Tinkerer

Members
  • Content Count

    498
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Tinkerer

  1. The Fog spider seems to be missing an icon (in the target bar) Just shows as blank.
  2. Only a minor bug, but the percentage of contribution on obelisks (probably other such shrines etc too) is displayed as a fraction of 1.0 instead of out of 100. (i.e. 50% is shown as 0.5%)
  3. Fog spider's are awesome, but the fog spider corpse model shows as a typical player corpse.
  4. +1 I don't actually use keybinds for the things on my toolbelt... but have often pressed 2 by acident whilemeaning to walk forwards, selecting the second slot. Can certainly understand that it would yield confusion and can't see much reason against (by default) having 6-0 also assigned to toolbelt slots.
  5. +1 Love the idea of being able to choose/set which mobs the guard will auto-attack. using reputations seems to be a pretty sensible way to implement it (even though reputations only really refer to players, this could be fairly easily extended). A checked box = -100, unchecked = +100.
  6. I must have completely forgotten that guards could be equipped. However, the 'anyone can unequip' is someone an issue. Whilst some kind of 'management' would be really cool, it would probabl be simpler to prevent any 'unequipping' unless the item you are trying to equip is superior to what they are already using. In which case, you receive the old piece in exchange for the upgrade. Perhaps also the equipped items are 'no-drop' for the guards, but take a certain % of dmg upon death. (so they don't last forever, but longer than just one fight and being dropped on the ground somewhere...
  7. Of my 200 entries in the 'Area History' which now only dates back just over 20days 42 relate to people killing The venerable green dragon 38 relate to people killing The aged starving angry black dragon 71 relate to people killing The venerable fat troll king 13 (cut off by the end) relate to people killing The venerable starving red dragon which leaves just 36 lines relating to the forming or disbanding of deeds and only for the last 3 weeks... It's not exactly an 'Area History' any more. Spammed by huge mulitple entries (with different player names) of boss slaying. Perhaps these uniques being slain could be in a different section (if people really need their names to be shown for having taken part).
  8. +1 Yeah.. I'm sick of those bunnies decimating my carrot fields.. oh wait, hang on, no carrots yet, no bunnies yet, no traps yet.... but I still love the idea
  9. +1 to rotate or flip gates!
  10. What about swapping the outcome of 'shattering' to 'this item becomes magically unstable' - it then has a cooldown on it of several days before any new cast can be attempted on it. You don't lose the item, but you need to wait a good while before you can try again on it.
  11. Is it just me that finds the spam in the 'Area History' which lists every player involved in killing a unique somewhat annoying? Especially given the current frequency of these slayfests. It completely floods out the true area history and when deeds were formed or disbanded. Can this not be limited to a one line entry that the beast was killed? Does every player present really need to be noted. It is far less important that the actual history of the land and when deeds were formed.
  12. It was happening to me too, and just to add to the reports.. At least two creatures somewhere in a mine within local range - causing repeated 'Ill take care of you.. ' messages to spam local every 15-20 seconds. However.. other than the spam and the templar being unable to pathfind to the critters, it caused my FPS to drop to about 4-5 while playing and a rather nasty memory leak. Wurms memory usage was rising by 50-100 mb every few minutes until eventually the client crashed from memory allocation problems. After about 20 minutes of play (at 5FPS) this meant over 1.5gb of memory used.. This is with nobody else in local, not moving around other than a couple of meters, and just standing inside imping various items. Since the new patch allowing templars to teleport, the spam has stopped. My FPS is back to normal, and memory usage sits around the 600-650 mark. All is good again. However, there is definitely a memory leak problem with the 'non-cave-teleporting' templars.
  13. It has certainly been a year full of the greatest leaps forward for Wurm! Congrats and thanks to all who made these improvements possible! Looking forward to 2016.. whatever it brings.... possibly flowing water and rivers?
  14. and quite different again... >https://www.youtube.com/watch?v=0oZn1M50Uw0 >https://www.youtube.com/watch?v=mMeZxhnhgDo
  15. +1 "Smoke me a kipper, I'll be back for breakfast" - Arnold 'Ace' Rimmer
  16. Was also great for getting rid of old and unwanted keys/locks
  17. Well, if you consider that Golden Valley server has the same 8x speed of day and night, but has 3x the growth rate and decay rate of everything, at least an 'overall' server setting should be possible. Whether this can be broken down into categories of items rather than just one global modifier or not, I have no idea. However, this doesn't help the issue of self hosting and not keeping the server running on a machine 24/7, returning a few das later to see your crops and trees have still only just been planted.
  18. +1 Welcome to the Hanging Gardens of Wurm
  19. +1 Love the idea of it auto-grouping QL (in increments of 5 or even 10) - but think it would be pretty tricky to implement But not in favour of the unlimited capacity. So yes.. perhaps you still need a few of them - but more likely to be used for different types of items as opposed to having lots for different QL brackets. (-1 for unlimited capacity)
  20. Ah.. I didn't see any mention of it in recent change logs. In which case, I'll fell all the trees and get rid of all existing lawn tiles, replant and check that they don't return.
  21. +1 There are many reasons one might wish to change their name. I have seen many people in CA Help having problems registering and thus perhaps end up like Tissotx with a less than ideal version while trying to create the account. Others perhaps create the name and then find that the game is completely different to how they imagined and wish a better suited name Some perhaps bought the account and wish a name change Some perhaps simply because they have slowly discovered how they fit into the Wurm world and want a name that better reflects their role in it. Someone is selling their account but does not wish to give away the reputation of the name to a new player. To the naysayers and fear mongers... If it is fairly expensive, I really can't imagine it will be used as a griefing loophole. And, as others have pointed out, they will be quickly identified anyway (through the history search or their continued actions) If there is a web page showing all name change history - or even in-game akin to 'area history' showing deeds founded and disbanded then there is equally no issue. And perhaps, an ex-troublemaker really does want to change their behaviour and make a fresh start. Why shouldn't they be given this chance. For a fee (which benefits the developers, and thus all the rest of us) they get the chance. It won't be invisible. They can quickly be identified if they give cause for someone to check up on them and they will be very quickly named and shamed again. Those arguing about the 'history of the character'. The name is just a means of identification. Your 'history' is with the player. If the account is sold and bought b someone else with a completely different playstyle, then keeping the same name is actually more confusing to everyone and starts making a mess of the history. A new name would be far more beneficial to preserving history. I have occasionally seen people in chat or local and struck up conversation only to then find out they are not the same person - the account now belongs to someone else. Forcing me to then mentally delete all my history of that character because it is now irrelevant and wrong. I also can't imagine that there are huge numbers of people who would wish to use the feature, and certainly not regularly. I myself have no desire to. Problems do involve issues like names in villages and permissions, but these really should be ID based (although initially without name changes, the name would have been as good as a unique ID) A decent cost, a suitable cooldown before renaming again, and a recorded history of all name changes available on the web or in-game and I really can only see benefits. I would also suggest, that after a name change, then the players name is displayed in-game with a small (!) at the end of it for a month as an obvious sign to all players that the name has recently been changed.
  22. I've now got lawn tiles appearing under my Fir trees on Independence too.
  23. Personally never found higher than 20 copper, but I do have a supreme one...
  24. Roof and floor also seem to be completed at a much lower QL than the QL of the materials used (as opposed to walls/fences and so on) as if the calculation for the resulting QL is based on requiring twice as many components than are actually used. (Wooden floor and wooden shingle roof at least - don't know about others)