Locath

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Locath last won the day on March 5 2021

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  1. From technical point of view; Some sort of roof height detection would have to be implemented so that when the forge/oven is pushed a little under a slanted roof, it would have to adjust the sticky-outy bit of the chimney by a fraction of the slope. Slanted roofs can be multiple stories high and it would have to account for that plus stretch the texture, much like slanted floor tiles, which doesn't always look good. If the top part was to be of static height, it might be easier but still the forge would have to somehow know how high to replicate the chimney sections through the floors and then the roof. I'm not sure if such mechanic exists. Some buildings don't have roofs. Alternative suggestion: Roof tiles with chimney option (smoke particles which can be toggled as well, please) That way, from the hand full of possible roof objects (slanted, corner, inverted corner, pyramid-top), we could have an additional version when building them, which would have a chimney, aesthetically matching the roof style. Probably a limit of something like 2 chimneys per structure would have to be added if smoke particles were to be added in case someone decides to build large area structures covered with smoking chimneys to lag the neighbourhood to death. Either way, it does bug me for years that we have to live with smoke in our bedrooms because we have a kitchen/workshop below.
  2. It has been suggested before to allow strongwall to be casted on the tile the casting priest is standing on. Currently, if it's not the same tile, all normal checks apply to allow to collapse the tile (mobs, players, items on the tile) and if the checks are passed, we are allowed to collapse the cave tile. Additional check could be added to the existing functionality above and if that check returns that the tile being strongwalled is the same one the casting priest is standing on, ignore the rest and reinforce the floor instead of collapsing the tile. It might take less development to just add additional validation of the target tile than coding new spell perhaps?
  3. There are 2 camps, part of players don't want changes, part does want changes. Without analyzing the reasoning behind either of the sides and to stay on topic, few options come to mind. Announcing uniques spawning in chat/antisocial media/website/discord 1: do announce 2: don't announce Marking the location of the unique or its original spawn point with a beam: 1: do mark it 2: don't mark it Loot splitting: 1: split a set amount between number of slayers 2: split a set amount of loot between people in local 3: distribute the hide/scale by a set amount to everyone in local (for example everyone gets a set 0.05kg of material, regardless of number of people fighting the unique) 4: distribute the loot to everyone on server, like the ritual rewards do, allowing to claim it for 24h from slaying, similarly to global cast reward sleep bonus Unique rules: claiming ownership of the unique as is seems to be leading to bulk of the animosities. 1: Leave the rules as they are, admittedly, open to misinterpretation due to language barrier and such. 2: Remove the rules and replace them with systemic solution, much like was done with the highway system. Spawn frequency: 1: Reduce even further 2: leave as is 3: make them more common Most of the points above would affect a lot of aspects of the game (and already do) from friendships to economy to enjoyment of the product as whole. Without leaning towards either of the options, those are the areas which nearly warrant separate discussions. Announcing the uniques for example evens out the playing field for people who spend most of their play time on other projects but it hurts people who can and do spend a lot of time searching for them. It's a choice being made between punishing/rewarding one group of players for the benefit or at the cost of the other group. Person A: I spend all my time running around the world, looking for a dragon, i should be rewarded for that. Person B: I spend all my time building the highways so that you can run around the world and look for things, i should be rewarded for that. ...and so on I don't think there is a solution which would make everyone happy but there might be one which would make majority happy. The main issue here is that nobody really knows what majority of players would like to see in game. All we know is what few vocal and active on the forums people want (from both sides of the fence). If some of the options were given up for voting in the existing /poll system in game, staff would get a much better view of what players want, than from the forums which are used by a fraction of players affected by this and even less of them being active.
  4. chance to add

