RainRain

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Posts posted by RainRain


  1. 2 minutes ago, Sindusk said:

    Priest favor regeneration was stealth nerfed with a recent patch and there's no word on whether it was intentional or a bug.


    Are you talking about the patch where they changed the monster "catchup" mechanic? That was a bug as has been fixed since, unless it's something new.


  2. 6 hours ago, SmeJack said:

    I was nervous to see the changes after reading the past few posts but I couldn't be happier the fixes have made the new UI almost perfect and the pulsing is so subtle (not even close to what could ever cause a seizure lol) I could almost not notice it but its enough to tell there is something to read when looking for it. I can finally see whats in my inventory with the ql and dmg columns tweaked and the repeat function no longer threatens to harvest my unripe crops. Still a few things that could do with some love but over all great work.


    Sums up my thoughts. My only lingering complaint is that disembark is still the default action on every tile when mounted- I get why people would want that, but a way to modify the default actions on tiles would be lovely.


  3. 2 hours ago, Retrograde said:

    Fact is so many people trying to hunt in the lands will clear the commonly hunted areas fast, leaving the areas that arent hunted more dense. It's an ongoing process. 



    I hope this is more just explaining what the issue is (the fact that mobs are spawning in places people do not hunt in) and not a statement on why it's fine as it is.

    The mobs are collecting around a few specific regions:
     

    1. Forests - When hunting in a forest, it's much harder to see mobs. Thus, they'll remain around for longer. People hunt in forests all the times, but don't always see the mobs - this is fine if it doesn't collect 300 mobs in a few tiles.
    2. North/Northeast regions - this is because the migration bug still isn't fixed. Evident in pens, evident in servers where there are still a lot of mobs in the NE quadrant.
    3. Cliffs/big slopes: Simply because hunting in these places is too difficult, and mobs don't care about slope.
    4. Islands and difficult-to-reach places: Same as above, except with the added measure of needing a boat to reach usually.

    And please keep in mind that we do not know where these places are, and on pvp servers, it's not exactly easy sailing to spend hours locating them


     

    2 hours ago, Retrograde said:

    As you can see by the creature count, the animals are there. Density and spread is something that takes time to review and we don't have anything more to say than "yes we're continuing to look into it" 


    Alright, knowing that you're looking into it and that it's a priority is good enough. It's probably not easy to solve, or some other small team issues- that's fine. Please don't point at a graph and pretend it's fine, though.

    From a player perspective (and thus, the only perspective that matters mind you), if the monsters are not spawning in huge swathes of land and are spawning elsewhere, by all means they are basically not spawning at all. It doesn't matter if the creature counts are extremely high because if players have to break their bones and spend hours trying to locate the hidden trove of "10 mobs per tile" hunting grounds, then it's inherently broken and needs fixing.

     

     

    3 hours ago, Retrograde said:

    You aren't wrong, but this is an issue beyond the PvP server, and we are continuing to investigate and monitor creature spread. 


    Very well understood and honestly, it's a good thing. But you need to understand that this 'issue' is legions more important in the pvp server, where the only decent gain of fight skill (THE most important skill for fighting, if you didn't know) is gained through hunting. And in order to pvp, people need that skill. A pvp server without good hunting grounds is going to wither the longer it goes without it, and it's been almost two weeks now.

    I don't know if it's possible on your end, but if a solution isn't being found soon- then please revert the last change made to monster spawn rates on Defiance only (and other pvp servers if they want, too- though if you're changing those you should also change the fact that kingdom mobs are spawnkilling new players. If those servers even matter, anyhow.)


  4. i think those posts were representative enough of the community- at least the ones i saw. I didn't see any particularly hostile posts, but it was clear people were frustrated by someone new to the game representing the game itself to OTHER new people in a poor light- while it certainly wasn't meant to be a review, it's still the window that a lot of new folk will see the game through, and it'll impact whether they try it out, or what they think about the game (and let's be honest, let's plays are JUST as much of a tool to check out games as real game reviews are)

    i think the community being frustrated is fair, and i feel like you're almost downplaying that (maybe its just b/c you feel embarrassed due to being a figurehead of the community? idk).

    some of the posts went too far for sure, but i don't think the general sentiment is wrong. there's good reason to be frustrated with a LP'er exposing a game that needs a lot of information to play in a bad light like this, but there's also some room to relax a little and instead of getting angry, explain things to them.

    still, i don't buy any of this "it's not a review, it's a blog/let's play". feels like a cop out for what's obviously meant as a tool to introduce a community to a game.


