Ayes

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Everything posted by Ayes

  1. NO to this. Affinities are basically now a nice surprise bonus that you get sometimes from playing the game. One of the few things that you now can't buy or maybe you can still "harvest" them by killing other players (which I hope they would remove too). The ability to sell them off like this (face it that is what many/most will do) just adds them to the pile of making money from playing the game opportunities. They should be kept as is as small surprise rewards for playing the game. You are given this special gift and then want to sell it off. A sad, sad suggestion... =Ayes=
  2. This strikes me as a pretty good idea since it would be restricted to just sand and dirt. I know on one WU server I can cast BoH on bins (crates and many other containers too) and they can hold 10,000's of items then, so I am not unacquainted with mass holding capacities in contrast to WO. Yet here this special bin could maybe hold just 10,000 of those items. Then I guess you need to increase the mats required to create it but not so much as comparable crates volume would hold. I envision it as being a bulk bin about as tall as a crate rack with the square size not much larger than currently so that it would only take up that much space on a tile. Then you could have a few of them on the same tile if needed. =Ayes=
  3. This would be a good suggestion to add to it which you didn't actually make as such. This would seem to make this "Food Stall" even much more desirable. Almost a well done for that then. =Ayes=
  4. A nice model might be a sort of flat bed wagon which when 1 felled tree was placed inside would then convert the graphic to a bed of stacked de-branched trees on it similar to what you see on those RL logging trucks. Sort of like what happens when you make a stack of logs. =Ayes=
  5. The content of these two posts pretty well sums up the situation with the Pristine/Release servers (yeah Pristine came first) and why another new "isolated" server along these lines will not accomplish what the OP supposes that it would. Another point to add to this that was not mentioned was the ability of current players to channel their in game funds into P&R through the Epic portals which then gave the current playerbase another advantage in purchase powers for creating new large deeds in prime locations with purchased Traders that they could setup there to then start draining even more silvers from the establishment upkeep of all the new deeds that were created. *waves fondly at Protunia (the original one) wherever you may be* <<-one of these types of advantageous players. Anyway, all this aside, now the discussion has evolved into the direction of the "market" (new players being able to compete with the older players to make money from playing the game). When the focus for playing the game shifts into this direction then certainly older players with both their knowledge of how this so called "market" functions and the types of characters that can take advantage of these functions to the best advantages due to their skill sets are the players that will make the most money from playing the game. So whenever this "market" is mentioned you can bet that this is what these players are talking about even if they try to mask it under different shadings that would attempt to seem benevolent such as drawing new players into the game. If then new players start to play the game with this focus and intention they may very well get discouraged because there is only so much "market" here to go around for these types of players to make money from playing the game. My contention is and has always been that the game is not really about making money from playing it but rather playing it for the enjoyment that it provides. So if this is the intent then the game (Devs) should not focus upon bending (warping?) and shaping the game mechanics with this goal in mind (making money from playing it) but rather focus upon making the game an enjoyable experience to play for the content within it. I do think that they do this to a great extent and all this "market" player draw is just proposed by those players who focus upon making money from playing the game. The curse that the game now has is this "market" ability to make money from playing the game that it can't rid itself of since it is too well ingrained into the whole of the game systems and I think that still the true god of Wurm (Rolf) looks upon as a beneficial aspect of "giving something back" to people who play the game. Yet look at the road down which it has lead us and if your focus is not making money from playing the game you might see the situation differently. Therefore, any proposed solutions that attempt to "level the playing field" for new players in terms of creating equal "market" opportunities I reject as being detrimental to the game both for the fact that they only worsen this situation of playing the game to make money and will not resolve the situation in terms of making more money available for those who want to make money from playing it. When this objective intrudes upon the concept of drawing new players into the game it distorts it into that direction rather than making a game available to them that they will enjoy playing apart from this money making ability. Possibly the surprising idea to some is that many (most?) other mmorpg games do not provide the opportunity to make money from playing them and yet they draw +1,000's of players to them. Their in game markets for player trade are not distorted by this, nor do their Developers need to reduce the abilities of more experienced players for some kind of "equal opportunity" in this respect. The longer that players play those games the stronger they become, justifiably so because of the time they have put into it. This is true within Wurm as well and should not be thought of as something to nerf/reduce for the sake of the "market" (making money from playing the game). Is there some solution then to draw more players into the game? Well I don't know what it is but I know what it is Not. Can you guess? For that matter can you make Wurm into something that it is not, by that I mean a game that appeals to the masses that these other true mmorpg's do so well. Let's face it we are just a quaint little town here where the country mice can dwell and munch contentedly upon their cheese while a few others scurry around gathering the scraps to sell to the other mices who prefer the mixed varieties. The city mice will not find what they desire here unless at heart they are not one of them but a lost soul who has finally found their way to their true home. Then the dance will continue between those who are enjoying the cheese and those who sell off the scraps.... Happy Tails =Ayes=
