Ayes

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Everything posted by Ayes

  1. Boone/Crockett, you did indeed >extend< your DEED TILES over the clay area which was for all these many months formerly on your perimiter tiles which allowed anyone to dig clay from that area, which is what raised this concern. As for the work that I did to make the clay area accessable to everyone and your recent decision to >extend< your deed tiles over it as stated above, making it unusable to others in the area; I think that plainly shows the difference between our consideration for other players needs, or lack thereof. On to the main point of clay resources. It is plain to see that when Rolf creates maps he places these clay resources in certain areas to be available for all to use and the problem arises when some few inconsiderate (a polite word for them) individuals care less about others and deed right over these spots making them unusable by anyone but their deed. As it has been shown by this recent example, these type of people will continue to do this and think nothing of any hardship it will cause to the other players around them, even to the extent of justifying their actions with the excuse that the game coding allows them to do this, so it is all fine and dandy. Therefore, I think the only real solution to this issue is to code the game to not allow clay tile areas to be deeded over. =Ayes=
  2. I agree with Validate on this issue of questioning why Second Chance would >extend< his deed tiles over this rare, valuable and necessary public resource. As I created the first deed closest to it, built a public road for the area residents to access it and raised it up out of the lake to a flat area for ease of use; I have an interest as to why the SC mayor decided to expand his deed over it which was previously just SC perimiter. I am sure the SC mayor is aware that all the local residents use this clay and as the SC is a huge deed I am thinking perhaps it is just an oversight on his part to have extended his deed tiles over the total clay area. For those unfamiliar with the local area and the SC deed in relation to the clay, they should investigate the area before making foolish suggestions which have no bearing on this situation. Validate although the situation dosen't effect me personally at this point, I hope you can get it resolved so that all the local area residents have access to and use of this clay area once again. =Ayes=
  3. The below quote is from Rolf's first post that started this thread: "PvP will be disabled on the server in general in order for less obscure rules and griefing surprises. There will be at least one PvP zone where full PvP is enabled." Until Wild has consentual PvP the server population will continue to decline. There is no point for players from the rest of the Freedom servers to visit Chaos server when they can be freely killed at others whims and mood swings. Sure, the existing playerbase of the former Wild would like to have their ability to kill other players in this manner to remain intact but their desire for this is not the issue here. The reasoning behind these changes to Wild was to attract new players to the server and going against the original proposal by making the Chaos server fully PvP enabled will not do so. Epic is easily accessable by portals for those who wish to participate in PvP and is much more attractive to the new and lower skilled FS players who want to have a taste of the PvP experience of Wurm as their skills will advance much quicker there to put them on a more equal basis with other players. Wild/Chaos offers them nothing in this respect. Expecting Freedomites to rush like lemmings to the Chaos server to be slaughtered by the highly FS skilled existing players there is a bit niave at best. Then to be looted and resurrected far from ones corpse with no idea as to how to find it again holds little appeal as well. For the majority of the existing Freedom Isles playerbase I see no point in puting themsleves into this situation nor any allure for doing so. Changing the original proposal as quoted above into Chaos server remaining full PvP with full looting just to appease the existing Wild/Chaos playerbase is a mistake that will not achieve the stated goal of increasing the playerbase on that server. The reality is that it is more important to make the Chaos server successful with an increased playerbase than to keep the existing Wild/Chaos playerbase happy. Reneging on the original proposal to eliminate nonconsenual PvP on the Chaos server will not serve the "stated" purpose to make it more successful and attractive to a wider playerbase. Hopefully as the Chaos server continues to remain stagnant Rolf will rethink this decision to cater to the existing Wild/Chaos playerbase and revert to his original concept of making the server consensual PvP only. =Ayes=
  4. Good news about the multi-storey buildings. Nice to hear that Rolf will be devoting more of his time to improving the creative building aspects of the game that most players enjoy, where the future of the game lies and the money making aspect resides. Note that he puts his focus first on dealing with Epic issues, i.e. pvp; but it is good to see that he will shifting some of his focus onto the creative rather than the destructive aspects of the game. =Ayes=
  5. Future of PVP

    *chuckles* Nicely put, Othob., if I am viewing the scene properly. =Ayes=
  6. Actually this change is not enough. Locks on the home servers should not be able to be picked at all. Let raiders bash walls to enter enclosed areas and loot within. Also, would be good to not be able to destroy houses on home servers as well. This would give the weaker FS players a safe place to retreat to if attacked. =Ayes=
  7. Future of PVP

