Etherdrifter

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Posts posted by Etherdrifter


  1. With the new updates on wurm focusing on exploration and adventure, it might be time to also release some travel QoL content:

     

     

    1.  Allow tents to be repaired/improved - At the moments tents are a constant pain given their RNG creation and annoying material requirements.

     

    2.  Fix tent locking over server borders - A huge bug that has led to some nasty thefts

     

    3.  Allow us to use rock shards on a campfire to make it semi-permanent (i.e. not decay away instantly when empty) - A nice aesthetic for people who want to make a camp for a week - especially if there is a texture for each rock shard type.

     

    4.  Allow travellers to use a bedroll on a cart to sleep in an unpiloted cart - Sometimes you need to log quickly and it'd be nice to get some SB if its for the night.

     

    5.  Same, but for a boat - See above.

     

    6.  Grant carts/boats which have been piloted in the past 7 days contents protection (i.e. no decay on the contents), and extend this protection permanently on deeds - Decay while travelling is a huge put off compared to life on a deed.  This would help reduce that, and encourage people to get out and about.  Also, I constantly find myself needing to get items re-imped that I keep in my cart!

     

    7.  Add in some high-tier portable versions of workstations (i.e. folding map table, portable kitchen) that use high level skills to create and improve in return for much lower weight/volume - Travel involves a lot of creating random low QL things in the middle of nowhere, it would be nice if some stations were portable!  No-one likes seeing random ovens in the middle of the road!

     

    8.  Add in a lower tier tent/bedroll that decays away in a couple of days for travellers who want to rough it (also helps newer players!) - Travel should not just be for the elite, and it's nice to have a backup in a pinch!

     

    9.  A special item that, when planted, protects a 3x3 area centered on it from critters entering (effectively giving a single safe tile) as long as a tent and bedroll are placed in that 3x3 area (maybe uses a source gem as fuel (1 gem = 3 days charge that only depleats when deployed).   [Fails to function around special locations such as camps and rifts] - Aimed at people who travel often and get mauled by critters when camping (you can never AFK in the wild, a huge issue for the traveller unless you enjoy making random fence pens)

     

    10.  If a player is sleeping in a tent (i.e. using a bedroll on the same tile), protect the tent and its contents from decay - Pretty small QoL change aimed at letting people stay away from deeds longer

     

    11.  Allow players to use a container on a tile to "set up to catch rain", giving a 1KG of water whenever it rains.  Acts as planted for 3 days. - Just a way to get water inland on the go!

     


  2. On 12/12/2022 at 1:35 PM, wipeout said:

    What unbalance?


    Also with special rewards it does not have to be items it can be spell effects that are useful for pvp for example partaking in a holy site effect you get a cr bonus or healing bonus or stamina bonus and so on buffs that will last a certain amount of time(and till death)

    I don't think this is hatered towards PvP in particular, but the "balance" we get in PvE as a result.  In essence, you cannot balance something equally for PvP and PvE - both have different goals and support different playstyles.  Something convenient for PvE would break PvP and a lot of PvP balance destroys QoL in PvE.

     

    A split for PvP and PvE where PvP gets special spell effects would be nice, or something that impacts existing PvP mechanics that won't carry over to PvE.

     

     

     

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    In terms of balance, it feels a little like Fo has gotten the short end of the stick here.  Most players can easily cook up something that fills their food bars, and create long lasting affinity foods that TARGET a skill they want.

     

    With the change to harvesting, the wishing tree isn't really giving anything except a shortcut to creating higher complexity meals (which is only really useful when metagaming for affinity meals).

    -Might be nice to throw in the odd magical fruit (something that when eaten gives a Fo buff spell)

    -Throw in an ingredient that drastically slows down food decay on anything it is added to for making travel foods (since most people visiting holy sites will be travellers)

     

    The sampo is likewise a bit of a letdown and heavily RNG based (given that people are travelling to these sites, the probability of getting an affinity they cannot use is also quite high).

