Ecrir

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Ecrir last won the day on June 23 2012

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About Ecrir

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    Ecrir
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    Walkingstick
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. This. Actions like these just drive people away from the game. They can't even retaliate or take their stuff back since the thief can simply slap it on a bunch of alts and never log them in again. I'd rather see Wurm encourage an environment where you can trust each other (as GMs will step in when abuse like this takes place) then that Wurm becomes an environment where you can't trust anybody. The latter isn't any fun to play in. I had a similar back stabbing happen to me in another game, where a guy decided to run off with everything once he was given more power. This guy had been in the alliance for more than SIX years, he always had our back and we always had his. The GMs in that game did nothing and most of the group quit within the next year, because why bother playing in a game which endorces such shitty behavior? So I'm really glad Enki did what he did.
  12. For those mentioning their internet speed, it's pretty irrelevant as Wurm likely uses a couple of KB/s at most. What will have the most impact is latency and packet loss. Pinging the server could give you a general idea of how long a round trip takes for any message you sent to the server. I'm in The Netherlands and a ping to freedom007.game.wurmonline.com takes around 14ms for me. Doing a ping to a World of Tanks server on the US west coast results in a 144ms round trip, east coast was a 96ms round trip. Depending on where you live in the US it wouldn't suprise me if you hit 200ms or more, especially in (rural) areas further from where the cables connect the US to the EU. If the server lags for 0.2 seconds then, with a round trip time of 100ms, it will generally take you 0.3 seconds to get a reply to whatever action you tried to do, while somebody in europe, like myself, would get a reply after 0.114 seconds, which we would barely notice and would be completely normal for the US person. If part of your message is lost along the way and has to be retransmitted (packet loss) then this costs you another round trip to the server, for us folks in the EU that barely takes any time, but it's a lot more noticable if you're in the US. That's why most online games have servers on both continents. People in Europe will thus generally have a better experience since they are closer to the server. I for example barely notice any lag on Xanadu at all, except on the occassional day when it's really bad. 400km is generally a couple of ms extra at best, you wouldn't notice much of a difference.
  13. Resetting servers and removing people's hard work is foolish. Wurm thrives on the PvE side for several reasons. Players can let their creativity run wild and create all kinds of interesting deeds, with the certainty that those creations will still be there in the future as long as you keep them on a deed. That's the main difference to WU. With WU you have no such certainty, the server you are playing on could be gone tomorrow. Why would PvE players keep playing in WO instead of moving to WU if this certainty is removed from WO? Some people will stay for the community, sure, but if enough people in those communities move over then the rest will either follow or quit because effectively their community fell apart, I've seen it happen plenty of times, first hand even when Xanadu was added. Retrograde is spot on that removing people's hard work and the certainty that any future work will continue to exist, will drive people from the game more than it will bring people back. It doesn't even matter who is right in this case as from a business standpoint, common sense says the risk attached to a full reset is far too great. The certainty that whatever you make in game will still be there in 5-10 years is one of Wurm's greatest strengths, removing that on purpose is folly. Especially since the game already has options for people who don't like it when things become static. Want change? Pack up your stuff and start over in one of the many different servers. Want to start from 0? Make a new account. When things became too static for me a few years back I packed up some of my stuff and set sail for another server, where I put down a deed and starting terraforming the area. I did this on spot which had a settlement once, though you can't tell that by looking at it now. Three years later I'm still terraforming and I am far from done, perhaps in another 3-4 years it will be close to finished, but I doubt it. I certainly won't bother with Wurm if occasional resets will start to happen as I ain't got time for that ###### and would never be able to finish anything before another reset occurs.
  14. I tried, but didn't find anything. It definetly started before the introduction of the new materials and walls (mid april), but all I could find were small bug fixes. timing wise it seems to most closely match this one: But there's nothing in there which I'd associate with being performance heavy. So if it was in a patch then it probably wasn't documented in the patch notes or it's just not obvious.
  15. The lag graphs for Inde and Xana do show something interesting, a sizeable increase in lag for April and May. The monthly Xana graphs shows steady improvements with the lag in the last month, but what happened around late March/early April to cause that increase in lag to such a point where it even shows up on the Independence lag graph? Yes, I know it's barely anything on the Inde graph, perhaps 0.1 to 0.2 seconds at most compared to Xana's ~3 seconds, but the months before that Independence showed no consistent lag on the yearly graph at all.