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Everything posted by RainRain
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will do this in a few also, my idea was either make water go down slower, or make drinking use less water i'm sorry but needing to drink 2kg of water every now and then isn't realistic. and not effecting stam as much is on a smaller scale, to compensate for the needing to watch for 3 levels of nutrition (Not bars, but the idea is to have different foods give 1/3rd of the total needed nutrition, while still giving normal "food")
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The irony is that one can normally go out to hunt and grind up in the matter of days, i'd say it would take less then a week to get to 50fs and 50 wepskill with all equipment handed to you. The problem with epic is NOT the skill gap.
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Epic has some obvious flaws, and things from wild seem to be repeating, Over the past 2 days i'v received random ideas on how to fix them, Feel free to point out a important topic i did not go over, and etc. Dragons, Dragon armour and other uniques: First: No unique will be dommable or tameable. My idea is that any non-dragon unique, should become a "True" unique, while dragon's will become a sort of "Lesser" Unique (Still being strong, but not as strong, and semi-respawnable), and then more "Lesser" Uniques to be added. The general idea is this: Each Non-dragon unique will stay as-is, Not respawnable, However, they shall now drop each, 1 special, unique item. Be that item a weapon, a tool, a reusable ingredient, or a armor. I.E Goblin now drops the "Goblin leader badge", which causes all goblins to turn to allied "pets" of a sort, allowing one to command up to, say, 10 at a time. As you see, goblins are not very helpful, but this unique item will allow for certain "Fun" things to be done. The troll king would drop a "Club" recipe, which when used, gives you the "Clubmaking" skill, allowing the creation and imping of different types of clubs (allowing that extra "Tier" to be unlocked once some universal goal is completed (Similiar to adamantite and glittersteel) And so on for each other unique. Dragons First: Dragons will not be dommable nor tameable. All dragons will begin as "Young xxx dragon hatchling", Aging up very quickly, and when they hit "Mature", will become a full fledged dragon, Two of every dragon would be made, one female, one male. They would automatically breed once every 3 months, or perhaps some new Fo/lib spell to force them to breed, without taming/domming. A egg is dropped, the egg has a 50% chance to become a dragon hatchling, and the parents will ALWAYS be around the egg, and chase it wherever it goes, guarding it fiercely, attacking whoever owns it regardless of anything. If no egg, the parents will roam freely, and when breeding period appears, automatically path towards each other. Dragons can only breed once every 2 months, to prevent a massive dragon army from being created (teehee), and if two dragons of the same type and gender exist, the older one will die after time in venerable stage, but no dragon soul will be produced. Along with this, if both dragons are killed, the last dragon of a type to die will drop "Ancient dragon bones", If buried will have a 50% chance of making two dragon eggs, one for each gender which have a 100% chance to create dragons. If one is made, so is the other, if it fails, that dragon species will be extinct, if unused, can be used to create a dragon soul gem from any ordinary gem. I feel this would solve many things: Exclusiveness of dragon enchanted armor, and create those fun scenarios where "Dragons chose my home as a breeding ground, i must fight for it or leave" and etc. It will also open up the possibility of a semi-controlled dragon breeding, but aswell as adding the opportunity to "Remove" dragons. will now drop "Soul" Gems, which instantly contain the soul of a dragon, each gem is different (Having a different QL, and different name, Red dragon being a QL 99.99 Star Ruby, green being a 50ql green star emerald, etc) The dragon soul will be the peak of power, allowing it to "enchant" armor with Dragonpower, making the said armor equivalent of a dragon-version, but using a bit of the soul. I.E Plate = Dragonscale, Chain = Weaker version of it, but uses less soul, Studded = Stronger then Drake hide, using less soul then chain, Leather = Drake hide Cloth = Weaker then drake hide, about as strong as chain without the enchant. Along with that, they could be used on weapons to create stronger weapons, or to use special enchants not usable any other way. Once the dragon soul is completely used, the gem reverts to being a normal gem of that ql OR, another idea is the gem can be used to take souls of other lesser uniques, and each lesser unique would have a specific few enchants only available by that unique. ANYWAYS: Lesser uniques Lesser uniques will be "Special, superpowered" Versions of average monsters, unlike champions, they