    -Focusing on the karma rewards might be a better option, or giving players some agency on choosing affinity.

     

     


  3. Right click->View name history->Shows a list of names and dates when changed to.  Make it hotkeyable for the paranoid.

    Keeps the "name security" people want, but also lets people change names as needed.

     

    The ONLY issue I have is from a technical point - how will logins be handled as they use username?


  4. 4 hours ago, Archaed said:

    So you have a theory, that it's a minority that has a set. You then run a poll where the numbers tell you that the majority of the people voting have a set

     

    So what you then do, is you use your assumption to then justify the results, rather than take the learnings of the results and change your hypothesis? 

     

    That's not how stats work at all. 

     

    Stealing that for my class - it's a good example of conflating a sample result with a population result.

     

    Ok, so back on track here - a lot of people are suggesting alternative polls.  I'd very much encourage you to put them together and try them out - just be aware that a lot of people would rather avoid 3rd party sites.

     


  5. 1 hour ago, Archaed said:

    Whether you have a set or not shouldn't even be a question. It has no bearing on the situation, and only seeks to insinuate those who have a set should not have an opinion in the matter. 

    It's actually a good measure of bias.

     

    Essentially, if you have a full set, then you've either sunk a lot of time into the game, or you've invested a lot of money into the game.   That group is likely to be a minority of the population as a whole.

     

    Given the ratios here, it's really just proved that the forum isn't a good place to run a poll due to the bias of its members to long-term/whale players.


  6. 9 hours ago, Ame said:

    Could it work if uniques would give less resources the less people are fighting? lie if small group goes they get each only 0.01 kg but 30 people go and everyone gets 0.03 example with a limit of course. maybe even so that alts doesnt work or atleast players under same ip or something?

    I mean, here's a thought - the more people around the more loot but the dragon's abilities also scale alongside it...


  7. 5 hours ago, Ekcin said:

    @Demondan: I fail to see the advantage of announcements. They will cause the experts, already sitting in their startholes, rushing out even faster. Actually, the most valuable resource in any MMO is not money (which can help a lot, certainly, like in RL), but disposible time. That's why students, unemployed, pensioners etc. have an edge even over whales (which are often people with more resources but less time). And more time may and will be used for more searching, and thus more finding. Experience and knowledge come in, additionally, knowing where to search.

    @Sheffie: Complaining about "leeching alts" and too many participants does no good. The alts, as well as the others, contribute to colour and diversity during events, and are not just "leeching", e.g. holding sermons etc. Insisting that only a handful of players are allowed to participate is no valid point, Wurm must not be a "no more than 50 chars at a time" game. Performance problems during mass events have been addressed and have improved. And the rules are not so hard to understand and follow, GM intervention is not that frequent, and special to Cadence with its somewhat toxic culture which is not restricted to unique slayings. And I fail to see too many secrets left in unique slayings. In fact, SFI is ways more relaxed when it comes to uniques, which demonstrates where the real problem lays.

     

    Whales always have an advantage in pay-to-win games; they are literally designed that way.  The only exception that gives an advantage over whales is "information" - in this case knowledge of spawn cycles is giving a group unfair advantage.  You're not going to compete with that, no matter how much time you have.

     

    Alts are a controversial issue - personally I think they only detract from the game and are proof that the mechanics are designed to promote whaling rather than cooperation.  However, that is a personal opinion.  A player with lots of alts who gets an extra bonus is generally intended; a player with lots of alts being given a license to actively steal from another player is probably not intended outside of PvP.  In the case of a finite loot pool, alts effectively mug other players up to a point (after which, the minimum amount is reached), and so this is probably not intended!

     

    This is not an "old cluster vs new cluster" issue - without decent folks like Stanlee who organise public slayings you'd be in the same situation on both clusters.  Trying to paint it thus is just pointless conflation.


  8. 18 hours ago, Locath said:

    The main issue here is that nobody really knows what majority of players would like to see in game. All we know is what few vocal and active on the forums people want (from both sides of the fence).

