MetalDragon

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Everything posted by MetalDragon

  1. I look forward to a full overhaul to the combat system which from the ground up considers all these silly bonuses in other skill trees, maybe finally passive damage reduction can finally be removed or provide me something that doesn't last 15 minutes per 24 hours to counter it lol
  2. I mean, I had my account 'PabloEscobar' changed because he was a real person and did naughty stuff many moons ago so I'm sure this can be reported to a GM for harassment. Didn't need to come to the forums tho unless GM's don't give a poop..
  3. Good idea, I mean, with Wurm Unlimited, the Devs could just do dumps of the maps current state for others to download if they wish to view the remains.
  4. I dunno why folks complaining about pvp taking so long. Yeah I'd love for it to be better but you're foolish to think it'll work well if it's rushed out for tomorrow. If it's buggy, broken or OP to the point where it makes people quit, then they'll likely lose more subscribers than it just being delayed.
  5. Jake just doing the typical freshman Chaos thing of painting his whole enemy with the same brush. Likely a small amount of people causing him an issue, but problems shout louder than positives. Everyone does it (kingdoms aside) but once he's been there a few years and he see's the real core, he'll either merge with the toxicity or jump ship. Not sure how 'known' you are in your kingdom but you should prob set up a social experiment in few months (should pvp still exist lol) when this post is forgotten about. In a positive note, suggest you're looking to change kingdom to see how it is on the other side or quitting MR as a whole and moving to freedom. Certain individuals will insta-PM members of the enemy kingdom digging up as much dirt, trash talk whatever to defame you, even if you left on a good side. You've probably heard of all the thieves, scum, traitors in MR (one side of the story).. They were likely all Core MR players who grew tired of the real deal. There's many sources of this, you should check out the other side of the stories.
  6. That easter bunny is what I'd expect uniques to be like, various stages, different abilities. Troll king should be able to spawn trolls at set points, etc etc
  7. This is what happens when you add so many different features in the game that has the ability to cause so much inbalance without considering balance in the first place. afaik there's no visual indicator to show someone has truehit ready, or that ability that negates 3 attacks, if we had these then dispel would be useful to 'counter' the ability, currently you have to mindlessly spam dispel on everyone. Nerfing SOTG does make other weapon combos over powered as suggested, huge axe, addy, true hit, mag bonus, radda radda radda. It's funny how everyone knew this but didn't want to address the issue until they knew SoTG was going to be tweaked, they just held onto this excuse in hopes it'd prevent the change, rather than discuss balance around the core mechanics instead. Is the real issue that forces people to the SoTG meta is the fact peoples HP are too low? Weapons damage too high? Because you can stack so many offensive / defensive bonuses because there's nothing you can do about it other than do it yourself? Again, there's so many passive bonuses in the game that can stack and don't have a downside or effective counter play (debuffs, does anyone ever notice weapons vs armour bonuses / weaknesses when in combat?). The initial idea of the valrei system was cool, you'd get a bonus defensive bonus + ability at a cost of a bigger defensive nerf. Having all abilities meant you'd be like 5-10% less defensive overall but have all these cool abilities, Now iirc it balances out with more defensive bonuses. Edit: DrB has a good point in the fact of how damage bonus / reduction scales
  8. Probably the best way to explain it to make it fair. But the downside is those low protection deeds can build the same way as a fortified city.
  9. The sole reason I personally dislike teleporting in to deed is because it massively encourages war deeds in the middle of no where, that no body actively lives at, in places you're unable to get hold normally, to box in a kingdom with cheap deeds. Personally, I was okay with twigs/stones as they are extremely limited (but I guess it's p2w) The only other change I'm confused with is the tower guards / capping system. I probably missed the discussion on the other topic but does the method on capping need to be changed? To make it harder? To discourage grabbing land you can not hold? To balance that it would need a whole tower system rework lol.
  10. I still consider a passive damage reduction in a game that offers very little offensive debuff abilities (to try counter it) very silly. Others have mentioned certain weapon combos, ability stacking and the addition of critical hits (well, an ability that guarantees a critical hit) means newer players are still going to get dunked on. I agree hate would be more favourable as any path looks slightly better when a nerf is involved but you seriously think 15 minutes of damage bonus will appeal to people? In a world of gate hopping and playing safe your 15 minute bonus will likely have little impact unless it's open field combat.
  11. this ones been posted a few times here over the past 8 or so years
  12. I assume the deed cost thing would only be for small outposts? otherwise it hurts the legit deeds a lot. I still believe the issue at hand would still be a problem, just means the rich players of Wurm will have to put a bit more cash into it. The longhouse changes are also a bad idea, adds to snowballing. If Catapult mechanics were changed so double or triple dirt walls could be hit, it wouldn't be too much of an issue. The meta now is to have many catapults running at once, by nerfing longhouses "multi catapult setups" become OP. If the idea is to remove the base walls which would destroy everything above it, then multi story would be pointless, a waste of resources. I don't agree with the reinforced mine mechanic change either when you have priests who just need like 5 potatoes to cast a spell, that alone makes the 'difficulty' a lot less. The SoTG changes seem to be a bit excessive, the first option makes leather and cloth armour attractive to PvP in. The second makes sense but im not sure on the impact at yet. I don't know why something simple as making it an activatable ability (to match hate) and rework something else into a passive... (I don't understand why there's these strong passives, when there's no debuffs to counter it) The suggestion to tower capping either suggests those proposing it have never capped a tower, or the change won't be that excessive, currently tower guards will spawn and some do target the person capturing it, the likelihood you get interrupted is really high unless you have high body control, 10 minutes while you hope you don't get hit. These tower guards can spawn 1-10+? guards at a time, super tanky and a chance of spawning an even tankier captain. If the idea is to kill ~10 tower guards before they can hit your guy capping the tower with hopes it doesn't double or triple wave you, then the TG's will need to take 1-2 hits to die or the likelihood of being interrupted must be lowered. This change benefits the bigger kingdom also, smaller kingdoms won't be able to push back.