  6. Hey dears look here. They soon may appear! =Ayes=
  7. I think a regular wagon already holds 65 felled trees as its capacity was increased slightly not too long ago. So this 100 number is not much of an improvement. Lets go for 200! The thought of a "woodsman's wagon" is a pretty neat one too though. =Ayes=
  8. I find these types of Wurm-wide shortages to be very disruptive to normal game preoccupations. As such this guaranteed shipment of 10,000 Rosemary by this most honest distributor Gwyn, albeit too expensive and needless for my indigenous pursuits/interests, is a viable contribution to all those who partake in herbal ingestion's or mixicologies. It can also then break the strangle hold that arbitrage imposes upon Wurmanite compositions of various natures by being dispersed in smaller increments to those poor souls in need of such remedies for their continued enjoyment of Wurming peace of mind. Much to my a..Muse..ment, the above quote brought all this to mind and in passing I felt that to point out these significant factors might contribute as a well intended endorsement after-the-fact of the aforementioned. ~ In remembrance of Scarborough Fair by S&G~ =Ayes=
  9. The OP is basically common sense. Possibly the most surprising thing is that some actually need to be instructed in this manner after the age of (?). Maybe people think of this as common "cents" and being worth so little throw it away. Perhaps not worth picking it up initially either. Pennies from Heaven. Yeah, that's tha ticket! =Ayes=
  10. Well of course those who pursue these "Legendary" creatures with the above motive will continue on with that mentality. This (patch) is not about changing anyone's motivations but rather some attempt at minimizing their chances of disproportionate success. This is the only viable avenue that the Devs have to turn this situation into a more equitable one. It acknowledges the problem, examines the contributions to it and takes some steps to resolve it. Although there may be some flaws to it, these too can be adjusted as the situation progresses through observing the experiences of other players involved. The determination this shows to address the situation is what I find the most encouraging thing about it all. =Ayes=
  11. I find this to rank up there with the "Best of the Classified" and hope that others will point you in the direction of these intruders should they spoil their otherwise peaceful Wurm wanderings. As for me I will not be attending due to preferring other ways to spend my time chasing the renewed rainbow's endings. Happy Trails =Ayes=
  12. All very good changes that should make locating these creatures more difficult and time consuming, thus the term "Legendary" may more appropriately apply to them. Any pathing bugs will be worked out over time, no doubt. Nice change for woad planting too, to make this the opposite effect of the above (commonly available to all). Well done's to ya! =Ayes=
  13. I agree with Eckin and buying a rowboat is a good idea. They sell for between 50 copper and 1 silver now so not too much of an expense. =Ayes=
  14. Here you have inadvertently pointed out the problem with how silver coins function within Wurm. This is the fact that they can be used to purchase Premium time and Deed costs within the game which then creates the current value of them beyond an in game player trade coin system. The solution is simple in that if Premium time and Deed costs were only payable through the Wurm Shop this would guarantee direct game income from these facets and then silver coin sales would become of lesser importance used only for in game player transactions. Better yet remove silver coin sales completely from the Wurm Shop and make the current coin system obtainable within the game through creature kills, forage/botanize and various other in game activities. This would be common to most other online in game monetary systems where these currencies were not sold on their websites at all. If players then want to establish any value to these coins it is of no concern to the game whether they sell them or not since it has no effect on the game's profitability that enables it to continue and progress with positive additions of future content. The real problem here is that the game has always been way too generous in surrendering these main sources of income (Premium time and Deed costs) for whatever motivations that they have determined justifiable. Silver coins sales are just another slit on the wrist to assist this sacrifice. =Ayes=
