RainRain

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Posts posted by RainRain


  1. 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  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~)

    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.


  2. I like the veins, sure sometimes you need to take a clother look, but sry a iron tile is just rock with some iron in it and not a solid block of iron. and if there is good light in the mine you can see those very well.

    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.


  3. 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.)

    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.


  4. They are a decoration, get over it. Winter will be in before you know it.

    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?


  5. 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

    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.


  6. Yeah, Qob suggested that when I was starting with my priest - gave me some 70QL chain and a great shield, but I had 1FS and the fiend was venerable. I did say I didn't expect to last long, and what really made me laugh was being asked to use a knife or something, not a longsword, in case I gave it any medium or worse wounds. At 1FS? I got about 1.5 casts in, maybe 2 before I had to run away ;)

    I've managed to dom a couple of young fiends since, but you spend a lot more time healing than you do channeling ;)

    I reckon it could work well if you've built your priest starting from an all round account, so with some reasonable body stats and FS to avoid being demolished in short order.

    Magranon priest with 1fs?

    Shame!


  7. I'm somewhat annoyed with these "aesthetic" fixes. Wurm has always been a simple game graphically, and I'll admit I like the pretty improvements.

    However! When there are still a plethora of improvements that affect gameplay and character development, who cares if the roads have a smooth curve or a right angle?!

    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


  8. The problem I see with having different visuals for having flint/salt/quantity left in-game is that this would destroy the current prospecting skill. If you can just look at it to determine what it is and how much is left, what's the point in getting to 60 prospecting?

    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?


  9. 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.


  10. When I first started, I wasn't really sure what "playstyle" would work for me so I actually made three different non-prem characters.

    One joined a very large and well organized village, where most of the complex work was done, all resources were provided for me, and a new player didn't "need" to do anything except work on their skills. I got very bored very fast with that character. The other two characters worked out much better, one joined a tiny village of under 4 players, where I was not good at much but even my smallest contributions helped a lot. Still, I found after a month or two I was feeling restless again. The third one made herself a large lockable cart then set off to explore the world and find a "perfect" spot for a solo farm. After about 4 hours of camping out and hauling my cart from area to area, sometimes dying along the way and needing to race back to my cart on foot across the map again, I found a spot I really liked, and by then I had more of the game figured out so a solo homestead was less difficult than for a completely "green" noobie.

    I ended up puling all three characters to my new spot, and ended up preming up all three and deeding the area because once I was working on my own projects and had no one else to make it "too easy", suddenly the game became obsessively addicting for me.  That was many months and hundreds of playing hours ago and I've really never been bored since then.

    Everyone is different of course -- some people do best in very organized and highly social groupings, while others like to putter along on their own and enjoy small victories against bigger hurdles.  If you are getting bored and restless with digging and digging and more digging, or you find yourself doing what you consider to be "grinding", maybe even try a second character who lives out of a rowboat or cart and tries to build the skills from scratch while exploring the world with not much more than their starter toolset, its possible all you really need is more "challenge" and less "busywork".

    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~)


  11. What if I Pave > Dirt > Right Curve.  Then grass grows on it?

    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.


  12. the timer being long is somewhat good.

    my friend at ~40 ch got .1 exp off the shield in a single cast, without sb.

    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.


  13. looking at the cost/casting time/difficult from http://wurmonline.com/wiki/index.php?title=Magranon

    I'd say bless/dispell/goat shape at your level

    Damn I forgot about my priest's premium, I will try and compare them when I get premium on it again, thanks!

    I found Goat shape and Frantic charge OK. I'm up to 35 channeling on my Mag - I rarely grind channeling on it as I have other accounts to play and he's mainly just there to fix mines. Vesseling gives quite good gains when successful, but it may be wise to save gems for when other spells give close to 0 ;)

    Also - don't wait for your favour bar to fill to cast light tokens. You can cast MANY more by casting when you have enough favour because it recharges so much faster at low levels. You might see this as a waste of SB, but to be honest, SB doubles, and I reckon you can get 3 to 4 times as many light tokens cast if you just cast whenever you remember to, rather than waiting for a full bar, so just do that with SB off if you want to save it for other skills.

    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'

    iirc, the priest guide on the wiki has some decent info on channelling grinds for each god, it's what im sticking to for my vynora priest.

    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.


  14. Parallel: We should be able to harvest high quality crops by using high quality dirt. High Digging should eliminate the need for high Farming. How is it less absurd than high Mining eliminating the need for high Coalmaking? Both are realistic. But neither is good for the game.

    Yes, I'm biased. But to me this is just another "make ____ easier" request.

    I'm not a fan by any means of adding in alternate sources for coal with the game like it is right now. Maybe if steel had additional uses (more durable tools, armor and weapons for example) it would be good to match the increased demand. As it currently only has one real use that requires quality so I don't see how making it common place really benefits the game any.

    This is the best version of "easy coal plox" I have seen but I have to say I'm against it.

    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.)