Nelus

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About Nelus

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  1. Hmm i will look into it, if we can cut playerobjects from the client link it could be possible, much likely by increasing idle times indefinite and swapping control ids. That surely would require a pretty large script to clean the process up. If this isnt supported by the server code i doubt it can be modded that way as changing the tech base could be more complexe than making a new game... Multiple Clients seams impossible with the steam client and separating clients from steam is forbidden. For more than one active Character we now need to run a Wurm Server which eats alot of system ressources and multiple Wurm clients also ressource heavy plus a steam client for each Wurm client plus virtual machines for each client. Code Club could thou consider player swapping a feature of interest. Steam has many single player games and a large audience that will focus on the single player part of WU. If they get the feeling of being put into an empty world and hit limitations they cannot pass like fighting dragons or something, that could result in negativ critics that can easily cripple total sales.
  2. Since we can only have one account in WU, will GM Powers allow us to spawn NPC Characters and take control of them. So we can have specialized characters and priests or run around as sheep or dragon. Maybe a GUI could be included later that allows for easy switching by saving characters to slots. I guess a single player world with only static objects like traders wouldnt work.
  3. One addition that seams very important for WU would be to let us customize the maximum terrain slope for the server. For example i would prefer a maximum slope of 60 dirt and everything above will flow down. So i can let people build freely on my server without them ruining terrain in unrealistic ways. Basically there is a limit in place if you drop dirt, if this could be set to apply to leveling, digging and stuff it would be fine. Of course even better if you can alter the limit at which point dirt will flow down because of to step slope.
  4. Id say we need to be able to add items on the ground and in containers in the crafting window and a limitless queue that regains stamina bevor starting the next task. Plus characters should be able to stay online and we can switch characters inside one session. A character making bricks would be far better than some kind of robotic-automatic machine that would totally break the immersion.
  5. +1 Yeah thats something i always wanted but was unlikely in WO. (Thou everyone plays more than one character cause priests and stuff) In WU that would be perfect, especially if the multi character control is combined with longer and more automated tasks. Basically this would require persistent characters so they are independent from the game session and stay online. Sure that is something modders would hardly accomplish without support of the game devs. With adventure mode, local sessions and stuff announced i have my hopes up. At all it is a world builder so it should be able to populate and control.
  6. Very intresting indeed. If any other company would do such fundamental change i would fear they screw up by placing unnecessary limitations in customization and moddability to force their vision. But WO is diffrent and i feel that WU will be diffrent too. It looks like something that has never been done before, a completly customizable and moddable sandbox game (sandbox builder). Given there are no limitations and the right tools are present we could see thousands of mods, from new armors, hair, skins, animals, building parts and textures to even new game systems like persistent player characters and multi character controls etc. Probably the steam workshop will be integrated as mod source for casual players and even some lorefriendly additions could be integrated into WO. If you take the sims as an example of what a modder community can do you can see the potential, the development speed of wurm could really take off. The community has a pretty strong base and that could kickstart something even greater. Imagine superclusters with hundred of worlds that are moderated and offer a complete story and immersive world to their players. The success will depend upon the removal of limitations providing of tools and supporting of integration and the community will be a great part in this. There are risks, but they will only be a problem if the process would stop halfway done. For example someone using GM Mode in WU to see everything and get bored and leaves. Would such a person really be a potential WO player and put months of work into WO? Instead i see Players that put much time in WO now not building a place in WU but a world.
  7. Priests Many did ask for priests to be playable independently, so i thought of a way to make them able to live on their own but not be more powerful. All Priests should be able to do all the basic work. Farming, Taming, Digging, Woodcutting... Priests should be allowed to use carpentry but not masonry. Building a wodden house seams like something a priest would do, building a castle doesnt seam like priest stuff. Priests should be allowed to craft priest stuff. clothes, leather armor, tools, small weapons. Repairing Repairing something like a housewall that does require items to be added the repaired objects quality should improve 50% what it would when improving it with that item. For Example: Repairing a ql1 wooden house wall with a ql50 plank should improve the ql of the housewall (50% of improving with the item). So repairing with high quality material would actually have a positive effect. Weapons Would like to see some combat daggers, with reasonable performance. Deeds Current deeds can be considered city deeds. But we have many players that just want to build a house. So maybe housing deeds could be added. Max area is 5x5 and no perimeter. You can't add other Players, just guests. It allows you to respawn and use banking service. Can't be drained but costs upkeep and can be placed inside structures. Can't hire guards but protects from decay. No protection from stealing or bashing walls etc on pvp but protects from others building stuff in the small area. (So noone builds a wall around your door or locks your gate etc.)