will be extremely strong, where 1v1'ing one would be near impossible, and have special moves. They would spawn after scenarios, or when enough of their normals have been slain. I.E Goblin Supreme would spawn after the slaying of 1000 goblins. or Spider Queen would spawn after a scenario, in her lair, her attacks would be a slowing web attack, ability to instantly produce huge spiders, etc. That's enough about uniques and etc, onto weapons and the like. ____________________________________________________________________ Weapons, Fighting and PVP. -too tired, will write tomorrow if this gets any posts, notes: - special effect for each wep (axe doing parrystuns, mauls stunning much more often, swords able to disarm - aggr/def/norm changes (aggr is faster, stronger, less acc, parrystuns more, stuns more, does not disarm more, norm disarms more, slower then agg, defensive stuns more, disarms more, much slower, opens enemies to attacks more) - heavy blow, light blow, normal blow - parrying resets attack timer - glancing rate reduced severely, damage reduction heavily increased, force of blow stopping added for plate, speed reductions reduced - shield bashing gains exp for misses, deals no damage, cannot parry while bashing with sword, but can with shield. - dual wielding changes (faster attacking, dual hits, mass stamina drain when dual wielding) -special move changes _______________________________________________________________ Cooking, food, hunger/nutrition -tired -New recipes -Fat, Nutrition, Hunger, Thirst, stamina regen, 3 nutrition contributors - cooking changes - mass decay increase for meals, nut reduction - 3 composition for nutrition gained from different types of food - doesn't effect stam regen as much any more - get thirsty much less often Please respond, i hope for this to be a active suggestion topic to be seriously looked at. Though, shouldn't write it so late my time. _______________________________________________________________________ Artifacts, Fossils and etc. My idea is simple.. Somewhat. The world is now scattered with "Fossils", spawning either in rock tiles underground, or underground as artifacts are now. Mag/Lib can now enchant pendulum with "Treasurefinder", which locate, like a pendulum normally does, Fossils underground. Once a fossil has been dug up, a player can use a new skill under the catagory "Archeology", to discover what type of fossil it is, what the worth is, and ql. All fossils before they're cleaned and discovered are 99ql, from then, they change depending on the new skill. Fossils can be a multitude of things, Chests containing a wide amount of rares (Ancient-tier weapons? Do more damage, faster and etc, but not repairable?), Jewelery, Scrolls with one-use enchants, etc.(NOT CURRENCY, though perhaps "Ancient" coins able to be sold to traders?). Artifacts are now under the place of normal fossils, but the skill does not effect it, and it's always at a constant ql and efficiency. The artifacts will have no other way to directly locate it, other then going on and constantly searching for fossils and discovering and appraising them. Personally, i think this fixes the ease to gain artifacts, and add another "fun" aspect to the game. But the artifacts themselves still need a change.
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Do you think the Lockpicking change on Epic was needed?
RainRain replied to Mojo's topic in Town Square
Suggestion: Make locks and lockpicks require smithing level for ql, as for other smithing skills -
And unfortunately, that "prevention" should be stronger.
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Lack of Kchat moderation on the newer servers.
RainRain replied to Silvirwolfe's topic in Town Square
That will be the day I quit. I'm not paying to listen to kids shout obscenities at each other. "Turn kchat off or use /ignore" you fail to realize that kchat is a public channel and your comments are not in the favor of the public. Your right, Your paying to play wurm online not listen to kids shout obsecenities at each other. Them doing so doesn't effect you from using your mouse and keyboard to do w/e you want on wurm. Thanks. So basically what your saying is to heck with anyone who wants to have an actual conversation on a public channel? Moreso "The heck with anyone who refuses to ignore the person interrupting conversations and wants to have one in a public channel". I agree that the only rules should be spamming, and purposely attempting to offend someone in a way that's not obviously joking. -
^ there is your answer when its foggy out. I like fog, it adds to the danger aspect of the game. what i don't like is how it limits you to the exact same tile you're on, and no further. Add lighter fogs, make them less frequent, and make them do something mechanically aswell (i.e reducing local range?)
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Its dumb to only have one skill to effectively raise a characteristic. Just don't bother replying, protunia will almost always go against the crowd.