  13. lol this suggestion someone -1, game has too many p2p / p2w features as it is, I'd be more inclined to give Freedom a chaos emperor (that's not transferable to freedom) HoTS is a good 'trial' kingdom to show you what you can do before you decide to create your own kingdom that you have more control over.
  14. Steppe has always expanded, but back when I used to 'farm steppe expansion' it would only do it on unpacked dirt. It's likely changed since then?
  15. The only way I can see 'burst of fun' and 'pvp' is if tiny servers were generated with pre-built deeds, A vs B, tools, stock, ammo, whatever raiding gear that's required is pre-generated and you all go ham, or a dev designed 'Capture the Flag' style game but that's the far opposite of what the PvP in wurm has always been about, it's more of a freedom style minigame for a burst of fun.. Only sort of way I can see a 'burst of fun, carry on with RL' with how the PvP works currently is a 'raiding window' and the enemy has to pre-warn when they will raid. Meaning both teams can prepare people, and resources to the raid, which is also a bit pants.
  16. Hey man, I'm with you on this one but I'm just saying it's a mad coincidence that you managed to remove a good portion of your competition by not voting for these changes sooner. I mean as long as we're all on the same sort of 'fun factor' page now, no matter how long it took, I guess that's all that matters. Fun for all the server no? I'm all for these changes, no trolling, in fact I supported a lot of these changes in the past!
  17. yes to everything but there needs even more to be involved purpose of the server, an identity a look into the top tier deed meta (multiple sloped dirt walls / rock pits / mountain deeds/ etc) raiding in general there is no point in resetting the map when you have other mechanics in the game that may end up getting changed, but someone already took advantage of it and now has a super powerful fortress. We see this, time and time again. (also this topic is hilarious, considering a lot in the OP was suggested in the past which was heavily disagreed on. I wonder what changed?)
  18. that feel when not reporting Freddies wurm client and then blaming people viruses were spread
  19. With pmks I'd be down for a reset, tower changes reverted. Those days were the best, actually required effort to get into the other kingdoms heartlands. None of this "oopsy you didn't cover this plot of influence and secured it with a pointless deed". You actually had to take over your whole route to that location.
  20. This is exactly what I thought when I saw it. Another thing to ADD to the snowball, another thing to ADD to an already massively time consuming raid preparations. And yes, Resources are very important and adds to the already boring flavour of the game. The ability does allow for easier / more inland deeds, but that also adds to the difficulty of removing them if they can have a clay pit in safety......
  21. I stopped playing the game because there's no effective way for the smaller kingdom to be able to make a push. Insta deed teleports Twitter alerts Log bots Cheap deeds used only as influence / tower blockers (takes several days, or weeks, to remove a deed that's cheap). Snowbally mechanics. Time/Effort it takes to raid (while taking into consideration all of the above)
  22. I'm sure they'll put limits on this but still won't put limits on shaker orbs and caves which can also cause people to get stuck in the wall :)))))))))))))))))))))))))))]]]]]]]]]]]]]]]]]]]]]]]]
  23. For the love of all things great, please look into this if you're making changes to the plant able item system Currently, easy to make / high ql items are planted in caves entrances, multiple items on one tile to prevent enemies from being able to collapse the tile (which in turns means you can not use the "flatten" action on a dirt wall in PvP / raid situations. Medium quality items take MINOR damage when bashed, literally an item of 50ql (which takes about 1 minute of improving for a skilled person), takes as much (or if I remember correctly, LESS) than a guard tower does. The fact you can drop multiple on a cave entrance means you'll spend hours bashing petty items before you can start pulling part of the wall down. These methods impact raids significantly, especially when you've just spent 90 minutes bashing a 90ql mine door to get into the cave in the first place...
  24. +1 to p. Much most of this. The information minister tower bash one I don't think matters. This one back in the day would generate some sort of PvP. There's usually no instant deed teleport out in the wilderness to prevent these. With the tower capping mechanics I don't think people care about bashing. Rolf said in one of his topics he would be looking into the tower mechanics so may end up removing tower capping (I think that would require a map reset to make it fair) in which case this title would be important to get a idea of how many towers remain without having to guess with decimal points. Maybe there's a way of not writing specific things to log files until logout, while maintaining other things.
  25. what an embarrassing thread, so sour and to be expected. if it's a waste of your time to get it, don't get it. Please make your own WU server for your QQ Christmas gifts.