  8. The game is already pretty cool, here are some things i think most people would like to have. Clothing Objects The new clothes are nice, a long skirt for females and priests would be a nice addition for combinations. Please also make the sleeves of the cloth jacket a seperate item as it looks good this way and we would not need to leave the sleeves slot empty. Armor As others stated already, make other armortypes viable to use. (No more naked or plated crafters everywhere) (just suggestions to start with, needs balancing) Cloth General: crafting succes bonus and/or crafting quality bonus maybe 5% General: skillgain bonus 5% Combat: large evasion Bonus, medium parry bonus Enchantment spell only for cloth and leather: stamina bonus 0-5% Enchantment spell only for cloth: spell power bonus 0-20 only one enchantment can be applied Leather Combat: small weapons and archery hit chance bonus 5% Combat: small Evasion Bonus, medium parry bonus Enchantment spell only for cloth and leather: stamina bonus 0-5% Enchantment spell only for leather: run speed bonus 0-5% Enchantment spell only for leather: damage vs animals 0-10% Studden Combat: small evasion bonus, small parry bonus Chain Combat: reduced damage from archery/piercing 5% Plate Combat: reduce attack Speed 5% Drake Leather and Stuff reduce mitigration a bit as for studden armor bonuses beeing added Meditation Add more skills along the meditation path even some passives and reduce the buff amount on the existing skills Balancing Either make skills like SOTG a timed ability aswell or make other abilitys a permanent buff aswell. Mycrelium New mycrelium tiles. Compared to gras tiles they are laking behind in quality and since they cover a whole server it would be nice to have short, medium and long mycrelium tiles. Maybe more looking like dry grass tiles. Wool Allow all clothing items to be made of wool Milk Should add some nutrition Grass Allow grass tiles to actually spread. On a new server pretty fast all the gras areas become forests. Grass tiles should be able to spread like trees do, so actually some areas without forests remain, would be nice too have.
  9. i think basments can only be build in dirt. and only if there is enough dirt to fit the basement in. also would make sense to build a basment on free dirt tiles and than build the building above it. noone builds the cellar after the house...
  10. its very random, i had a week in my small cave where i had a cave in of 3-4 tiles. two days later another 3 and another 2 at the end of the week. btw maybe cave entrances shouldnt cave in, it destroyed the mine door and it doesnt make sense as where should the rock come from(i mined down in relative flat rock)?
  11. would be nice if you could burry a chest in every dirt tile to hide your valuables. you know we have ships, we are pirates and have to burry our gold. ofcourse people would need to dig like 50times to burry something and same if you want to check a tile for a hidden chest. if you didnt burry that chest you only have a 20% chance of finding it when digging 50 times, as you might dig the wrong place on the tile.
  12. +1 Nights: -> should be more dangerous with most of the predators roaming -> predators are more accurate at night than players(night penalty) -> other animals sleeping and gathering in herds -> large bonus to stealth -> predators stay away from fires and lamps Days: -> herds moving around -> predators sleeping, dont wake em WEATHER Rain: -> reduce crops quality -> reduces sail speed Storm: -> greatly reduces crops quality -> damages ships moving on open water SEASON: Autum: -> harvest season, plants grow fast and give double harvest -> rain improves quality of crops -> gras grows fast to cut it and store as animal food for winter Winter(high mountains can have winter even during other season cause of height): -> No plants grow, no grass just snow -> you need reserves for the winter, like corn, cattle, straw -> body warmth. if you loose body warmth your stamina regenerates slower(100%-0%). this can go to the point where it starts depleting(0%-(-100%)), with empty stamina it will start depleting your health from freezing. -> fires warm you up pretty fast when close enough 1% warmth per minute. heated interiors with a fire source does the same. -> unheated caves and houses drain your warmth by 1% every hour -> outside drains your warmth by 1% every 10 minutes -> snowstorms drains your warmth by 1% every minute -> water during winter drains your warmth by 1% every second -> winter clothes reduce warmth drain by 90% (fur) -> normal clothes reduce warmth drain by 50% (leather, cloth) -> irrelevant clothes has no effect (no clothes or metal armor) -> bears appear only inside caves -> more hungry wolves, less deer and stuff Spring: -> plants spread fast during this season -> rain improves quality of crops -> gras grows fast to cut it and store as animal food for winter Summer: -> body warmth will grow when outside. same as low body warmth during winter, but other effects. -> stamina regenerates slower if bodywarmth is over 100%. if you overheat you will collaps and it takes long to regenerate your stamina to full until than you cant get up again. clothes will speed up heathing process by the amount they slow the loos of body warmth in winter. working and using stamina will increase you body warmth, take rests. -> metall armors will cause additional heat when outside in the sun -> few rain will cause dry periods that reduce quality of crops. -> dryperiods can cause tiles to turn into dry tiles. fire can break out at this tiles and spread to other dry tiles, leaving only ash and burned trees. wooden houses and items can burn too. -> when it rains no heat during this time. -> you get thirsty faster
  13. you want to improve account abuse? the changes you suggest sound good, but would require alot of work. starting the game again from scratch with a new engine to include field of view and stuff...
  14. Or enable us to connect mine entrances making a wider entrance ^^ this
  15. trolls should only bash walls when chasing a player. they have better things to do, like standing around, grunting, scratching and screaming in the woods even if not present. unless trolls start eating living cows instead of this unrealistic random corpse eating, there is not even a reason why they would tear down a fence with cows behind it. atleast you can rebuild a wall, nothing like finding your mine holed and impassable. good job little cave bug, creating a drop shaft you cant escape and drowning at waterlevel, brilliant - what else you gotta do? else we can add random meteorstrikes leveling the server and deleting all accounts because we have a sky in the game o.O