RainRain

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Everything posted by RainRain

  1. it's always strange to me that people are only interested in the idea of a permanent server when it comes to wurm, as if most players will stay for several years and never move from their deed- or worse, the assumption that the game will even manage to sustain itself indefinitely and thus the servers will be up indefinitely; i don't think people understand how much of a miracle it has been that this game is still alive today as a result of the way its been moved across hands for so long- WU was more than likely supposed to be the game's final hurrah and i suspect rolf was intending to release the current maps to be able to be used on WU as well in the case of a WO shutdown i think some sort of loop and cycle of death and rebirth is absolutely necessary for the pvp servers; the pve, i don't see it being necessary in their current state though. the issue really is the absurd amount of servers on SFI that were each released as a gambit to infuse the playerbase with more people for a few moments- almost never were they released because they were actually needed. it's probably better to just abandon SFI until it eventually peters out on its own or stops sustain itself financially and focus on NFI- which seems to be the current dev rhythm anyways, primarily developing for NFI and addressing longstanding systems to make sure they don't turn NFI into SFI 2.0 unless a real gameplay reason is introduced, i don't think PvE servers will ever need resets though, if anything what needs to be introduced is a different payment module for deeds (So that people can't chuck a year's worth of money at a deed and quit a month in, leaving that space occupied for 10x the duration its even being used) like increasing the cost of maintaining a deed with no villager activity for an extended period of time, and proper decay mechanics to get rid of the ruins that still are standing to this day- like damn, the Hive got disbanded like 3 months ago and didn't have a single wall above 40q and that ######'s still standing apparently. more decay and anti-inactive mechanics? yea sure perfect for pve. loops and resets seem better fitting of pvp than pve. and yknow rolf's original idea of having scenarios lead up to potential wipe-inducing moments wasn't a bad idea, he just couldn't make scenarios interesting.
  2. i'm not particularly satisfied by the answer since it doesn't actually answer what sort of tool they used to come to that number, nor what the mistake was (or how they found it). i'm more concerned with being able to see that tool/math they used to come to their numbers and ensure it's actually properly correct here. in fact, i think it's a little weird that they are intentionally dodging showing the numbers i don't have much of an opinion on the prayer change itself but i find it hard to trust the rough estimate of 75-100hrs if the original estimate was also wrong; basically, i don't like just being given a number and being forced to assume it's correct, especially where there's evidence of that having been incorrect already- though i am glad some steps have been taken to be transparent at least. to simplify, you weren't intending to go for any certain # of hours needed for prayer, but rather wanted to make it faster by a set %- i.e, if your intent was to make prayer 50% faster, you would be satisfied whether or not that change was changing 300 hours into 150 or 150 into 75? if that is indeed true, is there any particular reason you want for that angle of change? again, i don't have a strong opinion on prayer- i think it's a useless skill but benediction is powerful; my preferred alternative would be to just change the requirement (for example, instead of cast a 95 power spell, you could have it be reach 99 channeling which is hilariously easier than the old requirement, or cast 1000 90+ power enchants. or anything that's grindy and still fulfilling to do). it just seems odd to only be concerned with the relative change rather than the end result
  3. so if the change was made due balance concerns about the duration it'd take, are they going to be undone? also, what exactly was the otol that you use?
  4. something-something the original logic was more about enchanted rings having too much magic to be able to wear more than one per hand, despite being able to wear multiple rings i.e in dnd you can wear multiple enchanted rings, but only one of them can be 'active'
  5. they are some steam reviews definitely are memey/jokes for sure, but most of them still have a level of truth to them people just don't like hearing that a majority of people think this game sucks. part of that can be attributed to the fact this game is SUPER niche and we should expect most people not to like it. but the other part can be attributed to the game being poorly managed and updated.
  6. god damnit this was a necro spam bot both post
  7. Higher prayer skill also subtracts like 1 second per 10 skill (not 100% accurate, but it's roughly accurate), and a majority of prayers are done at higher skill levels, so the exact time spent is different. But either ways, 70 hours of action timer for 100 faith, which is the worst skillgain, is a far cry away from seeming accurate. If the devs are going to balance around a mathematical figure of hours spent in a skill, they need to make sure that figure is correct.
