Ayes

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Everything posted by Ayes

  1. Chaos suggestion

    Kadore, I will concede, you have a valid point there that I had not considered since I would not consider doing so. =Ayes=
  2. Zcul, this statement concens me: "This means you will have to make the actual rooms, once the unauthorized person gain access to the room itself, >>>>>there are no specific access properties for what can be taken from the floor etc.<<<<<" As things stand now, I can leave houses unlocked so others can enter for various reasons, safety from mob attack, to drop their loaded carts inside for protection of other people taking their carts and items from them and so on. I can also drop my own carts inside, have bins inside which only myself and people on the writ can access and drop items into and so on. The concept is that anything left inside houses is *protected* for access by the writ holder, friends on the writ and anyone who leaves their individual items inside the house. From what I am reading in your proposal, you are saying that you want to remove this *protection* of items coding from houses and we will then loose the protections that I mentioned above (among others). In turn the only option I will have to protect my own items and still have the house open for anyone to access would to build walls within the house to make a smaller room with a door to lock to then protect my own items; therefore, I object to your proposition of changing the existing *protective* coding within houses in the manner you stated. Indoor walls within houses may be a fun option to have the ability to build and even enhance some huge buildings interiors that look too barren. Also one could use them to lock things up in a smaller room within the house that others not on the writ would not have access to simply for privacy purposes; however, I don't think the existing coding for houses should be changed in conjunction with enabling interior walls to be built. =Ayes= Ok, I just had another thought. To eliminate the problem I brought up, the writ could have an option to x that would either set it to a *private* building, which would keep the old style writ protections set to it, or a *public* building, which would set the building protections to those that you proposed.
  3. The OP's suggestion is simply unnecessary and unneeded. The activate system works fine as it is and takes minimal time for new players to learn the concept. No need to spend any time coding a whole new system for being able to use different tools, ect, as the time would be much better spent fixing existing problems in the code. =Ayes=
  4. Chaos suggestion

