Brash_Endeavors

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Everything posted by Brash_Endeavors

  1. Fish stew is mostly useful for the low-level solo player struggling to get by on subsistence fare; if you are starting out in a village that can keep you stocked in resources then you have better options. I always used a little whole fish (like perch, roach, anything really under .59 kg) plus a filet from a larger fish (catfish, carp, any fish over. 60 kg that can be fileted.) Pretty sure it was a pottery bowl, because when I first started that's about all I had. Later when I had access to more iron, I made fancy saucepans and a cauldron for dumping stew into and reheating it, though if low on iron at the start you can just use a wooden barrel for storage and a clay jar for reheating (stew can't be poured back into a claybowl again, as those don't hold liquids, even though you made it in one). Keep extra fish in a barrel of water; if they start to decay, then filet the larger ones and make stew from any starting to go bad. Once you skill out on fish stew, or have more access to meat-and-veggies, you can switch to gulasch (meat + veggie in saucepan; pumpkins are great for whipping up big batches) until your skill is high enough to switch over to meals. If you want to raise the difficulty level of the dish, cook it in a forge and add a nail or bowstring as that adds a bit to the difficulty rating (the odd item will just be left behind in the bowl/saucepan after the food item is created). A bit off-topic, but fish stew (or even better gulasch, if you can grow pumpkins, since they are nice and bulky) is also extremely handy for raising pet pigs, dogs, wolves and bears -- grinding enough Animal Taming skill to keep a pet bear around can be very handy when your fight skill is still low. Start with a dog if possible though, as its much easier to retame over and over and over if they are low level non-aggros, and pigs eat too much. Avoid herbivore pets like deer, as these use up too many veggies, and stew/gulasch is easier to make in bulk. You only need a tiny .001 portion of the fish stew for each tame attempt, if you put a potato and some corn in a flask and then top it off with a teensy bit of stew. Keep retaming it over and over when you have the time, to get your skill up. Tame near a door or gate for safety and if it aggros on you, just move away 5-6 tiles then come back. A rope and a grooming brush (wemp fibre + shaft) are very handy accessories to acquire if you decide to do animal taming, though grooming is not required and not all animals can be groomed. It does help though for resisting disease and raising animal husbandry skill. At the very least, a pet will lay down its life for you while you make an escape from soemthing that otherwise would kill you, so its nice also to have one thats easily replaceable. I like bears best later -- they are more rugged than the others, can help better against stuff like spiders and other bears, and used to be they would double also as minecart pullers and security guards in dark underground places, which is nice if you are scared of dark underground places like me. Bears no longer pull carts though except when still Young in age, which is a shame. Most of this advice is for a low-level player starting solo on their own -- players with better skills and resources may have much better options.
  2. Another option, especially if you fish, is to make fish stew. One small fish + one fish filet (from a larger fish), I think in a pottery bowl. Then pour it into a barrel or bucket and store it there. Use a clay jar for reheating. You can pour a tiny bit into a flask and then mix it back in again, and this resets the decay, so that you can keep a bucket of it good for quite some time. Or just add a fresh bowl each day to reset it. I lived off fish stew this way for my first few weeks in the game Never had to throw any food out or have it "poof" on me overnight (just make sure not to keep it in inventory; all food spoils extra fast in inventory).
  3. I think that is a partial reason why Deliverance & Exodus were created as much smaller maps, to create maybe a closer-knit community feel to those maps. A lot of "hermits" live on the large "isolated" Independence map, and like having all the extra room to spread out in, but the newer smaller maps are probably more "intimate" and easier to know all your neighbors.
  4. I cook mine in a frypan in my forge, and I was told they would last longer if you leave them untouched in the frypan/forge so that they never, not once, get flagged as going through your inventory. I have never actually tested to confirm that this works any better than meals-in-a-barrel-of-water-with-salt, which is what I used before. It does seem though to give an extra day or two. I know they don't poof instant; they seem to get 20-something damage the first time I notice decay, then go up in stages from there. Only sure-proof way I think is one of those no-decay magic chests, if you happen to be a rich Wurmian.
  5. I think you could use dye options without it becoming too ridiculous, just make the colors ultra-low saturated: which to me, almost look like natural (potential) stonework colorations.