  15. When you play cute with the code name (Frontier) such as this others will come up with their wild speculations or perhaps just re-cute you with ideas of the same sort while chuckling to themselves about it. Yet tomorrow will arrive soon enough for those who have become used to waiting after years of common occurrences in various Wurminition additions. This sounds encouraging, although I am not quite sure how these "tethers" function and when/why they were removed for what reasons it was considered wise to do so. Yes, well Dragons can bash their way out of deeds above ground just not from below under certain circumstances. I don't believe that they spawn on deeds either. Really the best thing to do would be for them to be "repulsed" from deeds by some mechanic but then it seems to me that the Devs think that it adds some element of risk or excitement to the game that Dragons should be able to destroy deed fencing and buildings. This perhaps in their eyes also has the "positive" effect of players needing to group together for this protection or be viewed as "saviors" (in their eyes) by those poor peasant Wurmanites in need or their assistance. Maybe also an attempt to "encourage" group interactions for those otherwise not inclined to do so. Maybe we have finally come to the point where the Devs are willing to protect those deeds that players pay for by not allowing *bashing creature types* to destroy them. Retrograde's quote above seems to indicate this. Time will tell... =Ayes=
  16. A very well worded and thought provoking post you have made here Bloodscythe and yet of course the response is so obvious. Yes, Wurm is more than just a game because there are people behind those avatars controlling them. To attempt to justify any actions right, wrong, good or bad without taking this into consideration is just not dealing with reality. Yet the distance between physical interactions offer a shield to otherwise negative behavior. Ultimately in Wurm and online our true personality is revealed, more so even if it is a negative one since there can be little recourse when taking certain actions that would otherwise result in a punch in the face or isolation from one's neighbors. For those with good intentions towards others the game can be a liberating and enjoyable experience since they may be able to extend good relations, feelings and opportunities that otherwise out in that other world they might not be able to offer. Also when meeting rejection here while good intended, it is easier to retreat from that individual and gradually or even abruptly end contact. So in this respect it is a safer environment than "out there". Even for the cautious individual delightful people in game can be observed in various ways from a safe distance and appreciated. Then whether to approach them or keep a safe distance, the decision can be made. For the troublesome ones in game I have always found the best way to deal with them is to pay them little heed, clean up the messes they make and eventually they will move on to seek their negative attentions elsewhere. If one is good at playing the waiting game of weeks, months and years there is triumph in seeing them fade into the recovering woods of time, planted with the forethought that as they sway in the gentle Wurm breezes they sweep away the remains of their disturbance. True as well you say that we both create and leave parts of ourselves within this game. The longer time spent within it doing such the more imbued with the memories of this passing time it becomes. This is the value of the sort of unsure permanence that it provides. Even for the player who prefers more isolation, the passing of others is evidenced by the smallest of transformations that they have on the lands. Just a felled tree in the forest lets you know that someone has recently been there and somehow you have missed knowing their intentions. Maybe it is best that only the tree has suffered from their axe rather than yourself for their presence. We are at heart who we are. No preaching will ever change anyone as the core of our being has long ago been formed. All we can do is to choose to temper our faults or let them run riot and blame the outcome upon others actions. I say the game reveals our true selves. Then we choose which ways to express that to others by either guise or truth, with all the accompanying shades that entail these ends. Still, the opportunity for personal growth in a positive manner can be a result, or struggle to overcome. Happy Trails =Ayes=
  17. GM should put a sign there. Something to the effect that it is 1 use only with no return. Maybe when you click on it that sort of message comes up already? =Ayes=
  18. Lookeet the bear swimming! Seems in a rush to reach rainbows end. Perhaps it will lead to his own demise though. Foolish bitey creature! Still, he looks happy to be swimming there. =Ayes=
  19. Yes, I agree it is good work but the game should not do this for us. The game is all about players transforming these lands. These abandoned places are their "remains", sort of like corpses with memories tied to them. If old paved places are unpleasant to look upon anyone can remove them with some effort. This is justified and its own reward. Let's just be cautious about removing roads that seemingly lead to nowhere as they are actually paths to somewhere for some others to follow. If at the end there are a lot of paved patches or even huge ones then these are great candidates for removal. I remember another thread like this not long ago, so this is a nice revival of the idea. I find that a high woa shovel helps cut down the timer a lot and makes the task not so time consuming. Then perhaps plant some trees or just gaze off into the distance thinking of the meadow that will cover the ground after you are long gone. Maybe forever, even..... =Ayes=
  20. The Independence anniversary has now come and gone with nearly a whisper. Now an active celebration of some sort is postponed until who knows when. Yet those who remain have their memories to cling to, such as the time you snuck into my deed through a wall a Troll bashed down to admit your curious entry. As I was working around there repairing a few other bashed/bumped Troll fences in its frantic attempt of the new "escape" mechanic, I heard you mumbling something in the distance when I greeted you to the effect: "How do I get out of this hell hole?!!" Needless to say I was not pleased with the insult so I quickly escorted you to a gate, unlocked it and when you departed never had the unpleasant experience of interacting with you in the game again. Yes, some old memories remain of those days. Mostly pleasant ones though, of good neighbors, roads expanded and improved and deeds built, both my own and those nearby. I missed the start of it by one year but have never regretted the time I spent within these lands, nor most of the people I have met, despite our possible differences. Some though just rub you the wrong way I guess. Those I find best to leave in the dust of the decaying ruins that they have left behind in various ways. Ahh well, we all have our faults. None more than myself I suppose but time spent within the game has a curious way of healing old wounds. The callouses can be a bit scratchy at times though..... =Ayes=
