Archaed

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Everything posted by Archaed

  1. Just to point out the dlc angle. Given the game is primarily server based, dlc would only cause even greater fracturing, as not every player will be able to purchase the dlc, so you would wind up with convoluted scenarios about servers having x dlc but players not, and then how that gets resolved. ultimately I doubt wu brings enough money in to justify the hours spent on updates. It has active players yes, but that doesn’t mean money to the devs.
  2. Grass length determined the amount of items, IsForagable/IsBotanizeable was just a flag, did it plenty of times when testing (botanize, use GM tool to reset flag, botanize again)
  3. So when it comes to this there's 2 possibilities, there's anti-macro detection that stops giving skill after you dig and drop in the same spot a bit, could be that Also you can only get special items (valrei mission items, emeralds, rare bones) when llowering a dirt on a resource tile, so could be that too (so you actually only have 1 in 50 chance) I think it's more the amount of chances and the minimal work between them, foraging and botanising doesn't have as many holdups neither does mining
  4. Mining has a ton of hits, and it's leading me to believe that we're just seeing the weird macro protection digging has, it's always been a bit weird.
  5. there's also mechanics with dig-drop that stop being able to just stand in the one place. It's the same with getting the various gems/rare bones, you have to lower the slope and it has to not be a spot where you dig and drop. Makes sense to me
  6. I would be insanely surprised if they had different chances of dropping. Not saying I have 100% faith, but at least 72% I kind of like the approach, it takes what worked in halloweens past and applies them to more gathering skills, fingers crossed it is successful
  7. I will point out that I've also had similar conversations with you as well, and I generally believe even if we don't see eye to eye we stay cordial. My language regarding those specific things are aimed at the things you have said you haven't seen, or specifically calling out those points because they're the points I want to make, sorry if it feels PR babble. My comment regarding change in wurm is more that the level of frustration at changes needs to be tempered with the understanding things will change. I am all for the game being accomodating, but if it's going to cause people serious frustration and anger, then it's better for them to move on. not a "dont like it? ###### off" and more of a "if it upsets you this much, are you sure it's a good thing to keep around?"
  8. Meri Kirihimete! I’m technically not a kiwi but I figured I’d share it anyways. its merry Christmas in te reo Māori
  9. wat Oh do you mean my joking in Freedom chat that I was lost? Yeah that wasn't serious, I was just joking around. A piece of advice I will give is that a bit of empathy goes a long way, it was 100% a mistake to have my boat open to access for all, and in no way have I claimed any wrongdoing, I'm very grateful for the person returning the goods. At the end of the day everyone makes mistakes, being kind to others when they make theirs might earn some kindness when you make yours
  10. Someone awesome reached out with some news! They had recently come into possesion with some statues, the very ones I was missing! They were super friendly and understanding, and had actually tried to find me earlier but I was offline They told me where they were and I went to pick up the items! I took the statues that had sentimental value to me and let them keep the rest as a thank you, made sure to check my permissions, and then headed home TL:DR People in Wurm are awesome, check your perms!
  11. Congrats! And by that I mean, hi, I'm Arch, I accidentally left my boat JUUUUUUUSSST off deed with the hold open to everyone (I know, rookie mistake). I just noticed today when I went to get something from it that it was suspiciously empty. Some of it was random things I've stockpiled over the years, bits and bobs Losing most of that sucks, but is okay, after all, it's just material goods But some of that was very sentimental, things you only get by BEING there, with the people and the events I'm not looking for everything back, just those sentimental few pieces, namely some of the statues as they are important to me If you did find that boat, and the items inside, do you think you could reach out? I'm happy to discuss compensation as well Anyways, thanks for your time! TL:DR: My boat was in a silly spot and looted, if you found it could I have a piece of it back (or a chance to talk about it!)
  12. I mean if I have to explain why it sucked I will. Because it did. There was zero indication what you’d get from tiles, there was no indication of what made them picked clean or not, at low skill you got max one per tile. it sucked in many ways, just because you got used to it doesn’t mean it didn’t suck
  13. Honestly I love essence drain, with higher body/armour you don't take a lot of damage so the full healing effect of LT isn't as useful, but swapping to a purely damage dealing spell can mean you need to stop and heal. ED bridges that gap, healing the minor wounds you take while providing a damage buff
  14. Heal resistance is gained dependent on the amount of of healing done. the reason you got your resistance so high is because you were taking so much damage. Better armour and skill will help you, but LT was changed to no longer be an "just outheal the damage and you'll be fine" approach
  15. Okay let me say it. I like the change and think it's an overall positive one, I've not noticed any distinct decrease in resources found. I want the skill difficulty changed so you don't have to rely on alcohol (as that's min/maxing to an extreme degree and shouldn't be included in the design of the system) but I think the previous system sucked and we're with a better system now.
