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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. New Year, New Map Dumps 2019!

    Great map dump update. I love to compare them to last year's in order to see the progress of my terraforming work
  2. What a misery :(

    Yeah, production with more depth like that would be really good for the game. The drying racks for hide and then tanning it is a great example.
  3. What a misery :(

    Right now there's an average amount of time it takes to surface mine a tile. It's obviously more than 1 action worth of time and depends on your skill and tool ql as well, but it's there and can be calculated if you know the chance of success when surface mining. If you change that chance of success to 100% and at the same time increase the base timer then you can get the exact same average time per tile. In both cases you can hit a keybind x times and look away, but this actually becomes worse with the longer timer because it drains more stamina. Thus pressing a keybind and looking away will result in surface mining taking way longer if the action can no longer fail. That's a pretty good tradeoff. Personally I agree and I wouldn't put the percentage chance at 100% just like that. While it does remove the annoyance factor (which is a good thing to remove) it does also make surface mining less of a hurdle as you pointed out later. I'd propose a different system instead: Right now mining underground takes 50 actions per tile, what if we use something similar, but different. Say when you're surface mining a corner you need to get 100 effort in order to mine it down 1. A mining action can give X effort per action (max 100). Thus it might take 4 actions to mine down a corner by 1, or it might take 1 action. The 4 action case is just like failing 3 times and then succeeding. The difference here is that the player would be able to see his progress by examining the tile/corner. Thus you know that you're making progress, this removes the annoyance factor (previously caused by failing and not making any progress) while keeping the surface mining process the same otherwise.
  4. What a misery :(

    I dont think it has to be twitchy. For example you could divide the lump into a 3x3 grid at the start, depending on which of the 9 grid sections you click on different things would happen. The shape could change, removing and adding new grid sections as appropriate. Time wise there's no need for issues either, you could hammer it as long as it's hot enough and reheat it if it's no longer hot enough, or reset it with that item which turns metal stuff back in to lumps. From an abstract point of view it's simply a recipe, just like with cooking.
  5. What a misery :(

    I agree the game should be harder and more complex, and in order to make it more complex I feel that crafting would probably need a lot more depth, for example look at what Kingdom Come Deliverance did with Alchemy. I think its that kind of depth that Wurm needs. For example, instead of right clicking a lump on some tool and turning it into an item with one click, what if you had to use tools like a hammer to beat the lump into the form you want. Not by right clicking the lump and selecting that form, but by actually hitting the lump the right amount of times in the right spots. Do it wrong and you end up with another item which you didn't want. Or if you made a mistake then you have to put the lump back into the forge and reheat it in order to reset it to it's starting state. Then you've got gameplay, with proper failure states, that requires to the player to think about what he's doing (it's really just a recipe system, with steps needing to be done in the correct order in order to get your desired end result). And this example only used a hammer, add some other tools into the mix and you can get a lot more complexity and depth. Imping could possibly be adressed in a similar way, no more right clicking a menu option, but actually using the tool in a certain way on an item in order to get the desired result. Do it wrong and the item takes damage, do it right and you improve the item. Some tools are better suited for this then others, for example you probably can't do much to improve tempering an item, but for hammering you could add more depth (hit the right location, etc), for whetstones perhaps something like having to sharpen the item the correct amount of time, etc. I completely agree. We need ways to make items in bulk, perhaps by requiring the construction of complex machines like sawmills and whatever other machines we can imagine. The ability to hire npcs (or creatures which can be summoned by priests) to do mundane things for you would also open new interesting gameplay options. Over the last few years many other games have successfully demonstrated such system. It allows the player to spend time doing what he enjoys doing, because he no longer has to do the things he doesn't like doing after investing a lot of time and effort into making that possible. It gives a sense of progression and adds more depth to the game. I think it would be especially interesting if such systems (especially the npc ones) use upkeep other than money, as that gives the option for an entire economy to develop around the required upkeep items. That would also help to compensate for it completely tanking the bulk materials market.
  6. ATLAS

    The fact that it's early access honestly says enough. If an early access game is good then most of the time its worth the wait until it's fully released. This way you don't run the risk of the game being bad at the start, or if the game being good at the start but getting run into the ground by bad decisions along the way. I've seen all of that happen too many times to still bother with early access games. Looks like this one falls into the bad at the start, might be good within a few years, catetgorie. From what I'm reading their servers can't quite handle the current influx, so clearly the game shouldn't have been opened up to this many people. A closed alpha/beta would have been a better course of action at this point, but there's no money in that.
  7. Useless christmas gifts

    That would be great. I somewhow manage to miss like 9 out of 10 winters.
  8. Do you like the new fishing system?

