Yeesha

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About Yeesha

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  1. How less "Mind" do I need to get the title? Is there kind of negative numbers title system as well?
  2. Love the buff bar. Makes fighting more exciting, if you get hints about buffs and debuffs. Fog looks great as well. Maybe it gets weird, if it is for some hours and you can't see anything.
  3. Is there a possibility to get a Dev releasing some informations towards Wurm and soundscapes?
  4. That's a question, I always asked my self as well, why several landscapes have more birds and nicer sounds then others. Would really like to get some concrete info from the developpers side. It would be awesome, if we could terraform holistically, even the soundscape.
  5. Have updated to Javaclient / Update 51 (64 bit). The same problems as above described. At least the minedoors seem fixed (as far as I can overview this at this state).
  6. Hey. Since last server / Javaclient update (think it was 14.1. 2014) i have these glitches: dark green areas in my grass tiles (which appear normal besides those glitches) sky sometimes seperated by a straight line into dark and bright area (one looks as daylight, the other half as dawn) minedoorglitch carts are stuttering while driving mines are very dark, although illuminated through lamps Wurm: Experimental client My OS: Windows 8 / 64 bit, Nvidea Geforce GT 650M (notebook with 2 graphic cards, onboard and this one, which I use for Wurm), Driver: 9.18.13.3221 Java client Version 7 Update 45, Build 1.7.0_45-B18
  7. Great survey! Although I find the terminus "culture" difficult and discussible! It's a functional construction, which creates a pseudo - reality of "the other " or "the different" and is often abused to create a pseudo - identity and unity. Featureless as the terminus "the XXX people" in a national context, empty like the terminus "race" (which is at least in human context a construction as well). Mostly used by people, who have the definatory power and abused to underline existing hegemony. Eg.: German Christian Democratic Party (CDU, Friedrich Merz)) used the terminus "Leitkultur" ("guidance culture"), implying, there were a legitimated culture to orientate at. So called integration programs for a number of (unfortunatly and involuntary) "other" people (eg. migrants) orientate at this unquestioned pseudo - consensus. So in my point of view the use of "culture" can be dangerous in constructing functional realities. For anybody interested in the "constitutive other"(Edward Said et. al.), here some basic informations: http://en.wikipedia.org/wiki/Othering But however: nice survey! (Maybe question design should have the option: no opinion to XX, as I thorougly met people in my previous life, who would have felt "at home" there. The sad truth is: there were far too many in my point of view. Neglecting this is in a research design can mislead and distort results) Not expected any other results (hope I won't get arrested now) : "Neoliberalism is the ideological and economical basis for a worldwide optimization boost in exploiting human and nature for the capital. They never will seek for true solutions for humans, but rather control the destruction initiated by their system and siphon off profits for a few."
  8. Why make towerguards slower? Now they are more useless then ever (25 fighting skill) against 70 + fighting skill of average Pvper, then lesser speed and more seldom horse attacking, what would be the most intelligent action to perform against any raiders on horses. You seem to forget that raiders mostly come in groups, and there are only a few deeds with a group of people being online at the same time to defend. As if towerguards have been a problem for any raiders anytime. Why don't give them instant access to Newb or non Pvper deeds as well. Following this logic...
  9. Bonus sing.(latin) in plural is: boni. The same with malus / mali. The first one you benefit of like buffs and perks, mali give you disadvantages. Sorry, I thought that termini would be common under gamers. @ Druidnature I know the map and cartography discussion. I dont necessarily want the map to be charted or plotted, but kind of invisible counter, which recognizes your activity on the map and gives you scouting skillgain (like a raising knowledge in other skills, that gives you better imping or other benefits). In Rl it is obvious, that someone knowing a landscape has advantages. This could be in Wurm as well. And a specific skill could make scouting maps even more attractive or even necessary in case of raids. A resident in a Sector should have a bonus in that area, as he knows it like noone other.
  10. I thought about a new skill (Topography), which gets progress by exploring and scouting. It could get bound at the exploration of many spots and coords on the map. Or kind of bonus for being a resident, villager or deedowner at a map sector or often have visited certain regions (as they know every stick and stone around). So players should get boni for knowing the place (their deed, a location, a terrain, a Kingdom). Boni in stealth, fighting, foraging, climbing, travel and running speed, ressource find, aso. These boni could get increased by scouting skill gain. One bonus could be a higher view range for aggro players or animals, and a possibility to hide more easily. Certain skills could get skillgain boosted as well in an area of high sovereignity. Vice versa should foreign Kingdom players get mali on unknown terrain for not knowing the surrounding. Topography skill could be the base for another skill as well: cartography
  11. PvP easy fruits

