PWreset

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Everything posted by PWreset

  1. Oh god, I don't feel like that should happen, sorry but when will we see entire green lawns underground then? that feels a bit too off from what Wurm tries to be. Doesn't it? However, an enchanted feeding trough then would be a better fitting Item. Not only would it give us proper ways to feed Lifestock like on enchanted grass underground, it would also grant us the ability to create staples and barn staples without needing grass on the ground. That wouldn't make the Wurm would go too crazy.
  2. Hah, I don't really know what worried me more when he posted this, the fact that he thinks this pizza is an edible result, or that he indeed thought "low skill" cooking is causing at ql 1 is producing food in such states. I am by no means a natural skill 50 born cook, but surely I remember that none of my first cooking attempts ever ended like this. neither with meat nor with pizza or whatever and surely they all filled me. So this is a very wogic thing what we have ingame past what reality ever produced as basic logic. And justifying this wogic with the few attemps of people who in reality have cooking skills that would be in the negative rnakes is not explaining this wogic. tbh. That doesn't mean I never burnt any of my food, but that was never skill related the only way to burn your food is when you are distracted and not paying attention. i could question if Wonka ever made any food himself or only fast food, because no one that ever really cooked food and meals would bring such an example up in a serious context.
  3. I can just recommend many people Regulary starting completely new (even if it's just WU) to get in touch with the new player Experience. And even then it isn't a true new Player experience because we have knowledge those people do not. In my latest play Wu on a 1x 1x server it shows pretty much a lot things. First starter gear: the rope is not player bound so if you die its gone. But it is basically a pretty needed thing to get some animals together. Yet in reverse starter gear seems to be too good. full ql30 leather, ql 50 Longsword. This is pretty bad in terms of "progression" because comparing armor shows pretty quickly that making own armer not matter what type and being better is a Big grind to get. If you wanna use cloth and be more effective you need to grind way past that quality, and even then farming will be your grinding bottleneck to get the cotton for this. Sadly, for some very unknown reason wool cloth was put behind a fine carpentry 30 wall. While sheep would be a much better starter source for cloth. And historically wool was made to yarn with spindles too. So no idea why it was put behind that artificial skill wall of requiring a spinning wheel. So cloth armor is not an option for a long time. And metal? metal armor is also quite a good bunch of time not within reach. because they are heavily limited on Ore quality, which requires grinding mining, In the end ore is the bottleneck unless you have a lot luck making your improvement rolls asking for non ore improvement for a good bunch of series. I currently have 18mining yet chain armor smithing blacksmithing are past 20. So the only way to get past that level is grinding mining rocks before going to mine more ore, or just grind mining skill on an ore vein. At that point it is more likely to make just 20 of whatever tools or armor I want and hope for enough "luck rolls" past the ore QL I can obtain. But the amount of time spent focusing on a single action required to get gear past the starter armor or weapon is big. And I doubt many people will enjoy that. So while the new starter gear DOES help newbies it also kinda takes away progression, because all the chains tuff I did currently hardly has any use. Some of the "past ore ql luck rolls" Were made to 28 and 25 ql. They could here, compete with the starter gear. But most are at around 20ql die to the ore restrictions. And for me, grinding for the sake of grind is something I do hate. I could go mining all day, because mining never feels useless. I can discover new veins, and even all the crappy 1ql bricks that appear have perfectly fine use in paving on roads. But creating tons of useless items (where their only use is imping to grind skill), this feels like wasting loads of resources just for the sake of grinding and creating dead assets. And this kinda is not fun. it gets even worse if you consider dedicated rare grinding as all the excess "fails" are pretty much throw away results. I would somehow prefer a system that does not have the "past basic resource luck rolls" As they encourage spamming items in early stages just to get some items with 10 till 15 ql past your resource supply based on the luck of not requiring this resource to improve. would also like to see armor and weapons altering from being less linear in their efficiency into having a much higher basic effect (like 50%) for just existing and then the remaining 100ql are affecting the other 50% performance. This would at least shrink the gab between a newbie who can rather quickly make ql 20 gear and people beyond him. The difference