  6. If the game engine can support sandbox gameplay for singleplayer, small groups, and an MMO world, all concurrently, why limit it to only one small narrow category? Why not let Wurm continue to be the exception to what everyone else is doing? The question for me is simply whether this type of coding is something Rolf can easily incorporate by himself and without a lot of additional/complicated work -- if it is not excessively complex and is easily doable, then open up the Wurm universe for many different styles of gameplay. I can see people enjoying at different times different ways of approaching the game, all keeping within his original vision for Wurm. People who want a timeout from Wurmdrama can escape into their own private Wurmholes for a period, or have little side adventures and smallscale warfare with a party of friends. I think most people though would still continue to spend the majority of their time in the main world. And by giving people more choices, it might actually grow the population for the main "MMO" side of the community, rather than dilute it.
  7. I would love to see the game embrace as much as possible its Swedish heritage, and feature a lot more Scandinavian-medieval elements. Reindeer, artic foxes, wolverines. FUR ITEMS PLEASE. Sleds for hauling heavy items (unfinished boats, slabs, keels, maybe being able to haul furniture beds/bsb/forges etc.) Gotland ponies, with maybe a max speed only 70% of fullsized horses, and only half the combat-height advantage of horses, but rideable/useable by F2P characters. Or let them use reindeer to pull carts. Woodcarving decorations we could make to house exteriors. Also use lye on fish and make lutefisk, which maybe would have a higher nutritional boost compared to other meals. "Knäckebröd" for eating on travels without spoilage in inventory. I would love seasons based on the Wurm timescale, so winter/spring/summer/fall would occur on regular cycles. I know some hated the winter graphics, but I loved them -- they were gone much too quickly! Which means also a big +1 to lingonberry juice
  8. I am sure there are some who have sometimes wished there was a singleplayer version of Wurm, for those days you need your Wurm fix but just are not in the mood for dealing with people in an MMO setting. Or wish for a small Lan-party "private server" style world where they could play with friends, and toggle their own settings for things like pvp rules or aggro spawns etc. My idea is that a deed could have a "pocket world". This would work somewhat like epic, in that your character cannot take items/skills between the worlds, you would start with zero skills and you would either not be able to take coins or maybe coins would simply not exist in that alternate space, since it doesn't really need an "economy". There would only be one rather small map/landform common to all of them, but in your version its just you and whoever you allow, you would have control over a huge number of options -- who could get in (maybe permissions like a minedoor, to add names, or a village, or anyone), whether PvP was enabled if you allowed guests, whether dragons and such are common or non-existent. Among other things, this would allow Rolf greater security over his code without risking people reverse engineering it (which I think was a usual argument about allowing an offline mode or private servers). People would need a prem account and deed to create a portal to their private pocket, though guests could maybe be F2P. Perhaps there could even be a moneysink item to even create this portal, a 50s cornerstone needed to make the portal. Friends could have a "semi-friendly" game of siege warfare without having gankers wandering through and spoiling their fun. You could have a peaceful farmlike setting just for you, or a combat-heavy, pk-style world for you and your buds. You could set time to freeze when not in use (no decay, no crops/animal aging/dying) if you can only play as a casual weekend player, or have time work as normal. (Probably best to have time stop when not in use, to minimize server load issues). Skillgains & timers could be sped up, if you chose in the options (2X, 3X, 4X). You could also have a "reset" option to clear the world & characters and start from zero-ground again. I have no idea whether such a thing would have minimal server load issues or not (maybe a large moneysink item to create one, would help offset any extra costs), was mostly just kinda thinking to myself about ways Wurm might appeal to some who get burned out on the MMO aspect at times, or wanted a "friendly war-zone" for their village to play in. People who love the game but find certain aspects to be "deal-breakers" would still have a reason to pay a monthly sub to have "Wurm, their way". Maybe call them Wurmholes.
  9. I did not know this. I had heard that zero stamina = zero skillgain, but not that the skillgain is tied to the remaining stamina.
  10. What an astounding magnificent view. And yes I too love the gates.
  11. Wonderful service and best prices ever! Definitely will be back for more \o/
  12. Personally, I think they are just hoping that champ bear might be in a mood to bash down a wall, and they wanna be ready to make a break for it.
