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Ecrir last won the day on June 23 2012

Ecrir had the most liked content!

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About Ecrir

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  1. Combat simply isn't interesting in Wurm, so it's no wonder PvP isn't doing well when there are a ton of games out there with more interesting (team based) combat. Then add to it that Wurm has a ton of barriers to entry for PvP (skills that need grinding, equipment needs, etc) and it's no wonder PvP is doing as badly as it is. It simply hasn't kept up with the times.
  2. These sound like some good changes, though Xallo and others do have a point. Perhaps the affinity change also requires a reset of all the affinities in order to adress their issues.
  3. Why? Metallurgy is still fine, steel plate offers better protection than iron plate and steel tools take less damage from usage. I know I'll still be investing in both of those things.
  4. If they require it to involve players then it's dead on arrival, not just due to how boring travel is (though I admit it's not a boat, so it's not that bad) and how low the population is in general, but also due to the security issues you run into. Theft probably isn't an issue as that's easily stopped with mechanics, but what if the player goes halfway and then logs off for a week, what happens to your cargo then? So many issues with making players do the wagoner's job because you can't control the outcome. But more importantly, how is actual npcs doing things that make sense in the world not immersive? I'd say it's way more immersive than a mostly empty world with no npcs in sight and almost no players either most of the time. Many of the bigger settlements could do with some nice npc activity because most places look like well maintained ghost towns. If anything is immersion breaking it's how dead the world is. More activity, even in the form of NPCs, is great for immersion.
  5. The Wagoner sounds like an interesting system, but I do hope that it will be expanded upon as plenty of islands cannot be connected to said system and a lot of bulk goods are often bought from other servers as well, in which case the system also can't be used. I'd love to see a similar system with boats going between ports, best case even cross server at some point. Perhaps something similar to highways can be made for water. Perhaps a route could be defined by deploying buoy every x tiles and then requiring another specific item on the edge of deed in order to connect it up to the buoy system. If said deed is also connected to a highway system and has a Wagoner then the wagoner could take the cargo further in land. The water side is obviously more complex as you probably don't want a buoy on every tile as that would just look silly, so you'd probably need the occasional pathfinding between them (if they are close enough to each other) in order to determine if one can be reached from the other. I'd love to see the system expanded in such a way. Perhaps even with specific border buoy on the edges of each server to which the system can then be connected in order to allow for it to work between servers.
  6. Problem is that those things are still gambling and Swedish law gives the government a monopoly on gambling. Code Club isn't allowed to host any gambling, even if they don't make a profit of said gambling. Problem is that all the gamblers are paying Code Club for premium and silver, so Code Club is definetly making a profit, as are the winners of said raffles. While you could see the organizer of the raffle as the host, the law likely also sees Code Club as the host and code Club doesn't want to take unnecessary risks, thus the anti gambling rules and cracking down on several cases of gambling. Another way to address it would likely be to make it bannable to cash out anything you have in game, thus banning the selling of items/silver/accounts for euros. Personally I'd rather they ban gambling than that. They probably won't go after the unique loot raffle thing if it remains low profile. They've effectively endorsed it for years already.
  7. I'm still like that after almost 10 years. I always put woa and coc on my pickaxes and shovels, the faster the better as terraforming as what I do most of the time. I've grinded mining a few times in the past with just a coc pickaxe when I was trying to focus on smithing related activities, but besides that I always go for speed. I'd say do what feels best, even if it's slightly suboptimal. Enjoying the game is after all the most important.
  8. I doubt it's feasible with a small team. Even if you only put one person on it, everything that the rest of the dev team makes during this process will also need to be ported to the new client, thus you'd actually need a sizable part of your devs on it to make any real headway on any conversion. At that point new content would dry up for months (if we're being realistic, for years). The game would be dead before it ever gets finished.
