Hailene

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Everything posted by Hailene

  1. Besides being the size of a small mountain, wouldn't a wagon be the better storage unit now? Toss in some rafts, backpacks, and large crates and you're able to store pretty much anything you'd want.
  2. Well, Release is doing theirs the 15th? Would it not be better to aim for the 22nd then?
  3. I did, too, actually. Best decision of my Wurm career.
  4. 3 days gives you 36 hours of fatigue (assuming you start at full), which is 12 hours of ACTIONS a day. Which is most definitely different than playing 12 hours. 4 days gives you 44 hours of fatigue, which is "only" 11 hours of actions each day. Even if you burnt most of your fatigue before hand, by the time you sleep, get ready to work, and head to work, that's probably at least 9 hours. That's 3 hours of fatigue in addition to anything you had left. Even with just 3 hours of fatigue, that's still 9 hours of actions per a day if you do it right.
  5. Takes a bit of forethought, but try to balance your activities. Mix up the actions that require little to no action timers (like hunting) with action timer ones (like mining). So you can mine for 15 hours straight, and when you're done to 1 hour of fatigue, go hunting for a few hours. The hour of fatigue left gives you all the time you need for bandaging as your character regains the fatigue. "But hunting for 3 hours only gives me back one hour of fatigue!" Well, do other things. Go explore. Restock your merchants. Go pick up all those corpses your spirit templar has murdered in the last wek. Re-arrange the BSBs in your warehouse. Plenty of things to do as long as you keep a little bit of fatigue on hand to do them.
  6. I wouldn't mind having to have some skill to repair stuff. It's another reward for leveling my skills as opposed to buying my gear. Though, really, I think the damage rate is too high for most tools, weapons, and armor then. I would hate to be a hunter and have to haul ass the hour to the closest weaponsmith/armor smith to repair my gear every day or two. I wouldn't want to have mats involved, though. It's already a pain enough to fix up walls and fences. So I think some sort of hybrid between what we have and what you suggest would be good. Say if you don't have adequate skill (so trying to repair a 80QL weapon with 5 weaponsmithing) you'll die a shoddy job. Maybe even a 1:1 QL/damage loss. So if it had 40 damage, you might drop it to 40 QL! But if your skill was closer, say 50, it might only go down a few points--somewhere in the low seventies. If it was more or less near it, maybe just a point or two lost. Though have the repair skill take into affect, too. Maybe the repair skill could reduce the amount loss by its skill level. So someone with 50 repair would only lose half the QL he or she would have lost simply based upon his or her craft skill. So with 50 repair, my earlier example of the 5 WS character trying to repair the 40 damage 80 QL weapon would only lose 20 QL instead of the full 40. I think it adds a touch of realism, rewards people for leveling skills, and maybe even opens up a bit of area for the middle-tier skilled people to offer their skills as well.
  7. One thing I like to add is that (to my knowledge) it was the CIA *website* that was hacked. Nothing super important of theirs suffered from the attack, merely the website that any Joe-Bob can access was taken down. I can only assume that the CIA website isn't particularly well-protected. There's no real need for it, I imagine.
  8. His accent is too brutal for me to listen to it for long.
  9. So, you're saying, to get some of the best items on WoW I have to run 20 accounts so I can solo the heroic raids? Oh, what, cooperate with 19 other people to down raid bosses instead? What madness is this. I have to do everything, by myself, at once, in order to experience a game "fully", right? Cooperation and joint effort are cornerstones of almost every MMORPG. Wurm included, of course.
  10. I've never made one, but aren't gold mine doors supposed to be crazy hard to make, too?
  11. The only thing I'd liked changed is if the drum roll only happened when a rare was ACTUALLY made, not simply a chance. Too many false hopes given.
  12. I'm from Hillsboro. I actually have an alliance-mate from Beaverton. It was a real shock. From my 15+ years of online gaming, I've met like 2 people from Oregon (minus people I knew before hand). I figured there was only 6 computers with internet in our state or something .
  13. I did a test. A CoC copper lump used on a non-CoC tin/zinc lump yielded no additional skill. A CoC tin/zinc lump on a copper lump gave the CoC bonus. A non-coc copper used on a CoC-tin/zinc lump yielded the bonus. So, yeah, the tin/zinc lump needs the CoC. CoC on copper does nothing. One more question. What zinc over tin? Is it harder to use zinc? Is that hwy people use it over tin when they get higher?
  14. Armor

