Miretta

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Posts posted by Miretta


  1. On 10/5/2023 at 5:05 AM, HatTrickPatrick said:

    Hello, @Mirettathe download link for this map no longer works. Can you re-upload a new one?

    it looks like dropbox has deleted my account and i don't have the files anymore :(

    thanks to HatTrickPatrick I have the files again and will replace main link ^^


  2. 1 hour ago, Minotaurus said:

    One of the things i have on my merchant is sealed flasks of Alcohol, the closest we can get in the game to a potions / Alchemy shop without having to grind untold amounts of Transmutation liquids.  I have them advertised as "Random Affinities" but i can't taste them sealed, to begin with, and definitely not in a merchant's inventory.  It would be awesome if you could do that, helping prospective buyers know if they are getting an interesting affinity or not in hopes that it would sell better.  Or maybe a foods display container that offers the ability to be like a "sampler dish that preserves items for tasting but you can't eat them.

    we are able to eat wrapped foods and rewrap them automatically, so why not do the same for beverage seals ^^


  3. neuro-atypical here, as you have put it. 
    I have also noticed that alot of people I have met in wurm have things going on in their lifes that might actually contribute to them playing wurm.
    On one side, we have the time factor, not everyone has the time to play it or the patience for the small amount of progress for the amount of time spent (in comparison to other games), but those who play wurm, tend to have one or the other or both.
    Then we have the content, it's a sandbox game, it is incredibly complex. If you are a completionist, it feels almost endless. If you are a tinkerer (like me) then you can enjoy every day, every hour in wurm, doing something different.
    Some enjoy being able to do the same thing over and over again with predictable outcomes (for as much as there is rng in wurm, there is also alot that is very much predictable especially in comparison to other games)
    wurm is steady, which also comes from it's slowness.
    Wurm is also a refuge, a safe haven from the real world and with it's intensity, it provides a relatively stable place to be, but also one of personal impact. Wurm is the only game i know where people actually care about what is left behind, about leaving a mark, about keeping items or animals of older players for safekeeping just in case that person ever comes back.

    Then there is the intensity, in the sense, that there is much to do, it needs alot of perseverence or dedication to keep going. This attracts a certain kind of people.

    Last but not least, the community...even if it was better for wurm to be more popular financially, the truth is, that the size of the community does make it easier for alot of people to have heard from each other at some point. It makes this community kind of more intimate?
    but it can also be grounds for drama, because people are much more closer and more emotionally involved.

    Generally...because everything takes so long in wurm...alot of effort etc. it does leave a mark on people themselves. We make memories here, we live a second life in wurm. we make friends, maybe even family.
    And in that way, the demographic is less about age I think, but more about, what people are looking for.
     


  4. [ ] You see a wheelbarrow infront of you. It is a sturdy tool to help you move around piles of dirt.

    Unlike the small cart, this tool would be "dragged" infront of you, it would be in your vision without having to turn around every time and not needing to have a window open to fill or empty it.
    It's max capacity is 99 shards/dirt/sand. It has a new function called: dump and "empty into container" and "create a dirtpile".
    First action will drop the dirt on the ground to raise it, second option is accessable by actively using the wheelbarrow and rightclicking the container you want it to empty into. third option creates a pile on the ground from all dirt inside the barrow.
    Additionally there could be a new sub action to digging called : dig to wheelbarrow, which chooses your closest wheelbarrow or the one you are currently "dragging" instead of a pile or your inventory.

    This is a very easy item to craft and would help newbies and oldies alike, very local tool to allow for more convinient digging. (Also would look cool)

     

     

     

    wheelbarrow-4ec0e0b45f634eac86bcf7f6d0ec


  5. 5 hours ago, Idlamn said:

    This is the case in Conan Exiles, to the point that bases looking like the ones in the trailers they provide with the DLCs got banned for land claim abuse (they were spread out like a village). This land claim abuse rule of conduct has been abused by many to destroy an enemy in PvP or simply get someone banned so they can be later looted. On a server I played it was a nightmare, people reduced their bases to little bunkers because they were afraid of getting wiped, and ultimately lost any desire to play because of the uncertainty of whether or not their progress will be wiped and the very restricted way you had to play to be safe.

