Mhyth

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About Mhyth

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  1. That's absurd. You're trying to rationalize this so hard in your head you're reaching beyond all reasonable credibility. Rules are meaningless without consequences - it's exactly because there are potential or real consequences that players stop negative behavior. They either don't do it in the first place because they want to avoid the consequences, stop doing whatever it was when confronted by an authority capable of inflicting the consequences(whether any consequence actually happens or not) or are stopped by the consequences themselves removing the ability of the player to continue the negative behavior. The only thing that preemptively makes untoward actions not possible are game mechanics. Where there are game mechanics in place to prevent such things there no need for rules. Game mechanics and rules are not interchangeable concepts - you don't have a valid point to point out.
  2. Seems like some convoluted plan to get a tax break by incurring a massive self-inflicted business loss.
  3. Good to see lots of improvement work done over years will not be undone and folks living on the east side won't be forced to traverse 3/4 of the Inner Sea just to head South - besides changing the name to Black Dog Peninsula would have been weird. +1
  4. Dried fish is one of oldest and largest preserved food staples in the world. Would be encouraging to see this expanded to a new skill - say curing. That way there's a little extra effort required for preserving meat fillets(whether mammal or fish). Add drying racks into the game which could be used for drying meat and fish fillets as well as drying kelp(for whatever purpose that's going to be used for eventually). That would also push using dried fish a little further into the game as a player would need to able to create the drying rack first which would likely be a fine carpentry item. So there'd be easier access to meat - a new fine carpentry item - a new skill under cooking - and lots of nervous fish!
  5. I've had multiple occations when driving a large cart drawn by horses or when disembarking the cart that I'm killed by falled damage. Seems to occur when the cart bucks on slopped terrain(far under the 30 slope limit) or when disconnecting, dropping back into the game, then disembarking shortly after that. Probably tied to the current absurd fall damage levels. Other players have mentioned getting fall damage when logging in - one village member even died of a head wound caused when logging in.
  6. You are completely ignoring the fact that Wurm 1.0 has been declared the official release product by Code Club themselves. This isn't simply yet another server launch - it's a hugely significant point in time in Wurm's development. Trying to tie that to every single server launch in the future is just a blatant exaggeration. Please, the original Freedom servers are not going to suddenly or even over the long term become abandoned. Folks whined and cried when Exodus was launched so short of a time after Deliverance was launched that the same thing would happen. It didn't. I watched a huge migration to the previous new servers and also a large influx of players moving back to and new players starting on Independence in the last several months. All this crying about splitting the community and server populations dying is just knee jerk hysterics and unrealistic. The way Wurm is played the vast majority of players rarely leave the immediate world area around their deed location anyway. I've been playing for nearly 2 years, have a large deed on Independence, a character with 90+ digging and many 60-70+ skills, and have invested hundreds of dollars in that. I have no intention of abandoning that. I'm also playing on Pristine, and while being able to take advantage of those resources would be convenient - it's in no way needed and for all the reasons listed above and more connecting the servers will have many negative consequences. Let Wurm expand and grow without all the self-centered entitlement attitudes. Hike your shorts up, venture onto he new servers and expend the effort to skill up and establish something new if you so choose rather than moaning that it's too hard to do it all over again and you shouldn't have to because 'Rolf said....waaaahhhh!'
