PWreset

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Everything posted by PWreset

  1. I thought animalys would die sooner or later anyways, so hoarding shouldn't be that problem. But i dont know what really causes/prevents hoarding, but if you say so, it sems to be the food supply for all the animals hoarded.
  2. simply put it in a chst next to the weapon stand. Even the most messiest should be able to arrange that. But at leas, it would have some more Style to have an armour stand.
  3. sry for digging out this old one. as a returned player i dont understand this discussion at all. The skill indicator should show how effective someone is in a skill, and not hiding a second mechanic behing itself. So at least the progress of the skillgain should be mor like an exponential curve. So if you want to have many ppls making items that are on a good effectivity the skillgain until this wanted effectivity should be increaed. i know this would make ppl reach higher skill lvls very fast (like 70 o so) but it would it more clearly to read the real effectivity out of the Ql and skill. Or just try to make out a new system depending on the Titles. I mean what are Titles good for if they dont have any real effect than style. giving you an example how it could work at the topic of chainsmithing: titles get at stages 50, 70 and 90 The Basic use of an armour is protection, so what can a normal smithies provides? An Armour that protects. So the effectivity to Protect should be: 2*QL capped at 100. This means a simple chain smith (skill 50) knows how to create a Armour that protects every part the same good, so with QL 50 Armors he offers max Protection. From reaching skill lvl50 he is more experienced, he learns and discovers technics that make a Armour not only protecting, it also buffers dmg. From 50 until skill maximum he adds now dmg reduction taken for the crafted items. So while a basic armour of 50 gives you good protection, the chainsmith's armour would need less repair/improvement. Reaching 70 he is now a renowned chainsmith wich is known for making Armours that can resist the hardest stikes without getting broken and wants to get even more into his own profession. ( Alternate Option: give 3% Dmg reduction from base Dmg an armor could take per QL level from QL 50-70 This this wuld give a max Dmg reduction of 60% for all Armours above 70 regardless if QL 80 or 90). A renowned shainsmith spend most time in his life in making Chains, he knows all the complaints from his customers and is rather concerned about this. He wants to be called a Master in Future, so he tries special methods to create chainarmours that reduce their penalties. From QL 70+ a chainarmour gets 1% penalty reduction (You know, movement penalty, attackspeed penalty and so on) per QL over 70. So if actual movement penalty for a chain is 80.35% (19,65%) a QL 95 chain would reduce this for 4,9375% and max Movement will be 85,2875. close as good as a basic studded leather (But Masters Tanners will add this bonus too to their own leather armors so they will be still hav lesser penalties). The Effects ,i hope it would have on the whole crafting and eceonomy hopefully, would be this: Someone thats new and just want protection buys a simple ql50 armour, someone that doesn't want to get his Equipment broken so fast buys a better one. Maybe he is fighting regulary because he went hunting, while others just need some protection to unwanted encounters Someone that fights really often (and Ppls on Wild) or wants to max out fighting abilities will go and look for the highest possible armours to acgieve the complete Bonuses a Master Smith and his Money can provide. For crafting it could create crafting chains, because a master smith wont like to waste his time to improve an armor until reaching higher degrees, he will tell his trainees to improve them to the QL his trainees can make them. Then taking over the Armour and improving the higher QL lvls of it. So a smithing guild could be established where smithies meet, when the trainees are online they use the low ql lumps to create armors and improve them to what they are really possible to. Then they hand it over to the middle skilles chainsmithes which improve them further to their skill possibilities. After that when the master chainsmith logs on, he looks at this containers and says: Ahh nice my trainees made some good armors which i now can optimize. This would provide crafting communities where everyone has its benefits from. This could be used for all weapon and armour crafting skills. Just an idea, hope you like it, any numbers are just for examples and dont provide any tested balancing. Not sure if implementing this would be simple or with a good performance for the game. But it would give every title a use in background, and gives the very high skilled players a reason why they grinded their skills as well as making lower QL items not useless. Greetings Grimmrog. (Damn i should delete this Forum Account and register a new one with my ingame name)
  4. A Warecat. I know that there are still ways to feed your animals, but its uncommon to feed them the good seeds from your flields and throw away all the sideproducts.
  5. i like the yellow golden horses. Okay, they look really unrealistic, but hey a green dog is the same. Or maybe activate Shovel -> right click greenish Dog --> Dig can make you get moss out of his fur.
  6. The Question is what do you want? a realistic system that also balances pvp is hard to get. but simpyl looking at bows: Longbows need more time to draw (you have to pull teh arrow a longer distance and need to aim more carefully) than a short bow, but a Longbow has more power (regardless of its range). So there should be simply added this model: 0-5 tiles all bows do 100%dmg 5-10 tiles short bow only does 50%dmg 10-20 tiles short bow only 20% dmg (or 0 because out of range) and normal bow 50%dmg so for example(dont stick me wih the exact numbers), if you are using a long bow on short range you have the disadvantage of shooting less often. but the dmg output per Shot is the same, so the average dmg is below the short bow. But that there is a minimum range of any of those bows is not really good i think, its a kind of not logically. Just my opinion, and maybe not the most balanced one but im definitely agains minimum ranges of bows, maybe only 1 tile minimum, because there your enemy could prevent you from drawing the bow.
  7. Would be nice to have Straw and Hay as food for animals too. Straw could be a side product of grains. and acts as poor fuel and animal food. Hay could be made as following: Activate Scythe --> right click on a tile with flowers--> scythe This would create a pile of grass which can be fed to animals but decays fast in around 4-6 Wurm-days. If reaching 100dmg it turns into a pile of Hay. Hay has a very low decay rate and could also be fed to animals. Flower spread should be higher as it is at the moment. This could avoid the boring system of taking and planting flowers if going offline for a longer time like holidays or so. It could allow to make a little flowergarden where flowers spread and you can harvest them to grass piles. Putting those piles into the animal inclosure will create a big amount of slow decaying animal food (at least for herbivores). There the animals could eat it when there is nothing else to graze. It could also be a good source for the bottomless food holes called pigs. Hope you gte the point, im not native english speaker. both are usable as a poor fuel source.
  8. Hello, heres a simple idea to give ppl more variety in styling fountains: It should be possible to build a simple fountain, wicht looks like the base of the "ornate fountain" or the "fountain" but without the part in the middle. This would give ppl the possibility to plant any kind of statue in the middle of this simple fountain which should look really good and would create a wide visual range of different fountains, without the need to implement many new Objects. Just the "simple fountain" would be needed.
  9. Hi, ich würd gern so in ca. 3 Wochen übersiedeln. Wo findet man euch im Chat oder TS? da kann man ja schonmal bissel quatschen. Ab Freitag stehen 2 Wochen Urlaub an da bin ich nicht Zuhause, deshalb kommt der Wechsel erst später. Grüße Grimmrog