    Quality of the parts being attached matters as well. I can start a Knarr for example using 2 high quality keel sections but i won't be able to attach a 1ql peg if the skill is close enough to the bare minimum. That's where the chance being shown would be helpful, if it's 0% chance we still can attempt and waste the materials. Some will say "get your skill up, get better quality materials" and all that is valid IF i know my chance. It won't tell me if i still have 0% chance to attach 90ql boards to a knarr someone started for me and i have no way of knowing that my skill is way too low which would be anything other than guessing.
  5. A bit of history: The reason was that people were able (and they did) target a container through a window from adjacent building, walk inside of the structure containing said container, stand underneath it and steal everything out of it through multiple floors. Container behind locked doors in an inn sort of setup so everyone has access to pick up items but not to enter specific rooms or floors. It was really handy to be able to drive a wagon up a ladder or open BSBs stored on the ledges of floors above without having to move away from the forge but, people being people, theft was happening in scenarios where the building owner took all precautions to prevent it from being possible, as far as game mechanics allow. When recycling old and disbanded deeds, those who knew how this works, had an advantage as well. I remember driving up a nearby hill to target containers through a window, in a house which was missing one wall on the ground floor, clicking it, driving back in to the house and looting it from 3 or 4 floors lower while others were waiting for the rest of the building to fall (ladders are usually gone first so no legit access to them). Ideally, instead of reach range, the floors should block the line of sight much like walls and fences doo. "The stone fence is in the way" sort of thing but for floors. I suspect it wouldn't be easy to implement what we consider line of sight versus what the game does. Multi-level open center BSB storage above forges were a thing and were very handy, but, the game would have to check every level of the floors if there is one floor tile missing, if the angle is correct to be able to reach the contents, for every item removed from upper/lower floor. It's much easier to bandaid it with limited reach range which was then done. The fact that we can open the container but not interact with the items is annoying and it would be nice to have longer arms as we used to. There is a less favorable option of "if i can't reach it, i shouldn't be able to open it" but searching through massive storages of the stuff we hoard would be a bigger pain than it is now so i hope that's not going to happen. Ps. MOBs probably still don't have that limitation, they can still fight us through multiple floors (or were used to last time i had and uninvited visitor which was a good while back).
  6. Yes, that's the idea and it would be a good thing.
  7. But priest success chance, amongst other things, depends on their channeling skill which non-priests rarely have at any level worth mentioning?
  8. I did like having that option in Ultima Online but in Wurm there are more things to consider: Would any deity follower or a non-follower be able to cast spells linked to a deity by the lore? What would manage the success/failure chances? Priests can fail and shatter items, casting from scroll would logically have to carry a risk of some sort as well. - This could be resolved by having the power of the cast transferred to the item so if a priest manages to cast 40 LT on a scroll, it would transfer 40 LT power to the item but in that scenario, what happens with recasting? Would applying 70LT scroll to an item with existing 40 power enchant on it guarantee the 70 LT result? Would simply transferring power of the cast not remove the risk of shattering valuable items entirely from the game? E.g. if i want to enchant a fantastic pickaxe with 100+ BotD, there is a risk of blowing the pickaxe up by the priest. Applying the same cast as guaranteed result from a scroll would mean that the only thing risking a shatter is a blank scroll?
  9. Environment protection. We call it Recycling, not looting.
  10. Didn't someone "solo" a unique using only their own alts? I vaguely remember something like that happening. While number of participants shows higher than 1, effectively it was a single player.
  11. All that money being spent on purchases has to come from somewhere. If prices rise and people spend more in the web shop to buy a piece of ingame resource, would the company or devs even consider killing the golden goose?
  12. Is this a good moment to mention that a lot of the functionality 3rd party tools have would be welcome by players if they were to be built in to the game? Similarly with the affinity cooking generators of all sorts, that should be built in to the game from the day the new cooking system was introduced. Everything as opt-in obviously, no one is forcing another player to set their skills to public visibility should an option to do so be added. No one is forcing players to use built-in affi generator which could have complexity of the recipes presented linked to one of the cooking skills even so higher skill = more effective recipes but for those who like to discover things on their own, the current system would work as is.
  13. I am yet to have a failed rarity roll on creation. I don't speak JAVA but if you get a MoI on creation, you get at least a rare item. Improving works differently but from the original post you are going to spam creation so each MoI will result in a rare+ item.