  7. Serious consideration needs to be taken on NEVER connecting the Pristine server cluster lands with the pre-release Freedom cluster servers. This is a significant and appropriate break point in Wurm's history with both the release of Wurm 1.0 and all of the significant fixes and quality improvements. There is a long list of reasons to keep the server clusters separate and negative consequences of Freedom cluster characters and their skills, items, resources, and wealth being allowed to enter the Pristine cluster servers. One of the biggest draws for both new and existing players to the Wurm Pristine server was that it is an entirely fresh start. Unexplored and unbuilt upon lands inhabited by characters all starting out at the same point. Allowing Freedom cluster characters to cross into the Pristine cluster will result in a sudden influx of extremely advanced characters as well as loads of high level enchanted tools, are items, weapons and armors far and above the quality of anything being used or able to be made on the Pristine server cluster. Skill Affinities As everyone starts out fresh on the Pristine cluster servers, every single character there has only one skill affinity. Due to its connection to the Wild/Chaos server, there are Freedom cluster characters with a large number of skill affinities on a single character - many traded or bought from other players by exploiting the ability to go to the Wild/Chaos server and 'let' another player kill you to acquire their affinity. Unique Creatures Server unique creatures such add atmosphere and challenge to the areas they inhabit as well as a goal focus for characters that hope to someday engage and defeat them. Likely no Pristine character that’s lived in the area since the start of the server or any Pristine started character will be involved in killing the uniques that live there. There's no doubt that mere days or just hours after connecting the Freedom server cluster to the Pristine server cluster that Pristine's uniques will fall to parties of long time Freedom cluster characters already decked out in drake hide armor and high quality enchanted weapons. Where's the challenge in that? Economy The Pristine cluster servers will quickly establish their own economy. Connecting the Freedom cluster servers would inject character accounts with massive silver and resource stockpiles acquired over many years of gameplay and farming traders for money. Obviously this would drastically both devalue the current high end items able to be crafted on Pristine and the hard won 'starting from scratch' skill levels of pristine characters. Gameplay wise for the Pristine cluster players this would destroy their ability to compete with the influx of wealth and high skill characters. Financially for Code Club this would also substantially reduce the amount of silver players will buy if the server clusters are connected. Old players on the Pristine server cluster will use transferred funds from their established Freedom characters and both old and new players will buy in-game money from wealthy Freedom players instead of Code Club. Past bugs, exploits and past baggage Every game during development has bugs, exploits and other issues that need to be stamped out and dealt with. Typically all characters, items, and wealth are wiped out when a game moves from beta to release. Obviously Wurm has taken a less than typical development path - still, why intentionally inflict these remnants of past bugs and changes on the new server cluster? Many of the account skills, wealth and some types of items gained from past fixed exploits and misc. bugs still exist on the Freedom cluster servers - compromises were made - from this point on decisions were put in place with the previous damage done left in place. Fountain backpacks, satchels and pans are the primary example - I'm sure several others exist. Even the nature of the items give out at Xmas has been significantly altered. Now more than ever is the time for a clean break between past errors and the new path forward. Making the Pristine server and new servers connected to it their own separate server cluster would be the best route forward. New servers can always be added to both Freedom and Pristine clusters in the future.
  8. -1 Oh gawd no. One of the best features of Wurm is that it's not the typical fully automated impersonal mmorpg. Having WoW/D3 style auction houses would undermine the community and lead to gold farmers being drawn here to macro farm/create items to be sold in the auction houses.
  9. Independence - bigga badda boom! again...
  10. Meh - I think I'll start on my taxes early, see if the septic tank needs some cleaning, or go volunteer at the homeless shelter for unstable drug addicted delinquents with sharp things in their pockets.
  11. Any 'improvements' or true solutions are not going to legitimize griefing of new or existing players through perimeter evictions. If abandoned buildings are a problem the best solution lies in increasing the decay rate of off deed structures that are not in active use, and further increasing that rate for buildings where the writ holder has failed to log in to Wurm for significant periods of time.
  12. The enclosure rule works in balance with deeds because enclosures require player effort to construct and maintain fences and walls that decay over time far faster then buildings. Adding a non-decaying magical yard to building writs which controls land around the building provides that land control without the counterbalancing player effort. It is getting a mini-deed for free.
  13. I've wanted to be able to shave or paint a large single number or letter on the side of cattle at least. How bout just let us paint the whole cow a single color like small boats?!
  14. Here's a more current image of the layout of Black Dog Isle.
  15. from the wiki I can't see where 'dirt' tiles can be turned into rock tiles? That would be handy ability, however I don't see how that's possible using the power path.