• Content Count

  • Joined

  • Last visited

  • Days Won


Nekojin last won the day on September 18 2020

Nekojin had the most liked content!

Community Reputation

185 Good

About Nekojin

  • Rank
  • Birthday 08/02/1970

Profile Information

  • Gender
  • Location
    Los Angeles

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. For the purposes of avoiding too much conflict on this, I ask once again: What purpose or benefit does my having an Affinity in Mind give? Or other people with Affinities in Body or Soul? I've asked multiple times on CA HELP, and was always told, by both CA and normal players, that they do nothing, their skill scores are functionally meaningless. Is this correct, or is there some benefit to having my Mind skill go up 10% faster?
  2. There's a certain number of skills that are flat-out useless - they do nothing, affect nothing, and are basically just placeholders. No, I'm not talking about Puppeteering or Yoyo. I mean specifically Body, Mind, and Soul. I've been told by people multiple times that these main Characteristics don't actually do anything, they're just a measurement for the subskills like Body Strength and Mind Logic. So if these aren't ever in use, don't ever actually do anything - aren't beneficial to any skill usage or skill gain- then why can we have Affinities for them? I have an Affinity for Mind. If it affected my Mind Logic gain speed even a little, I wouldn't be upset about it. But it doesn't. It doesn't do anything. So that's a completely wasted Affinity gain. Thankfully (for me at least), that was just a random gain, not a purchased Affinity. If I'd spent anything to buy an Affinity and got that, I'd be pretty mad. Can we fix this, please? Prevent the main skills that don't have any utility from ever getting an Affinity? And perhaps give rerolls to people who got them?
  3. horses stolen.

    I disagree with your definitions here. They were stolen; they had an owner. But they were not adequately protected, so this isn't something that GMs can/will do anything about.
  4. @YagaThanks, looks great now.
  5. This is what I see on the map: As far as the bridges under tunnels and canals - if I turn off Deeds and Highways, this is how my canal and bridge look:
  6. Missing two segments on the Highway, and it's probably my fault for breaking it up into 5s. [1800,1630] to [1835,1630] and [2040,1760] to [2040,1780] Edit: And I notice that Bridges are showing up under tunnels/canals. Shouldn't they be above?
  7. Okay, here we go. First and foremost, personal POI: Our canal is nearly ready (another day or two to get the whole thing down to -6). Coordinates are [1538,1694], [1538,1631]. We have a guard tower at [1542,1662]. And then, the highway known as Coastal Catwalk. Split up in groups of five for easier reading. (Edit: If you have to attach the name to a specific section of highway, put it on the first one, just East of Azure Dreams) [1510,1665], [1720,1665], [1745,1640], [1790,1640], [1800,1630], [1835,1630], [1910,1705], [1910,1730], [2010,1730], [2040,1760], [2040,1780], [2070,1780] And last but not least, there is a small bridge at [2071,1777], [2071,1772] to allow for water passage into a boat tunnel going Westward that is nearly complete; that's not my project, so I'll leave it to the engineer of that project to offer information on that. Edit: If it matters, there's a small bridge at [1535,1665], [1540,1665] across the canal. It's part of the Coastal Catwalk line, so I don't know if it really matters.
  8. Agreed. Thank you for your service on this, Nordlys, and thank you, Gawain, for picking it up and carrying it forward. I'll have coordinates for the Coastal Catwalk highway soon.
  9. The answer is simple: When someone hits a title unlock skill level, give them all versions of the title that exist, and let them use them (or not) as they see fit. If someone wants to use it to be, say, "Amazon Knight," who cares? More options = better. One person's preferences cannot, and should not, force everyone to conform to that person's preferences and ideals.
  10. I want to input a Highway to one of the maps, but trying to make estimates and approximations is driving me buggy. Do the Yaga coordinates have a 1:1 relation with actual ground tiles on the map? Or some other reliable ratio?
  11. With the intent of adding a bridge to the Sonata to Port Crescendo Highway (not far south from Sonata), the Highway has been broken and rerouted, temporarily using the (very ugly) path around the pond West of Sonata. This is being done for the purpose of giving adequate passage for ships, as a small group of intrepid tunnelers are hard at work, digging a full-depth boat tunnel. This will be an inconvenience for several days, partly depending on GM permission (and build privs) for the bridge in question. Ideally, we hope to be done by the end of this weekend. I'm not behind the tunnel, but I have been contracted to reroute the Highway and prepare to build the bridge (once we have GM permission and build privs within the Sonata Perimeter). The rerouting and prep work for the bridge is already done; once the bridge is completed, we will reconnect the straight stretch of Highway across the bridge, and remove the Highway curve around the pond.
  12. I meant that my assumption was that the restriction was added to the game as a whole because of some concerns (real or imagined) in PvP. For much of Wurm's history, the main focus on game development was trying to make the PvP both balanced and appealing, and the majority of things like this were done with the idea of how people might use (and particularly might abuse) these in PvP. Things were done with PvP in mind, and also spilled over to the PvE side of things; changes were primarily made for PvE when PvP changes screwed something up in PvE. But this is all just supposition and conjecture on my part.