Archaed

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Everything posted by Archaed

  1. You still imp all those items... You also don't want to churn out six items in 20 seconds, and you know this. The rarity window is 20-30 seconds and you only want to be doing one action in that time. I feel you're getting awfully defensive when the idea of eliminating creation rares is suggested, even though youve admitted this system you have suggested would still have you farming creation rares
  2. Your suggestion on those fronts is essentially what power creep is, adding in new tiers of power to water down the existing items and then provide something that people strive for more. It's short sighted and ultimately self serving here I honestly think your suggestion here only works if creation of rare tool parts other than archaeology created parts is removed. You then also have to look at success chances when imping, it means lower level players have it harder, and makes imping far below your skill more rewarding than imping at your skill, which is another miss in the plans. I'd rather see any rarity chances come from a 50% chance while improving your items, with a modifier based on how far above/below your skill the item ql is.
  3. Honestly, sounds to me like a better idea is making rares from improving actions better and more reliant on skill would do a better job of combating rare farming. Because all this suggestion is is "add a new tier of rarity and make higher tier rares easier to spam create"
  4. To clarify I'm not intending to be combative, I apologise if I sound that way. What I'm asking is if the system you propose gets put in place, would that STOP the ability to farm rares, or does it just make fantastics more common and a new tier above?
  5. Question: If this system was implemented, what would you do? Would you continue to farm rares? Would you stop and go live a peaceful life as a farmer on a remote planet? As a rare farmer, how would you approach breaking your proposed system?
  6. So you want the rare system changed to mean non premiums can't, and with prem alts you can spam out better gear? Rare farming is just... If you mean what you are saying, I suggest saccing your "abundance waiting to be sold" as proof of you caring about balance more than profit
  7. Suggestions are that way >
  8. They won't merge, but I'm looking for an idea that isn't seasonal, can you please link it?
  9. I'm all for bringing back Jackal, I think the major thing people disliked was the skill transfer, and that's something that can be worked out. Hell, convert skill to sleep powder and I'd be happy
  10. Hi Darnok, I absolutely get that you want to improve some pieces, I'd love to see a suggestion about how improving could be improved (see what I did there?) Currently it's a range of 2-5 items that are needed in a minigame of improve/repair. Would love to see how you could visualise this being improved!
  11. Are aggro creatures that much of an issue?
  12. That is completely untrue Imagine you want to work towards a skill, or work towards building a castle, or digging high slopes You can put the time and effort into the game, and get those results. That's not the RNG I;m talking about, I'm not saying 100% skillgain and 100% creation, don't strawman this. I'm saying if you want a good horse, you should be able to put in the work to breed good horses, not have a random crapshoot of traits ion the hopes you get one. Or attending rifts with rng rewards in the hopes you get the one you want. RNG is not your friend, and it's not a good game mechanic When it's the only mechanic at play
  13. I agree, search for balance is not trolling. However, this thread is nowhere near a search for balance, and I can only assume that your goal IS trolling. Please, for the love of FO, play the ###### game and stop trying to suggest ideas!
  14. I think every chat mod knew of him 😆 Was a great bloke when you talked to him one on one, I remember passing by on retro and he talked my ear off for an hour or more about his ingame projects. Guy didn't have an easy life from what he shared, but a bit of wurms colour is gone with his passing. Next time you pass a fence, think of waaroku and his mad desire to fence half of celebration off
  15. Okay, this is just clearly a troll now. We have all tried so hard with you Darnok, yet you refuse to listen. Congrats on getting everyone to take the bait
  16. You are asking for valrei internationals, more discussion about ongoing content, nothing more. (something I agree with wholeheartedly!) That however, is completely unrelated to this suggestion of having someone whose job is to get suggestions into the game. Also what's this about me being replaced? I stepped down as I had another job
  17. So what is the job of the moderator? Given they won't be able to: a) confirm what can go in b) dictate development plans c) influence development decisions based on suggestions Are you just wanting someone to add a "read" flag to the posts? I believe you think the reason they're not going in the game is because they're not being read, but that's not the case. They're not going in because they don't fit what the developers want or what they are working on. A "moderator" isn't going to get content into the game.
  18. When I was updating third party sites I wound up with a really old collection from giantbomb, link is here in a zip file: https://drive.google.com/file/d/1g_tjtlDg7xAQ5qGcTxmd3FU07MNZ2_uP/view?usp=sharing
  19. Identifying issue - Wurm is a game that has few items actually leaving the game I'd give this a good score, it's something that's been known for a while, and has had its issues in the past, removal of RMT has seen the more top end stuff actually go up in value as a result Action suggested - Force item destruction through durabiltity I'd give this a low score, it's a poor solution to the issue identified as it's discounting the work and time invested, and in a long term game like wurm, the attachment. I think I, and many others see where you're trying to come from, some way of forcing items to leave the economy, but this aint it chief. It's not a system that rewards usage of the item, nor does it reward removal. You're actively punishing people for using their items, and that's a no-go in any design. Ultimately, the problem is -again- a lack of understanding of the core game. It feels like someone who has briefly checked things over and started redoing it all without actually understanding how it all works. Take the time and play the game, don't try to suggest improvements as they come to mind. Spend time understanding mechanics, economies, and systems, ask questions instead of making demands, learn the game and find areas it can be shaped.
  20. Out of curiosity, when you turn the camera, does the characters vision change as well? One issue with 3rd person in WO is that it doesnt update when you enter 3rd person, so aiming for archery/blocking/fighting is all messed up because of it.
  21. but what would be shared? what would integration bring?
  22. What? Why? "you just reached 50 body control - share it with your friends!" Can you elaborate in the reasons for it? connecting it arbitrarily is about as good as an idea as the "share to social media" buttons on those naughty websites
  23. I also just want to say less rng. RNG is not depth, it's a shallow attempt at replay value. The thing I like about depth in this game is that if you want to put a thousand hours into something, you'll get a thousand hours of results. RNG means you can put in a thousand hours of work and get nothing, or one hour and get those results.
  24. I think the best answer has been depth with solid ways of learning in-game. Wurm usually does wind up in one of two camps: Absolutely necessary to do or not worth the effort. Personally, I like something that is worth the effort, but makes that journey easier through the use of lore function, easy to understand mechanics, and then the ability to adjust and tweak and explore. Wurm has struggled with being "broad and shallow" more than anything else, you don't need six skills for six different types of shields, the mechanics are all the same (with minor variances that don't justify a different skillset) but there's so much dedicated to it on the surface level. Cooking is a great example in terms of depth and breadth, there's a lot to explore and play with that's easy to learn and have fun with, without needing to know a ton of different values or busy work in order to achieve a relatively normal result. Fishing has great depth, but requires a lot of value knowledge, and tweaking/busy work to achieve a normal result, which is where it misses the mark. Hypothetically, if something like coffee were to be added into a game, I think having to harvest the cherries, pit them for green beans, then roast them to get coffee beans before you can drink it is a bit too deep, unless the reward is worth that work.