spellcast

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Everything posted by spellcast

  1. just a heads up: An electric substation near me was hit by lightning last night, and power is off to a large portion of the town i live in. My power is not directly affected, but has been being turned off and on throughout the morning as they work on restoring electric to others. (it is currently on, but has been off 3 times since i got up 3 hrs ago, varying between 5 and 30 minutes down) I am attempting to get information to the other members of the team who can activate the hunt in the event I am without power at the start time, but if none of them get the info / are able to be on, the event might be delayed slightly. apologies if that happens.
  2. no alliance setting, because server crossings mess those up badly. You sail away in a boat that allies can use, cross a server and since each server has its own village list (you can be in a different village/alliance on each server) suddenly you can't use the boat anymore. Instead you will want to be added by name as your name does not change on server crossing. also, a Citizens group (e.g. all citizens would have the permissions). (this would be one of the current roles. so.. the role "elders" or the role "citizens") and tich added the note If you intend to move the vehicle to another server, please don't use "Citizens" as it may cause problems. edit Actually, i suppose giving the allies role permissions might work... but don't cross a server with it set that way
  3. updated op with definite date and very likely time.
  4. I have never noticed any indication of the benefits of higher QL tools being capped on non-prem accts. Actually, I am around 99% sure that QL has nothing to do with prem/non-prem status. My reasoning for this is based on item creation and resource gathering, I often use one of my non-prem accts for mining when all i want is rock shards, and he definitely gets much better action timers when i remember to give him the good pickaxe as opposed to the 20QL one that i keep on him for just wandering around. Same goes with other skills that I use. Creation is similar, Using a much higher QL chisel or saw definitely improves the chances for making bricks or boards when i'm off sailing with my main and still need to get some stuff built at home. Easy test, give one of your non-prem accts a 20QL pick, and then upgrade him to a 90QL pick. try with a couple of different tools and see what happens. Do the same test, using the same tools with a prem acct. if the time saved in seconds is the same on both accounts, there's not really any difference in how they are handled.
  5. If you have an issue with how a specific act of moderation is handled and asking a forum moderator why does not give a satisfactory answer, your best bet is to use forum PM to contact the Lead Forum Moderator (shrimpiie) or if you feel that he is unable to assist you, then contact the head game master (enki) instead. Please include as many details as you can if you want it to be looked into, a blanket complaint like the one in the OP is far to nebulous to act on as there is nothing specific to check. Posting threads like this on the forum does nothing to resolve such an issue, and generally they devolve into trolling and flaming very quickly which is why they are against the forum rules: Challenging Moderation A ) You should never challenge moderator actions in public. - All challenges relating to moderation action should be sent privately to a forum moderator. If a satisfactory solution cannot be achieved then send your concerns to the Lead Forum Moderator. B ) If you have had a post removed and are unable to determine the reason after a careful review of the Forum Rules, contact a forum moderator with any questions regarding why. I am going to lock this to prevent it from heading down that path.
  6. the fence would be causing the collapsing section message in those pictures, because removing the floor would cause the FENCE to be unsupported (which is why the floor reverts to a floor plan instead of vanishing entirely.) so yes, zcul the fence would prevent the removal of the floor plan in this case because there is nothing on the other side or underneath of it to hold the fence up if that floor tile is removed.
  7. First clue Swim in from exodus near the monument to vynora Just past the outer wall A spot for a sale made of cedar
  8. Countdown timer added OK, finally got my schedule for work, and unless something changes the event will run on the 30th, PROBABLY at 4pm UTC. I'll put a timer up about midweek once i am sure that time doesn't need tweaking. I haven't forgotten about the chaos hunt thing, I've just had some real life get in the way of me putting together a coherent post about it in between taking tickets, polishing this hunt up a bit and trying to work on something at my own deed for a change. Another month is passing quickly, but I'm a bit more on the ball for this one. The new treasure hunt will take place on the deliverance server, so we are back to where we started. (To those of you on chaos, i am trying to work something out for next month there, and will be posting a separate topic for that sometime in the coming week to get some thoughts/ideas from PvP players as to what may or may not work well, the current format would be... difficult ... to use on chaos) Prizes will be handled the same as the past two hunts, with a series of known "good" rewards, and then a group of chests that you can risk getting a lesser reward from to try for the grand prize. I am trying something new and different (yet again) with this hunt. I will only have 5-6 location clues, but after each clue there will be a puzzle of some sort to solve. So solving clue 1, will give you the first puzzle instead of the 2nd clue. once you complete the puzzle, you will get clue 2. I don't want to give any examples of the puzzles, as right now they are quite varied, but I am trying for something similar to the myst games. Information needed to solve the puzzle will be in the popup after solving the clue and / or scattered around the (nearby) landscape with the popup giving some sort of hint as to what is needed. My hope is that the puzzles will serve as sort of a delay or roadblock, requiring players to stop and think a bit, and taking some of the emphasis for these events away from just having a very fast hellhorse since the puzzles will be located at the end of the prior clue. (in other words, same number of things to solve, half the travel needed.) Hunt basics: The treasure hunt is a series of clues, as you solve each clue it will lead you to a specific location/item you need to find and do something with/to. (examine is default if the clue does not lead you to believe it needs to be something else) The first clue will be located on a sign in the start town and become available at the start time. It will also be posted in this thread ~ 30 minutes after the hunt begins. solving the first clue from the thread here will allow you to join the hunt in progress at that location. As you solve each clue, you will be given the next clue. Clues are generally wurm centered, however some will have references to things outside of the game. As a general rule, the community maps, current map dumps (located here), google, possibly wikipedia or some other online encyclopedia, and any random dictionary website should be all you need to solve them. Clues may also be in reference to the location you recieve them. in other words, where you are when you get the clue will be relevant to where you go to solve the next one. (example, solving a clue at one end of a long tunnel, such as a cave canal, the next clue might start with "on the other side" meaning you need to go through the tunnel as your first action) If you forget the clue you are working on, you can return to where you solved the prior clue and repeat that action for a reminder, - or - , examine the start sign where the hunt begins to find out what clue you are currently trying to solve. When you solve the final clue, there will be rewards for the fastest players to finish. The number, type, and distribution of the prizes may vary from hunt to hunt, and specifics will be found after you solve the final clue. Regardless of the main prizes, EVERYONE who finishes the hunt gets a small participation award, and the first time you complete a hunt there is an achievement earned. (there may be other achievements for specific hunts) While everyone is welcome to participate, you should be aware that monsters abound in the wilds, and many of the clues are in remote locations so there is a lot of potential danger on the hunt. Newer players are advised to travel with an experienced player or work in a team to lure mobs away. Death IS a possibility, tho you will not be required by the hunt to fight a combat to solve any clues mobs spawn constantly and can (and often do) end up on the path to clues. Cooperation is permitted, and even encouraged, as these are supposed to be fun events. There is supposed to be entertainment in the journey, not just in the reward at the end. A certain amount of fair play is expected, If you have solved the hunt once, PLEASE do not re-run it on another character just to get another prize. Players will never have to force entry to any part of the hunt, bashing down walls or fences will never be required to reach a clue. You are also not permitted to build fences or obstacles to hinder other players. Choosing to do so will result in penalties up to and including game bans.
  9. planning a structure is based on carpentry skill, at a rate of 1 wall/floor per skill, be it built of wood or stone, or our hypothetical logs. 5 carpentry is the minimum needed to plan a house (4 walls and a floor) Using logs to build the final house would still require carpentry skill to plan the structure. With that said, carpentry is actually quite easy to raise, so this is not a huge impediment. Log houses make sense for areas without a lot of exposed rock, or for players who just want something different aesthetically. It would be fairly EASY to crank out a couple of locks at a starter town / public mine, then head out into the woods to build a nice little place using no other iron right away. Variety is a good thing, not a bad one,
  10. log houses would be good... maybe need to use some dirt as well to chink between the logs and make them weather proof. On the other hand, precipitation of all kinds falls right through our roof, so maybe not so needed after all... =P Pegs would also be good to be able to use in houses... perhaps when used in a house house wall it takes damage faster to encourage upgrading to iron nails when possible?
  11. heh, except it wasn't "a few" it was becoming a lot of our hassle for a while. Is the current system perfect, no. I agree that a certain amount of transparency is indicated, but it tends to simply move the drama around. Right now people agitate because its not transparent enough, Yet i can pretty much assure you that if we posted things like enki did here: on a regular basis we would simply get lots and lots of people trying to tell "the real story" to make themselves look better, making dozens of threads and crying about censorship as we locked them when they spiraled out of control. For that matter we get it already, and have had it in the past as well. The other side of this, is when does it become pertinent to the community at large for us to post about an action we are forced to take. We issue directives reasonably often and most players are willing and able to accept the correction and move on with their gameplay. There are literally millions of tiles in wurm, and with very few exceptions we usually don't have to revisit situations where there are perfectly natural disagreements between players. Much of the time we can mediate them, get both parties to agree to a compromise, or at least have them agree to ignore each other and progress in different directions. I suppose one criteria could be if we are called back more than a few times, but even then the situation often remains a local concern without affecting much of the community as a whole.
  12. just for the record: The main reason we do not post the punishments that we enact as GM's has nothing to do with a desire to respect the privacy of those we have to punish. No, it's far more simple than that. While shaming people IRL can work fairly well, what happened (<note the bold text) when we used to do that here is that there was a certain type of player that went out of their way to be named. Some came from outside groups, others were home grown, but it actually worked out over a couple of years that we were seeing more issues, people would decide to quit, and on leaving would TRY to get themselves on the list for posterity, and some from outside groups would actually join the game with the specific intention of getting onto the list so they could go back to the group and brag about it. It became sort of a "red badge of courage" for those with disruptive intent. Thus, we discontinued the practice.
