Tharonel
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Tharonek
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A really interesting idea. Having only just returned I can't speak much for the items/point redemptions; provided they are balanced I can't see any major issues. The pre-rift construction is something I really like the look of though, and has given me some ideas/suggestions I wanted to put into words specifically about the mechanics. A Justification: The idea behind this seems to be to allow non-combat players the chance to get involved in rifts and earn points that in turn give boosts to those fighting to close the rift. The current implementation is also tied into the specific gods, seemingly with the aim of requiring teamwork to gain access to all 4 bonuses. This is just my interpretation, but that seems to be the intended outcome of these additions. Not completing them does not inherently change the way rifts work compared to the current state. It is my understanding that the core mechanics of the rifts is not changing, only the rewards obtained (beyond the scope of this reply) and the pre-rift construction phase being added (which can give bonuses to the actual rift). 1) The use of Colossi - Someone in discord mentioned this which got me thinking - all credit to them for noticing this. Having a colossus for each of the gods is interesting and thematic, and lowering the cost to half lowers the barrier to entry. This is a very one-dimensional implementation though utilising only masonry from the plethora of non combat skills available. It was suggested that each colossus could require different materials, depending on the god, to broaden this scope. This does make things seem a little weird though; for example making a Fo colossus from cloth, and could run into issues with some colossi being more awkward or having a greater cost than others. The suggestion: Change from colossus to something more akin to an altar or obelisk. These constructions could require multiple different materials (the possibilities here are endless with different combinations of raw materials and constructed goods) which helps bring other crafting skills into the light and can be different for each god giving them a unique edge. 2) The construction Process - It has been mentioned that the cost of these constructions is quite high and therefore participation may be limited especially if the rift does not change in difficulty. The up front cost of 4000 colossus bricks and 4000 clay to gain these bonuses is high, and whether this cost outweighs the bonus given remains to be seen. If suggestion 1 is taken into account we can also assume a similar cost requirement (just spread over different items) which again would be considered against the bonuses given. If these constructions are only available during the pre rift and require so many materials I fear that participation would drop. The Suggestion: Make each construction a multi-stage process where each stage has a lower resource demand (can be similar overall) and applies a bonus of increasing power for each stage completed. The difficulty of each stage can be tied to the materials required (mostly raw materials for stage 1 etc.). It would also potentially be useful to have longer to complete these but I am unsure what effect this would have on the rift process overall and would need to be considered separately. It could also be possible to continue construction after the rift has started, for most servers this will not matter as rifts are usually completed quickly, but for quieter servers with lower populations could give time to fully complete them, therefore allowing them to be completed more easily with fewer players. 3) Rewards and Participation - What is the purpose and who is this aimed at? This addition seems be intended as a way to get rift points without focussing on the combat aspect and should we consider how this is achieved; First the required materials must be gathered/created, then they must be transported in bulk to the rift site, they must then be added to gain the bonus. Each material added will give a 25% chance to gain a rift point (it was suggested further up to change this to just give 0.25 rift points per material, and I think this is a great suggestion) which will result in ~1000 rift points being available for completing all 4 constructions. If the intention of this is to bring new players into rifts (especially newer players to the game with little combat skills) I fear that they would not have the capabilities to bring materials over and would not engage with this content. The suggestion: The veteran players of Wurm would not find any barrier to this type of content, and would only need to balance the effort involved against the rewards given to decide whether to engage. We could instead break this apart into two distinct areas that would allow greater participation overall. If we reward players for bringing materials into the area - having some form of storage that allows items to be placed inside (but not removed, and only limited to required materials for the construction) veteran players with the capabilities can earn rewards for the task of bringing materials in. This then separates the logistics and the construction, allowing new players to the game the ability to follow the big red light and get involved, utilising the on site materials to add to each construction. (It is worth mentioning players who would rather complete both aspects can still do this). In addition to this, adding in an additional bonus for the number of players involved (for example 1 person adding everything versus 10 people working together to add everything) changes the dynamic of this content to incentivise working together and bringing new players to the rift to get involved. Now the way these rewards are split is beyond the scope of this post, and would need balancing with the other aspects of the rift content. I apologise for the long post; I read through the original post and am a really big fan of this idea, but wanted to put across some of my thoughts around how it could best be implemented. These ideas are by no means finalised or perfect but I feel they could be iterated upon further to elevate this aspect of rifts into something to help engage new players in this content and bring different aspects of the community together. Thanks for reading.
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Hey, Not sure if this is intended or a bug; I'm unable to harvest a planted hop trellis that was planted during the season. Wanted to get some feedback on this before I just accept it. thanks, Tharonek.
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I know some f you mentioned when you put rare items in a BSB they lose rarity, is this only when combined with other non-rare items in the BSB, if the item is the only brick, does it remain rare fore example? Also, something that requires testing, When you make a bed for example, the wood type if the foot board effects the wood type of the finished bed. Would the same apply to rareness, attaching the QL governing, or wood type governing piece as a rare could cause the finished item to become rare. Similar theory with a guard tower, attaching a rare brick as the last one = rare guard tower?