    As I have no vested interest in the Chaos server, I will just comment that it just seems to be gradually returning to its former status, with the exception that it can be freely traveled to and from the other Freedom Isles servers by ship. All major benifits of this transition going to the Chaos denizens, with nothing of positive value to the other 3 PvE Freedom Isles servers in return. Net overall effect is just more coding complications that continue to effect the Freedom Isles PvE servers in a negative way. *shrugs* =Ayes=
  5. As a sort of grand experiment, I would like to see Rolf create a new PvE server without any aggressive creatures on it. It would follow all the coding of the existing PvE servers with the exception that aggro mobs would not spawn on it, so it should be easy for Rolf to create this server in that respect. There would still be all the usual spawns of non aggressive creatures and people could attack and fight them same as on the other PvE servers. With this type of non aggro server people could peaceably go about their business of building and crafting without the nusiance of being attacked by crazed mobs. Obviously, fighting skill could still be trained by fighting the non aggros on the server. The starter area could be similar to Green Dog on Deliverance with mountains on each side for mining, flanked by lakes, with peat and clay areas at north and south sides. Total landmass about the same as Deliverance as well, although twice as large might be best as I envision that the majority of the playerbase would eventually settle upon this non aggro type server. A portal from the tutorial and all starter server villages should be made available for travel to there as well. My bet is that this would soon be the server of choice to live upon and prove wrong the myth that people enjoy being attacked by aggros randomly as the unique and wonderful allure that makes Wurm special. =Ayes=
  6. No. No player fighting options (pvp) should be enhanced on any of the PvE servers. Rolf should not have to spend any of his valuable coding time to enable something like this either. =Ayes=
  7. Sinnistrad, Well it seems you really do enjoy hiking around exploring vast areas. One thing I noticed you mentioned as seeing aggro (red) mobs making an area unsuitable for planting a deed. If you like the location you can just lure them away, place your deed and hire 1 guard that will kill them all once they step onto your deed tiles. After the area is all fenced off you can then discharge that guard and save the 1 silver per month; but the guard will provide you with a good source of meat, so it would probably be best to keep the guard around for a number of months until you build up a good stockpile of cooked meat in your food bin. As far as a water source, it is best to purchase a pendulum from some player in game or in the Freedom Market sections of the forums, which you can then use to find a water source within your area. Hope you find a great spot to place your deed as you seem to have put a lot of effort into finding the perfect location from your perspective. =Ayes=
  8. Yes, I would say if you want to go on an exploring expedition, riding on a horse cart is the best way to go. When riding on a horse cart outside of my deed, I always put my armor on since it will not slow me down as it would if I am on foot. Also easy to carry extra cotton for bandages and perhaps a small barrel for extra water within it. A few extra empty small barrels as well to put 100's of meats or vegs in if acquired along the way. If a crazed mob attacks, I hop off the cart and fight on foot to avoid the odd penalty imposed for fighting on a cart. Also it avoids the cart damage some mobs will do it it. I find I can run away from mobs much faster unarmored on foot whereas on a cart the speed seems very buggy and I am not really able to *outrun* any mobs while riding upon one. So in the end for longer journeys with the intent of transporting anything, riding on a large horse cart would be the best and safest way to go. Only real problem that might arise is if you have to log out somewhere in an unprotected area. It would be a nice option for the game to log your horses and cart out along with you if you are riding upon it. =Ayes=
  9. "Written by Rolf Thursday, 19 April 2012 09:08 The mining timers that were increased unintendedly were reduced again" The above quote is from the Latest New section of login. Now I am not exactly clear on your meaing here but the mining timer still takes longer as I indicated in my original post with those longer timer actions: After Upgrades @ 70.20 Mining with 86.41 Ql pick WoA 93 = 5.9s/6.4s/8.4s/8.9s/9.4s This was my mining timer before all those "benificial" timer reductions for material creations: Before Upgrades @ 70.05 Mining with 86.95 QL pick WoA 93= 4.0s/4.3s/5.6s/6.0s/6.3s And I put benificial in quotes because many other timer actions were actually increased (actions take longer) as some unintended (?) side effect of the coding. I see no change in the mining timer to make have made it back to my faster timer before the original creation timer patch went into effect. Perhaps I am misreading something in that quote? =Ayes=
  10. Yes I agree, it would be great if this would happen but I still think the pvp aspect will hold the game back, as the PvE portion of the game has so much more potential to be developed and enhanced bringing more players into the game, thus more profits to the developer. Catering to 10% of your playerbase (pvp) makes little sense to me. =Ayes=
  11. Nice idea. I would add that the staked out horse could not be taken or damaged by other players or aggro mobs. =Ayes=
  12. If these goblins were restricted to their village and could not move one step out of it, it would be fine I suppose, as a purely optional choice for players to participate in. But I can imagine certain players saying this was too easy to escape the goblins by just running out of their village, so the goblins should be able to leave the village to pursue attacking players and of course kill any *unparticipating* players they might come across in the process. If this were to be able to happen, I would be against these goblin villages. =Ayes=
  13. Perhaps allow expansion in one direction (n/s/e/w) only with the limitation that it could only be twice the lenght of the other corresponding direction. This would prevent the abuse that Judicator mentioned. =Ayes=
  14. Hell horses

    Too bad they won't auto attack aggros while you are riding and fighting upon them and beat the crud out of them. =Ayes=
  15. Devean, although I have no use nor interest in the pvp aspect of the game and would just as soon see it die its natural death, as it only hinders the real potential of the PvE portion; that is not my call to make and I doubt Rolf will ever let go of his devotion to it. This is why I just try to enjoy the PvE portion and hope it will continue to get some improvements as Rolf continues to focus on his pvp child. =Ayes=
  16. Ships inside carts