  13. heh the time frame is... well, silly long tbh i have seen it on the more remote parts of indi tho, either that or someone took the effort to go rip out 2-3 randomly spaced tiles of 100+ tile long roads in the rugged terrain there.
  14. actually cista, we get calls about 1 tile roads being removed, rerouted, or blocked that lead to this deed or that spot all the time. Player A has a 1 tile road, player B blocks it by building something, we get a support ticket Player C has a road running through player D's deed, Player D puts them on KoS, we get a call Player E hasn't been to an area in months, finds a road they used to use up a hill has been gated off, we get a call. Klaa/Geode, pavement does actually decay if not walked on for a certain time... it's just a fairly long time. One of the solutions bounced around a while ago was a new pavement type with faster decay that had to be placed on existing slab or cobble to make a highway. I sort of liked that one, but admittedly the task of going back through and repaving all of the desired highway roads on the servers was a strong argument against.
  15. markcrow, the starter deeds are deeded the same way normal deeds are, we just have a setting to make it so they never need upkeep and so everyone can spawn there that a GM can set when founding them. There is no good way to protect roads mechanically, or we would be using THAT instead of the highway rules. There was a lot of discussion both in the team and through the community in general when we removed the enclosure rules about doing away with the highway rules as well... For various reasons, including but not limited to the fact that a game that requires animal or vehicle based travel over long distances needs something for those vehicles or animals to travel on, it was decided to leave them in for the time being. We are constantly looking at the various ideas, old and new, that pop up in the suggestions forum, and actively looking for other methods to designate, secure, and maintain roads as highways that will work mechanically, limit the opportunity of players to disrupt long distance travel, and not be extremely useful for griefing... without needing massive changes to the game itself to implement. The sad truth of the matter is that a human element is almost required to meet all of the criteria wanted for a good, solid road network. We prefer to leave as much of the planning and maintaining of that network as we possibly can in the hands of the playerbase, and honestly, we don't go around refusing to allow mayors to remove a highway from their deed as a general rule. If you have an unwanted road on your deed, construct a highway style bypass around the edge of it, and then put in a support ticket, with a bypass in place, approval to remove the old road is usually a 1 minute process.
  16. umm, I don't use stamina when sailing unless i add speed by using the w key (or autowalking) I have always assumed with boats that if you are adding speed you lose stamina because you are rowing or constantly adjusting the sails or whatever.... as for carts, If you have ever driven an actual, animal powered cart... there's a bit more to it than just sitting there, some stamina loss is probably called for to simulate the effort needed to keep horses or oxen on the course you want them to go not the one they want to take.. I will agree that it probably doesn't need to be quite so rapid however. (edit - nor should weight affect stamina loss when driving a cart.. a very slow, constant, loss to simulate the attention needed to guide the animals would be sufficient)
  17. Unless they can be player created as steel, probably not. In general we are moving away from using steel as a reward materiel for this reason, as it's somewhat confusing.
  18. Most of the hunt prizes do not get extra bonuses based on what they are made from, the odd materiel's used when we create them are just to set them apart a bit, make them somewhat unique without affecting the use of them in game.
  19. I sort of get where the OP is coming from, (I have a few crafting skills FAR higher than my repair skill) but.... not really liking the idea of getting rid of repair in general. What if the game did a check to see which was higher? the skill associated with the item you are repairing... or the generic repair skill, and then used the one that was better. So, as an example, a player has: 70 Blacksmithing 50 Repair 30 Carpentry. S/he repairs a mallet and a hammer... Since repair is higher than carp, repair skill is used to repair the mallet, however as blacksmithing is higher than the repair skill, it is then used to repair the hammer.
  20. I too would prefer the rare chance be moved (as much as possible) to improving, for one, single, reason... database size. spending 2 hours spamming creates to get a rare, vs spending 2 hrs improving items to get a rare... at the end, you end up with many many many fewer items when improving to get rares. every item in the database increases lag, and wurm already has a huge database on most servers. we got bulk bins and such to cut down on the number of raw mats stored in the database, and now we seem to be trying very hard to replace those shards, logs, dirts etc with horseshoes, pickaxes, and needles, (and all the other tools that people want to be rare) balance (without lowering the overall chance) the ability to get rares to be slightly in favor of imping the items that can be imped, and players will switch over to that method, reducing the number of items created and left to rot. (not everyone is motivated to use trash bins or sell the items to the tokens)
  21. First clue added to thread. Players may solve it and join the hunt in progress. (clue is in the first reply)
  22. hmm, well, i said i was in a rush this morning, I think i did the math in the wrong direction. lol gimme a moment to fix the counter.
  23. Updated Start time to 9pm UTC and added a counter (hopefully i did the math right, bit rushed this morning)
  24. Which is why i give a list of the resources I use to create the hunts in the hunt info, in the very first post of every hunt ftoz... your cipher would solve out to a block on the map, but in terms of real area that's a lot of tiles, and it doesn't lead to a specific tile or object, which is a requirement for the tools I have available to create the hunts. If word games aren't your interest, then the hunts are probably never going to be anything but frustrating for you.