will still make a good difference, but not being that huge between useless junk and superior items that we have now. Especially when we consider enchanting and rarities ontop of that, we even enter an entire different gap ontop. if You start using a ql 1 Large maul, vs one ql 6 or 12 or 20, you see massive differences. And that is not so good, So that ql50 longsword will be for a HUGE amount of time the only proper choice such a new player has. As getting an item past it's efficiency is extremely hard to get, unless he excessively uses and ruins that sword. But even this takes a lot of time. So the new starter gear ruins progression as alternate gear will be a long time to go before reaching equal or even better performance. That's even more worse from the weapon point of view, because that player gets a lot skill in this sword. And this makes switching to any other weapon even harder in terms of an now well established wall of efficiency he gained in long swords. Same for tools, that "high" ql hatchet you start with is a pretty evil beast. Funnily I tried killing a pig with my ql 1 Large maul at extremely low fighting skill and that got me nearly killed because the efficiency form that ql 1 maul is basically like bashing the pig with something made out of paper. The wounds it did where, laughable, but cmon. it's still like 4kg of a weapon head that hits that pig, even if badly constructed that should do somewhat proper damage. So changing the efficiency of items with a higher base efficiency would grant newbies a better place to start with and feeling progression due to creating less "dead items" by their inferior efficiency. And in WO, sure you can join any other settlement, but then what? You pretty much turn to the previous point of "grinding for the sake of grinding" because nothing you can do will have a somewhat proper utility to anyone else, (except maybe mining for stones for pavement and flattening the terrain. That is, why in WO I always was looking for people of rather equal skill and starting out somewhere new. As this is the only way to play the game without the "I fell inferior and useless" when a settlement has covered all professions with higher skills already. But this is a very newbie specific problem, because the higher your skills get, the less often will this happen, due to less people being far beyond your skills. And when it comes to owning a deed or such. Being part of the economy and making money is the next thing he will be excluded form for a loooong time. unless again doing minor chores like digging and selling dort or such. I mean, whats the market for ql 30 tools?
  4. well yes and no. Some food uses mushroos, currently I don't ever do these dishes, because mushroos at good ql are way too hard to find. So yes their use here is limited and getting them makes them way too painful, thats why no use usually uses them. Also Healing covers. The black mushroom for example is a high value one, so growing that one (even if prtty weighty) but would be worth it. But again atm it is semi useless because you need to rely on luck to find one and have it good ql. With farmig, quantties and ql finally won't be luck rolls anymore. And with this, I am sure they will get ther uses. Especially for palyers nto wanting to constantly farm fields, a log musroom farm could be a low attention filler production for some dishes like casseroles. Also, their use in sandwiches.
  5. We need mushroom farms. because it would be cool. I would like 2 kidns that both woudl fit the wurm universe. Log Mushroom farms https://www.alamy.com/stock-photo-a-mushroom-farm-in-kyoto-prefecture-japan-138664071.html They could be made similar to charcoal piles, isntead of being burned, make them be "injected" by using a mushroom. then the pile slowly decays and slowly produces mushroom exactly like charcoal works. Wood type could affect the kind of mushroom that grows. Ql of the mushroom works like charcoal quality. Undegrround mushroom farming requires planks and dirt to create . "fuels" by wood scrap (or maybe none at all). but works similar to potted planzs. You can regular "pick" some mushroom off it. Produces much slower than the log mushroom farm and does not amass as much mushroom as the log mushroom farm (so it requires regular checking - picking- in comparison to the log mushroom farm). QL of the mushroom gained works like the potted plants ql.
  6. yes ceiling pavements, or cladding should be a thign too, yet if you do that all, why live underground? feeling wise you end up just in something that looks exactly like a house from the inside. Livestock inside, I don't know. Farming underground would be overkill, Good would be if we could make hay to feed livestock and hay having an ridiculous low decay, or none at all. In a dry place, hay technically never decays. That way we could throw our naimals big piles of hay in their cages and they feed from that. At least those ones eating grass. great woudl eb mushroom farms where we could grow mushrooms on logs and/or dirt. That way we could probably also feed pigs underground.
  7. it has a nice Texture and should be available as regular pavement as an alternate street texture.
