Locath

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Everything posted by Locath

  1. Yup, we had it, people passing by insulting everyone, no way to moderate it or even know who said what. All kinds of sleezy stuff was being said in presence of potentially minors. Should this be added, i'm playing the 10 hours version of PFUDOR all the time. On a loop.
  2. Hold your horses! We haven't established yet if it's perhaps a gas? Priorities!
  3. Those do exist but if it's presented on the shop website, people will take it as a binding price. Then they go to pay via their own bank/paypal/whathaveyou and the price is different. I'm not sure about other countries but in EU the price shown on the price tag in shop is binding. Showing that the bank which provides the API exchanges the price of, for example, month of premium, as 20 Fiji Mussels but when the player pays from their bank account which exchanges at less favorable rate and takes 21 Fiji Mussels out of their account, people will feel robbed. If the rate in their bank is in their favor, the company is losing money since the player paid 19 Fiji Mussels which CCAB/GC had converted in to Euro and got €7.5 from that sale. The current solution has the customer and/or their payment processor do the conversion at the exact rate they will pay. I like the idea but i really don't think there is a solution which would be accurate and have everyone happy. The website below aggregates exchange rates and can be a rough guide (xe.com, one of the most popular): Meanwhile my bank will convert euro to dollars for me when i make a transaction at this rate: So if the store price was in dollars (which isn't local to CCAB/GC, just an example), they get $0.22 less than what the most popular exchange rate aggregator suggests (who might provide such API, didn't check) today. Tomorrow i might pay $0.50 more than market data suggests. People abusing the system and using VPN aside, such data will never be accurate unless the customer happens to have an account with the crowd who provided the exchange data.
  4. It would be nice if it was this simple. Price of currency X can be different between 2 banks on the same street. Which one should the shop present? If an official shop shows the price in currency X, some people might see it as binding and kick up if they are charged more because they used their CC and the exchange was made by their bank at that specific bank's exchange rate at the time. PayPal might have different exchange rate. One that doesn't match their bank current rate or the price tag shown on the website. One way around this would be to reduce the number of possible payment methods to one and present the exchange rates from that payment service. Then the price shown would be accurate but many players wouldn't have means to buy anything. Another way would be to take a snapshot of today's exchange rates, present the prices at those rates and then never change them or change them periodically. This option leads to issues like people have with Steam though: In a perfect world, that would be a great and standard thing to do. Live price in local currency shown on the website. Game devs aren't bankers most of the time and they leave that to crowds and services who are. As per the suggestion, it wouldn't be super hard to set a price in a small number of the most popular currencies and stick to it but that would mean either inevitable profit loss or higher prices, depending on the day. If 1 month of premium today costs €7.99 and a decision is made to use today's exchange rates, it costs $8.55. 2 years ago it would have been 9.58$ so if that rate was set 2 years ago it means during that period everyone paying in dollars is overpaying compared to people who use Euro. That wouldn't go down well. So setting a static price in few currencies based on today's exchange rates is something a small company is unlikely to do. It's much, much easier to present the price in they currency of choice and leave the conversion to the buyer and their payment processor.
  5. Got it, makes sense. Someone will probably mention people who do not want to be included in such lists and don't join alliances for that exact reason but opt-out option or automatic removal from that alliance when they join or create a settlement could solve that. What criteria would be managing when they are removed from that alliance? If it's creating own settlement then the list will likely be a total of 3 people in peak. Very few people live undeeded. If it's time spent online or time since character was created then an opt-out option will be needed. Easy to find too (perhaps MOTD style "Welcome to new player chat, type /imavetnow to close this tab" Better yet, allow everyone to rejoin that chat in which case people who don't want to expose their names and online status don't join it but those who aren't new but want to help newbies can join such chat and answer questions and create a "crowd" in the players list.
  6. Sounds a bit like Freedom and GL-Freedom chats minus experienced players to answer any questions? Is there anything else past additional chat tab to add to the already overwhelming number of tabs when a new person starts?
  7. Kal Vas Flam. Ask away, we have a lot of helpful people and amazing modders. I'm sure you will be able to tailor your server to your liking. In Mani Yelm for the road.
  8. Is this different from inscribed papyrus/paper? Other than the creator's signature (in which case alts could be used to hide identity), it seems almost identical to the existing method of inscribing papyrus. https://www.wurmpedia.com/index.php/Papyrus_sheet
  9. When this happens on PvE, the response is "you set your permissions explicitly to allow them to do that. Closing ticket." Yes, it is a crap thing to happen to anyone. It doesn't matter on which server it happened but ultimately we have the tools to prevent it from happening. Trust no one. Also, don't trust the player named Noone. Just in case.
  10. I think this is the part he meant: ty yes thats what I mean
  11. Might i refer you to the following posts of the same author. Do read his responses and attitude:
  12. Pretty much. This is what he suggests. From CS: Troll suggestion, obviously.
  13. Keep the "meal gives different affinity to different characters based on ingredients" part. Base the timer length on something else than complexity/number of ingredients. e.g. 99ql simple food (like baking which easily produces food above the skill level) gives 10 minutes affinity per bite, without diminishing returns. For every bite. HFC product is capped by the skill so harder to make at higher quality, give it 20 minutes per bite. --Numbers are taken out of thin air, as an example. Don't hang me for "not long enough" or "infinite affi timers".-- Beverages could use the same logic. If my wine matured for 2 years, it could give at least half-decent affinity timer. In the end, if a newbie could make a simple meal and get even 1 minute of affinity per bite, they might be ore inclined to experiment and explore the cooking system. Wait until nutri bar is low, take 10 bites, 10 minutes affi - great, something to show for! At the moment, the impression from getting 12 seconds of affinity after eating something relatively complex but made by a newbie is probably not very good. Makes me wonder if i would ever bother with cooking past filling the nutri bar. High skilled toons would still have the advantage of making "better" food than new players. Sprinkle some bonus for the complexity on top of that, nothing big so that we aren't back to square one, so that people who want to make super complex recipes still get rewarded for the time and effort they put in. This would also mean the concept of "filler" meals largely obsolete. I know there isn't much logic in Wurm and that it's only a game but currently i take 1 bite from 6 different pizzas and then stuff my face silly with cheap meals. Roleplay that! Current system simply punishes for: not spending hours on taking notes to make , test and write down a massive number of combinations for different meals until the player arrives at the conclusion that it's pizza/meal and still has to figure out the 138 available combinations. or not using 3rd party tools. On top of that, the effort required compared to how fast food decays outside of magical chests, even in larders, makes many people dislike it very much. This isn't to make food affinity timers super long. It's to make more of the hundreds of available recipes viable.
  14. ignored