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While this is a "band-aid" per say, i wouldn't mind if the idea was a bit expanded and turned into a new map like the inde map, but a whole ring around the center, and the center having a landbridge to each direction (NSEW), and the center is rich with high ql ores and etc, the very edges of the sides have about 50ql, and there are several islands in between that may or may not have pregenned "treasures", could also add a new searching spell called "Locate treasure" while on a boat, and dredges can pick 'em up, but that's outside the current topic. And so, this would be where the inde players who starve for pvp go, without needing to face the dullness of wild, but it would have to be a easily traveled map. also for gods sake rolf please please please for future maps, make less forests and more plains, not steppes but just big broad areas with just grass, and a tree every now and then
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do you see my name sir i can not live without rain
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No nerf, but implement the skill and new stam source. only because the prevention of WoO
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Lack of Kchat moderation on the newer servers.
RainRain replied to Silvirwolfe's topic in Town Square
The solution to all problems in chat is ignoring. I've met idiots as you have deene, but if i dislike anyone it's just a simple line of text and you need not talk to them once again. I see nothing wrong with anyone being a in kchat if they as to so please so, now of course i'm one who does tend to joke regularly - perhaps a bit too much and gets annoying to others - But for any of those who actually intend harm, just /ignore and problems are solved. I'm a person who can't hold a grudge though, so my view may differ, as i don't care for a person to spend every day insulting me consistently from login to logout, i won't ignore them because i can just mentally do so. Personally, people so be able to say just about anything, excluding those purely offensive things (i.e intended racism, not just saying it a few times now and then for jokes and laughs) This is how i see the split kchats in epic/wild as, specially since pmk's don't have cm's afaik, and nobody cares of what anyone says in kchat, should be like so in freedom, and if it truly bothers you, just ignore them or turn kchat off. -
I hit 50's every now and then in epic with about 40 effective channeling, 21 soul strength and ~40 alignment as a mag priest. shouldnt be very different for you Unless casting is made easier on epic, or is easier for mag? Also, what ql are you enchanting on? Higher ql = higher chance and higher cast
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Dominated Uniques to be unable to attack other uniques.
RainRain replied to Bostock's topic in Suggestions & Ideas
Did protunia just.. agree with us? -
idea: New map, Big island at the bottom with WL, a island roughly 1/4th - 1/3rd the size of the other at the top with BL, pvp is enabled only at the BL island, libilian's cannot change servers, but CAN go to the other island but pvp isn't allowed nor are spells. libilian influence ONLY on the bl island. and the starter deed on the BL island is non-pvp. also change clusters please Exo - Wild - Deliverance Inde i'm all for giving the freedom/wild cluster the "Homeserver/Wild" feeling epic has, but denying pvp in the "home" servers, and allowing any wl on the "home" servers. also rename freedom to something else, since wild is joining.
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Minigames would be neat, but if so add them for multiple skills.
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The ironic part is it's possible to make a 90ql lock with 1 locksmithing.
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how about a title for any wilder BEFORE last month
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"Rainrain"
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Do you feel that the full loot system in wurm ruin your pvp experience?
RainRain replied to AceRifle's topic in Town Square
Sad part is wurm will always have a major downside no matter what type of loot system. Untill the population rises, there's always going to be one big side, 1 minor side, and a bunch of even smaller ones that get bullied by the two bigger ones. -
Difficulty to make a 50ql shield = none Difficulty to make 20 50ql war arrows, which isn't even enough for a kill unless constant headshots = hardmode
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Thus they can abuse not branding so we can't use aoe spells on their horses. and riding a horse would "claim" it as yours, so your guards won't kill, unless branded.
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forgot to put that in, rushed this like i do most suggestions~
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Add the option for "Lore" to healing covers At 10 alchemy, you can see roughly how well a healing cover will work (Lore) after examining at 30, you can examine instead of lore at 50, you can use lore to see exactily what it was made of at 70, you can see what it was made of via the name of it instead. Along with this, have the healing cover quality relate to alchemy rank and ql of ingredients more, instead of what appears to be complete randomness.. doesn't make sense for "Lore" to exist, considering you can already see how well it will work from the wiki anyways.