    Wurm has a lot of issues with decay, bait is just the next one. It's the same reason why I don't bother with cooking. With how infrequently I play I'd have to spend a lot of that time cooking every time I login simply because whatever I'd have made the last time is as good as gone already. Spend all that time and work, just for it to vanish the next time I login. I wish they'd just get rid of time based decay entirely on deed.
  9. Expanding End-Game

    Overal I think the focus might be better on creation instead of improve/repair, since as you say changing improve/repair fundamentally isn't desired, and overall I feel creation is lacking far more in the depth department. If creation became more in depth, and in return for taking longer also boosts the initial ql of the item, then that might make for a nice middle ground. You'd still have the current improve/repair system for imping items once you're done with creation, and could still use it just like now while doing something else. I think for Wurm that mostly means expanding existing actions. For example right now smithing comes down to: Mine ore with a pickaxe Put ore in a furnace and wait until it becomes a lump Activate lump and use it on an anvil to create the metal part of the item Combine this metal part with a carpentry part in order to create the final item Step 2 could feel more involved and in depth if it contained multiple steps, and different options. For the most part I'd throw this entire process under mettalurgy. I'd first split iron into two categories, wrought iron and cast iron. Wrought iron could be created by putting ore in a bloomerie (or just use the normal forge) and should be the weakest of the two, ill suited for tools but fine for nails, horse shoes, etc. That's probably what newer players would start with. Cast iron could be created by using the existing smelter (the model certainly fits). Once the iron is in liquid form you could then poor it into a cast, by default this could use a clay cast for iron bars/lumps. After making iron bars/lumps, step 3 could involve hammering the lump into what you want, so instead of using a lump on an anvil, watching a timer and done, I'd try to aim for something closer to this: First you grab the hot lump, perhaps using pliers or something else so you don't burn your hands (same ideas as needing a tool with bee hives), and then you move the lump to the anvil (which would function more like a container at that point). You'd then need to hammer the lump into the right shape, perhaps occasionally heating it up a bit more by moving it back to the forge. This hammering shouldn't be one action taking you from lump to final form, instead I'd let there be multiple forms in between. You'd need to target specific areas of the lump with the hammer action (different types of hammer actions you could pick from a list, depending on what shape the iron has at that time?) in order to get your desired shape, so no choosing the shape you want outright, the actions you take will determine what shape you eventually end up with. I'd see the entire process mostly as a branching tree you can go down. If you mess up then it's back to the forge in order to turn your mess back into a lump so you can start again at the top of that tree (probably with some loss of ql for the iron). If you did the hammering right then you ended up with a specific item, and you can then move on to step 4. With cast iron you could do the exact same things in step 3, heat up the bar and beat it into shape. An alternative could be to first create a clay mold of what you want to make (the higher the quality of it the better, this way a second skill gets involved early, either optionally, or perhaps even as a requirement for some items). With the mold you'd be able to skip some of the hammering work, but in return you'd need to wait longer as the item needs to cool down before you can work on it further (perfect while doing something else, like watching tv). Perhaps such molds could also only be available for some items, like lamp poles, fence poles, etc. Mainly large items with a simple shape? The hammering there I feel is a good example of how a one click action (lump on anvil) could be turned into a bit of a mini game, where you actually need to work the lump in a certain way in order to get the item you desire. Of course it could require other things than just hammering. This way it becomes proper gameplay with an actual failure state if you mess it up. You'd thus have recipes for smithing and actual actions to execute in the right order. You could add in a recipe book just like how cooking has one now. Perhaps the same treatment could work for step 4, so combining a handle and metal item becomes more involved and requires more steps. Another idea I had was to treat certain items as composite items. For example with a sword, you've effectively got a blade and a grip (perhaps split it up into blade, grip and guard). What if in order to imp a sword back up to quality you'd first need to take those two apart and imp them seperatly? Thus you'd need a weapon smith for the blade/guard, and a carpenter/leatherworker for the handle. The quality of the blade could affect the damage, while that of the handle/guard could have an effect on accuracy/parrying. That way you'd want all parts to be of high quality. Tools could be the same way, the handle of a tool could for example have an effect on stamina usage, or failure rate. This way your idea of augments/enhancements could even target sub-parts of an item instead of the entire item. This also allows for a lot more customization options, for example you could have different types of handles, with their own advantages and disadvantages.
  10. Expanding End-Game

    I think overall for players who pretty much have anything the best thing to add is more depth. The cooking overhaul pretty much had that approach, take an existing feature and add a whole lot of depth to it. Multi story buildings (and the extra materials, underground buildings) and bridges are other such examples. Fishing is getting that treatment as well by the sound of it. I think more of that would be great. Giving specific examples of how things could be improved does feel hard, so i'll focus on things which I feel could use some more depth, and try to add some ideas in: Metallurgy also feels like an area that could be expanded, as does Alchemy. Right now both skills come down to adding two items together. No tools are really used in the process. From what I've heard, Kingdom Come Deliverance did a very nice job on the alchemy department. It really engages you in the process. I think that's an example of the kind of gameplay Wurm could use to keep experienced players engaged. - Farming overall feels a bit flat, at least the fields part of it. You just sow some fields, optionally rake em every now and then, and then harvest them. Overall most crops mature rather quickly and farming feels quite passive with little variety. But I'm honestly not sure how to improve upon this. Perhaps if the seasons in game were longer then seasonal crops could work well, adding some variety to what you can plan when. Then you could also have plants which could last for one or more seasons, allowing you to harvest them multiple times before they die. Perhaps farming mushrooms inside mines could also be an interesting addition. After all these years I also feel like some of the crafting skills, smithing and carpentry for example, could use something more. Perhaps more tool variety and more customization in what you can make. Or generally something more engaging along the same line as what I mentioned for Alchemy.
  11. Valrei International. 072

    I too would love to be able to choose a height for each hedge, at least on deed. Walls don't require maintenance on deed, it would be great if hedges worked the same way.
  12. Priest overhaul testing

    I wonder this as well. Looking at it from the perspective of a Vynora priest I find the restrictions really weird. Vynora seems to be all about roads, you get bonuses on pavement, etc. With the changes Vynora priests can now dig and thus make some roads, but not all. It seems for some reason Vynora can't mine, even though you can have pavement in mines these days. Vynora also can't strongwall, so a Vynora priest currently can't protect such roads. For a priest who's theme has a lot of road/pavement stuff in it, that's rather weird. T he only way for a vynora priest to be able to make roads/pavement everywhere would require the ability to dig, woodcut (in order to remove trees which are in the way) and to mine. So I'm really wondering why these restrictions are being kept in place now that they are even going against the theme of a god. The above is why I feel Vynora should have the ability to mine, and the strongwall spell. It makes a lot of sense with the pavement theme. Though I guess a vynora priest can create support beams now, if I'm not mistaken? If so then the case for strongwall isn't nearly as strong as for mining.
  13. Priest overhaul testing

    From what the devs said in a steam I believe the issue is that there's a lot of (legacy) code which links Libila to BL. Thus it would be a huge amount of work to make that possible. I think this is the one, but I don't know at which moment in the steam they talk about it:
  14. The Flip Side: What do you LOVE about Wurm?

    Definetly terraforming and construction.
  15. What has made you hate Wurm?

    Nothing really made me hate Wurm, but I do dislike some mechanics and thus have learned to avoid them. Grinding a skill for too long is one of such things. Getting a few points to a skill every now and then isn't so bad, but grinding one up by 10-20 points in a very short time is a big no no, that will just burn me out. (unless the skill is still really low) Similarly I'm not a big fan of farming, as it forces me to login after X days to harvest what I've sowed, else it will all die. I just want to play when I feel like playing, which means the next time I login can be after 10+ day, so I don't like to put myself on a schedule like that. At that point it gets too close to becoming work. Food also doesn't last long enough to cook anything in bulk, most just goes to waste. Refresh and fasting thankfully do the trick most of the time. It's a shame though since I do like cooking, the current food decay is just what kills that feature for me.