  8. could we get a post explaining how you arrived at the 70 hour figure? i have no complaints about this extra change or not, mostly because it concerns math i'm not privvy to, but the 70 hour figure of action time feels very low (70 hours = 4200 minutes = 8400 prayer actions; slap on +20% or so as a rough increase since higher prayer shortens the action by a couple seconds and you're at about 10k actions, which still feels oddly low. if you got a tick every single action, that'd be an average of .007, though this has flaws in calculation due to curving exp ticks and the obvious fact that you don't get a tick on most actions). and notably, that's without any bonuses at all. AND it's supposedly at 100 faith, which made skill ticks extremely rare in the old system. so if the dev team is using some sort of formula to arrive at this figure, it'd be important to clear up any errors in the math by people better at wurm math than me earlier rather than later.
  9. wouldn't be far fetched to run some sort of calculation based off the new experience gain rate and shift all prayer skills up on a curve accordingly
  10. As I mentioned, you can already expand all; I too suffered from this when grinding hfc until someone told me you can mass-expand by right clicking the column
  11. sound like good changes to me really love how the same arguments boil down to "wow the game is losing everything that makes it difficulty and hard to grind! we'll just become another (insert rust-like game here)!" as if the specific things being changes have zero other nuance about them y'all need to think about the type of game design that's healthier for new players to come and stay and the future of the game, not feed further into your own playstyles and cement the things you already do on a daily basis forever; same thing happened in pvp balance discussions.
  12. sounds like the skill has no intrinsic value and the only amount of value put into it was being an arbitrary objective to attain something else reminds me of cocoa beans and foraging
  13. would probably be healthier for ya
  14. if the only value in the skill you grind is the time you invest into it you probably shouldn't grind the skill
  15. there's an "expand all" button that already opens all containers in an inventory if you right click the column header, but it also opens sub-inventories.
  16. my opinion is that meditation is extremely poorly balanced; even in pvp, some paths are extremely bad in comparison to others (like Insanity's only redeeming feature is sotg lol), almost all of them are worthless in pve servers (which is why PoK is usually the only path anyone ever picks in pve servers), and the RNG nature of ticks is the worst thing in the world. I can get behind needing to wait 10 minutes for a chance at a tick. I can get behind a limited amount of ticks each day. I can't get behind it being a limited about of CHANCES for a tick each day. 30m timers between each tick ATTEMPT and only getting 5 ATTEMPTs (yes yes 3 hours whatever, nobody's gonna do that) each day is just silly. It should be a maximum of say, 10 ticks gained each day, with a 10 minute timer between each tick attempt. Even if you dont get your ticks, you can just keep trying for a new one every 10 minutes or so to get the next. Bad RNG streaks already feel bad for skills even if they average out to be fine and that's just for regular grinding - when that bad rng streak means literally spending multiple days without seeing a tick, it's just depressing. also, the paths need to be more universally useful and balanced. I don't think any of the paths should have flat % stat stuff, a skill bonus gain is silly for PoK especially since the rest of the path is useless (why in god's name does get info have a cooldown? and why is half the information irrelevant). it just needs an overall overhaul to become something more interesting and well-balanced rather than a mandatory skill to grind for PoK for anyone who cares about skilling in this game to any serious extent.
