Talroth

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About Talroth

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  1. Please don't suggest the SCA to people. Find a proper WMA group, stay away from half baked fake 'middle English', and keep well away from any group that even thinks about 'carpet armour'.
  2. Actually having rather strict password rules will actually make the basic passwords easier to crack, as it limits what the "Simplest reasonable form" for the password can be. With a fully open rule set the "simplest reasonable form" ranges from anything less than 15 characters. But as you start applying more random rules that a user may not normally follow in their own passwords you get a weird effect; They start shortening passwords closer and closer to the minimal amount required to meet all the rules. I actually did a test like this one time in a class. When asked to enter a password that met 10 requirements we had 30 students produce 23 passwords, all variations on each other, and all within a surprisingly small range, as all except 1 fell within the minimum 8 characters. As we relaxed the rules the passwords grew more complex and the range increased until we dropped all rules and had passwords ranging from 6 characters to 30.
  3. Another option would be to have each person (who had premium) be allotted 2 to 4 low res banners they can upload to their account, or 1 high res. Anyone who abuses the banners by uploading offensive content is simply dealt with by banning them, thereby removing the banner from the game. For a small fee you can add an extra banner to your account.
  4. Wurm would never have magic or dragons,... opps.
  5. The path finding issue is actually a really easy one, and given the nature of wurm's structures is fairly easy to cull nodes out of the test. We're really not talking about a large amount of data to go over, even with brute force it can be run in a background queue and no one would notice the impact on the servers. The other option is to let the player do the work! Whoever controls the trader can select "Assign Trade Path", and then they'll get to walk around. Server records the path, and it becomes the responsibility of the player to keep this path clear. GMs can pop in every now and then to insure the end of the path is kept clear, banning anyone who walls it. But I agree with others. Purchase contracts are really needed, as is proper value balance. If no one has paid for an item in the last few months, it should have No value to a trader!
  6. You think Tolkien was the first person to dream up living trees that could get up and move around? You really need to read more folk lore.
  7. You try to pull the weapon out of the scabbard You fail to pull the weapon out of the scabbard You get iron scrap and leather pieces Add this, but make it related to quality and lower the min quality requirement. Cheap gear is more likely to cause you problems, and maybe even break and fall off you if it is really bad quality.
  8. I'll never understand this community. "Wurm is cool because it is unique and there is no other game like it!" "OMG NO!!! You can't change something that would make the game more unique! It must be the same as every other game that relies on a twisted view of the medieval world because every other fantasy game does so!" Guns Are Medieval!. They fit the period just fine. Advanced muskets or repeating rifles don't fit the period, but very early gun powder weapons fit just fine. And why would I want gun powder in Wurm? Because it isn't Yet Another Sharp Pointy Object of War. It is different, it is something rarely used in games, and I'm tired of games jumping historical points from around 800-1000ce, stealing a few things from the renaissance eras, and then passing everything else over for the Second World War. If people were really so worried about things not fitting in, why did the Caravel make it in? It is clearly a 15th century vessel, and doesn't come into play till nearly a century after gun powder was introduced to the European battle field.
  9. Why? Based on what logic does gun powder have no place? "Oh! Guns will be over powered and will kill the game, even if they're nerfed!" Well, what is the difference between a bow and a gun? A bow shoots something at range, and so does a gun. only a gun goes boom and produces a cool cloud of smoke. Did the world end when bows were introduced? "Guns aren't medieval!" Only they are. "Guns don't fit in with the rest of wurm!" only they do, the top techs in wurm are beyond what top techs were during the era that guns were introduced in the real world. So, what other arguments are there against guns?
  10. What is your basis for claiming 1000-1200? Wurm has knowledge of adding carbon to iron in proper proportions to produce steel in a reliable fashion. Wide range (depending on text) from 1400 to 1600ish. Wurm has full suits of plate armour, 1300+ for the most part. You know what those dates are part of? The Renaissance,... You know what is a middle to late medieval development in Europe? Gun powder. Oh, and just so you know, most of the Renaissance is still the late medieval period.
  11. Actually, I was aiming for more realism. This game IS meant to be a simulation I don't see the realism. If you harvest most crops, that means you have taken the seed that would have other wise fallen to the ground to reseed itself. Sure you'll get a few fallen seeds and a bit of regrowth, but it will also be heavily choked by other plants. In the real world farmers still have to go out and plant the crop each year. (Except of course for plants that are harvested in a non-destructive manner, and have yearly growth.)
  12. Slings

    And their ability to penetrate armor was apparently exaggerated by ancient writers, the bullets don't inflict significant damage through plate armor. This is a point of debate, and there are a number of interesting issues. Yes, ancient writers exaggerated how armour was defeated, and often spoke of it being split open like a cheap tin can. This was not really the case of course, as the metal armour would rarely be hit with such a force as to actually split open. Seams and where plates met were often ripped apart by the force, but hitting in the middle of a large sheet would more often just dent it. However it is denting it with a massive force, and only part of that energy is being put into bending the metal. The rest of the force is going into making the soldier move, and much of it is being transmitted Into the soldier himself. You die from the blunt force trauma of being hit by a large stone. Also most of the anti-armour ability of a sling comes from being able to throw incredibly huge stones at short range. Have you seen a grapefruit? Image that as a solid rock coming down on your head at 50 miles an hour. Now you do need some training, but it isn't much harder than the training for a bow and arrow. Actually because using a sling is actually an extension of throwing, a skill all humans have natural understanding of the physics behind it, some slingers argue that it is easier and more natural to learn than archery.
  13. Slings

    staff slings are really only useful for mass volley shots. (Where you and 100+ of your buddies are flinging stones at another group at a fair distance.) You don't have easy control over how far you are going throw the stone with a staff, you have to adjust it to change the range. But slings are very very deadly. You should not train with one anywhere near other people, or where other people may show up. (And always wear a good helmet while learning.) There are recordings of slingers using stones ranging in size from small eggs, up to ones larger than grapefruit. Stones on the large side of the scale won't fly far, but you're most likely dead if one hits you in the head or chest even if you are wearing armour. There are also evidence from digs and modern tests that show helmets could be dented so badly as to likely fracture the skull from well thrown stones. Many people underestimate the power of slings, and think of them as little toys for kids to play with. They are a deadly, and highly accurate weapon. With skill you can throw rocks as far as archers can shoot arrows, and you can pick your ammo up for free from any river.
  14. Actually, there are. Given that silver is purchased with real money makes this a very sticky subject in the legal light. Players could get away with it, but I would not touch something like this as a developer. At least not offering a coin payout. Coin can be directly bought with real currency, and that puts it on a footing similar to tokens in a casino. The devs do have some protections because there is no method to cash tokens out, but they wouldn't be sitting very comfortably if someone decided to start complaining.
  15. Clay, Iron, Stone types, (Many types of rock aren't really all that useful for building in real life), Wood (Not all trees grow in all soil types, and not all soil types allow rapid growth of any tree. Try a village where trees grow 1/10th or slower.), food (Why do plans have to grow everywhere?)