    Is it only weight or is it weight:strength ratio? Can a stronger person carry more?
  15. I'm up to 35 with it. Grind isn't too bad. Getting about a skill an hour at this point now. No SB. How much faster is charcoal? I have an easy source of tin nearby and about 5k copper lumps already mined out from leveling my mining.
  16. So I've been playing around with it for the last day and a half or so. I've been using tin. I keep the tin lump large and my multiple copper lumps small. It's a bit of a pain since I have to micromanage the copper lumps. Once they get small, I have to drag them out and get s'more. The question is...why don't I use a large copper lump instead with small tin lumps? After a success the tin lump is eaten up. True, when they fail, I have to drag them out, but I rarely fail now (even using 28/30QL stuff (which is about as low as I can get). Isn't this much less demanding?
  17. So I want low quality zinc/tin for actually level the skill? What sort of creation percentage am I gunning for?
  18. So a couple new questions... Why switch from zinc to tin? Is bronze harder to make? When should I switch? What is the ideal creation bonus %? Isn't it 50%? If so, I'm sorta boned. I have a crap ton of 29 QL copper. I can find some poor zinc and tin veins, but the 21 QL zinc I'm getting (the lowest QL I can find since I have 90+ mining) is giving me a 75% creation rate at just 16.25 skill. Is this too high? Should I switch to bronze (if it is harder?) Should I get someone with lower mining skill get me some 1 QL zinc/tin? For plate smithing (my ultimate goal), how important is the charcoal QL and metallurgy skill? I can generate all the 90 QL iron I need. To get high QL steel, do I need equally high QL mats and skill? Or something vaguely in the right direction all I need?
  19. Thanks for the help, guys. I'll probably get to work on it over the next few days. I'll report how it's going and any additional questions that may crop up. Again, thanks!
  20. I've looked around and it seems the guides go only so far as to say "use copper with zinc or tin to grind up the skill". I have those...but I'm not 100% on how I should go about combining them. Do I want two massive lumps and smash them together until they run out? Do I want the bare minimum to combine? Does it matter? Does QL of the lumps matter? Should I do higher at the beginning and worse as my skill goes up? Anything else I ought to know?
  21. I'm just starting to do stuff on the market, but I really don't know who's on what server. Plus most people won't care to to buy "local". Just like in real life. If you can buy a hammer to 10 bucks or 4 bucks, assuming equal quality, do you really care where it comes from? You'll buy the 4 dollar hammer. Pretending the vast majority of people won't do this would be naive.
  22. While it is true that everyone gets affected, it's the proportion that they are affected that matters. Using your 96+ carpenter, how many such carpenters do the other cluster have? 10? 15? 25? I really have no idea. Safe to say, there's probably quite a few since those clusters have been out forever. How many do we have on P/R? 1? 2? 3? How hard did they have to work (in terms of average hours per a day) to get that far? I'm guessing a good amount. So what happens when the two servers merge? The old cluster will have 3 more carpenters to choose from (25 vs 28) whereas the P/R cluster will have 25 new (3vs28) carpenters flooding the market. And another point is that the people on P/R would have to have grinded a lot more hours per a day to get to the same spot of someone who had several years to level their skills. I myself started weaponsmithing a couple months ago and I'm close to 70 WS after many, many hours of grinding. I'm finally at a point where I can start selling my services. Why would I want to compete against someone who could have gotten to the same point as me at a much more leisurely pace? In other words, just because a few people have competitive skills on the P/R cluster doesn't mean that's the time to open up the cluster. Let those people who ground so hard over the last (almost) year to enjoy the fruits of their labor. I'd be okay if there was some sort of portal between the two clusters. Let people come and play...just without their items or skills.
  23. You're making no sense. People only want P/R to vote because they're the new cluster. If we flip it around and say P/R is the old cluster and the other Freedom servers are thew new cluster, then it would make sense for P/R not to vote. Having the power to vote is not contingent on the server name or anything, it depends on which cluster is newer. If P/R is the newer cluster then they should be the only ones to vote. If some other newer cluster so happens to be the new cluster, then let them be the ones to vote.
  24. The next logical step would be people-rugs. Hell yes.