  17. you don't really need to do the 3 hour ticks to grind efficiently. i mean, it helps speed it up a lot if you nolife it but you don't need to do it it's funny that you call it the dark side of wurm skilling though, while simultaneously thinking mining is hard to grind. you ever touch weaponsmithing? or a creation-based skill like locksmithing? meditation is far, far from a dead or worthless skill and i'm one of those people who also hates meditation in its current state and think it should be one of the next few skills reworked doesn't mean you're right
  18. you could just carry a rug with you? that's what a lot of people end up doing when skilling. they only weigh 1.5kg after all, and it minimizes interruptions 5 times a day you plop down your rug and meditate instead of staring at whatever other timer, usually not an issue unless you've been standing in the same place for hours at a time but uhh.... still no effort, you just don't like it. it's fascinating to me that people would sooner prefer to sit down in the same tile for 5 hours straight grinding one skill but as soon as one requires you to spend a few seconds moving 10 tiles to a new spot it's a big deal and yeah most paths are going to be empty when PoK is such an overwhelmingly better choice as a path for your main character; people end up getting a PoP/PoL up to erupt/enchant on an alt and then never bother going forward, because... there isn't a point in going forward on an alt, and you're only hurting yourself by having a path other than PoK on a main character (on pve servers, obviously pvp servers are different) i do agree going past 11 is usually a waste (fb/recall home's best uses being basically being abused in pvp servers), and that meditation needs an overhaul, but calling most of the abilities useless/bad/a waste of effort is just wrong lol
  19. i don't know how you can conclude intent in a game like this. all we can do is look at mechanics, half of which are stupidly design, and figure out the optimal way to grind them. difficulty ALWAYS impacts skillgain, so what else can we conclude when the devs design it so that high faith reduces the difficulty for skillgain? here's another one for you: The difficulty of blocking an attack is based off the accuracy of your chance to be hit, as well as your defense bonus and shield quality. Defense bonus is calculated from stance, whether you're moving or not, and your faith bonus. Chance to be hit is purely CR vs CR What does this mean? Grinding shield skill with awful CR (1 fight skill) is easier than grinding at high fight skill. Grinding shield skill with an awful shield is easier than with a super high quality shield. Being in faith radius of an altar makes it harder to grind. Additionally, parrying calculations come AFTER block calculations: IF you ever parry an attack, you don't miss out on a block chance. When you have too high CR and are high shield skill, the most optimal way to grind is to allow the creature to face your back, while you're standing in water and the creature is on a much higher slope than you, while you're wielding a weapon you can parry easily with (a shortsword, with good skill), while targeting a distant creature so that you don't accidently kill your grinding creature, while using the worst shield possible. Moving around also makes it harder to attack while on normal/aggressive stance, and aggressive stance nukes your block chances overall, so the best way to raise difficulty is to move around while in agg stance. Also, hilariously, because of the Curve applying to shields, a 1ql shield is around 30ql effectively, which also makes it harder to grind with (which is why some of the above things are necessary). Naturally, raising your difficulty TOO high is also bad for skillgain, so you need to balance these things together. Is this intended too? If it's not, then why was this specifically made the formula to grind with back during the last update to grinding shield skill? In the past, you could literally just train on horses until 99. let's also throw in the fact that you stop gaining skill ticks period after attacking the same mob for 15 minutes which doesn't reset for 2 hours or so. This means that on top of all of the above, you also need to make a ring of around 8 creatures to cycle through as you grind.
  20. your ideas and fears of what being inside of a village would be like did not match up to the reality of what it is actually like. if you were desperate enough for human interaction, you should have eventually just said "yeah ###### it" and joined a village anyways despite your fears- after all, what does it matter if your fears manifest if you were going to quit either ways? also JSYK you can still own a house under your own permissions on a deed that the mayor can't mess with if you don't let them. not gonna bother talking about this autism stuff. it's irrelevant and unneeded and only going to fuel flames; take it to wood scraps or whatever.
  21. maybe you dont understand but path leaders only show you people on the same path as you who've hit certain ranks Power is what, the 2nd? (after Insanity) least useful pve path. Of course barely anyone is going to bother with it on the pve servers? i do think madnath is overstating the value of lava though, even if it has plenty of uses in damaging items (i.e being basically mandatory for grinding butchering/repair) on top of busting veins to state something simply, you could have grinded up to 70 meditation in about a month or two with little effort on a daily basis to 11 PoK so that you could hit the +25% skillgain bonus. This bonus is further multiplied by other bonuses: sleep bonus and coc (i.e you have 250% with 100 coc, 375% with sb + 100 coc). the benefit of this is absolutely bafflingly massive in a game all about gaining experience. maybe you'd have higher mining had you done that before.
  22. feels kind of awkward to say that enchanted grass isn't worth the time and effort invested into getting it... because you can hire other people who have already done that investment for you to do it doesn't that mean it is worth the time and effort to get it? stamina can be gained way before you have extremely high BSTAM levels, and is particularly nice when grinding super afkable skills like mining, or in pvp sometimes. healing hands also increases healing you gain by like double or something, pretty valuable (especially in pvp, although sotg is probably still better). Love effect/fear have pvp applications. erupt/freeze is 100% better than trying to pay people to mine the vein for you, especially since you can hit level 7 in just under 3 weeks. SOTG is still broken in pvp idk, meditation doesn't take much time to grind on a daily basis (literally all of like 10 minutes each day, just need to remember to set an alarm to go back and do it), it just needs you to be wary of when you need to do your next tick, and the rewards are 100% worth it for most paths.