  16. I’d say that active accounts is either monthly active users or 90 day active users, given their recent change to not delete 90 day old ones daily logins is daily active users, which is a pretty standard measure of activity, in which 2500 is pretty decent. All in all showing good stability. Keen to see whether they continue this trend as it’s interesting to know
  17. I think there's also some electrum runes that aren't used either. Love the idea of no kindling needed when lighting the object, that's kinda rad (should be rune of mag)
  18. I feel like this is a tad loaded, because frankly, the old system sucked in ways of actually being fun, walking in a straight line pressing keys to get "picked clean" half a dozen times in a row isn't fun. Saying we won't return to that system because the devs would have to admit fault feels like you're just using the opportunity to call the devs wrong and accuse them of hubris, when they've shown many times willingness to rework things based on player feedback. A complete rollback would be short sighted in terms of making the game enjoyable however. That said, the skillgain needs adjusting as do the items that come from them, but these ARE things that can be changed! They're literally just numbers the devs can shift around to ensure a good and balanced approach. Public testing of half a dozen people provides assistance with mechanics, but for skillgain you need more people with live experiences, and it can be tweaked. 27 in a skill is very low, I don't understand how this is a slap in the face being told if you got higher skills you could find other things, the same thing happens with archaeology, tracking, prospecting, hell crafting has things locked at low skills. It is a change how you could get anything and now some are locked behind higher skills, I do agree with you that it becomes frustrating no longer being able to find the things you could before A tile based sandbox does not mean interacting with the tiles, it's referencing the grid layout of the world. Plus there's plenty of existing "tile" based interactions, and even more if you start looking at you perform actions based on the tile type vs the object on it
  19. This is one I've loved since I played I think bdews server, it didnt mean faster skilling or farming, just fewer clicks for the same time, which I really liked. I think just being tending crops is good, harvesting is a little weird and so is cultivation, but tending is a good one.
  20. It appears that many people are having different experiences, and that's okay! It's a part of us playing wurm in our own way and taking away our own experiences, it's not something to be arguing about. As for the original question about whether to merge the skills, that's tricky. If this were introduced from the get-go I'd completely agree, it would make sense, the systems are similar to each other and use the same keybind. However, given it's not introduced from the get go I understand there being some hesitancy to see 2 90+ skills (which players do and should place pride in) turned into 1. That's a psychological nerf even if the outcome is technically the same, so I'm not keen on that. I think the new system needs work and I think threads like these are helpful when they're kept to the key issue mentioned in the title. I don't think them devolving into arguments about the system in unrelated ways helps as it makes the feedback harder to collect.
  21. I think this is the bit to highlight without diving into insults (brainless introduction). I'm sure there was discussion around the difficulties and the like, and there's reasons for it being this way. I think we can just agree that the current system makes gaining high skill incredibly difficult unless you expand into min/maxing territory which I'd rather avoid
  22. There's valid feedback about the snowballs (and thankfully they're changing the deed settings) but honestly, it's not so bad. I spent a couple of hours roaming today and gained decent skill in foraging, botanising (which I admit is much higher) did not get much, but it did strike me on one issue: I'm likely an outlier that did not skill the two evenly, I got into botany through dyemaking with the intention of gathering woad (which was ruined by the planters thing, even though I dont mind it). If I wanted to focus just on botanising for skill it's a lot harder as the key is the same for both, and it's more designed around skilling both at the same time. Not sure how to fix it, as honestly this system would work fantastically with one skill, maybe I just have to keep skilling and have foraging catch up Additionally, the enchants on the gloves being split is a poor decision, you have twice the work for the same result in any other skill which is a major no-no in design. The power of the gloves should be combined but capped at the max an enchant can be (109 iirc). This means you don't have to source two expensive high level enchants to have the same effect as a single enchanted tool.
  23. Because stacking systems ontop of systems is a bad idea. The game needs to revisit old mechanics and ensure they provide adequate experiences. It's about evolution