Amikron

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Posts posted by Amikron


  1. While I agree with you in theory Elias, as it stands right now, its not working all that well. If wurm were a leviathan, swimming through the water, it would currently be missing most of its fins, swimming in circles, and bleeding out from its side.


  2. I would pay rolf *At least* 50 USD to play wurm offline, and not have to put up with the constant drama from some of the knuckleheads that make up the current wurm community. I really hope he considers this, because I'm pretty much done with the online part of wurm as it is, something like that would at least keep me playing Wurm, instead of spending my money elsewhere.


  3. sol, really man,  look here

    http://wurmonline.com/forum/index.php?topic=4035.0

    here i'll even make it easy for ya.

    7/ Do not swear, Use of work arounds are not acceptable.

    also, when was the last time you used it in any of these fashions

    Verb meaning 'to steal'

    Verb meaning in Irish slang 'to throw' control, and he fecked it across the table at me.

    Verb meaning in Irish slang "to leave hastily

    Quit cursing pacer. :D


  4. Could just be appreciative that he was willing to take the time and expense to set up a server for everyone to use for free, and not be an asshat and *____* with it just because you can, then half of this thread would be unecessary.


  5. I definitely second the "stockpile" idea. We should be able to create a stockpile object out of any object. Adding an object of the same time to the stockpile creates a stockpile with the averaged quality, much like combining items together does. I should be able to click on my potato/brick/cotton and get a "create stockpile" option that creates a weight-based (for things like cotton) stockpile. Then I should be able to open it like a container and drag a single item or stack of items into it, and it will average the quality just like it would if I would have combined two items and increase the total weight of the stockpile by the added amount.

    As long as the database knows the weight of 1 unit of each item, it can deduct the correct amount when "withdrawing" from the stockpile. Withdrawing should either provide a number prompt or simply give the stockpile right click options like winching a catapult (Withdraw 1 Item, Withdraw 10 items).

    Then give a stockpile a max unit total of maybe 100, since a pile of items is 100.

    Suddenly a pile of 100 wemp seeds or 100 planks has become 1 item in the database. That's a nice 100:1 ratio. A lot of players have stacks of 100 items laying around such as seeds, cotton, rope, bricks, planks. You could limit the stockpile creation option only to relevant (logical) items and trouble items. It would make no sense to make a stockpile out of clay bowls, for instance, but a good idea for seeds.

    You could also limit it by making the stockpiles only creatable inside a specific new building type. Perhaps add a "Silo" or "Storehouse" building that you would have to plan that allows for the creation of stockpiles inside of it once it's finished. There would need to be a resolution for stockpiles that existed after a building has fallen down as well, maybe have a decay on the entire pile if it's outside of one of these buildings, which affects the quality of the item withdrawn directly as if it had the damage on it.

    you mean this?


  6. You're pretty much asking to be rick roll'd at this point, heres hoping the harassment is kept at a min. since if someone wants to pester you and ruin your time theres nothing you can permanently do to stop them with ventrilo. Lots of ways around being muted/banned.


  7. I definitely second the "stockpile" idea. We should be able to create a stockpile object out of any object. Adding an object of the same time to the stockpile creates a stockpile with the averaged quality, much like combining items together does. I should be able to click on my potato/brick/cotton and get a "create stockpile" option that creates a weight-based (for things like cotton) stockpile. Then I should be able to open it like a container and drag a single item or stack of items into it, and it will average the quality just like it would if I would have combined two items and increase the total weight of the stockpile by the added amount.

    As long as the database knows the weight of 1 unit of each item, it can deduct the correct amount when "withdrawing" from the stockpile. Withdrawing should either provide a number prompt or simply give the stockpile right click options like winching a catapult (Withdraw 1 Item, Withdraw 10 items).

    Then give a stockpile a max unit total of maybe 100, since a pile of items is 100.

    Suddenly a pile of 100 wemp seeds or 100 planks has become 1 item in the database. That's a nice 100:1 ratio. A lot of players have stacks of 100 items laying around such as seeds, cotton, rope, bricks, planks. You could limit the stockpile creation option only to relevant (logical) items and trouble items. It would make no sense to make a stockpile out of clay bowls, for instance, but a good idea for seeds.

    You could also limit it by making the stockpiles only creatable inside a specific new building type. Perhaps add a "Silo" or "Storehouse" building that you would have to plan that allows for the creation of stockpiles inside of it once it's finished. There would need to be a resolution for stockpiles that existed after a building has fallen down as well, maybe have a decay on the entire pile if it's outside of one of these buildings, which affects the quality of the item withdrawn directly as if it had the damage on it.

    Please do this, Rolf.


  8. Probably would help if we could just combine the existing house writs with this new system, and allow individuals to drag, mount, captain, etc. Rather than the constant messing with and adding of equipment (locks, anchors, permissions).

    That, or require a boat lock and anchor to finish the boat in the first place so people don't get that false sense of security.


  9. Im gonna start with the weirdest one:

    If you are in a house and drop 2 backpacks with stuff in them (doesnt necessarily need stuff in them) all the doors of that house and of houses around you will rapidly close and open for some reason.

    I am trying that...

    Thats not a bug, thats a feature!


  10. Stop posting this garbage.  Have a legit discussion with mature points and the topic wont get locked.

    ::) you really added some maturity to the discussion.

    Amikron I only see you disliking the proposal because it would affect you? right? Stay on home and craft 50ql items. This does not stop you from continuing your crafting fetish.

    The reason I dislike the proposal is because it doesn't make any sense at all. Its like saying "we should punish you more because you dont engage in a broken game mechanic"

    I really dont have a problem with PVP when it works.


  11. I am really tired of hearing this nonsense now, Rolf needs to just get rid of the wild server or fix pvp, not make ever increasing penalties for not playing on the pvp servers. The ore cap should be lifted, and PVP/Fighting should be made worthwhile, no other change is going to work.

    Not limiting ore to 50ql on home, not making people stay on wild, none of that. Fix the game, maybe I'll play it. For right now, my game is crafting and enjoying my time on Wurm. I refuse to play a game where I'm forced into PVP situations out of my control when the fighting system in the game is almost non-existent.

    You can try to counter this with whatever you want but you know I am speaking the truth.