  21. Although this is how it should be the opposite is the situation. As long as I have played the game the game has endorsed the ability of players to make RL cash profits from playing it. Now over the years the Devs have dealt with the results, be they positive or negative. Mostly negative in my estimation. As for Silver and Account sales I see no intent to change the current situation. When I log onto the Wurm Shop the Xsolla payment options are listed first above PayPal. Xsolla offers many more ways to pay than PayPal such as gift and cash cards, as well as credit and debit cards. Yet the big/best difference is that you can pay in US Dollars (other currencies too) rather than needing to convert to Euros as PayPal will do and then charge you an additional fee for doing so. I suppose Xsolla has this cost priced into their model but I still find them cheaper to use than PayPal with their prices listed in US Dollars. There is no need to have an "Xsolla account" as they just process these payment options, so don't be confused into thinking you need to create one to use their option since an account with their company is just needed for those such as Code Club who collect/receive these funds. This is unlike PayPal where you can create an account with them if desired and then use for various purchases. I have used the Xsolla payment option ever since it was offered in the Wurm Shop some years ago and am a bit surprised when others who deal in US Dollars and other non-Euro payments don't mention their preference for using it over PayPal. I think it is from just misunderstanding it (Xsolla) or being unaware of the simplicity and benefits of it. Also, per a gold purchase it is surprisingly close to what other players sell gold for anyway (maybe within $10-$20) with the benefits of a safe, fast transaction and supporting the game profits in the process. Yet if players would rather "save" this small amount buying from other players, you can realize how much they really care about the future of the game. Take the added risk too. Not the brightest bulbs I guess... =Ayes=
  22. When you add in a big money making opportunity into a game that allows you to make in effect real life money from playing it you have the current situation of these "Uniques" within Wurm where making these profits is the primary motivating factor. This is not really that hard to resolve if the intent is to do so. The idea is to either remove some of these items from Uniques or reduce their value to a similar basis of other player created items. Take for instance Drake and Dragon Scale armor. Players should be able to create armors of equal stats from the commonly available mined ores. Then these Unique armors would be of equal desirability to player created ones, only preferred because of their different design and status of victorious fighting. Take all the "Bones" off of them and distribute them through the common activities of game play. Bloods they could keep since they are not big money ticket items. By these few steps Unique "hunting" is reduced to the supposed "challenge" that some others claim is their reason for pursuing and fighting them. Those who actually just enjoy the activity for its own sake of fighting these mobs then still have the same opportunity to do so. While you're at it ship all these "Uniques" off to this mysterious Frontier where they can freely wreak their havoc and not destroy current deeds on all the other servers that players have put most of their time in the game into creating, improving and maintaining over all these many years. This is the heart of the game and not these money making mobs which profits have gladly been harvested and vested interests protected all these years. Not at all surprising that when you offer this opportunity to make some extra bucks that some will make it their focus to take advantage of. So the fault is yours (Devs) for offering up these easy cash *Cowies* as well as those who rush to slaughter them to line their pockets. The least you can do is attempt to protect the interests of those who have no desire to participate within it. I think each player can determine into which category they fit, as well as getting a good idea of others. I don't see these few steps mentioned in the OP as having much positive effect resolve the current situation. Perhaps in the end keep in mind that the game is about creation and not destruction, as is evidenced by the lands transformed by caring players hands. Well, fingertips really... =Ayes=
  23. Bar stools

    I like the idea of taller bar stools and would prefer their look/use but I think the effect would be the opposite on the deaths and personal damage issues as when people get too drunk they would have a longer fall to the floor. So maybe these short stools are just a safety precaution for shattered skulls, broken arms and such (especially for Emoo). Few can afford that extra damage to brain cells. ? =Ayes=
  24. *agrees* The 10% tax just decentivises the use of Merchants. I know that when the mailing cost was reduced to 1copper I made many more purchases and would more frequently send items to others back and forth. I think the same results would be for Merchants use/sales as well. =Ayes=
  25. Please send 1 Picnic Basket = 1 Silver to Ayes. Thank you. =Ayes=