EliasTheCrimson

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Everything posted by EliasTheCrimson

  1. No, because eliminating all bugs and performance issues across the board is a Sisyphean task. Do as Buddha and walk the middle path. Balance out new content with fixes.
  2. I'd bet that is part of the reason, but I believe the new roofs and floors (which are static models tied to tiles now rather than drawn dynamically based on the shape of the building as previously) is also a factor. If they can figure out how to implement this without making it look like crap (skewed and whatnot) and limit it to bottom floor, I'd support it. Because it could enable some creative designs, and not because "sandbox, durrrr".
  3. That'd make for a great Halloween pack feature.
  4. I'd rather we didn't encourage alt usage to be honest.
  5. I wouldn't say it's impossible to achieve a strong PvP community for a game like Wurm. "Rust" has a crafting and base building system just as arduous as Wurm's, and manages to maintain a rather large player base despite having "everything-goes" PvP with no defensive measures for players. The major difference is that Rust is a first-person shooter, which as far as game mechanics go is an extremely solid and easy to get into-combat system that remains rewarding on its own merits regardless of character progression level.
  6. Only with the proper enchant in my opinion. It's a bit too silly.
  7. One day we should compile a list of all the volumes of various items that make no sense, corpses none the least.
  8. There's no point when winter is short and has a decidedly visual-only impact on the game. I support both tweaking winter to be longer and come with minor gameplay adjustments (such as usage of sleds), but it seems few others do.
  9. It's not something that bothers me a lot, but what I'd suggest instead is separating the social features from the access system. In many cases the people we're hanging out with and/or chatting with are not the same as the people we need to deal with in access management.
  10. I believe this is just a thing meant to prevent 20 people from sleeping on the same tile. One would think 4x4 would be enough for at least two people however
  11. Improve the textures is all I can say. Making them plain white is not a very good choice I believe. Toggling the texture set, making the game look completely different between two players, is not an acceptable solution in my opinion. The state of the textures is not just about making the game look pretty, it's just as much about visibility control which is a factor in survival gameplay. Textures need to be made to look as consistent across all user clients as possible. Every player should be subject to the same conditions; what exactly these conditions are however can be discussed and changed.
  12. Shot in the dark but, you don't happen to have FXAA forced on in the AMD/Geforce control panel, do you?
  13. The "Drag" option used to be available to the captain on a ship, effectively allowing towing. It was removed...
  14. Magical chest for particularly good tools/equipment, rarities and low-volume stuff that is useful to keep around. Use racks for weapons and armor and use signs/container names so you can find your stuff easier. Otherwise I don't think there's much to say about non-bulk storage except "throw it into a container inside a building" because various types of storage within that realm doesn't seem to make much of a difference.
  15. I think the current positioning is the way it is to not make the weight distribution look weird. +1 For sorting out the positioning to minimize view obstruction, but to be honest I'd prefer if this was solved through the use of idle animations that make characters SIT DOWN while on board.
  16. You know that thing that twatwaffles in FPS games do to draw attention and be generally annoying? Jumping around like bunnies? Yeah, let's not have that. -1
  17. It'd be a nice thing to have, especially if animals could graze from them a couple of times. Though for the love of god don't make them look as if they were made by a machine. Hay bales in the form of perfect cubes or cylinders are creations of modern mechanized balers.
  18. I'd rather prefer the Take keybind opened the dialog, putting "max" just a Return key press away.
  19. It sounds like a completely meaningless deviation from the core Wurm experience. Both the OP and the other suggested server type. I realize there are people who prefer to focus on specific game features over others, but we can't have the dev team spend all their time make several different specialized versions of Wurm with slight variations just to cater specifically to obscure special tastes.
  20. I suspect It'd be very hard for the game to determine an appropriate location to teleport the player to. When logging into houses I was not on the writ for I've been teleported into a locked pen.
  21. I see your point, but what's the meaning when this is a multiplayer game? When the meat of the game lies in the interaction between actual people any NPC's placed in the game world might as well be bricks. NPC villagers may look like players, walk around like players and occupy buildings like players but it would always be evidently clear that they aren't players, and any town populated solely by these buggers would eventually seem just as desolate as they are now. It might be interesting at first but once we're used to seeing them everywhere they'll just be set dressing serving to remind us even more how empty the village really is. There's also an issue in that the resources for village NPC's might have to be pulled from the server's animal cap. So if we got to have NPC villagers bumbling around our towns it might be at the expense of animals to breed or hunt. Also, I can't speak for everyone but while I agree it's nice to have newbies around as company, I believe inviting them to your towns is more a question of helping them get set up with Wurm since solo play is darn unintuitive and the starting areas are often terrible. That and, you know, making new friends. Desolate towns cannot be remedied without recruiting, I can't see any other options. I'd prefer to introduce as few player-character substitutes as we can get away with. The routine of continually inviting players to hang around the surroundings of your deed while learning the ropes, as well as moving between deeds, is something I see no problems with. A newbie gets a smoother start of his experience when he has a village to spawn and seek shelter at, you get company for a duration of anything from a week to years depending on how close friends you become. I have a vague idea of a feature in which your deed becomes an optional first spawn point for some fresh players, but it might not be what you're looking for.
  22. -1, objects look bad with the current dye system. There's been talk of a more clever system for painting, I say let's hold off any unnecessary tweaks to the current one.
  23. -1, No game automation please. The only thing worse than people going AFK during actions would be the game actively encouraging players to do so. Let's not have it that way.
  24. I can see the appeal in this but I don't think Wurm needs more game modes at the moment; it needs polish on the ones we have. A legacy server with its own code branch would mean more balls in the air for the devs just to appeal to what I imagine is a relatively narrow niche of an already niche player base.