  9. The current liquids just change the type of tile, this instead modifies the rock layer below the tile, making it quite different from them and more similar to concrete, thus I wouldn't put it in the liquid family in order to prevent confusion. As Klaa mentions it's an issue PVP wise, thus it would have to be disabled there. On PvE I don't see an issue as long as it's expensive enough. Perhaps base the cost (amount of liquid required) on how far the rock layer is below the dirt layer, thus the more the height of the rock needs to be increased the more expensive it becomes. Even then you'll likely run into a limit, as in some locations there could be a 500-1000 height difference between the two layers (for example after extensive terraforming). In a case like that the liquid couldn't work unless it also modified surrounding tiles, as otherwise the steepness of the rock layer would exceed 300 and then nobody can mine it down again. Though at that point I'd wonder, isn't it just simpler to remove the 40 steepness limit of concrete on PvE servers? The end result would be the same.
  10. I'd propose a slight modification, as I'd personally like to see it being a bit more reliable without being a no brainer (as proposed there's no reason not to put it on a pickaxe). So what I'd propose is to make it turn everything it mines into lumps no matter the power of the enchant. Then add a penalty to your mining timer, depending on the strength of the enchant. At 100 strength the penalty to the timer would be smallest, while at 1 strength your mining timer could for example be double of normal. This way you're guaranteed to get lumps, so you won't need a furnace or smelter and can thus easily create lumps when a good ql furnace or smelter is not at hand or when you don't want to keep moving stuff around. At the same time the enchant also isn't a no brainer benefit, as using a smelter when one is at hand would remain more efficient time wise. So it's balanced on convenience vs efficiency, which I feel is more balanced then the original proposal.
  11. The lack of updates was to be expected though as there are only so many devs. Epic, Chaos, Freedom and WU are likely too many different environments for all of them to get frequent enough updates. WU can also offer most of what made Epic stand out from Chaos to begin with (certainly on the skill gain side). On the other hand I can see why they keep Epic running, it's a pretty good test bed for new features as it probably does still have more players than the test server, but doesn't have enough players that a massive screwup would be harmful. Just imagine certain mobs becoming way too powerful and slaughtering anybody who gets close. It would cause a bloodbath with a ton of complaints anywhere else, while on Epic it might affect a few players at most.
  12. I'd be worried depending on how many places you reused the password, as there's no telling whether any of those other places had a leak. One of those places might even have had a leak and kept quiet about it (or might not have even realised it), making it hard to know for sure. For those using a password on multiple sites, look into a password manager. I use keypass myself, which stores your passwords locally on your own pc. All I need to remember these days is my keypass password, as without it I can't get to all my other passwords. There are also several online ones, but I prefer to keep my passwords to myself.
  13. I think this would be great, would save a lot of clicking on tiles in order to find out if they are still on deed or not.
  14. I quite enjoyed the building and maze, but really disliked the light level in the cave. If there's a torch giver then I unfortunatly totally missed it in the several hours I spent down there. The darkness made it incredibly hard, but thankfully I managed to make a somwhat accurate map (took a few hours as I screwed up a lot, and without light it's so easy to lose your way and no longer know where on your own map you are). I think what might help is placing lamps here and there in the mine so it's lit, even if some spots are only barely lit by distant lamps. Or putting a lantern in the player's inventory when they enter the mine, and taking it back when they exit the mine. I did like how the mine forced me to actually make a map, that was quite interesting. In the maze and building I just always went right, which would result in you looping through the entire thing and visiting all the nymphs. It took some time but did the trick. The mine was set up in such a way where this simply did not work, which was a great way to switch things up.
  15. A middle road might work. Sever the boat connection and replace it with portals, similarly to how you get to Epic. Unlike Epic, keep skills shared between Chaos and Freedom, but inventory seperate. Then you can't take loot out of PVP. Of course you could still always put the loot on an alt, log it out and forget about it. Then the loot is still stored in complete safety. So this problem is clearly more complex than people just being able to take loot to Freedom, as they can also log out the loot thanks to alts. Both would need to be addressed to fix this.