  5. 7 hours ago, Moondevil said:

    Artifacts in the safezone will lose 1 charge every hour till they go back into the ground even when on players. 

     

    @Darklordsis this RL hours or Wurm hours? I had the rod artifact go from "enormous amount power" down to 0 in 2 hours RL on the starter island. Does this artifact lose charges while hunting ? I thought this one lost charges from the "use" function or time. 


    bugged out and they lose a charge extremely quickly (like once per minute or something)

    contact a GM if its about to go back into the ground or something, though it's been reported.


  6. 1 hour ago, Retrograde said:

     I have to say, after reading through the play-through by Chris and then by the comments from some of you, I am more disappointed in your reactions and comments more than a new players not understanding how the game works. 

     

    I sincerely hope you all think about whether attacking someone for not understanding a niche and complex game is the best look for the game.


    agree with this to an extent, though im still curious where and how he thought you needed charcoal to make a forge (and correctly knew you needed steel to do so) and decided to be somewhat aggressive about the supposed loop between getting steel and making a forge


  7. actually i wouldn't care if tentacles was reworked, but i think if we're changing pvp spells it should be more comprehensive- there's more than just tentacles that needs changes.

    all the AOE spells need to be fixed, enchants on both sides needs some changes (venom/ED for example)

    Vynora having a damaging aoe spell like libila seems fine to me, as it doesnt make any of the pvp-centric priests that much better, but still provides that sort of niche for WL


  8. 13 minutes ago, Skatyna said:

     

    same as no blacklighter ever lives on grass lol. thats not the thing. thing is this suggestion is about so BL horses would gaze on grass in enemy lands where no mycelium grows. In that case it would be fair that whitelighter horses gazes on enemy mycelium too when they are away..

     

    I can see that point if BL lands actually composed a large section of the server. Unfortunately, myc only grows in kingdom lands that overlap with libilas influence, and even then only a small portion of it. We’re talking  about 2-3% of the total server here- not to mention that while removing myc is easy for WL’ers, making it requires a priest or extreme patience.

     

    corrupted horses cant even be used in NEUTRAL terrain, which is more than just enemy territory.


  9. 1. Allow Libila priests to remove corruption by blessing a horse again.

    Corruption can be nice, but since it gets transferred through genetics it can end up bad on horses- when outside of Hots land, you can’t allow a horse to graze and must handfeed it several thousands of kg’s of pumpkins to fuel its rage. Though keeping breeding stock corrupted is convenient.

    2. Allow anyone to see if a horse is corrupted.

    It’s silly that corruption requires so much AH to see, and many people might not realize their horse is corrupted.

     

    This is mostly QoL, since obviously problems can be avoided if you plan appropriately, but its odd you need a whitelighter to remove corruption.


  10. “Oh hey a priest rebalance thread. Yeah I wouldn’t mind some spells being shuffled and faiths being more equ—“

     

    ”Make it so priests cant fight”

     

     

    Hello? What? That is like, the entire point of lib and mag priests. Fo, too, is amazing for fighting. In what world would this make anything better? What about people who main priests?? I’m baffled.


  11. The same reason dredges are improved with carpentry tools.

    Don't you dare question it.

    Actually I imagine the reason is that there is no "wemp improvement" category of imping tools. There's stone, clay, carpentry, cloth, metal and leather- and nothing uses wemp to improve AFAIK. So they probably made it cotton to save on effort.

    Still doesn't explain dredges. But whatever!


  12. Uncool.

    I'm on the edge of uncool and cool- if there as an inbetween, it'd be there.

     

    On one hand, I love a lot of players and think a lot of people who play this game are genuinely cool- on the other hand, I often feel like I'm pulling teeth trying to get basic information across, and the community almost seems to have a culture of uproar. That, and while I love a lot of vets, I think a lot of ppl are hypocritical in how they go about the health of the game- the 'ancient vet knowledge' thing is a real thing, and the only reason I know that is sbecause I'm exposed to a whole lot of it. I don't fully blame the community for that, but I think there's a lot of bad eggs, particularly on the forums.

    Ingame, most of my experiences are quite pleasant actually, though I feel like people don't communicate enough, keep to themselves and lash at others who disagree with them often. Maybe I'd rate the forum community as uncool, but the ingame one as cool.


  13. Dark messenger/courier can be used on a lot of interesting things beyond mailboxes- such as wells, strange devices, and puppets. Are there any other uses for them?

    And speaking about puppets- what are all the dialogue lines for puppetry? What about enchanted puppetry? Is there a difference for mixing enchanted with non-enchanted?