    I suspect it's a purely decorative colossus of Libila. The only colossus which was given a decent model. Those don't spread the deity influence and are just a decoration. Have you tried building and improving to high quality a Libila's altar to cover your place with her influence? That might be enough to solve your issue. Probably not a place to give social skills advice but accusing others for "not having a clue" what they are doing because they don't play (or roleplay) the sandbox game the exact way you would like to play it, might reduce your chance to get a positive response to the advert. Mentioning GM intervention which suggests griefing or at least conflict of personalities, since ruling wasn't in your favor, adds to that. I get the impression that you want to roleplay. Might be easier to find other RPers if you include that in the advert 🙂
  15. There is nothing stopping you from writing the server code from scratch, like SWGEmu did. They bought nothing from SoE. They wrote the entire server code from scratch. They only allow legitimate copies of the game to connect to servers they host and servers you host using their software but in case of WO, every copy of WO is legal since you can download it for free. Go for it. Let us know when ready. Ps. There isn't a single person in WO i would trust with holding enough money for GC to be tempted to sell WO, donated by other players. This includes someone who would have to would be responsible for the kickbegger account. You might all as well start sending the money to me. I will buy WO with it. Pinkypomise.
  16. I don't like to continue off-topic discussions but in this case i'll throw in my few pennies. On top of those things you guys said, people shouldn't be forced to use external tools like the affi generators few of us made. All of that should be available in game and having the character's offset in the DB makes it super easy to add on examine "ingredients will make a meal when cooked, you will get XYZ affinity from this combination" at minimum. It wouldn't help sellers much but it would make it easier for people who avoid cooking for themselves because of all the fuss with external tools. Offtopic #2: Dagwood sandwiches can be super complex as well. More complex than pizzas, much easier to make those of higher quality than your baking skill as well. What Wurm does though when you discover that recipe is it shows the possible ingredients which you have used already for some reason so for example this is what the recipe shows in game: And this is the list of possible ingredients and states: Back on topic: If the reason for removing skills to replace them with another skill is caused by the cooking system, it is flawed and that needs to be addressed. There might be other reasons though which we don't know about.
  17. @wipeouti don't mean to come across as if i'm picking on you. I just enjoy reading ToS of everything i sign up for 🙂 I think we derailed the topic at this stage. Here are some dry facts: Wurm loyalty programme is not considered gambling in the eyes of Swedish law. We pay for the premium time. We get rewarded with marks which do have some randomness to the rewards but they are not the primary reason for paying money. Primary reason is the premium subscription time. specifically: So, if i pay threefiddy for my premium time, i get my premium time whether there are marks attached or not. That's a reward, not gambling, in the eyes of law. If i pay threefiddy for a raffle ticket which allows me to win a prize as described in the OP, it constitutes gambling and is regulated differently. I don't know Swedish law so i don't know if it's entirely forbidden or is it taxed and regulated differently but as things stand now, it would be against the law. Now. Question is if that can be changed. It would be easy enough to change game rules but... Is it a matter of adding gambling to the company activities and paying different tax rate? How complicated it would be. Does it require official draws and an official onlooker sent by some govt body like many lotteries have? How would that then translate from complexity and amount of work in to earnings? For monetary lotteries things are quite simple. Players purchased X total value of LOTTO tickets, that's declared officially, prize pool is some % of that. Easy math, easy to document and prove. For in game items, if players purchased X total value of raffle tokens, how much is a lump of seryll worth for the tax office? How do you declare it so that it's legal. Someone with better knowledge of Swedish law could weigh in and tell us if this is at all possible to do within the legal rules.
  18. This coincides with new website layout. ToS from 2017: Section 10, 11 https://web.archive.org/web/20170711194305/https://community.eveonline.com/support/policies/terms-of-service-en/ EULA from 2017, section 6B: https://web.archive.org/web/20161220073039/https://community.eveonline.com/support/policies/eve-eula-en/
  19. It happens in Wurm as well. It doesn't mean company can officially allow it and remain on Steam. That's what the discussion was about. Similarily with the rest of the examples and pretty much any other MMO. At least in Wurm we don't have goldsellers spamming an unmoderated chat with their RMT adverts like other MMOs have. The point is that if Wurm will remain on Steam, RMT will not be officially allowed or supported.
  20. Entropia Universe - not on Steam Tibia(they officially support this by means of resellers and other means allowing for the purchase of basically anything ingame) - not on Steam Eve online - does not allow RMT: https://support.eveonline.com/hc/en-us/articles/7370633552284-Real-Money-Trading-RMT Metis 2 (Metin 2?) - not on Steam but still doesn't allow RMT (section 4.3(c) here: https://agbserver.gameforge.com/enGB-Terms-2014-Metin2.html) Knight online - does not allow RMT (section 8 here: https://www.nttgame.com/en/corporate/useragreement)