Kabill

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Posts posted by Kabill


  1. 1 hour ago, Retrograde said:

    Steam
    Q: Are we able to use multiple accounts on Steam?
    A: You will be able to create multiple characters through the Wurm Online Steam client. You can use certain workarounds to run multiple game instances on Steam, and we believe that will also work, for running multiple Steam characters at the same time.

    Will anything be done to prevent alt abuse from soiling the new PvP server?


  2. 18 minutes ago, Madnath said:

     

    I mostly agree but wanting to get rid of useless info from the detail box yet wanting the sig to be there is weird lol

    The detail box, as in the second one you hold ALT to see additional info, where I think more information makes sense. Currently it just expands acronyms and says what the spell does. I personally don't care about item signatures, but I know there are many in Wurm who do, and including more of the examine-only information would make the box useful.


  3. On 5/17/2020 at 5:08 PM, Retrograde said:

     

    More UI Teases
    That's right! I'm here with more UI teases! This edition focuses on the new tooltips when you mouseover an item. As you do, you'll see it's material, item type, and enchants! Pressing alt while mousing over will display more detailed information.

    UI.png

     

    uiALT.png

     

    I think this is well formatted, and visually pleasing, but absolutely unnecessary and just adding clutter to the inventory screen. It's probably super useful for objects in the world, but in the inventory it's redundant. Right in the teaser you can see the stats in the box already visible directly above it. Only the enchants are useful information there since they normally require an examine and looking at a separate window to see. The base mouseover should just be a simple one line box like it is now, but showing enchants, and all the extra info can be in the alt-press detailed box(maybe add an option to which one you want as a default as well). Also add item signatures to the detailed box.


  4. If you do end up removing the f2p hardcap, I'd suggest keeping priests to premium only. Have the softcap start at 50.

     

    I'd also strongly recommend launching with a pvp server. I have a feeling most players coming from steam are going to want a less restrictive environment to play in. Assuming the work is still being done for epic that was aiming to be released around December, it would be wise to just release that as a new epic cluster on steam. 

     

     


  5. I don't see any reason why allied deeds shouldn't act like a personal deed with the 0 second timer. I also can't imagine it would really take much time or effort to change that in the code. Not to mention, if you're sleeping at a bed your client DOES stay running as you watch the log out timer. Definitely inconveniencing at that point.


  6. I think something y'all are purposely overlooking is the fact that while the update made priests not feel like alts, it made it so there's no reason for pvpers not to be priests. At this point crafters are the new alts. I know some you nerds will jump on this saying you're still not a priest but that doesn't change the simple fact that priests are 100% better for PvP with no drawback. 

     

    I was a priest long before the update, so I'm not upset that I have to become one now to keep up or anything, just think there needs to be a reason for pvpers not to priest up. 


  7. i personally don't want renamed items to be craft-able by players, but big lmao @ everyone itt acting like gm re-named items took any personal effort or have meaningful history to them. i'm sure there's an exception or two out there, but lets be real here

    "yeah so i was in the right place at the right time, got lucky, and that's how i got this named item!" wow hella epic can't wait to tell my grandkids 

     

    +1 to franks suggestion tho


  8. The anaconda model should be significantly larger than it is. Anacondas are huge, and the model is the size of any ol' run of the mill snek. their description is even "An over 3 meters long muscle, this grey-green snake is formidable."  and they are clearly not even 1 meter. thank you for your time and god bless


  9. 3 hours ago, Sindusk said:

    Yes, they will begin to be affected immediately. We're not launching with a grace period, but it can be implemented afterwards if necessary.

    Good to know it could be considered after release! I'll expand on why I think it might be worth looking into.

     

    With the 3x mine door bashing and slower guard re-spawns, breaking the chain is going to be mandatory pre-raid. Well maybe not raids intended to go straight to the token, drain, and leave. Now that's not inherently a bad thing, but consider one of Wurms major issues with PvP/raiding - time zones. It will make overnight raids far more destructive. Overnight meaning when the would be defenders are expected to be asleep, at work, or otherwise unable to log in. I'm fairly sure the majority of the player base would agree being raided while offline isn't fun, and it doesn't promote PvP for either side. Between sleeping, and potentially going to work in the morning, attackers might have half a day with no or very little resistance! It won't be fun to come home from work to have to fix a deed, and build a tower. Especially since all your mine doors will be broken into at that point, and you may not have any resources left to rebuild with.

