Tinkerer

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Everything posted by Tinkerer

  1. Ayes, I think you are slightly missing my point. You are almost correct when you call trader-items, mailing fees etc as 'income generators', but it would be better to associate all 'coin sinks' as the developer's income. There are two methods for the developers to get income. One, being premium purchased from the shop (a very direct route for income) and, Two, the currency removal from the game by means of coin sinks. The purchase of coin from the shop, while it puts cash into the pockets of the developers, isn't really their income. It is the removal of it from the system that is the steadier and more accurate income. Whatever is removed, needs to be replaced by player purchases from the shop. Coin purchase is erratic, the game sinks are steadier. There are many sinks.. some of which are not 100% sinks, a few are. Some re-distribute a percentage of the coin from the sink among the playerbase in a reasonably fair way - especially with the addition of finding coins and so on (taken from the Kingdom pool) In-game premiumship, deeding and upkeep are perhaps some of the greatest coin-sinks in the game (even though not 100% sinks). Allowing these to be purchased with in-game coin (and don't forget premium is twice the price this way) is very beneficial to the developers in terms of removing coin from the game system. Although you could argue that if it was external only, then it would be more direct and quicker income, but it would lose those players that rely on ingame payment options, and at the same time, the value is cheaper and thus provides less income. (as far as premiumship is concerned at any rate) Reducing such sinks would also mean there is more coin floating in the system and piling up on various accounts, which in turn would actually increase players trading it for cash - especially if their primary uses of in-game coin are removed. Player trading in-game coin really has little effect on anything. Coin can only be 'created' (added to the game-system) from the wurm shop. Coin is only 'removed' from coin-sinks. Anything else is just the moving of coin from one player to another. Allowing it does not in anyway affect income for the developers. It does not affect how it is 'removed' from the game world. Player A might purchase coin from player B for real cash, but it has already been purchased from the wurm shop, and is on its way through the system to one of many coin sinks.
  2. There is no 'gold farming' in Wurm like there is in other MMO's. 'gold' is not created within the game as loot drops and quest rewards. There is no need to fear gold-farming websites for Wurm. Look at the economy as a whole. The money within the system is from (initially) people buying silver from the Wurm shop. Money leaves the system from deed placements and upkeep (though not all.. some is randomly distributed through other mechanics, of which some is still removed due to saccing) and from people using in-game coin to pay for premiumship (Note.. this is twice the rate from buying through the shop). Now. Given the various sinks, there is always a need for extra coin to be put into the system - to offset the gold-sinks. This can only come from one place, and one place only. The only place that generates new coin, is the Wurm shop. Allowing players to trade coin for real money makes no impact on the current amount of coin in the game. If anything, it should increase sales. Why? Because by enabling player trading of cash, the in-game currency is clumping together.. some people hoard it to build up a suitable amount to sell. Therefore there is less loose change floating around for everyone else that isn't hoarding it, and thus more needs to be injected to allow trade and decent circulation. Buying from another player simply shifts one horde of coin from one person to another. That coin has already been paid for when it entered the system. Other players still require coin. The system still requires coin to balance the in-game sinks. (Deeds, in-game premium time, saccing of rare and supreme coins...) Preventing in-game premium purchasing or deed upkeep kills off those players who for one reason or another can't use the shop.
  3. -1 (unless we also get pogosticks and golfclubs)
  4. Its going to be a nightmare if they can't be 'reconverted' to grass tiles automatically by code.. forcing mass deforestation to remove these lawn pesky tiles.
  5. Oh... not only birch trees... Just found it has happened to half of my olive trees now too... guess they have taken longer because they grow slower.. And fir trees...and willow trees... it's becoming quite the epidemic.... Other trees which have just regrown don't seem to have been affected though (unless it is only a % chance to turn to lawn at the regrowth stage)
  6. Or have the ability to carve a temporary wooden key (then using the original iron key on the blank wooden key to copy the pattern). This form of key would decay quite quickly as soon as it has been used the first time, and can't be copied. Then you don't even have to particularly worry about getting the key back again and certainly don't have to worry about it being copied.
  7. As I see it, it is a good thing. If all in-game silver/gold had to be purchased from the shop, then there would, over time, be more and more silver/gold pumped into the system. Player X wants 50 silver. Option 1: buy from the shop, spends real $$. Game world now has an extra 50s in it. (much like printing more bank notes in an economy). Option 2: Buy from another player. This is just shifting $$ from buyer to seller, and the 50s from seller to buyer. Game system is no richer, and no poorer. The game economy is not altered, there is no inflation, but the devs are $$ less well off from loss of a purchase, Using in-game silver to buy premium (at a premium rate) or plant deeds is also a good thing. It allows those without wallets to still play and enjoy the game, using their services and in-game time to earn the coin from other paying players. With regard to other MMO's.. the reason it doesn't work, is that in-game money is constantly created within the game system and they try to balance it against the various gold sinks, but allowing gold farming and trading gold breaks this balance. Games such as this will have natural inflation as the game world ages. Why are the sums on offer increasing now? Well.. I can only put forward that the high end of the player base is producing much more valuable items, and various deeds are so much more developed than they ever were due to more work having been put into them, Some things have a much higher value than before. But, it's all relative to supply and demand.