  13. cancelled for lack of interest. Will relist these separately under my regular priced horse sales. 99c opening bid, bid increments of at least 10c, auction ends noon PST Sunday Feb 19. BID IS FOR ALL FOUR HORSES. Pickup at Seahorse Bay, Southeast Inlet, Deliverance server. We can help arrange delivery in cases where pickup would be a severe hardship. Two great breeding sets for the village horse breeding program. Dump all those junk horses that are only good for producing leather and meat, and start off fresh with good horses that will turn out generations of great utility speed horses for riding, hunting, cart-pulling, and even selling foals for extra income. Each set includes complimentary speed traits and no shared bloodlines within the set, so no risk of inbreeding that leads to severe flaws: Set A: Bellaflash (Black Mature Female) Fleeter-Lightning-StrongBody-StrongLegs-Fierce. Parents: Goldfantasy, Honeyoblivion. Oblivionchaser (White Mature Male) Fleeter-Lightning-StrongBody-CarryMore. Parents: Lisilver, Starkhold. Set B: Nanapie (Brown Mature Female) Fleeter-Lightning-CarryMore-StrongLegs-Keen. Parents: Kissida, Rockhall. Swiftbouncer (Golden Adolescent Male) Fleeter-Lightning-StrongBody-StrongLegs-Strong&Healthy. Parents: Warriorrain, Honeyoblivion.
  14. What kind of help do you mean? Getting off everyone's ignore list? Can't help there. Sounds like an attitude issue that only you can solve. As to the question -- if you stole a rowboat, there is no way to prevent anyone from likewise taking it from you. You could drag it onto shore and put a fence around it, but if it is their boat, they could just report you for griefing. However no one else then can "steal" it from you that way, which appears to answer your question. Read the boat salvage forum on how to claim an abandoned boat, it takes 60 days after posting a notice to have ownership transfered to you. Only then can you put a lock on it and prevent others from taking it. If you find an abandoned boat and do not report it and file a salvage claim on it, you can never take full ownership of it. And -- stealing a boat and preventing the legal owner from recovering it, is actual grounds for being disciplined for griefing and harassment. Game rules about boats: http://wurmonline.com/forum/index.php?topic=10.0 Boats : Vessel Salvage: It is the players responsibility to ensure a boat is locked and moored if unattended. Failure to do so may result in that vessel being "salvaged" by someone. Owners may pursue recovery of their missing vessel by any lawful means necessary, provided there isnt a salvage claim posted. Physicaly interfering with such recovery is illegal and will be considered under griefing rules. In the case of recovery under salvage notice, the default salvage fees ( B/ ) have to be paid to the salvager and reasonable access made to the owner to allow recovery. Stealing occurs when a boat is taken without salvage notice, and it is then considered as griefing. A/ When a boat goes missing or is salvaged, the player or salvager posts a "Missing/Recovered boat " forum notice on "Vessel salvage/missing" forum ; http://wurmonline.com/forum/index.php?board=63.0 with the name and details, contacts etc. B/ Salvager and owner then can negotiate a return. If negotiation is in dispute the default fees below will apply. Default Salvage fee: Rowboat: 10c , Sailboat: 50c , Corbita : 1s, cog : 1s, Knarr 1s, Caravel 5s. Default recovery fees will be paid to a GM who will deposit the fee into the "Freedom Community Trust Fund". This will be dispersed back into community projects, or worthy causes may apply for funding from the trust. A committee will be appointed for this fund from Wurm team members. C/ Recovery of a salvaged vessel is only possible after any fees have been paid. It is the owners responsibility to recover the vessel. Only the owner may recover a vessel, no agents. D/ Salvager may have full use of the vessel until such time the fee has been paid. Note : 1/ GM do not guarantee recovery, repair or reparation of any kind for destroyed, damage or lost property. To summarize -- if you want to keep this boat, you need to secure it so others cannot take it (pull onto your deed and fence it is one way. Then file a salvage notice amd wait 60 days. If the owner surfaces, you can charge him a fee (within reason) ro reclaim it. If he never surfaces, after 60 days you can become the owner and put a lock on it and use it safely without anyone taking it from you. If the legitimate owner wants it back, there is no legal way to stop him, and efforts to do so could result in discipline by the GMs. However its also likely the former owner no longer plays the game, in which case you can go through the process of salvaging. Sounds to me though, you want the PvP servers, and not the Freedom servers. So I guess that would be my most helpful answer. Try Epic server maybe, as I am pretty sure boat rules there are a little different.
