Freelance

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Everything posted by Freelance

  1. 19-Remove rare items. Keep game simple. 20-Introduce 1 new item weekly and/or new uses for items. I dont want to be rude... but... make up your mind child. Rare / supreme / legendary items actually makes game more simple as they create better ql stuff (eg spindle) or deliver more damage (weapons) so 19 itself is inconsistent. Remove items that makes game more intresting, and easy to make game easy, and then add new items every week. Hilarious. Moreover adding new items every week, at some point would start adding "rubbish" and useless stuff. Even now we have some things without use... spoons, pilers
  2. If some of them would work more or less properly one would kill wildcat...
  3. At freedom, traps are actually useless, yet there are most of the playerbase. I know it was mentioned before but allow us to use traps on mobs. At least some of them. As this skill, is unused, using traps, would increase game depth due to adding alternate way to survive in hostile enviroment. Now it looks like this... foraging in the woods -->attacked by anything than wild cat --> race towards house or guarded deed -->end Chances of survival depends only on a speed not the tactics sadly.
  4. As i was brutally shown on my other posts there is no straight line between RL and Wurm, so pottery / ceramic knives would do
  5. As for pipe sections, we should have ponds or reserviours to let the water flow like in fountain (grapihical effect). Additional idea. 1 Fountains should be connected to well to gather water. 2 Pottery clay roof pipes. (or maby even copper) to bring down water from roof to barrel / reservoir / fountain 3 Pottery pipes can be used then in farming tiles having 3 tiles effect (one where pipe runs, and othed adject tiles, maby even dependant on ql. 0-20 ql one tile - middle one, 20-60 three tiles 60+ 5 tiles (one middle and 2 on each side). 4 Pottery reservoir - shoud have 5x5 , 9x9 13x13 tiles effect. Watering efect : Yeld increased by 50% with pure water, or doubled with fertilizer. Ability to put fertilizer in reservior unit or straight on field.
  6. USE BSB after all i got some time ago 36ql cotton (18kg) used "equaled' QL Its beyond ability of F2P but one way or another i plan to support game soon
  7. Well yes, skills like blacksmithing cooking, caprentry, ale dependant on manual skills of a person. But, how can you make "rotten and shivered" logs from healthy tree? No way you can do it, even You. Actually i found 70ql blueberry as well as 40ql pumpkin, 1,3kg caserole of decent QL. Reaching 70ql stuff from farming would take a while. Moreover you have to wait few days, to get ripe crops. When you forage you get it straight away. Of course its pretty random, as there should be balance.. but having 10x10 field of crops and same space to forage and botanize, you will get more from botanizing and foraging than from farming, altough random stuff, thats true, but often better QL than you will farm for a while. Minimal growth time for crops is 3 days. Max is 6 Average is 5days(rounded up). While have a bit of luck, you can "forage" same space 5 times, and botanize it 5 times. So.. aprox yeld from same space is bit higher than even 90lvl of farming (7 crops per tile). But lets face it. F2P player will get aprox 1000 items from botanizing and foraging altogeder. (assuming that every tile is ready to "sniff through). F2p farmer will get max 300 items from farming, yet with capped QL. Doesen't ring you a bell ? Of course farming is usefull to bulk production of stuff. (Cotton Wemp, Pumpkins) Edit. It is said that high level of Foraging and botanize allows you to harvest more than one thing at once.
  8. At this point foraging and botanizing is way better in getting decent food components (as well as cotton and wemp) than farming it until very high level. While "sniffing" for food i managed to get 98,98 ql pumpkin (twice). few 50ql cottons, same with wemp. And a lot of 30-50ql of other food. Harvesting trees, gets random ql from 1 to 99. Same as butchering and fishing. Only Farming, Woodcutting and Mining as well as Digging yeld QL is capped by the skill. (and cooking but actually its easy to "fail" while cooking) So my suggestion is to revert minig / woodcutting / farming. to a situation when your skill determines more or less minimum QL instead of maximum. Reason : Lets see. even unskilled woodcutter can cut down good ql tree.. even chopping up wont damage it much, unless its saboteur woodcutter. It might take longer on low skill but still, chances of "spoiling" it are rather limited. Same with mining. No matter how dumb you are, you cant make iron ore worse, unless you are purposly damage it with corrosive stuff. Same with rochshards. Rock is rock... ql should be equivalent to prestet QL level of a tile. (of course it could be determined fork (80-90). Farming... yes its more bit complex. But still you should be able to get stuff higher than your actual skill, even me, pretty non farmer in RL i managed to get decent corn in my yard
  9. Ok I couldynt find photo example of bed+oven, but, i bleive this should give all oy ya a rough idea. At very flat top you can put some furs and sheets of course this in not best suited model but would do.