    The survey I quickly put together based on your post supports this point.

     

    Still, some change is needed, and a points based system might be the least objectionable.


  9. 7 hours ago, Archaed said:

    It's a shame there's no question "do you actively hunt" because I think that would be very helpful.

    3 question limit ;)

     

    "Hunt/Do not hunt" is a little binary - does active hunting mean you visit old rift sites in the hope of exploiting rng?  Or does active hunting just cover "go far away from deeded hotspots" (which means all hermits who travel actively hunt).  Does it mean "someone told me the spawn window and I go for a walk during that time", or does it mean "I have a free alt at all old rift sites I quickly log in and walk around with"?

     

    There is a lot of variation there, and I suspect I have also missed a lot of definitions.

     

    In essence, asking "hunt actively or not" tells us nothing useful since we can't nail down intended player behaviour; do we want players camping old rift sites by design, or does a player just wanting to find a dragon when exploring count?

     

    5 hours ago, Madnath said:


    Poll's pretty useless without having an actual list of all the things that'd influence the input of information.

    It has mostly told me that older players are the ones predominantly answering (the high proportion of set owners and SFI players), that the players answering are split between fairly evenly between players who have a full set of scale and those who don't.  So, we can conclude that the sample of 51 is fairly biased.

     

    Any changes made would be controversial (there is little agreement).  Returning announcements and systemic rules being the least controversial changes.  "No change" being a clear minority (11/51).

     

    Overall, it has told us that a poll in-game on the matter is likely to yield better resules.  As it stands, the server population is just too different from the game's population and too divided to provide a clear guide for player preference.

     


  10. Unique hunting is a pretty contentious issue - and a lot of people have differing points of views.

     

    Based on this comment to a thread, I've created the poll above. 

     

    I've added in 2 extra parts which identify which player group someone belongs to (cluster, attendance of private hunts, and possession of the unique prizes such hunts offer (scale/drake)).  This is mostly to get a feel for the response group.

     

    Taking part in this poll is anonymous, since I know some folks will want to hide their views for fear of retribution/accusation.

     

     

     


  11. On 10/30/2022 at 12:04 PM, Ekcin said:

    As to greed for hide/scale, nothing wrong when one can afford it. The proposal would cause more scattering of scale and hide, in effect making it less accessible.

    I disagree.

     

    This suggestion, as indicated, would turn the system into a points system.

     

    This means players can accrue points as needed to get their sets - it isn't going to scatter it, it is just going to make it more attainable for the wide population and not just those who can "afford it".  I nessence, it becomes less of a prestige item (a sense of pride an accomplishment) and more of an attainable endgame goal (an actual accomplishment).


  12. 28 minutes ago, Ekcin said:

    The social events from it are too valuable to be destroyed

    I think that is a large assumption - were/are rifts not community events?

     

    Sheffie's suggestion would definitely make these events much better, and allow for plenty of community planning!

     

    31 minutes ago, Ekcin said:

    the greed for hide/scale

    Don't you own a full set of hide/scale?


  13. So, at the moment, heal resistance punishes lightly armoured players more than heavily armoured ones since those lightly armoured players require a larger amount of healing over time, and thus stack more damage.  Players with low tier gear are also disproportionately disadvantaged compared to endgame players, which isn't ideal for PvE challenge - a topic we've recently seen raised against the removal of this debuff.

     

    The suggestion is a simple one - modify heal resistance rating based on the strongest piece of armour a player is wearing - similar to cast chances (could piggyback off the same buff/debuff).

     

    If they're wearing drake/scale, pile on a lot of extra heal res per damage healed (magic armour resonating with healing spells, why not?) - if they're wearing cloth or leather, give them a lower share than is currently given.  Maybe even tie materials in there - iron giving the least and moon metals giving more.

     

    I'm not going to put numbers in here, as this is something to focus balance on and really needs playtesting extensively.  However, it might help direct the mechanic to do what was intended!