  15. ...

    I hope they don't go with the shift-click option, I hate shift-clicking >.< Right now I feel very awkward and rather silly still at it, like a kid learning to ice skate for the very first time, but I have faith in Alyeska and some others -- if this is a great improvement for horse riding in general and especially if it adds more to horseback archery as a combat style, then I am all for it. I would LOVE to get into horseback archery down the road and will take any any any changes that further that playstyle. If this game had fabulous horseback archery, I'd probably prepay a five year subscription in advance, seriously. Yes yes yes yes yes PLEASE. To me, on top of the crafting and terraforming, having some fantastic horseback combat (fun, not the silly type we have now) would be what catapults Wurm Online to the top of the list. I never really got into Mount and Blade, but I second those who suggest Rolf study that game for some ideas. I will even buy Rolf a copy of that game and urge him to spend a few weeks playing it. And I recall having some initial major difficulties learning to ride a horse in that game, too My main vote is for letting bridle quality (50/70/90, maybe even 30) affect turn speeds, so those who hate it can leave the bridles off and those who adore it, will invest in good bridles for the major advantage it gives them. While shift-click might be the easiest "fast and dirty" coding solution, I would far rather Rolf sit back and think hard about what is the best long term benefit to the game (did I already say it somehow involves excellent horseback archery?) With the upcoming new character models and especially animations, I want to be a ballet dancer on horseback and if it means I have to practive my horseriding five hours a day for the next week, by golly I'll do it. Please don't take this change away, not if this is part of a truly major step forward for the game. (It sounds like for some, the issue is not really the turning speed but the way the horse model visually swings to adjust to the new turning speed, so may be more a model animation issue -- kinda like toggling on or off head bobbing. There is too much "visual bounce" distracting people from the actual movement itself. Maybe even an issue of client code needing to finetune and adapt to the change in server code. Though I know zip about coding.)
  16. ...

    Seems like a good compromise
  17. Maybe what they need is a /guardreset or /guardstuck or even /targetstuck command that teleports the guard back to its spawnpoint, if there was enough need for it. My guess is that it could be done but there is simply 863 other things ahead of this in the priority list. And possibly for pvp servers, this would cause maybe an exploit issue, I have no idea.
  18. They all seem to be fixed now, yes.
  19. Ouch, not a good intro to the game. Maybe GMs should bash the tutorial doors until this gets fixed. I assume they can rebuild them later pretty easy. "Come back tomorrow, or maybe the day after that" isn't a very good workaround for people wanting to try out the game.
  20. I highly doubt you can swim across without drowning. You might make it if you log out as you run out of stamina (I think it now regens after 6 hours logged out), log in and go a bit further, rinse and repeat... not 100% sure it would work. Not sure why you have zero skills, but if it is a non-premium with no skills then its likely easier to make a new account (unless you are very attached to the current name)
  21. If I recall the kchat discussion, snakegal had said a 2x2 house would take 8 Carp skill to plan according to the program, but the 4 floor tiles means the correct answer is 12, I have not tested it in the program myself was merely a kchat lurker when it came up.
  22. I have a pair you might like very very much. I'll be ingame in about 15 minutes and can chat with you about them. edit:, well you are not ingame now, so I will just post them here. Normally I do not deliver however I have to be out near that area anyway in the next 1-2 days. And normally these go a little higher than 2s for the set, but right now I am motivated to sell them so 2s total is acceptable. They are aged male & female golden, five speed traits (fleeter, lightning, strong body, strong legs, carry more), and no shared bloodlines or risk of inbreeding. Other horses here: http://wurmonline.com/forum/index.php?topic=57385.0
  23. Pressure can do that to any of us. Also I enjoyed the interview. You have a nice voice, very interesting and easy to listen to.
  24. He seems a little unsure of himself about a few game mechanics such as whether skill cap is actually 99 or 100, and when he offered to kill a passing starving dog to ensure it did not attack the interviewer... I have a number of horses with keen, I don't think they congregate near water tiles but maybe I'll leave a few out grazing near a known water tile and see if they tend to face it or move towards it on their own. But this seems the most likely to me: