Locath

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Locath last won the day on August 20 2018

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About Locath

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  1. To be honest, i don't know if it is in fact a bug or not, i just like the way it works. I might be corrected by devs and we might learn that this is not the intended behavior. I hope it stays this way to be honest
  2. I thought this was by design? It was like that since the runes were introduced so i assumed it's a cool feature rather than bug.
  3. I would agree with that if the market would be able to guarantee future sales but how many people are going to risk plokning a 250x250 deed, not knowing if they can pay the upkeep for it next month using ingame income alone? People who were willing to pay with real money, made those deeds already. People who are making money solely in game, will hardly risk having a big deed for a month and then not be able to support it because their sales went down for one reason or another.
  4. With me being able to buy couple 100s of thousands of bricks using paypal made the bricks disappear from the system. Buying at least a gold coin each month for the upkeep alone, was re-using the same silver which was already bought by someone from the website and taking it out of the economy via deed upkeep. With me having to buy the money from the web shop, effectively creating them out of thin air, to buy the same bricks and not offloading it from existing money poll, because i'd have to buy the gold for upkeep as well, creates a massive inflation. This has happened to many other games, there is supply, there is demand AND there is abundance of currency. This makes the prices go up for everything, just because people who have the money, have no other way to buy stuff or offload it and it makes the new player have to fight the market prices inflated by money which will be pumped at a much higher rate than it was until now. With RMT allowed, the flow seemed pretty constant, people bought money, deeds were sucking it out at more or less even rate, a big reason for that was because a lot of the transactions didn't involve ingame money (e.g. bulk materials in large quantities). Now to buy the same materials, much more money has to be "spawned" in to the system. That money will be burning people's pockets, they will start offering higher prices for everything, because there is only so much they can buy from the trader with it. Offering higher prices makes the new player have to buy more money again to buy that thing so even more money is introduced in to the system. I have only ever sold one item in my 9 years of playing Wurm (a rare axe), i traded a lot of sleep powders for clay and that's about it. I have spent thousands on materials and deed upkeep, my main deed alone was about 90s a month so that alone was a nice sink to take the money out of the system. In the no RMT world i would have to buy 1g each month for the upkeep PLUS few gold for the materials. the deed upkeep money goes out of the system as it used to, nothing changes here. the remainder is spent on bricks/mortar/bulk materials in general. Seller now has a bunch of money they want to get rid of and this situation repeats every month. I'm unable to fund my deeds with in game activities because simply none of them are really sellable. I terraform and build stuff so i keep magically spawning more money in to this economy which will start getting out of control very soon.
  5. I don't think it will boil down to geolocation. Just sharing IP with other players who clearly are not the owner. Probably doesn't matter where in the world or what specific IP is the toon connecting from but if it shares the IP with multiple other players who are never the same (a.k.a. my other characters, those would always share the IP, no matter where it's pointing to. Yours would connect from a separate IP to mine, always. Unless playing from a college campus maybe?). so if my accounts connect from IP xxx.xxx.xxx.xxx and yours are connecting from xxx.xxx.xxx.xxy but one of the characters connects from both, it's clearily shared. Rest of my toons won't connect from your IP unless i give you access to all of them just to populate your IP on all of them. Still, we can share the toon, 2 or 3 people can. Problems come when the character follows the sun and is a character who connects along with my toons, yours, Retro's and 7 other people's and they each have a bunch of toons connecting from the same IP at the time, except that one toon is connecting from their IP, mine, yours and so on. All that is already collected even by WU, probably to a bigger extent in WO, just a matter of automating the analysis/alerting.
  6. Hypothetical situation: Wipeout and his alts log on from IP A, B, C, D and 100 of other IPS. This is fine, dynamic IP. Locath and his alts log on from IP E, F, G, H and lots of others. Also dynamic IP, also fine. One of Wipeout's alts connects from the same IPs as Locath; they are sharing the toon as friends for deed maintenance/permission management/silly pranks on one another. This is also fine. The same alt starts connecting from Ireland, Canada, Mozambique, China, India and Brazil on a daily basis, while sharing IP with other players - This character will be investigated most likely.
  7. Good bye all, it was a great run. I have shrunk the deed to less than a quarter of it's size, just to cover some of the buildings. There are some rare coins, i used to decorate the highway with, off-deed now, enjoy them as a token of great memories. I will log on every once in a while to check up on things but that's about all (because merchants who i paid for and who are on my deed might just disappear with my junk) . The cooking website will stay up and i will work on improving it when i get a chance but the updates will be directed at WU server i'm playing on. All best wishes and have lots of fun, i have met some great friends in game who i have met in real life later and we bonded past the game world, Wurm is to be praised for that. Thank you all for the friendship and griefing alike, both were keeping the Wurm life equally interesting.
  8. I recently started playing on a popular WU server, the simplest QoL improvements are plenty and they don't seem very hard to implement. In this scenario, on each stage of heat drop i get a "forge is running low on fuel" message on the screen and the same, orange, in the event tab so it's well visible. Automation might not be a fitting theme in Wurm but if i'm standing in front of the forge, it's logical that i see that it's running low on fuel without sticking my head inside (examining it every so often).
  9. Fleeing creatures would have to include stamina drain and slowness. In Ultima Online it's one of the things that can be very annoying, majority of mobs will try to flee when their health goes down below certain point and while it adds some realism, it can get old very fast. Especially for non-casters. In Wurm, mobs never seem to run out of stamina but players do. We only get FS gains on mob's death, combat drains stamina as well. New players could have a hard time trying to kill anything because player runs out of stamina to chase the mob while mobs can run at their maximum speed seemingly forever. Add the fact that mobs ignore slopes and can flee up a mountain (even when trying to catch a wild horse, every single time!) and we have new players trying to catch that sheep who is running away up a 100 slope rock face. They get no FS gain unless they manage to deliver the killing blow and still have to heal their wounds after the unsuccessful hunt. Poultry would be the only viable option for new players to raise their FS high enough to single-hit-kill something bigger, like a sheep or a dog. I would like to see fleeing mobs in Wurm but only if they had similar limitations that players do and that probably means messing with code more than it's worth and introducing more "surprise features".
  10. ^ This, so much this.
  11. I'm not sure if this would be fair at all, Wurm is unique in many aspects. I don't know many other games where the further you get up the skill ladder the more sense it makes to deliberately break your limbs so that you can progress faster. It's one of my pet peeves in Wurm, you get the skill really high, you get the supreme/fantastic tool with high casts on it and that whole investment is like shooting yourself in the foot. Go for the 1ql tool with no timer reducing casts or never see a gain again. It's illogical. On top of that many people build jump houses for the purpose of hurling them self from whatever floor, hoping to get a medium wound so the grind becomes easier (!). I have a path of thorns for that, it's ridiculous. On the other hand, if you don't care for gains and you do want pure speed so you invest the same money in that fantastic tool with ultra high WoA, a lot of the time you hit what seems to be a hard cap (or close to because of some curves, not sure) on the timers. Can this be compared to any other game? Where the further you get, the "better" tools you can make and the better the tool, the more it hinders your progress? On topic: What this idea could be turned into is "pick one of the master skills (Carpentry/Cooking/Fighting/what have you)" and you can raise this and the sub skills to -insert a reasonably high number here- without paying premium. Bundling some of the orphaned skills in the list in to groups is a possibility as well. Go back to having to be premium to create a settlement as it used to be, if prem expires, can't invite new villagers. Once premium is paid, it works as it does now, no limitations on skills. If it expires, effective skills back down to 20, except the chosen "path" or master skill with it's sub skills. In this scenario, people can try the things they are interested in past the 20 skill which in a lot of cases limits the player significantly. If they like resource gathering, Skills without sub/master skill could be someone's choice as well, there are people who love gathering resources and that's exactly what they are looking for in a game. Fair enough if someone wants to try mining, you'll get the full flavor of it well before reaching 20 but what about ship building or carpentry or archaeology? If they want to be a cook, they can do HFC and Baking and so on as part of it. No harm in that because they will have to rely on other players to get materials of higher than 20 quality so it's either encouraging collaboration or premming up to be able to get their own materials. They aren't locked behind the level 20 cap for everything though, they get to try the game, unlock new things to build, new items to craft, there is something past the cart and rowboat for them to try. Some possible scenarios: Currently someone who is interested in shipbuilding can build a rowboat and tell their friends "there is this game where you can build a row boat, i saw other boats, i don't know how to make them, they want money to let me build them" - this will be someone who is trying out the game they found, might stick around for a week, might stay forever. Next person: "there is this game where you can build ships, i bought premium to be able to make bigger ships, spent a week on making a sail boat, then tried to make a Corbita, saw what's required and logged off. I have played a total of 10 days before i got hit in the face with thousands of required materials, i'm never going back and i'm telling everyone about this." With this idea implemented the same 2 people who are interested in building ships get to do it within the constrictions of the materials because they picked carpentry/shipbuilding and not resource gathering or specifically wood cutting. This means that they can build some of the bigger boats of low quality and they get to talk to the rest of us for much longer than just asking some basic questions in CA Help, while building those boats. They get to see more of the world as well, they will need some basic crops to make sails/ropes, they are likely to prem up if they want their dream of ship building and maybe living on a boat to be realistic on their own or they could join a community and that has made many of us stay in Wurm for years better than anything else. Then the rest of us has to be considered as well, not only new players. If this is for WO and not the Steam version, it's pretty much guaranteed that hundreds of new miners and masons would appear out of nowhere and start pumping out those bricks on free accounts with premium timers. On Steam this would be limited to those who have multiple Steam accounts and the patience to juggle them so probably not as many. It's one of many ideas on how to enrich the potential new player's experience and make them stay. There are other good ideas out there, it's a matter of someone analyzing them and making a call which parts of which suggestion are feasible for both, player/user experience and business continuity. If staff reading this gets in to a train of thought based on reading those suggestions and come up with something better or mix a few of them, that's the suggestions doing a good job. Keep posting suggestions.