    It's better to have the game enforce things rather than offload everything to GMs. They will get bombarded with a ton of requests and will have little time to look into matters deeply. This isn't like banning someone off a Call of Duty server, people loose hundreds of hours of progress.

    Important to mention Funcom offloaded the GM work to a third party. This is not the situation with Wurm. Still I think it's better to not overload GM work (as it is right now the response time is very fast and that's a big plus to the game) and overcomplicate rules for players.

     

    Maybe the solution to griefing issues would be to move everyone to Epic where you can cata grief strctures teehee ^_^

     

    You are right of course, not everything should be offloaded to GMs, but it does need to be balanced how much a game restricts, especially in a game like wurm which is literally a sandbox game true to it's name.
    But I also think, that while it's important to mention concerns of griefing within suggestions, because it IS a valid concern, I don't think it should be made the main deciding factor, of if a suggestion should be considered or not. Just one factor of many.


  6. "crude" house consisting of crude walls and entrance, does not come with windows, would be easily made with logs, mixed grass and maybe clay?
    more like a forest type quick shelter or like a more sturdy variant of a tent, enough to block hostile mobs movements.
    Decays quickly, can't be build within perimeters(if that's possible?)

    for bonuses besides easiness to make them, I would suggest something like reduced spoiling rate for foods inside (not quite as much as larder with snowballs, but maybe comparable to cave lesser spoilage?)
    and an option to replace walls with wooden ones, instead of having to remove the walls (like reinforcing walls with planks and nails, similar to how rendering walls with clay works atm)



    and about the concerns for griefing: for players who want to harm others in one way or another, they will always find a way. That's why we have rules and GMs to enforce them. Limiting the games possibilities because of the "bad eggs" will result in a game that no one wants to play, because of making everything as inconvinient and difficult as possible to be as least griefable as possible...


  7. what exactly did you have in mind?

    I'm currently imagining something that is similar to the housebuilding system, but for just floors with supports that go down.

    Building "supported platforms" either by "planning" a dock, like we do houses or by pre-constructing the dock pieces and then applying them like pavement with some sort of requirement that they can only be used on tiles with exposed water and would create a dock at X height (height that would stick out of water)

    and is it meant as a way to avoid having to drop massive amounts of dirts into ocean when in an area where the coasts are steep?

     


  8. 2 hours ago, ftoz said:

    I have problem with random auto turn 3d view. I found it cause permanent mount on my mouse. Pls give possibility unmap 3d view from mouse.

    if I understood you correctly, you are looking for this inside the settings:
     

    gqVPajW.png

     

     


  9. 2 minutes ago, Zenity said:

    I'd draw the line at letting us actually name them, but yeah, giving the tower guards names from a list, like horses and the like is perfectly doable i'd think.

     

    Only reason for not letting us name them is because someone will absolutely give them 'offensive' names.

     

    +1 ( with caveats)

    would be more than fine with that ^^

    though sidenote: we can name almost everything in wurm that we have made or branded or can be owner of ;)


  10. As the title says :D
    It would be fun if we could have tower guards to have a bit more of a personal touch, since currently they are just like cannon fodder, nameless, anonymous and it's sad.
    When one dies, we won't notice it's absence unless it's corpse is on the road.
    When they come to help us, it's impersonal.

    Who wouldn't want to see "(venerable fat) jeff is coming to help you!" in chat?
    or hold a ceremony for when one dies heroically.

    Every day, young tower guards die, without ever having made a name for themselves!
    I think we should change that!


  11. Program version: Deedplanner 3.1.1 Alpha

    How to reproduce a bug: it just doesn't work after starting Deedplanner desktop version (but does work in web version)

    What happened: Can not rotate objects with rightclick, they are rotated by holding leftclick

    Expected behavior: to be able to rotate objects with rightclick ^^"