Ohgie

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About Ohgie

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  1. Would you be interested in some source liquid? I have a good amount I have been banking if you still want some. 

  2. Good day all my fellow Wurmians. I have over 50kg of source liquid I am selling for 1s/kg. I would expect travel to be covered if you wish to have me bring it to you, or you may arrange to pick it up in Xan at n22. I can sell smaller lots and I may have more than 56kg now, I have not checked the amount lately In game name is Ohgie on Xan. I don't get to play anywhere near as much as I used to, but I still stop in every couple days. Best to pm here to start up discussion on sales.
  3. Baloo,I am sorry for any miscommunication .. I am selling source not looking to buy any. Sorry again for any miscommunication.
  4. I am looking to sell some source liquid as described in the title. I am in Xan but could travel if you don't mind a tip for delivery. Can respond here for best results in getting reply. I have found a buyer, please close this thread.
  5. "Looking to sell 29kg of source liquid. Please message or pm me here as I am not in game as much as I used to be while that whole real life thing gets in the way Willing to deliver to any map depending on price. " Sorry this is sold already, I should have more in a week.
  6. Brash Lisabet both pointed out that after the lock is on the vehicle, the ownership can transfer all over the place with the ability to set permissions being assigned to the new owner each time. I am assuming that the new owner does not need to put a new lock on and the new owner does not even need the key? If that is that case, I bring up my question again, what is the practical function on a non pvp server of having a lock on a vehicle? If the game simplified vehicles to "Only owners can set permissions on vehicles and no one can accesses the vehicle as driver, passenger or the hold unless the owner has correctly set permissions to do so." This one change eliminates much confusion and streamlines game play, especially for new users. I am not sure what is lost by removing the current requirement that a lock must be put on for any permissions to work. It is not apparent to me how the lock requirement increases the game play experience nor does the absence of a lock requirement seen to deter the game play in any way. The permissions mechanic should simply tied to ownership.
  7. I further question why the manage settings even has an option to set new owners name. This seems like an effort that is in opposition to the mandatory lock setting. If your vehicle is locked, by you, it should not matter at all who owns the vehicle as that has no bearing in the game. Only the ownership of a key matters. In fact I propose an experiment. Lock a vehicle, give ownership (but not the key) to a friend and see if they can open or drive it. Of course with a lock on it, the original owner can set permissions. What if they set permissions so no one can ride/mount/open but then they give the cart ownership to someone else without the key? I guess I really need clarification on how ownership, permissions, lock/key, deed settings are working together instead of being either redundant or one of these rendering the others useless. I know each of these things are on the wiki and I have read through them many times now. I question why so many different "security" options if the only thing that matters is if it is locked and if you have the key. All that other junk does not apply. Ownership especially seems to have no real purpose other than to change settings (which again have no effect unless the cart is locked). Can anyone share this set up in some logical way that justifies these inconsistencies? I know they are they way they are, I am just questioning why this needs to be so complicated. Personally I would remove locks on carts, boats, and wagons as the ownership tag should suffice enough to determine who sets the permissions. Permissions, not locks, should determine who can access. Locks on vehicles have no functional use. Permissions should determine who can access the vehicle and only the owner should be able to set those. Poof, nice and simple and no obscure setup that needs pages of a wiki and much frustration for even a noob to figure out.
  8. After a very frustrating lesson in which I learned that carts, wagons, ship security is primarily based on the presence of a lock, I need to suggest a change to prevent others some frustration. Right now, If a vehicle is not locked, NO other settings (permissions, deed settings ...) will protect the vehicle. If this is the case, why does a cart even have the permissions menu visible if there is no lock. I propose a code change that ONLY makes permissions menu available if the vehicle is locked. This is a simple IF/THEN flag check and would not take any time to code, nor would it put any strain on the program in any way. What this change would do, is reduce the frustration from the inconsistency. EVERY other container item, if on deed with correct deed settings can not be opened or molested in any way. Yet, carts do not function this way. Worse the cart teases the ignorant into believing permissions matter (I know they do if a lock exists but they are useless without a lock). Finally, for a non pvp server, with a very strict non griefing policy, I fail to understand how allowing people to run around stealing vehicles from deeded property (vehicles that even state the owner right on them) is not considered griefing. I have heard the arguments of "just put a lock on it" but that does not provide any justification why this form of griefing is allowed on any non pvp server.
  9. +1 this idea would be easy to implement and would open the door for many more uses of foraged and botanized items. Many other game mechanics and buffs could be added quite easily. For example a Potion of Light would make the drinker glow with light like a lantern (skill of alchemist determines brightess, range of effect, and duration). Once the system is in place future upgrades could easily be added such as specific ingredient types and rarities added into the mix during creation could affect the effect or duration of the potion as well as adding other modificaitons to some effects. Another example would be a feather fall potion. Who would not want one of these wonderful potions that allows the drinker to walk up and down hills at a percentage of their normal walking speed (lowest level of this potion would be faster than climb skill with highest level of potion being 100% walking speed). I perceive some challenges in implementation. If you have any grenade type effect (think splash effects and such), there really is not an easy mechanic to adopt that is already in game for this. In contrast, we do have containers that allow drinking with an effect triggered (water out of a skin). This would be an easier item to process. The challenge would be in tracking differences within potion levels. Sure you could just make it so that all potions of one type are all the same, but the real power and lure of this concept is in the development of higher level skills to have more effect/duration in potions created. Think of a stack of 10 potions all of the same type either in inventory or on a shelf or in a bsb. It would be challenging to store the differences and convey which potion is which to the user in an easy to access way (of course we could introduce a potion belt in leather working which would be cool because then the potions are all hotkeyed ). Still this is an awesome idea and should be given a good look at by the developer team. It may be easier for them to roll out a more simplistic system, but anything that adds more functionality to "weaker" skills in the game is a bonus. Using all those forage/botanize goodies for diversity of products is a very welcome idea. This branch of production also gives people choices. Hmmm do I want the spell that does that effect, buy/craft an item that does it, or buy/craft a potion that does it. The potions may even do it much better than the others but of course has a much more limited duration than any of the other options. So many wonderful opportunities with this idea!
  10. It would be nice to have the Event text change color for successes and for failures when players are building. The game code already needs to sort failure text and success text, it seems it would be a quick easy fix to add in a color change for that text so that successes stick out in maybe Ohgie creates mortar and failure might be You almost made it, but the mortar is useless. If you are concerned about color blind people, you might use green for success and blue for failure. This addition to the player feedback would help newer players get more of a feeling of how their crafting is going. Compared to introducing sounds and animations that highlight the success/failure, changing text in the Event window seems a quick easy and efficient way to bolster efforts to give players feedback.