  10. Large & Medium flower pots Usage Medium - bon sai trees - mini versions of trees need to be tended to look good. Large - Fruit trees in a house. Yes, i know what i wrote. I remember that in my kindergarden we had a lemon tree in the "classroom" and it even got fruits. Pottery oven + bed. Usage Cooking and sleeping. Info - till the end of II world war, many pesant homes had, beds on the oven especially in the central europe and further east.. It was special construcion, that allows to use heat from the oven to praveil harsh winter / fall conditions. Amphoras - (i bet it was mentioned before). - Usage - to keep wine and olive. - this would add immersion. Since we can make columns so we can have more mediterrenian style liquid containers. Tiles (Wall tiles) Usage - To decorate internal walls of stone buildings. Need clay or mortar to attach to the wall. QL of a file should determine the overall quality of a picture. Better pottery skill more atractive picture. It can be chosen from few patterns like shopsigns and banners. Or using dyes we could change color of the tile, and have option to choose chess pattern or lines vertical and horizontal. Possible "colored" options Half on half (need 10 red tiles and 10 blue per wall) -sub option chess pattern. Stripes 1 - 2 red tiles 18 blue (colors are just example, it could be 2 red and 18 uncolored) 2 - 4 red 16 blue 3 - 6 + 14 and so on. Glazed pottery products. Info- Adding sand glaze maby with lye ? to all pottery products. Efect "durability" of a finished stuff is increased by 10-20%. and visual effect. Decay rate of food and liquids decreased by 50-70%. Pottery lamps. Crude lamp pottery flask + oil/tar/animal fat. + cotton string or bowstring. Light radiuous - QL/10 Light duration 10-20 mins per QL Lamp - decorative version, rest is the same. Amounts of clay should be determined yet. ! Crude lamp could be used as a weapon. When you throw lit crude lamp you have 70% chance to inflict burns equal to lamp ql additionaly you have chances to inflict burn in neighbouring tiles equal to lamp ql. Damage is reduced at least by 50% Similar possibility should be made with pottery flasks and lye (since its a caustic substance, it should make acid wounds). To be precise it shoud bypass most of animal "armor" Of course high end creatures like trolls dragons, hell hounds / hell horses/ hell scorpions/ lava spiders and lava fiends should be restistant to fire. Spiders / goblins / scorpions / should be resistant to acid. I belive it will add a depth to game and combat itself. Moreover it would increase or to be honest, make pottery skill useful, and make market for such products. Pottery figures - Purely decorative. Pottery whistle / flute Music making - increasing game depth. Urns Usage - as gravestones. decorative / informative. ---Curiosity--- Pottery sicle & knife - According to the archeology book, very first sickle was made of finely crafted clay and fired to pottery state. Not as durable as iron or metal one, but still functional. In terms of wurmlogic it cant be repaired. Similar could be done to butchering knife. --> Additional method for crude tools. Pottery jewellery - Finely crafted, fragile pottery trinket.
  11. + 1. and even +2 with graphical effect
  12. Ok. Performance tweaks shoud have priority. But discussion between walls an beverages is purely academic. New wall types. Ok actually I even suggested one, low palisade wall + gate of course. But, i have mixed up feelings if more wall types will make increase Wurm immersion more than, actually adding a new content. when we focus on walls, what we get ? another cute, graphical object, that do nothing more nothing less than other cute wall. BTW i love roundpole and rope fence . Adding new beverages, will have impact rather on existing players than noobs. a new thing to do, new skill to grind, and actually a final product that can be traded, and have real use. To be honest, there is no differnce between 99ql low stone wall and 99ql roundpole fence. Especially on PVE servers. Untill we can use spears to hit mobs behind wooden fences (expect palisade). Or shoot through roundpole, crude, rope, and wooden fences. There is no need of new walls. + !! + Im not aganist new wall types. I belive that shooting through iron fence (low and high) or climbing palisade and high stone wall to shoot mobs, would make game more fun than adding another wall.