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Liking the replies, I am in no way saying "Oh crap this game is broken and everyone should hate on it ". I'm just saying the game appears to be changing quite a lot, to make it friendlier to newer players, but is everyone really 100% happy with all the changes? Is there ntohing you would tweak? The answer appears to be yes, it does need a little tweaking, everyone has one thing they think is a little off, or a bit too drastic. The reason i made this post is because i couldn't see anywhere else on the forums that was discussing these new changes, people seem to be more focused on the on new rare items, which i think is a pretty cool idea. I just hope Rolf gets a chance to read a few of your comments and at least gives the tweaks a thought. Oh and wulfgar, nope not a leatherworker, never said i was, but back on freedom i got lumped with all the hides and just leveled it a bit. I had no firemaking skill, no natural substances, all the leather i had ended up at max 15 QL. i think i ended up with about 15 in total, and i managed to make about 5 full sets of 50 QL studded leather. Yes higher QL leather helps, but determination is better.
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Now that i like, actually makes the QL of the leather have more of an impact, could create 30 pieces of leather, only have 5 - 6 of the right QL that you need. Massive +1. GJ Vroomfondel.
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Yeah hankrearden, i really hope they get that balance right too. And Ago, I was ofc on about just starting it out, its meant to be hard. I have 95% chance to create leather, so with my 8 hides i should get 8 pieces of leather, thats not a ridiculous ammout, its not hardly any, its decent. I have no objections to making the game a little easier to attract new players, but 30 pieces of leather from 8 hides, seriously? Thats far far too much. But i was only using leather as an example as its the first thing i did after leveling FS. I have no idea how other skills have been affected. I know iron now leaves a low QL lump rather than scraps, thats a great change, removes a lot of the hassle cooling/melting the scraps while netting the same end result. Just don't want wurm to try and attract new players and forot what brought the old players in.
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I'm sure this probably changed a while ago, but i've been leveling FS, not doing much crafting. I remember back when i started playing wurm about 2 years ago, It was hard. Not hard like all the stories I've heard from GV and the home servers, but still pretty hard. My first two weeks were characterized by spending a hell of a lot of time trying to build a small cart and a small barrel. Most of this i remember as repeatedly reading the message, You fail to produce a plank or you fail to attach... But that is what i loved about this game, When i made that barrel, or when i made that small wheel axle, i felt like i had accomplished something. I felt like the x amount of trees i felled and the countless number of fails were worth it, this cart was mine, i built every part of it. Later that i night however, i fell down a cliff, lost the cart and drowned to death. But thats another story. Now I'm sat in my house tanning leather. Who remembers how it used to be? 1 hide would be a xx% chance to produce a piece of leather and if you failed, boom it was gone, go find another hide. I spent quite a while gathering the leather i needed to make myself a full set of leather Armour. Each piece of leather was precious, i remember cringing when id fail to create a leather chest piece, that was a waste of xx kg's of leather that iw orked hard to produce. But now that is gone from this game. Like i said im sat here tanning leather in my house, 7 deer hides and a crocodile hide. Now I'm done and i have 29 pieces of leather... 8 hides = 30 leather Why? is there any reason to have % chances to make things anymore, with that much leather i could make more leather than i could ever need, I could make 10+ full sets and improve them with that. So basically this moan post is about this:- Why is wurm changing into some EZ mode game? Isnt its difficulty and its sense of achievement what brought us all into this game? If it continues like this the whole game with be flooded with too many items, failing will have no consequences. Do we really want that?
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Hey everyone, I've been playing wrm for about 2 years now with some RL friends of mine, but they are not that interested in wurm and therefore do not play very often. Because of this i also have had some breaks in wurm due to not having anyone to play with. I'm now looking for a well established settlement to come join where people are here to stay. I was premium for a while and we will be getting premium again once i have somewhere to settle. I don't mind which server, although if its a pvp server i'll probably struggle to begin with as my combat skills are not that high. I'm currently on Deliverence. If my skills levels are important to you then you can just ask. Heres a few to give you an idea. (these are rough) AH - 42 carp - 50 fine carp - 25 Shipbuilding - 25 fletching - 30 Leatherworking - 40 As you can see i'm mostly interested in the whole woodworking side of things but i'd like to work on most skills as i play. Also note, if it is a pvp server i've always been interested in playing HOTS but i really have no preference seems as ive never played on a pvp server before. Thanks for reading, Tharonel
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Hi, my ingame name is Jebster and i am currently working on leatherworking goods and also setting up multiple breeding pairs of good-trait horses.
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Hey all, This topic is here to advertise everything we're selling at Constantinopolis, we each have our own post and these will be updated whenever new items become available or items are sold. Our village is located at 39x 29y by the SE inlet and consists of me (ingame name Jebster). Reaver and Smudgee. We do have acess to a psirit castle a few villages over so mailing is available. You can either PM us in game, on the forum or post on this topic if you wish to buy something and we can discuss specific details that way.
