Nekojin

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Everything posted by Nekojin

  1. Player-made hives giving off sound and messages could still be useful in some circumstances, like on a collapsed deed. I think the best solution for this would be to add a Deed option to turn Deed hive messages on or off, with them defaulting to off. Aside from that... +1
  2. Perhaps both viewpoints could be satisfied with a new server that is CFI - Central Freedom Isle - that is a gateway between servers? You have to travel across CFI to go from NFI to SFI (and vice versa). If it follows up with something similar to the OP's suggestion - that instead of one large land mass, the map is a number of islands - that would make moving across it slightly easier than requiring going all the way AROUND the server's land mass. This "gateway" server would be a slight deterrent to traveling from NFI to SFI (and vice versa), because the travel time would be significant, but it would not be a problem for anyone who is determined to make the trip. It could even be written into the lore - that travel from NFI to SFI (and vice versa) was impossible until this island chain was discovered, because there was so much turbulent sea between the two areas.
  3. I understand the desire for a new deed. There are experiences that gradually vanish over time as deeds age, as the landscape more or less ossifies, and larger changes slow down or stop altogether. The Apple Hill area north of Sonata comes to mind, as well as many large areas on the SFI servers. It's still possible to reshape a part of the world as you see fit... it just gets harder over time. Furthermore, the NFI launch, and especially the Cadence launch, presented a unique experience that only comes around once in a great while - the ability to be an explorer and pioneer on new lands, first with entirely new characters, and then with experienced characters. As the game rules change, and new ways of interact with the world are added, the lure of new-found lands grows over time. Someone who has spent some time in the existing servers may be unable to settle close to a hub city, or create a new marketplace*. And while it's still possible to settle into unclaimed wildlands even on very old servers, the fact that you're still probably not far from guard towers, highways, and other forms of established social norms makes it not feel the same as it does on a new server. After all, while it's entirely possible to reroute a highway to make use of land that it covers, few people have both the will and the skill to do so effectively, without having a negative impact on their neighbors. * Well, many try to create marketplaces, and fail. Few community marketplaces both settle and survive. I guess what I'm trying to say is that new servers should not be considered a bad thing, and should be considered over time. The game is over 25 years old - it would not be harmed significantly with a new server being added every 2 or 3 years. There are presently 16 servers, not counting Golden Valley or Haven. Eight SFI servers, four NFI servers, and four Epic servers. Nearly one game server per year. Another NFI server would not disrupt things significantly, in the grand scheme of things. It would result in a land rush to be sure, and other NFI servers would feel quieter for the first month or three, but over time, and especially after the "new server smell" wore off, it would just become another server, and would be part of the player balance. And given the nature of the game, perhaps a "retirement" (but not shutting down) of old servers that haven't seen much change in years. The end of a server should not be seen as an unthinkable offense. A Tale in the Desert has gone through start to finish nine times now, with players having a chance to achieve a degree of closure that is rare in the online gaming scene. Servers could effectively end, with them becoming museums to be visited instead of territory to be claimed, reshaped, and fought over; with recognition for the players who helped make them the way they became. Players who live on the retired servers would be able to take a portion of their belongings to another active server, while still leaving their deeds, buildings, and creations for others to see. Yes, some long-time players would be unhappy with this, but with sufficient advance warning, even this could be massaged into being a form of growing pains for a game that has changed so much in its 20 years, instead of signs of a dying game. Note that Golden Valley was both a tutorial server and a home for some, and is now a retired server, in a sense. There's no perfect answer; any decision will result in applause from some and complaints from others. But I would welcome the opportunity to explore new lands that aren't so fully settled, mapped, and locked down.
  4. The fact that it IS on WU as a Mod may be a reason that Wurm Official doesn't want to touch it. No matter how they do it, people will rage. Make their own Taxonomy system, which is different from the WU system? "Why is it different?!?" Make another taxonomy system that is similar to the one on WU? "Devs are stealing from the Modders!"
  5. I have a suggestion on modification of this idea. Instead of a rod that just plops down a water source wherever you want it, how about a wand that moves water sources? It arrives (however you acquire it) unpowered, and you first use it on an existing water tile, drawing the water out of that space and into the wand. Then you use it to place the water where you want it. If this is intended to be a Meditation ability or spell, the collection gives you a water token that degrades relatively quickly, encouraging you to use it instead of just collecting them. To prevent this from being a griefer's tool, you can only use it on Deeded space where you have an appropriate Permission (which permission, I leave to people who are more well-versed in the ways of the Permissions). Perhaps two different permissions for the removal and placement actions.
  6. The depth problem is almost entirely a Cadence problem. The map was deliberately created with very shallow waters, to make the players decide whether to use a shallow-draft ship, or make the effort to mine and dredge out space for deep-draft ships to pass. You ran into one of the areas that hasn't already been dredged out. That sucks, but it's also a trade-off. You could have used a Small Sailboat instead, as that's also shallow draft (Rowboat, too, but I'm sure you value your time more than that!). TheTrickster is correct that the reason that the Knarr is harder is because it's a more advanced shipbuilding technique. You need to learn to walk (make the much simpler Rowboat, Sailboat, and/or Corbita) before learning how to run. My advice to you, OP, is to either build or buy a Dredge, so that when you run aground in the shallows, you can not only get yourself back out, you can make it easier for you and others in the future as well.
