1-2 days real time) for an 8 weight mangrove log. The tree itself gives the same amount of logs as a pine. If the tree is cut down (or reaches the withered stage) the roots decay away within 2 hours. Slow growing (same speed as oak).

    Notes : Properties 3 and 4 could be linked to http://forum.wurmonline.com/index.php?/topic/79404-forage-botanize-overhaul/


  13. As tradition dictates, got to post a suggestion as my first forum post so...

    Skill level affect which tiles can be foraged from and botanized. Current forage/botanize is preserved, so no screaming nerf at me ;)

    Forage

    20 - Can forage in steppe

    50 - Can forage in marsh/reeds

    80 - Can forage in tundra

    Botanize

    20 - Can botanize in marsh/reeds

    50 - Can botanize in moss/kelp

    80 - Can botanize in peat

    Optional Extra : The harder a tile is to forage/botanize the high quality the items that can be found there (maybe even some unique items for different tile types).

    Edit :

    Revisited this with a few extra thoughts.

    Forage/botanise timer based on skill level (timer = base - skill/10).

    Item quality is effected by skill (quality found = (base+skill)/2) so high forage/botanise skills will help find higher quality items and lower level skills will drag item quality down a bit.

    Rose, lavender, cammellia, oleander are added to the botanise pool when in season. Cherry, olive, grape, lemon are added to the forage pool when in season.

    Forage/botanis ability displayed from 1 tile away at 30, 2 at 60 and 3 at 90

    Forage/botanise skill gives a chance to find more items (% chance to find 2 items is your skill level?)