     

    Larger kingdoms will be able to bully out smaller kingdoms from deeds. TC could easily bash newly built towers, keeping deeds in a near perpetual state of decay. No one will stay long-term on a deed where they have to constantly repair everything. Yeah that's kinda the point of this update, but in my opinion destroying the same tower over and over to burn out the enemy isn't much of a conquest. Should take many towers in the chain, or long-term sieges to the deed to make defenders burn out and leave.

     

    And last point I just thought of after seeing that you want cool fights, and players to potentially make risky decisions. If there were a grace period that defenders could use to fix the chain, the attacking kingdom would need players keeping an eye on the area so they could prevent the new tower from being built. As this would be occurring in enemy influence, it could be quite risky, especially if this was over the course of 12+ hours. Open PvP away from deeds is significantly more fun and exciting than gate/mine hopping! 


  10. I never played alongside Tich, heck I don't think I ever had a conversation with her. But ever since my early days in Gold 1, I was always impressed with her dirt projects and got genuinely excited seeing updates on the forums - this was back when small pyramids and basic dirt bridges were an impressive feat ? After becoming a dev she implemented all sorts of features that were once deemed impossible with Wurms engine, truly an industrious person.

     

    For someone I didn't interact with, she sure did as lot to improve my time playing. RIP.


  11. 1 hour ago, Darmalus said:

    Because PVPers are generally the first and loudest ones to try to kill a PvE change for PvP reasons. Never mix PvP and PvE in the same game, one or both will always suffer for it.

    UhhhHHHHhhHhH

    1 hour ago, Kabill said:

    making balance changes separate from chaos and freedom is ezpz as far as code goes

     


  12. apology for poor english,

     

    why have mine doors been ignored with all the really cool texture updates?????? we need SLATE we need MARBLE we need SANDSTONE. rendered! pottery brick! can i get a holler for (ornate? something not rock-tile) rock?????? slap some tree-type on wooden doors for all them subtle flavours. electrum hellooooo? why not every metal type! very good excuse to add all sorts of stylistic flare to the game and your deed. thank you for your time and god bless


  13. 50 minutes ago, Wurmhole said:

    I honestly don't know why all PvPrs haven't just left to go play on a PvP WU server.  I'm not trying to be rude to PvP players, but it just seems that most of you are eternally frustrated and angry about everything that happens in Wurm.  Was there ever a time when you all likes the way Wurm did PvP?  Have you all been just lingering for 12 years in the hopes that Wurm PvP will become some amazing experience?  Isn't there a point where you say the heck with this and move on to a new game or WU server?  It just sounds like it must be the absolute worst pvp system in the entire gaming universe, from the way everyone complains about it.

     

    I really hope it isn't all bad and you are getting some fun out of the game.  Are you?

    wurm online pvp is absolute dogshit in so many aspects, but it is unironically one of the most thrilling and fun pvp games around. you see a lot of pvp players complaining about every update, because pvp content is(was?) largely ignored, and all changes to the game completely disregard pvp balance, or how different aspects of a pvp server will be affected.

     

    as for WU, i've never really bothered it, but from what i have heard from friends... the main issue is that the servers are rife with hackers and macros. the lack of longevity/uncertainty of servers is also a concern

     

    i'd like to know why pve players care so much about what pvp players think?? ? i can understand maybe epic-home players or in the wild/JKH/MRH days when raiding was a thing. but ya'll are on freedom, why do you care what we do on chaos? making balance changes separate from chaos and freedom is ezpz as far as code goes


  14. To those opposed to arrow packs - what if the packs improved slower than individual arrows, just to throw a number out, say 1/10th. Or maybe requiring a master fletcher to bundle the packs? Creating and imping 41 items really is too tedious, especially when you can fire them all out in a minute with no guarantee you'll see them again.