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I also believe one of the reasons for using individual pens is to stop the trampling of crops that have been planted there for food. This becomes pointless when you have enchanted grass.
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The wurm wiki states that male wild cats do exists but are just really really rare. Just keep searching, one has to turn up eventually! These things make pretty decent combat pets, sure they're not the strongest animal but they are easy enough to tame provided you have some nice Armour on making them pretty easy to use.
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Hey Dark, Our deed, Constantinopolis, is located at 39x, 29y, Just on the coast where the steppes is. Cheers *EDIT* If you look at the other map, mama-something we are the unnamed deed located next to the tar, just right of steppeford, might help you put us more accurately
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Last night i got booted from deliverence. Tried to get on for about 20 mins, wasn't able to. Went to bed, came on this morning and still unable to connect. Been watching the forums to see if anyone else is having the same problem indicating it a serverside thing but i have yet to see anything. The log is as follows:- Contents of console.log: Time is Thu Sep 08 07:31:23 BST 2011 Running client version 3.0.1 === System information === Executing from C:\Users\Jeb\Desktop Operating system: Windows 7 (arch: x86, version: 6.1) Java version: 1.6.0_22 (Sun Microsystems Inc.) <http://java.sun.com/> Jvm version: 17.1-b03 (Sun Microsystems Inc.) [Java HotSpot Client VM] Available CPUs: 2 >>> Main thread exiting. Loading character Jebster Loading config default Loading props file C:\Users\Jeb\wurm\configs\default\gamesettings.txt Loading props file C:\Users\Jeb\wurm\players\Jebster\password.txt >>> LoginFrame queue entry exiting. Saving props file C:\Users\Jeb\wurm\players\Jebster\password.txt Saving props file C:\Users\Jeb\wurm\configs\default\gamesettings.txt Loaded pack sound.jar (r552) Loaded pack graphics.jar (r660) Options up-to-date! Loading props file C:\Users\Jeb\wurm\players\Jebster\stats.txt Preparing to enable console logging. Now logging to C:\Users\Jeb\wurm\console.Jebster.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 cavedetail = 2 censor_chat = false cloud_shadows = false compressed_textures = false compressed_textures_S3TC = true debug_mode = false display_settings = false:false:0:800:600:32:-1:false:true enable_debugs = false enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_bold = 11 font_default = 11 font_header = 24 font_huge_header = 36 font_italian = 11 font_monospaced = 11 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gui_opacity = 3 has_read_eula = true hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 0 mega_texture_size = 2 model_loader_thread_priority = 2 model_loading_threads = 1 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 0 other_log_rotation = 2 outline_picking = true pbuffer_enabled = true player_guest = false reflection_texture_size = 0 reflections = 4 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = false render_glow = false render_sun_glare = false resident_models = false save_skills_on_quit = false screenshot_file_format = 1 setting_timestamps = true settings_version = 3 shadow_level = 4 showKChat = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 0 sound_al_gain = 5 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_play_ambients = false sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = false sound_play_weather = false sound_play_work = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = false terrain_res = 2 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 1 toolSlot1 = 1256963031696642 toolSlot10 = -1 toolSlot2 = 1256932262282498 toolSlot3 = 831721306064130 toolSlot4 = 1268015609939202 toolSlot5 = 913364976928002 toolSlot6 = 1258393373246722 toolSlot7 = 439705900417282 toolSlot8 = -1 toolSlot9 = -1 treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_fbo_reflections = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_smooth_lines = false use_smooth_points = false use_smooth_polygons = false use_tree_models = false use_weather_particles = false vbo_enabled = 2 viewport_bob = true Setting up dotXSI Model Loader Executing C:\Users\Jeb\wurm\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 >>> Launch queue entry exiting. Using LWJGL display 1920:1080:32:60 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.12.854 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXTX_buffer_sub_data AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXTX_loop_points AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic Generating: 128 source channels. === OpenGL information === LWJGL version: 2.6 Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GTX/9800 GTX+/PCI/SSE2 OpenGL version: 3.3.0 OpenGL extensions: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 3.30 NVIDIA via Cg compiler Server response: Success. Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 7 buttons. Startup Phase - Setting up.. Loading window positions from C:\Users\Jeb\wurm\players\Jebster\windows_800x600.txt Loading props file C:\Users\Jeb\wurm\players\Jebster\windows_800x600.txt Gui initialized Startup Phase - Preparing terrain Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\Jeb\wurm\players\Jebster\logs\_Event.2011-09.txt Disabling Nagles Disabling Nagles Disabling Nagles Disabling Nagles Disabling Nagles Disabling Nagles Disabling Nagles Disabling Nagles Disabling Nagles Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Sep 08 07:33:44 BST 2011 Destroying game window ====== DISCONNECTED ====== com.wurmonline.client.e: Connection denied: <The server is currently not available. Please try later.> at com.wurmonline.client.e.d(SourceFile:84) at com.wurmonline.client.j.f(SourceFile:749) at com.wurmonline.client.j.run(SourceFile:1288) at java.lang.Thread.run(Unknown Source)