RainRain

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Everything posted by RainRain

  1. Y'all really need to communicate more before introducing such changes. Please keep in mind that people will be incredibly ahead of others on the channeling grind due to this being available for two weeks (and before people cry out for rollbacks, i'm NOT talking about whatever bug existed, just normal channel grinding). So whatever changes you add, you also need to consider these people who will be ahead, and how to bridge the gap between them and people who have yet to begin grinding channel.
  2. This. The change means channeling is now a painfully long grind, that Linking is essentially useless other than for some of the larger enchants and rites, and most importantly anyone who already started their channeling grind is going to be insanely ahead of everyone else This is the sort of change that should be discussed about first before making and one that should've been made when the new servers were first CREATED, not several weeks into it.
  3. Please god fix this i haven't seen a wild horse in days
  4. There's always the village recruitment board.
  5. You're correct, Ilya. Most things that would become a positive gain will become a negative gain for Libila (or just gives nothing at all). As a Libila follower, you cannot bury corpses- it feels strange that you can't bury it even with unfaithful, but that might be a bug/oversight. I would suggest trying to desecrate an altar dedicated to Libila maybe? If that doesn't work, use /support.
  6. I like this a lot, actually. Would also be neat if lumps/permanent MM weapons were specifically tied to valrei rewards (assuming the idea that missions will be made more pvp encouraging/roam encouraging is kept) and that it'd be harder to actually improve them- making it a long effort over time to create these particularly strong weapons. Temporary ones from HoTA/chests both encourage roaming to find them, and also encourages people to use them by roaming before the weapon/armor eventually expires.
  7. Would like for it to be alliance based. Perhaps incorporating the total premium accounts in an alliance vs other alliances and increasing the chance for deed owners in larger alliances to become selected, rather than everyone having the same chance.
  8. Why is removing the bonus they get to armor/weapons not an option? We're not saying remove moonmetals ENTIRELY, just the bonuses they grant specifically to weapons and armor (damage, attack speed, movement/glance/DR/etc)
  9. Actually. sure, yeah. If we're going to bomb sorcery items and teleports and all that weird new stuff that was added over Epic, then let's do moonmetals too.
  10. I'd be curious how it'd display it- there's some things those wounds don't seem to affect for some reason. I.e you might have your body control lowered below 20.50 and get the message "you may no longer steal", but are still able to ride horses. Maybe have each wound display a debuff "Due to your head/arm/etc wound, your [Stat] is impaired."?
  11. I wouldn't mind a low-tech minecart system. Just a big box on wheels that can be pushed back and forth on a set of rails/tracks without the need for carts/driving.
  12. The two binary colors makes things a little confusing at times, especially if you don't know how they're set up. Most groups tend to know who what part of which kingdom on death tabs, but for the situation where that information is (for some reason) decided to be kept secret, I have two suggestions: First, is simply to color text in a simple pattern: Names, kingdoms and so forth would be colored by their faction colors (Purple HoTS, Red MR, Blue JK) with the rest of everything being normal text. Example: As this version means the text is the same for everyone, everyone would see it in the following colors: Alternatively, to keep the individual kingdom of each player named, simply change the system to be as follows: "Good" events (Friendly captured camps, friendlies killing an enemy, etc.) to be green, "bad" events (Enemies capturing camps, allies dying to enemies/allies(?) to red, and neutral events (Enemies dying to other enemies or possibly allies dying to allies) as yellow. Example: As JKlover, the above text would look as follows: As MRMan, as follows: And as either of the HOTS fellas, as follows: I much more prefer the first, and while it gives a lot of information (who's on what faction, namely) it's not exactly like it's information that's hard to get/abuseable anyhow. Most people can either whisper enemies to check their faction, or if they have cross-kingdom PM's enabled they can check /lotime to see if it's set to 300 to know if an enemy is nearby. Organized groups will likely know any relevant names in pvp anyhow, and it just helps to know what's going on when death tab pops out announcing things. But either ways, seeing enemy kingdoms fighting and having it all show up as red can get confusing. PMK's would either have it set off their template, or maybe have an option to choose one of some pre-selected colors to pick as their death tab color.
  13. I don't think it's written anywhere, but I do want to comment that I think it's extremely needless to enforce that limit between two deeds from the same kingdom- isn't that what the point of perimeter is?