  8. but then we have exactly what I talk about living in a cave, it's not working.
  9. A bed in a cave works? afaik beds require a house. And I cannot find any information sayign anything else. A house is granting some additional decay prevention, that should be more than the cave or isn't it? I have here, also not found any information about this not applying anymore when building in a cave.
  10. It feels that the new cooking overhelmed you too, at leats there seems to be a much inconsistent behavior with the GUI First thing is a bit of basic menu logic. Creating filet is still working the old way with Active tool, right click and filet. The new cooking mechanics however utilise the Create -> whatever. You should make this the same. And unless you plan to add more options to the "create" action per tool, it should work like filet and be directly in the menu of the item. Otherwise if you use the create, then also make actions like crush on pumkins and wemp or pickind seeds also an "create" option. Thats probably the better idea because the player knows what he gets. (I still until today crush wemp when wanting seeds after I crushed pumpkins :P). But one of the both ways should happen to unify this logic. It might be that there is some techncial logic beind this, that I might not grasp, but that shouldn't be how it's rpesented to the player. And then, oh my, the cooking receipes. That thing has many inconsistencies in it's presentation. This might heavily confuse newbies, and I am somtimes still riddeled myself what it tries to tell me how it should work. Just a few examples, there are some more of them of you look in detail. Oh and about the butter, why is it even listed multiple times and not like the chopped veggies? having only oen entry saying: cheese: Active cheesepress target: Any milk Other receipes go pretty wild, like casseroles and the way they list the herb. I have no idea how I correctly should "read" that part of the receipe. curetnly it indicates we need any herb thats chopped. because it does nto say Any herb raw herb chopped herb Skill Cooking Active: Knife Target: Any herb Especially given that casseroles do not even need any herbs so why are they not in optional? Please bring some visual consistency into this submenu in the casseroles Over the entire Cookign receipes, every receipe should list Skill: Active (if needed) Target (if needed) every item needing an active afaik needs a target anyways. Cookers (if needed) Container Ingreadients - Important logical sub headlne that doesn't currently exists. Mandatory Optional (if available) And please add an better alignment between the symbols, they currently are pretty chaotic making it visually not so nice to differ where belongs into which subcategory. Also, since some receipes have pretty long lists, I would suggest utilising some lines to visualise whch belongs to which category. Especially since the cooking reveipes have sub-headlines this makes them look different than the inventory and kinda more messy to read I just see the "raw any veg" should also not be like this it should be "raw veg" because it is already in the any category. Same with the "raw any nut". Otherwise you would also have to list "chopped any veg" and "mashed any veg" Further, "any" meat for soem reason is not shown as "any veg". So i need to ask, why do you list any raw, chopped and mashed veg here, but do not, list raw, chopped, minced and filet here? If you want to properly use the legic either it should list any meat any veg or any meat raw meat choped meat minced meat filet of meat cooked meat (if that is even in the same category as the oher states) any veg raw veg chopped veg mashed veg But the way it currently is presented would definately mean the meat must be unprocessed. So either do list the just "any" for both or make them both open the tree structure for all valid meats. I personally would prefer the second one as it definately tells the player each meat that is allowed. But the way it is shown mixd atm is not good. So the presented logic is extremely inconsistent here, and that is confusing everyone thats new to the game. Sorting this mess up is really recommended.
  11. Well isn't it said that a tile to collapse needs an unreinforced cave wall? so technially it couldn't collapse. Further we would still need a building layout to plant, so there is a structure (which iirc stops the chance to collapse), the only difference to underground housing is that a reinforced cavewall now does the job that the regular house wall did. or do I remember cave-in conditions incorrectly?
  12. The biggest issue is also the biggest advantage: having a constant impact on the world. And if you stop playing wurm you have to kinda still pay for it to keep it. and stuff decaying is another problem because it just kidna forces you to play or you will lose stuff, slowly but steadily. WU is quite attractive because everyone can switch that off, and if I do not play WU for a year because I am busy wth other games I simply lose nothing, neither Real money nor ingame assets. But for an online game MMO sytle running server costs next to devlopment needs constantmoney income. We also cannot have endless incoming servers so stuff needs to decay in the end somehow to make room for new players.