    Seems that there a lot of unanswered questions regarding this change. More specifics from the Dev's would be a good idea. But I am glad you brought this up about incomplete ships *perhaps* being ejected from carts, as I will make sure to move my cart with a incomplete sailboat inside to a spot where I want it to remain if this happens. =Ayes=
  17. No, there should not be a way made to "freeze" the permium time in any manner. It would be a poor business decision for any gaming company to do this and is exemplified by the fact that none that I know of do this. The best solution is to just pay for the minimum time frame allowed and no more. Already is in effect and just requires some personal responsibility to maintain it as needed. =Ayes=
  18. Seems you just want the name to show up on the cart like other objects, which would be nice for small carts as well. =Ayes=
  19. Some blunt wording there Devean. Although it is not far from the truth, I would not lay it all out in that manner. The thing is, Rolf created and developed this game (with Notch in some capacity) and holds the virtual keys to it. If he were to get discouraged by a lot of harsh responses, he could at any time just close the whole thing down. As I see it, his interest in further developing the pvp aspect of the game is what holds his interest and keeps him motivated to keep improving Wurm, in effect keeping his creation alive. With Rolf focused on the pvp aspect of the game, things will just continue on with slow improvements of both the pvp and PvE aspects of the game. The only real dramatic increase in the PvE aspects of the game would come if Rolf sold the game to some larger gaming company who would then develop the PvE aspect with all sorts of enhancements and let the pvp portion fade out into oblivion. Until something like this happens the best we can do is to just enjoy the game for what it is and try to make comments that will help the PvE portion of the game better for all who enjoy it. =Ayes=
  20. Archer, your comment made me curious to see what effect a pick would have without WoA on it, so just checked as follows: 70.20 Mining with 80.76 QL pick (no WoA) = 10.9s/15.4s/17.9s/20.5s/24.9s As you can see, the WoA still helps to increase the mining timer a good deal, so the reduced mining timer effect has been created by some other problem. Thanks for the suggestion though. @ Rudie, yes it is frustrating. =Ayes=
  21. The Mining timer has been greatly reduced since these timer Upgrades (?). And by this I mean it takes *longer* to mine. Before Upgrades @ 70.05 Mining with 86.95 QL pick WoA 93= 4.0s/4.3s/5.6s/6.0s/6.3s After Upgrades @ 70.20 Mining with 86.41 Ql pick WoA 93 = 5.9s/6.4s/8.4s/8.9s/9.4s As you can see, the mining timer has been seriously (unintentionally?) nerfed. Hopefully this is unintentional and the Dev's will soon return the mining timer to it's old speed, as these timer upgrades weren't supposed to *decrease* the mining timers on higher skilled miners but rather *increase* speeds of certain tasks. It seems to me that there has been some unintended decreases in various timers as a side effect of the coding and this mining speed decrease is pretty drastic in my estimation. Dev's please return the mining timer to its former state before all these various timer patches. =Ayes=
  22. Yes Qyrti, joining a village is a nice alternative for new players who enjoy the company of others and working towards common goals. There is a forum named "Village Recruitment Center" that people can check where others are looking for people to join their village, so this can be a good option for those who would rather not be left completely to their own devices at the starting process of the game. =Ayes=
  23. Twitter what's that? Heh, I know what it is but never use or look at it. =Ayes=
  24. Well Ezalor, as confirmed once again by myself today, catapults will do no damage to house walls on deed or off deed on the Independence or Deliverance servers and I presume on Exodus as well, but I have no means to test it to confirm there. This was tested by myself as mayor to the deed and as owner of the writ on an off deed house. So breaking house walls on or off deed must be done with some sort of weapon or tool. Tested this today as well for confirmation on the door of a stone house that I have (writ) OFF DEED with a 65.96 QL large maul, the stone door was a mere 69.90 QL (below my recent 77 QL stone house walls) and 1 hit did 0.354 damage to the stone door with a 30 second timer and did .09 damage to the large maul. Math isn't my strong point but I would take a rough guess at over 2 hours to break that 1 stone door on 1 of my off deed houses. But all this is just a tangent to the main contention of my post, which is that double house doors were just added for the additional convenience of riding horse carts into houses and should in no way be used as justification for removing the ablilty to drag carts through regular house doors which are existing on many thousands of houses within the game today. I am sure the vast majority of people drag their loaded carts into their houses to either use those materials inside or store them in the bins within their houses. This ability has existed for many years within the game, has harmed no one and helped the multitudes. To remove this ability is harmful to the playerbase and only results in unneeded time consuming work to replace single house doors with double doors. I have voiced my concerns in reference to Zculs original post, stand by them and see no need to retract any statements that I have made in light of any additional posts made within this thread. =Ayes=
  25. No Ago, I did not read the whole thread. When I read the initial proposal by Zcul I was just flabbergasted that such a thing would even be considered as to remove the ability of carts to be able to be dragged inside houses on the basis that double doors were now available so the single doors on every house in the game should now have to be replaced with double doors in order for carts to be able to be dragged into houses; therefore after shaking my head in disbelief, I immediately went to make my post with my points for objecting to this proposal. Since you have given me the perfect opportunity to post further comment, I will state further that the change of adding double doors to the game was made for the benifit of the playerbase; however removing the ability of being able to drag carts through single doors only removes that benificial effect and would cause a lot of excessive and time consuming work to convert them to these new double doors. I am a bit puzzled as to how Zcul would even think that this was a good change to institute in the first place for these very obvious reasons. Oh and by the way, I never insulted anyone by labeling their posts as "rants" as you did to mine, so in the future if you expect some sort of positive response from me eliminate the insults, eh? =Ayes=