  14. Haven and hearth has a cute dungeon system; it's not very advanced and not too interesting after a point, but I always felt like such a thing would be neat in wurm. Of course, i'd wonder how the hell the game could support that if it already struggles with two "worlds" (underground/surface), but it'd be something neat to see. On PvE, having a system enabled to create magical statues that spawn monsters that provide no exp/no butcher products and couldn't be tamed/etc would be neat for 'player made' PvE encounters as well- or even testing out how well you fair in combat against such things.
  15. one thing i think is important to add is that shield skill gain is specifically slower in starter zones (for some reason?)- but i did most of my grinding outside of the starter zone, so it's not that gimping my gains for defiance ofc; obviously doesn't apply outside of defiance, but really that's what this thread is made to address anyways
  16. yeah i don't think i need to hear any more of your opinions
  17. i don't think you have any idea what you're talking about even if my skillgain was tripled i wouldn't be gaining much skill at all- and "hit fast = more skill gain per minute" is entirely wrong. The skill tick size is based off the damage dealt by the mob, so if you're fighting some weak ###### like a pheasant or pig or horse etc etc, you aren't going to get any sizeable ticks at all if we're expected to wait on coc/botd before we gain reasonable skill (both take 51 faith aka 200 days of praying without sermons), then there's a massive damned oversight on skillgain. fresh start isn't the issue; on Epic release, skillgain might've been higher due to curve+increased gain in general, but even considering that it was significantly better than this in every way. the problem is that the skillgain method was changed ages ago so that farming off of weaker mobs is impossible (including the fact that you can't sit on the same mob for more than 15 minutes every 2-4 hours). the skillgain seems like it would be fine after 30-40 skill or so where you can reliably try and parry hard hitting mobs like trolls- but right now, it's silly. I can barely block attacks from anything more accurate than a horse and because of that, my skillgain suffers. But even if I block an attack from a horse, i gain next to zero skillgain because the attack is so weak (even blocking a lava spider for a bit barely gave me anything) edit: bashing also sucks for skillgain and i've been bashing basically every opportunity i get; i don't even know what to say about it other than it's glacial and barely gives shield skill either
  18. I looked at the new fishing system for 10 seconds before deciding it was far too complex to ###### with, especially since I could just hunt for food or just forage if I'm really desperate. Still, we wanted some fish to test recipes with and still none of us wanted to try it, so I made a spear and we realized spearfishing is next to impossible to do. So then we dropped it and didn't bother with fishing at all. Yeah it''s probably a little too complicated for what consists of a subpar source of meat that is only interesting to create food with cute names.
  19. honestly, if they want to prevent pentraining but have this sort of system, just have pentraining only viable to be used until 20 skill similar to how some weaponskills can be grinded until 20 by chopping trees, and then have pentraining not give any gains past 20 sure, it was silly in the past where you'd need to sit afk for a few days until 70/90 shield skill but this in no way is any better.
  20. Reposting what I said in one of the update threads So, yes. Absolutely it needs to change. Currently, the only way to viably raise ANY shield skill is to first hit 70 fs and THEN attmept to block stronger hitting foes- and I mean strong foes. I managed to sit around blocking a spider for a bit and was only getting .03 shield skill or so. At. 3. Skill. It's so bad that I just gave up on using a shield entirely and went with a 2h weapon- and if it isn't fixed sooner than later, that's likely what people will do on a whole.
  21. Default action being disembark while mounted needs to get gutted.
  22. Remove it from everything. It's plenty annoying from plate, too.
  23. And what do you propose? Tracking down everyone who had that error doesn't sound feasible unless it's tracked on their side- they could extend the bonus again for people overall (I doubt they have a method built in to create a personalized 30% buff for those people, even if they could somehow track it) They could extend it again, but at what point is this an exercise in futility? Yes, the launch was messy and yes some people will be somewhat disadvantaged by not being able to play a couple days earlier; but it's neither the end of the world nor ultimately that important, and it's extremely scummy to imply they're purposefully mistreating a section of the community by not handing out compensations to each and every individual person torn out by an issue. I didn't expect compensation for the referal thing (as a person who bought a starter pack and didn't gain a referal), but it's a pleasant surprise. There's been plenty of other bugs and they're very well trying their best, at the same time as they're trying to cater to the two server communities and fix up problems that arise (i.e imbalances in the pvp one) And hey- they're trying. Small team and all that.
  24. So to be clear, the intent is for the referral system to entirely not exist, as far as people ever gaining new referals, a change of position from the last posts about this?
  25. Not a macro, but definitely something that could be conversed about for sure. I always thought it was silly people could change armor on/off without a timer- especially since it's so important in terms of speed (though this is just more reason you should whack legs) I think weapons should stay as-is though