  13. Hazel and Yew - best for bows & fishing rods (instead of fragile willow) Yew itself can be harvested for its poisonus berries. Acacia - hardwood - as good as oak but grows bit faster. Fruit trees - fruits obviously. Palm tree - fruits / decoration.
  14. Not true... when i get targeted by hell hound or other mob, an run towards deed, spirit templar kills it without my "help" still i get little FS. Without hitting mob even once.
  15. yup... taxus didynt remember english name for taxus
  16. Because its cool. its reason itself. Without any other benefits its just like jucies, drinkable adds flavor to the world. After all it could be used like a lighter version of wine. (have to drink it twice the amount to have same efect as wine) I'd add mead too. At first honey should be foragaed from tree tiles (wild bees) later on you can build bee-house (fine carp?) and have to botanize for bee nest and place it in bee house. It will produce honey. Moreover since wine and mead have to "stay for a bit" to be full power, after mixing the ingridients we should recive "unfinished mead / wine" and have to wait certain amount of time (something like animal pregnancy - will be ready in... 60rl days. ah... yes one more thing mushrooms should play a role in it. maple syrup and a grape juce should result in sweet grape juce adding mushroom to it will start fermentation Mead similar mixing honey and water / juce will result in syrup adding mushroom will start the process. One more thing. mixing different amounts of honey and water / juce will produce different types of mead. Fastest to make is a mead 5th class - 1 unit of honey and 5 units of water / juce 40rl days of waiting of course compared to wurm time mead 4th calss 1 honey 4 water 60days mead 3rd calss 1 honey 3 water 80 days mead 2nd class 1 honey 2 water 100days mead 1st class 1 honey 1 water 120days In real life mead 1st class is made in.. 10 years.
  17. My main point is none of the npcs in play advance your progress, and it should stay that way. ------------- its actually not true.. especially when it comes to the guards. I pull mobs (most of them as rats and wild cats are so rare) towards guard tower or deed. While guards keep fighting the mob i train my FS. to be honest this way i get 12 agresive fighting and few weapon skills. So they play essential role.
  18. Well i love hypocrites All those who say -1 for npc... gee get rid of your merchnats, traders, and guards in villages, do it yourself. Love to see all those weeping scoutgirls to run around selling single rare spindle or other hi ql stuff without merchants. Did ya ever thought about that not every one is spoiled brat, who can spend whole days in wurm repairing everything around. It take ages to get stuff and run around repairing especially that you fail often during repairing. i lost 10 planks to repair 20dmg on fence. This game is about survival not about being janitor. So serfs itself are good idea, but it have to be carefully implemented. 1) Since paid deed prevents damage, serfs in this matter seems pointless unless you can make serf hovel at expense similar to kanrr or corbita... lot of work and then they should be worked like tower guards 1+ 1 every 20Qof hovel. And then they would work only in certain area 10x10 around hovel. 2) Grooming animals and feeding non grass eaters definitly yes. Maby breeding ? 3) Farming fields yes. 4) Harvesting. and replanting. arguable idea. If they harvest they should take some of the crops as payout. 5) Forage and botanize. Sure why not - most of what they found they will use on their own. 6) Serfs had to be equiped with tools (rakes, grooming brush, schyte, sickle ropes, shovels (for doung) ------------------------------------------------------------------------------------------------------------------- Feeding serfs. They can botanize / forage for food (in the nerby area), they could butcher dead animals on their own. or You can deliver some food for them let say leaving it in a hovel or making them granary. So they can work without distracting by foraging. Other payout for serfs wood / stone / iron. Leaving in a hovel will it from degrading. Hovel cant be repaired. --> only imped. serfs should repair it on their own. Therefore to avoid excesive usage it should be resticted like a guard tower. 20 tiles aparat but. not between hovel, between borders. (40 tiles apart - 10+20+10) a decent control panel would be a total "must be" 1) Range of works (repairing, grooming, farming, (foraging / botanize ticked depending on payroll ) 2) Pay roll - food / materials or let them forage / botanize 3) additional (cash maby ??) Unpaid serfs would harvest on their own... fruit trees, farm fields, and forage, ignoring orders. Since most of ya grind cooking / farming without much thinking (some time ago, on my alt i get proposition of work... filling pans with stuff veggies and meat 1s for 1000 pans. I bet those guys didynt want food for themself. Its Grind and drop. So this grind would be usefull in more than to grind itself. Feed serfs.