    There is no "solution" to encourage people to partake in pvp that do not have a preference for it. Whenever a online game offers both pvp and non-pvp, the non-pvp portion of the playerbase way exceeds (probably more than 3/4's) the pvp portion. Because Wurm offers so much enjoyment in the non-pvp aspects it has grown and had much success in attracting and retaining those types of players. Without the non-pvp aspects of the game it would have faded into obscurity long ago, as there are other games with much more compelling and enjoyable pvp aspects within them. Let Rolf have his fun developing and enhancing the pvp aspects of the game but it will never really change into a pvp centered game with the non-pvp aspects remaining within it and their unique environmental and crafting abilities. I understand that Rolf has a pvp mindset, so I don't mind if he fiddles around with it as long as the environmental and crafting aspects are retained and enhanced along the way. How many years has Rolf been working on his vision of a pvp game? It has never attracted a large playerbase because of pvp, nor will it ever. Even with my shorter time frame playing this game than the old schoolers, it is plain to me that this is the case. To any who think otherwise, dream on..... =Ayes=
  8. Yes, the change was needed. Raiders of the home servers have had it on easy mode because of this curve on lockpicking skill and are now complaining that the lock appliers now have some decent protection with their locks, as is exhibited by these responses. Trippled walled enclosures have had their security nullified by this lockpicking curve, so it is good to see this change has been implimented. Nice for locked chests, carts, bins and boats as well. The more protections the homesteaders have on the home servers, the more people will continue to play there and attract more new players as well. =Ayes=
  9. A lot of good ideas presented here but I am going to change your idea of fixing mine floors listed as: "2) Allow us to build up rock floors in mines using mortar and shards and a trowel" To: A simple system to repair mine floors should be created such as, activate a rock shard, target one corner and apply to raise it 1 slope same as dropping 1 dirt would do above ground. Still time consuming (if that is some sort of virtue) to repair excessive slopes but yet an effective way to make floors level with corners that are slight dips. Add a way to reinforce mine floors by substituting 1 slab for 1 ribbon as in a support beam, name it a mine floor reinforcement and you have the mine floor situation under player control. =Ayes=
  10. Fine, let Rolf make tile borders on mine floors then. Why are there none shown there anyway? If that is too much trouble for him, then just enable hovering the pick over each corner to show the slope of that corner. Keeping things simple would be the best approach, is my viewpoint. =Ayes=
  11. Seems a good idea. The only thing is that with all Freedom servers available to use that channel I would think that the text would be flying by on it very fast, making it hard to read. And yes, definately keep a tab for the local server one is on available. Anyway, worth a try. More work for Rolf to set up as well tho. =Ayes=
  12. While I agree with the idea of being able to see the slopes of mine floors, I don't agree with the idea of making a special tool to be able to detect the slopes. A pick should suffice to be able to detect the slopes of each corner just as a shovel works for above ground surfaces. Also, a simple system to repair mine floors would coincide with this such as, activate a rock shard, target one corner and apply to raise it 1 slope same as dropping 1 dirt would do above ground. Still time consuming (if that is some sort of virtue) to repair excessive slopes but yet an effective way to make floors level with corners that are slight dips. Add a way to reinforce mine floors by substituting 1 slab for 1 ribbon as in a support beam, name it a mine floor reinforcement and you have the mine floor situation under player control. =Ayes=
  13. The recent mailbox malfunction still has not been resloved, as in, can't mail swords, shovels ect anymore. A simple fix should be implimented asap to make all tools/weapons mailable at the current cost structure. A more complex rate system for larger and bulk objects could be implimented at a later date as they are more rarely mailed items. =Ayes=
  14. This is the way you loose paying customers/players of your game, putting in mob AI mechanics that "grief" them. Who does this tunneling AI harm? Those players who have taken the time (many hours) to dig a mine and its interior, even to the extent of reinforcing the walls. We were fine before this mob AI tunneling addition and it has only served to destroy the creative efforts of others. How does it contribute to the enjoyment and playability of the game. Senseless! Surely it is a blunder on Rolf's part that was not thought out carefully as to its detrimental effects. It should be removed completely, not just modified in some sort of contrived compromise. =Ayes=
  15. Ahhh, I see a few old UO players have posted. Well I had a tamer/mage there named Aye Mazed, as in amazed. Switched to WoW and as I had gotten into the habit of responding by saying "aye" there, tried Aye but was taken, added a "s" on the end; thus became Ayes and later transported to Wurm. Sounds like an agreeable name as well. Also, as in "The aye's have it." Also, Ahh yes. =Ayes=
  16. Agree with you 100% Protunia. The only ones who are for this "exploit" are the ones who use it to steal other peoples RL coins in game. Make a note of them and avoid as best you can. =Ayes=
  17. Not this crazy destructive mob AI surfacing again !?! (Well sub-surfacing anyway). Really, we don't need our constructive building endeavors ruined by this senseless mob tunneling option. This should be removed from the game on Freedom servers at the very least. I thought it had been dealt with (removed) along with the senseless wandering troll wall bashing mechanic over a month ago. Why does Rolf need to dream up new ways to destroy the hard and time consuming work we have put into the game? This only serves to frustrate the creative types and make them less inclined to continue to enhance the appeal of the game with their creative efforts. *boggles* =Ayes=
  18. Matter resolved. Found deed owner and he is making sure all will have road access. =Ayes=
  19. Elite, Placed the following order on your merchant ad as listed below and have yet to receive a response. October 30, 2011, 11:07:09 PM Please send the following item COD to Ayes: Sickle : 69ql Coc 81 - 1.41 silver Thank you. =Ayes=
  20. Icenrns, I would like to purchase the following items: Large Anvil 77ql - WoA 77 - 1.4s Small Anvil 76ql - WoA 76 - 1.3s Please send COD to my alt Swifts on Independence. Thank you. =Ayes=
  21. Daash, I have mailed you my stone chisel which is at 65.49 QL. Please imp it to 90 QL for the cost of 2 silver as you indicated. COD back to Ayes. Thank you. =Ayes=
  22. Daash, Do you imp items up as well? I have a stone chisel at 65 QL that I would like to have imped to the 80-90 QL range. If so, what would the charge be to do that and how soon would it be done. Thanks for response. =Ayes=
  23. Elite, Please send the following item COD to Ayes: Sickle : 69ql Coc 81 - 1.41 silver Thank you. =Ayes=
  24. Daash, I do not mind at all walking >through< the mine tunnel to work from the west towards GD. My point was that I did not want to walk >around< the mountain to get to that entrance. So, if you put me on the doors for access at each end I will come and spend some time mining out the cave walls from that end. Also, I would need to know where the entrance is on the GD end as it is not apparent from my searching for it. =Ayes=