  13. Remember when we had only one wall being just a wall? I wish we could also change reinforced walls, or better said a tile inbetween one into a visually different one. Like adding a sort of Support beams that go itno the tunnel like this example for one tile or similar to the arched housewalls, and the possibility to shape them into half arced ones for 2 wide tunnels. That could give mines a bit mroe of a cool visual feature. And since you added nice clad optiosn, maybe you could think about a log version clad
  14. Well as amazing as the current cave dwelling is, there is one thing I miss. Living in a cave. Currently we have: housing underground. Actually, we can live in a cave, but it lacks a few benfits, like decay and sleep bonus, and the most important: proper doors. But I think it wouldn't require much giving us actual living in caves. Please Add a kind of door that we can add into an open cave tile and a wider door for a 2 wide one cave tile, similar to the two 2wide house door. Either we can add that just like minedoors but underground, or it needs a building plans regular border. Doors of these walls should also have the cave wall skin by default and could also change appearence via clad to whatever material one chooses.. Please let reinforced cavewalls and clad walls count as a finsihed building wall in case of cave living, so that an encased cave with a proper door, when all walls are reinforced, count as a house. There is already an reinforced and probably clad wall, it makes not that much sense that cave housing would require a real wall next to a pretty fine wall. Except you have a fetish for walls and want to live doublewalled This would really be nice actualy living in a cave being walled by the cave walls and not having a seperate house with extra walls underground. And some seperate doors pls there is curetnly no texture fitting the natural cave walls. Because even if One would choose to not get the house undergrounds boni, they still have no visual fitting door. The closest would be rendered walsl, yet they are pretty off visual wise..
  15. Oh very nice, that should definately help newbies and give cooking a better usability curve in the early stages.
  16. thats the 101 of killing the game.
  17. what about epic even'ts a few volcanos that erupt and increase the height? Wsn't it said epic should have event's like that?
  18. why would you hear of the opinion of people not playing on epic? all they could tell you is why they do not want to be on epic in general. And I think thats mostly the PvP aspect. Hardly ajkes sense for a new palyer going into any pvp environment without just beign a sandbag.
  19. sounds sad, didn't you wanted to rebuild that deeds legacy?
  20. LiF:YO is nice if you play it with the right settings applied. Like 500 diggings to make a tile of a mien go away, not really fun and you get huge amounts of minign waste heaps even for pretty small mines. But it has some pretty crappy mechancis, like the way how many thing to craft are gated behind skill requirements. Or like searching through the entire map to find that ql 100 tree and get a sprout of that quality. The only way to circumvent thsi is givign really big skill point caps and increased skillgain. But then ti quickly takes away the fun of achievening something. It's really illogical what they made there. But you shouldn't paly it as the MMO, thats just a crappy supertribes rule the worl like ark way of gaeplay, get the "your own" version and play an own game or on a good server hosted by other players. if you play with very restrictive skill settings the game will force you to divide jobs. But the game can also enable you to get all skills, so it realyl depends on the settings a server has. But generally it is fun too. Since I like mostly mining, mining is great n the game, lot's of fun and even better than Wurm because it has more natural ens and true 3D layers instead of just shafts. Maybe Heaven & Hearth might be something for you. But dunno the current state of the game, I played that years (more than 10 years) ago and much changed (at leats graphically wise), given it still exists and is populated. But past that there isn't much That's liek Wurm.
  21. kelp

    raising this from the depth of the sea. why not make it a vynora spell to create a kelp tile? "Seeds of the deep" or such
  22. "The Cake isn't a Lie" would be a better fitting refrence for the maximum skill level as it would be the ultimate answer towards the question of the cake was a lie or not. .
  23. You could take a picture every week and make a cool little video after 2 years showing how the map changed over time. I always wished wurm had soem sort of cartographer skill, where poeple could cartograph a specific part of themap that then gets updated to a whole map. Basicalyl like every level of skill would update liek skill/2 tiles around you and update it to a map.
  24. I know it isn't, but the market changes and this has impact on wurm.