  19. Ugh i was bit lazy and mistaken chestnut with hazel probably because of "nut" ending hazel along taxus are best wood type for bows.. definitly not willow. So tree types that would be nice to see 1) Hazel tree / bush (mostly it grows in bush form [ shafts instead of logs ] 2) Taxus - evergreen tree which grows as slow as oak. Best for bows. 3) Palm on sand beaches. 4) Dead tree (old and shivered)it would look like this all year round. 5) Acacia - hard wood, slow to grow. 6) Blackberry bush 7) Plum Tree 8) Pear. 9) Apricot 10) Orange tree since we have lemon so we should have orange. --------------------------- + overall suggestion fruits visible on trees without examining. + more fruits per tree. Even in my garden there almost dead apricot yeld 20kg of fruit. not to mention when it was healthy tree. We've got about 300kg so to reflect wurm scale it would be nic to get 5-7kg of fruit (depends if its lemon / cherry or other )
  20. oh you can make tar yourself... charcoal piles ;D
  21. Yea right... ok winds have impact... on sailboat.. rowboat shoul have minor wind impact and major strengh... Try to row a boat without decent strengh
  22. About weapon balance. sheesh. Bows are slow and have minimal damage and cant use shield (triple drawback). Two handed weapons are quite slow but have higher damage. ( + and -) similar situation is with one handed weapons fast but low damage. I noticed that average damage of a spear is 1/3 of its ql. I manage to do 6 points of damage while having 18ql spear. And having 22ql spear i managed to get 7 points of damage.(same animal - pig) As it was mentioned in wiki high ql two handed weapons can kill in 3 succesful swings, of course depends on an animal / armour of the target. Since bows are dreadfully slow, 10-13s between shoots and its damage is average 1/10 of the quality - it this case 22ql i managed to score average 2,6 dmg. To make it fair, bows should have 50% of weapon ql damage on hunting arows and 100% on war arrows, asuming that firing will still take 10 to 13s. Of course this is base damage on unarmoured target, from it should we reduce final damage by armour factor. (up to 65% of dmg considering that bow and armour have same ql, since a shabby shortbow would glance off decent plate, on contrary, decent bow would pass shabby armour without much reduction). We should remember that hitting a target with a bow its bit more difficult than with a spear. (in one minute combat - 15 swings i get 10 hits.) while i shot bow i get 1/3 succesful hits. while having archery skill visible higher level than a spear. Example of DMG retuction (assuming that armor and bow are the same ql). Cloth Leather Studded Leather Chain Iron Plate Steel Plate + Drake Scale Armor 5% 20% 30% 50% 55% 65% How to calculate while ql differs. Its easy as it gets. If weapon QL is higher than armour QL difference should be substracted from values above. Example Iron plate of 40QL against 60QL bow. Base reduction value 65% Calculation - Base value -(Bow QL - Armour QL) 65% - (60-40) = 45% of dmg reduction. Armour better than weapon 65% - (40-60) = 65 - (-20) = 85% (cut down to 75% max dmg reduction)* * on extreme situations like 1ql weapon and 90ql armour there should be only minimal damage of 1 point or just glancing off. At this moment Spear is three times faster (4s atack timer) and do 3 times more dmg ( above 7 points) overall differnce is 9times. Bow (medium one) have atack timer average 12s and dmg max 3points (average 2,2-2,5) Historical note it was far more easier to kill armoured knight with decent (not to mention high end) longbow than in meele combat. Point is that average iron tipped arrow shot from english longbow was able to penetrate full armour plate from a distance of 200 or even 300m.