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Content Count
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Last visited
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Everything posted by RainRain
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Too cluttered!
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Have horses use the similiar system Large carts do (Belonging to a certain kingdom) Thus making any horse an enemy kingdom has been ridden by marked as enemies to us, but do not attack us unless tamed. Just to allow certain spells to work fine on horses (I.E firepillar, painrain, etc.) OR, Any targeted animal (Whether or not in actual combat and outlining them red) to be hit by the spells. Either this, or allow spells to hit passive monsters aswell.
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Marsh is a tile which isn't neccessary, "Marsh" can be represented already with dirt being a tiny few dirts under water level, and every now and then dirt above water. As it is now, they can vary from vast coasts into marsh (Even hundreds of tiles above any water) or just completely underwater and unnoticeable. I suggest one of two things be done to marsh: 1. Remove it completely and let players classify what an area is, not by tile classification. Or 2. Change the coding of marsh tiles to be only up to 5 dirts above water, or 5 below, and only in special areas. (Course, this would be useless unless a new world is made anyways) Marsh is just a nusiance of a tile, which has no benefit other then slowing people down (Useless on freedom). With this, remove botanizing and foraging, and make grass tiles, depending on the population of nearby trees, and other tiles, to spawn "Plants", Which differ in appearance depending on what they spawn. (I.E cotton bushes would be found mainly in more tropic areas) And to allow said plants to grow naturally, everywhere. depending on your skill (Forestry?) you gain more herbs/seeds from harvesting plants, and ql increases. And with this the plants would be able to be planted aswell, giving a bit less time then crops take to fully grow. With this suggestion, it would allow a more realistic and natural way to gain seeds and herbs (Instead of just randomly gaining nearly everything), Plus allowing players to TRULY classify what an area is, and not relying on "Marsh" to say what a marsh is.
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But with this, trapmaking should give traps skill, which in turn effects chance to make traps instead of carpentry/pottery and etc. I see no reason why a trapmaker needs high carpentry, smithing, pottery and etc if he already has the parts for them. Of course, making each individual part should give skill in that too. Or just a seperate "Trapmaking" skill
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Lemme just collect some older piccies http://dl.dropbox.com/u/6613920/battleguy.jpg http://dl.dropbox.com/u/1725660/customization/Male_Example_WIP.png http://dl.dropbox.com/u/6613920/cart_in.jpg http://dl.dropbox.com/u/38283941/demon_statue_test2.jpg http://dl.dropbox.com/u/6613920/forge.jpg http://ubuntuone.com/2UtDjayiEryfsRxZtPlRNy http://ubuntuone.com/0KarzBFEAUsFeEwfgPzDcy http://wurm.brashendeavors.net/files/horse_new.jpg http://dl.dropbox.com/u/6613920/MagranonR.jpg I'll say, i'm rather super excited
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If you do this, let the slowing effect of wounds and hurting status work on mobs aswell.
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When i was a noob i'd constantly die to the hots deed on GV
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Rolf stop playing games with people's heads and do the right thing
RainRain replied to Farmerbob's topic in Town Square
Could you direct me to the post? I'm either misunderstanding something here, or you are. If anything, Farmerbob's response was perfectly fine against yours, he simply stated (figuratively) that you were being immature and illogical with your reasoning, and the fact you can't really get what you want. I see no foul nor harsh language used. -
Rolf stop playing games with people's heads and do the right thing
RainRain replied to Farmerbob's topic in Town Square
Reporting for what? He's said nothing in violation of the rules, your report would be instantly invalid. -
http://www.wurmonline.com/wiki/index.php?title=Cake Someone confirm this?
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Epic Recruitment: Sovereignty Of The Fallen(hots Home)
RainRain replied to Jock's topic in Recruitment (Ind)
Wrong forum? -
It's a nice idea, but I'd really reduce the amount of brass needed.. What's the primary benefit of a small (but relatively weak) weapon? Be it the suggested combat knife or these brass knuckles. One real benefit is travelling light. These things should weigh next to nothing and make almost no dent on your inventory weight - especially as the damage output is far inferior to using swords or mauls etc. I'd go with perhaps only 0.2kg each (Can wear one on each hand) and 0.04kg for imping. Both would have an incredibly low attack delay, being perfect for quick assassinations and gatehopping tactics. and i can see it dealing decent damage, 5's at some decent skill, and being on such a low attack delay and more accurate, it'd be far more then comparable to swords. Course, the parry rate would be rather horrid on both (if at all on knuckles)
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Rolf stop playing games with people's heads and do the right thing
RainRain replied to Farmerbob's topic in Town Square
how many threads on this do we need -
Sad to admit, but yeah, i'd say epic marked the death of wild.
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suggestion: add secret chests and etc in small islands for random booty.
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now where do i recall suggesting something just like this
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Wiki is wrong for a few things, i assume each demise spell has a "bonus" to them, as self-healer's demise reduced healing rate for what it effects, unsure of what the others do.