  8. Sure.. no problem. Will be glad to be rid of the lawn tiles.. and testing if it it fixed will be much easier on GV. (as and when it is)
  9. Well, trees age much much faster on Golden Valley. Everything including decay is several (3?) times faster than other servers - Hence it is likely to be more noticeable and trees have already grown to 'old' since that update. Yes, I too believe it is from the lawns part of the last update as I mentioned before. The lawns have only been appearing since then. As for only birch, yes they are the quickest growing, but given the speed of growth I would have also expected to see Pines and maybe some others on Lawn tiles by now, but there are none. It still seems to be exclusively birch trees. Also, these are not 'newly planted' but part of my tree-sprout farm. They grow old die and regrow. Presumably it is during this cycle that the lawn kicks in. Especially if on other servers they are all still just 'young' birches.
  10. Yes.. off deed too. About 40-50% of Birch trees of all ages on lawn tiles. Possibly this is far more noticeable on GV given that everything is 3x faster (tree growth, decay and so on) I would hazard a guess that it occurs when the tree dies and regrows from sapling or something - somehow wrongly being treated as an old lawn tile to be reverted to lawn. Having never used lawn, can you even plant a tree on a lawn tile?
  11. Glad it's not just me then that has noticed this Yes... I do not use lawn either.. never have. I like to be able to botanise and forage those tiles haha. I'll check around a bit late on to see if it also happens off deed.
  12. No chance it is someone else. a) its on my deed with no public permissions, and some tiles are completely fenced in. As for server, this is on my GV account that I have noticed this, and it's only been happening the last few days. I would guess something happened with the recent alteration to lawns reverting in the latest update. Most curiously, it only seems to occur with Birch trees - on deed and in perimeter. Haven't checked elsewhere as yet.
  13. I've noticed that over the last few days, a lot of (previously) grass tiles with trees growing on them have suddenly turned to lawn tiles - with the tree still there. One such tile for example shows: "Birch tree, the lawn is neatly trimmed" but there is no 'nature' menu section with sickle activated to prune or harvest etc. Examining the tile gives me "[07:44:59] You see an old Birch tree.". I can activate hatchet and chop the tree down, pack the ground, cultivate it, plant flowers, plant a new sprout, but...what is producing these lawn tiles or why are they becoming lawn on their own? Another Edit: This seems to be happening exclusively with Birch trees. Over 50% of the birch trees in my deed now have Lawn tiles under them.
  14. I would rather see for each animal when they have their periodic check.. IF (This_Tile.grass_length < medium) THEN Try to find new nearby location with longer grass to munch on. Animals will generally look for nice lush grass to tuck into. (Or a tree to rest under if there is due to be rain)
  15. +1 to the small stove! @Brash: Yeah.. somewhat akin to the old 50kg large anvil. Portable, but not overly so. Next up: Barbecue grills!
  16. +1 but i'd go a stage further and say: <50 "You can barely make out the signature" 50+ "You can mostly make out the signature" 90+ "You can clearly make out the signature"
  17. -1 Dislike the idea of creating water. If it is that important to you, locate your water source before dropping your deed and plan your layout around it. Having a spell would also completely make pendulums obsolete. Everyone would be enchanting wells or creating water sources wherever they fancied. Much akin to everyone puts down a mailbox where they want one.
  18. Leave the fog alone - and certainly no 'graphics toggle option!' Just so long as it is not an overly common occurrence, it is great for immersion when it does occur. Let's you get on with other things that do not require fantastic visibility. -1
  19. It is already (mostly) free to play. Just capped and restrictive to free players.
  20. Quick question (having not built anything multistory), what is the current height of the forge/oven? Is it divisible by 32? or do you get an extra bit popping through to the third floor? Surely having it nicely divisible by 32 would be a simple option (outside the option of building a chimney decoration)
  21. I know I have mentioned this several times, and others probably have too, but it still irks me somewhat that I'm severely limited as to where I can keep my fishing rods - other than lying in my cart or in a coffin. Allowing them to be stored on a Tool rack or even the Polearm rack would be ideal.
  22. +1 to repairing. Have exactly the same qualm with unrepairable items in my inventory (I'm looking at you pelt) My only other issue with tents is how exceedingly difficult it is to make one as a non-premium. *you can* but even with skills maxed at 20, the cordage rope requires a 30+ql rope tool to have a chance. Is it right that non-premiums can't feasibly craft the lowest tier tent?
  23. I'm sure he'll get back to you as ASAP as possible.