-
Content Count
2,059 -
Joined
-
Last visited
-
Days Won
8
Everything posted by RainRain
-
And if a champion player were to have a bond with an artifact?
-
should change depending on your god [Holy Knight] [Dark Knight] or [Paladin] [Deathknight]
-
bored; who wants to do a few games?
-
needs more http://www.youtube.com/watch?v=PiR2zUGSkl4&fmt=1024
-
Are all the Rain's still on Indie or did you move them somewhere else? Kit's on wild temporarily until epic comes out RainRain is on gv until i sell it/ and RainRainery is my main and on wild.
-
Making ores look different and more noticeable
RainRain replied to RainRain's topic in Suggestions & Ideas
Obviously a vein tile would have rock on it, and even with light it's not hard to mistake iron for rock (had a lantern on me right infront of it, 60ql and i passed the vein, took me ~6 more tiles to realize i hit iron after i returned to leave the cave. but atm it seems as if a majority of the tiles are just rock; not only this but it would be nice to make the colors a bit more vivid and nice to look at, and have each ore actually look different, and not just being a recolor. -
Are you more than 1 year old? If you've ever gone through an autumn, you'll remember that leaves are everywhere. I reference a post I made earlier, leaving paved tiles "unleaf'd" (ie roads, inside houses, etc.) would solve most of the "I don't want leaves here" problem. My 2 cents, I like the change of season scenery +1 to devs Not neccesarily saying i would hate leaves on every tile, but the repeated texture just makes it horrid; and i know it'd take more space to make seperate textures, so just don't. Especially on sand, steppe, tundra, manmade and etc, those just simply don't make as much sense (manmade make more, but the other two?) It would only be nice if there were sparse leaves on tiles away from trees (and some without leaves), and the closer you get to trees the more. Oh, and in okla you don't really notice the leaves; dunno about wherever you live but there isn't always a leaf every 3 meters, you can actually go quite a distance without stepping on one, and at that they roll around and collect on one spot. +1 to raking, +1 to toggling it. I just despise how they're everywhere and always on the same spot, and so MANY on a single tile.
-
can't offer too much, by the time it happens i'll have somewhere between 50-70 mining, 30-40 chainsmithing and i'll be a mag priest with ~50 ch, and ~50 faith (planned, anyways, depends how quickly i can grind fighting)
-
Wouldn't it be better to implement something a majority of players LIKE, not dislike? I'll be blunt, i personally think the leaves texture is a massive eyesore, only because it repeats constantly and is on EVERY tile (save a few, but i'm not replacing everything with enchanted grass nor planks due to a texture.) +1 for effort to make the game more stylish and neat, but in reality it's not so much of either, at minimum an option to toggle it would be nice. I myself love the winter pack, but the fall pack is excessive. I can endure it, sure, but is that really what the devs strive for?
-
i smell a certain lack of animuuu http://www.youtube.com/watch?v=ovY4qCLo1lc
-
I'm not saying this is a bad idea, on the contrary, I like it. My point is that it's cosmetology when there are still needs to fix on the gameplay level. Plenty of my friends also don't like Wurm, but it's not because of the graphics, it's because they get bored. I believe it takes a certain kind of individual to enjoy wurm, I'm one of them, as I assume you are. Don't believe that Wurm's look has much to do with people enjoying the game. I'm more concerned with the loyal, enthusiastic players getting a whole and complete game. Thus, less concentration on tiles and more on game and character content. you drive a good point, but don't forget that not all the people who work on things graphic wise work on the gameplay and etc, it's all being given to different people, so it's sure to be working on both at once.
-
Magranon priest with 1fs? Shame!
-
Mmm, capes and cloaks in wurm would make me love it eternally. Adds to the true "Hero" Aspect of a person in epic.
-
A huge reason of why some of my friends don't join is the graphics and lack of things Everything contributes to it, so for the better. And many people would agree it would look MUCH better to have curved tile textures that relate to the ones next to it, rather then all tiles of a type the exact same
-
Making ores look different and more noticeable
RainRain replied to RainRain's topic in Suggestions & Ideas
prospecting should aswell be changed, like the current system 1-20, at 20 you can check ql, at 50 your range is extended (5x5?), at 70 you can now see which direction the ore is (like the pendulum system?) and the number of mining actions left by rounded to the nearest hundred (i.e 1789 would say 1800 left.) and at 90 allows you to prospect, while in a cave? -
As of now, they have much more rock texture then ore texture, and it's a wonder how they store 5k ore. My suggestion would be: colorize them more (Iron and some others just look dull; and the other ores are just recolors that STILL look dull, and copper is blue?) Having the texture (or model?) change whenever it hits a major change in ore left, and being MORE visible then it is now (as of now i commonly mistake iron ore for rock if i don't highlight it) OR Having a seperate, more visual texture for each ore. Flint would have some chunks of it sticking out of the rock/ore, salt would have some white spots.
-
Imo, i got bored of freedom because there was NO risk Mostly everything you had was yours because of the deed system, you knew if you made x item nothing could do ANYTHING about it, you would have it and even if you caused some giant uproar in the community (see the spring of rite), you did it and nobody can do anything Meanwhile, at wild, you don't have as much free will, the landscape is beautiful, but if you dare to do something to piss off a person, you could consider yourself dead. And always know nothing you make is perfectly safe, even at the capital it has a chance to be stolen (low one, but regardless) and freedom's pvp, which consists of tourneys (nobody actually grudge duels, if they do at all.) is boring; while in wild you can do whatever you want, with only the community fighting against you. In freedom, no matter how popular or strong you are, you truly only have power within your deeds In wild, you have the power of fear and with strength, you can overcome nearly anything and control anything you wish (with help, ofcourse, a single man cannot raid and drain a capital deed~)
-
Or just have it be rock slab wherever the road isn't on, for the texture. it makes perfect sense in most cases. like seriously you guys overcomplicated this, just save textures and make it rock slab where the grass is on op's texture, save space and make it look neat.
-
http://wurmonline.com/forum/index.php?topic=64091.0 Effectively the same thread?
-
With Magranon's shield? Today I tried and got I think 0,03, which is waay too little for a 3 min timer Yep, he grinded to 44 with tokens and the first spell he used was mag's shield on a flask of water, .1 exp.
-
Damn I forgot about my priest's premium, I will try and compare them when I get premium on it again, thanks! Ah okay, I'll try those two. I try to save up all gems I get and use them when I have a lot higher channeling yeah. Yeah, I realized (a little late) that waiting for a full favour bar is actually a terrible idea. But I mentioned full favour bar basically say '~9 succesful casts give 0,04' Yeah, it mentions Magranon's Shield as well, but the timer is waay too long, really frustrating if you fail too. the timer being long is somewhat good. my friend at ~40 ch got .1 exp off the shield in a single cast, without sb.
-
From a flint or salt rock, at 50 mining i've only gained 2-4 of them. Not only that, but the rarity, it wouldnt make it easier, but rather add another source, Coal piles would still be the superiour source, but this way if you find a coal rock, you have a chance to get consistent ql of one kind, being highql, whereas in coalmaking it WILL be lower ql each new coal. Not only this, but why would one need high digging and high woodcutting for something used in smithing? And at that, the absurd amount of logs required (approx 2-3 tree's worth.)
-
Allowing random rock tiles to give coal.