  7. No. Preying on FOMO is social manipulation, and abusive. Which is why so many mobile games use it. Don't let Wurm fall into that pattern. If I'm not in the mood to play Wurm, or I've got some other event to go to, I shouldn't feel obligated to tear an hour out of my day to log in, just to keep that login streak going.
  8. Don't get me wrong, I like the fountains that we have. But right now, there's essentially four fountains in the game: The Well, the Fountain, the Ornate Fountain, and the Wall Fountain. Which are all good, don't get me wrong, but not enough. I would like to see more fountains in the game, either as unique items or as a Monthly Skin option. (I want to see more variety in Monthly Skins, too, not just weapons and tools!) I've got a few suggestions for fountains that I think would fit in with the game's overall aesthetic, and not look out-of-place or too "modern." Obviously, other variants of the existing fountains (both round and wall types) would be good, but corner fountains and "natural" fountains would both lend a tremendous amount of variety into Deed design. The last one gives the possibility of a fountain that is also a light source... Anyway, let me know what you think.
  9. The deed Nuksal on map tile K14 no longer exists. Edit: We welcome our new, cherry-colored overlord. 😁
  10. Starting bid: 20s Increment (minimum): 2s Reserve: no. Buyout: 1.2g Sniper Protection: 30 minutes
  11. I have a Rare Slate Brick that I created through a MOI while assembling Archaeology shards. None of the shards were rare; it was made rare solely because of the MOI as I finished the Restoration. This brick does not show stats when I ALT-click it for chat. Or, rather, it does not SEND that information - the mouse-over works in the text window before I send the text, but once I press enter, it shows as [slate brick] in chat without any mouse-over extended information, in the same light grey as normal text. I've tested other things in my inventory - treasure maps still show up properly, both before and after I press Enter. So do other rare fragments, when clicked from both inventory and chest inventory. As far as I can tell, this is the only item that is acting abnormally.
  12. Highway change to the Coastal Catwalk: Remove: 1711,1671 to 1733,1671 to 1754,1650 Replace with: 1711,1671 to 1727,1650 to 1754,1650
  13. I also had this happen to me. I've tested it at several different places on my half-built bridge, and it crashes every time I attempt to add the bridge section to my crafting window, whether the window is already open or not. Planned bridge is on Cadence, at approximately here. My error code, if it is at all different from homestead's:
  14. Please remove the deeds Cake By The Ocean and Heck House (just West of Azure Dreams). Both no longer exist.
  15. Found a tower for the treasure map. Tomjeffsteve 074 is located at approximately 1464, 1120. Edit: It seems that the deed Dumtown at approx. 1778, 1196 is disbanded.
  16. This is INCREDIBLY minor, but something that's annoying me... so I'm going to say something about it. I found an unidentified fragment on my land. I picked it up, readied a Stone Chisel, and used the Identify action. The last is unnecessary and (slightly) harmful. It's warning me that I should be using... the very tool that I'm using. This message should be suppressed if the proper tool is in use. It's harmful in that it makes new, inexperienced users feel like they're using the wrong tool for the job. It does it when you're using a metal brush at the proper time, too: I realize that part of the function of this warning text is to let you know when to change tools - for when you're using the chisel, but you've gotten to the brush stage of the identification process. So the message shouldn't be suppressed at that point. But to be nagged repeatedly to use the tool that I'm already using is... annoying. And fills up the Event window with needless lines of fluff. Edit: I realize that this is the same code and messaging that the game uses for other crafting situations, but unlike, say, Smithing, you're not using a handful of different tools, semi-randomly assigned after each time you work the skill, so you need to be informed about what tool is next. Arch only has two tools, and they're specifically Chisel until you get to X completion, then Brush for the rest of the way.
  17. Are all of those your deeds, or provided by allies who want to be added to the Community Map? Unless rules have changed since the last time I was active, it's opt-in by the deed owner, and they have the right to not be on the map unless explicitly requested. Previous map managers have refused to add lists of deeds like this.
  18. Corrected coordinates for the highway that goes from J14 (Azure Dreams) to J17 (the bridge just SW of Sonata) : [1516,1670] [1734,1670] [1754,1650] [1828, 1650] [1834,1644] [1891,1644] [1954,1707] [1954,1750] [2015,1752] [2047,1782] [2072,1782] If there is the ability to add a name to a highway, this highway is named Coastal Catwalk (as proposed by me, and agreed to by members of Northern Lights, a loosely-affiliated Alliance of Settlements along the highway's path). Thanks so much for your hard work, solmark, and sorry to hear about your hospital visit!
  19. Good evening! The Deed of Saint Orchidea [1923, 1725] disbanded some time ago, and aside from a sign marking its former location, has completely reverted back to nature. I'll be posting an updated Highway for the Coastal Catwalk (from Azure Dreams to Sonata) later, once I've gotten the correct coordinates on it. The old one is a wee bit off in the perfectly-accurate map. In the mean time, though, please remove the "Tunnel" showing at [[1538, 1631], [1538,1694]], because it's a canal and is adequately represented on the map without a line.
  20. 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?
  21. 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?
  22. 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.