    Please please leave the guards as they are, as they are the only protection non Pvp players have. They even shall kill the horse of attackers, as they loose 1 Cr without their horse and are slowed down in their (mostly worn) plate armours. Furthermore Spirit guards are much too expensive for that little protection they give. They should aid in Raids helping to protect. It's so ridiculous easy for Highlvl Pvpers to kill them (and that we pay much silver for). And against animals I dont need protection mostly, I have walls for that. I need guards against players. And they should get a boost, when the deedowner is offline. As PvP improvement is not only about making killing people more fun, but about Newbs and non Pvpers giving a real chance to protect themselves and fight without logging off (against highlvl, highequipped players), who always come in groups. As Pvp now is only a feature for a few longtermplayers or people having the money to buy accounts. My suggestions: Make all armour types viable in Pvp, each with own advantages and drawbacks. Rework the weaponsystem and make all weapons viable (not only axe, longsword and maul). Maybe 2 weapon fight as well. Mabye daggers (playing roguelike in light armour and huge evasion) or monklike with staffs. give new skills (like skilltrees, which get unlocked. A decision for one skilltree should be bound to advantages and disadvantages, and should be a determination like the meditation pathes). Make Stealth a skill to be trained (could help non Pvper as well) add forageble and mixable rare herbs and animal parts for healthpotions and poisons make traps decay less and give them more real use ingame give us companions for fighting like dogs or tamed croks, who get combat traits and not only speedtraits. mabye new weapons like siegeladders, crossbows and heated tar. make pvp easier for players with less playtime, skilllevel and eqip. Their only chance is fleeing. They should get boni for knowing the place (their deed, a location, a terrain, a Kingdom).This could be a skill as well (Topography), which gets progress by exploring and scouting. It could get bound at the exploration of many spots on the map (so foreign kingdoms would have much more difficulties to easily kill. prevent minehopping for foreign Kingdom raiders give more accidential (not skillrelated) events like: unhorsing, weapon breaking, overturning in Platearmour, bow string tearing. That would make pvp much more exciting. This could be as well by adding more mobs to the sea, as Pvpers coming in ships would have more challenge to get to other islands.
  12. Hey guys. I have some ideas,some of them might not be new, but I didn't see them mentioned the last months. To be honest, it was my Xmas wishlist. First of all: I would really appreciate to have cavedoors to seperate parts of a cave and to make mines under deeds more protected against digging in. This would give much more design freedom and be quite functional. Maybe allowing underground living (if beds would be able to use) and decay would be less. Sheeps: I already saw a model once, but it never was released. Could introduce wool as a new ressource and new craftable objects Bees to make honey making beer out of hop and grain let us individualize cloth Make pottery more useful. Also other skills could get more useful and reworked. Introduce stealth as a skill, which can (and has to be) trained. Also you could make weaponless fight more attractive and rebalance the weapons. Some of them are so odd and underpowered, that nobody uses them as staffs or spears. add poisons and other recipes and combinations to alchemy, eg. rare herbs to be found and mixed with wine to make potions crossbows and new warmachines (such as siege ladders), maybe hot tar make dogs stronger, and enable them as companion (other companions could be added as well like tamed wildcat, falcons), who will follow and under circumstances fight some new traits for aggressive companions (not only speed related, but maybe combat) make riding tamed animals more attractive (only hellhorses and horses get a proper movement speed right now), nobody would ride a bear, unicorn or crokodile, although its possible. introduce slatebricks and burned pottery bricks, also give marble bricks a use. give us some more housing decoration to craft make metallurgy more useful with giving us more craftable objects add serendipities (accidential finds):Could imagine rare loot, which can be found while exploring. Things, that can't be crafted and are worthy unforseeable accidents as cow kicks you while milking, unhorsing, breaking cartwheels, tree hits you while chopping it down, wind tears your sails while sailing spyglasses (yes, they were on Freedom servers once, but I'd like them on Epic as well as a rare and difficult crafting option) rework food: most recipes from dariy making, baking and milling are not worth eating due to low nutrition, only as addition to meals, furthermore herbs like oleander, lavender, rose could give a useful tea; fish could be used to make fishoil, eggs could get a purpose as well. maybe introduce glass made out of burnt sand and dye lower decay of traps and make them a PVE option for hunt as well, they could be stronger as well add some more "want to have" rare items. This could be trophies from rare enemies, animal parts , metals, rare new trees and plants, which can't be found easily, but are the base of some special crafting or alchemy recipes, this could be items, that can be found only in some difficult to access islands areas rework emotes to give us more interaction,some of the existing are quite useless give us more landscape dependant sounds or the possibilty to choose some sounds on a deed courierbirds (breedable doves or pidgeons), could be hatched out off eggs, collected in nests in wilderness, System to leave notes for villagers (no, not signs or reed messages, or at least not for paying iron), maybe slate blackboards and chalk or parchment or books, to be written in with reedpens (maybe a new skill for book and papermaking) cartography skill saddlebags biome specific plants (maybe harvestable as agave -> sisal) more aggressive creatures on the sea (besides drakespirits and sharks) burnable items, fire and poison arrows more diseases and mali and rare ingredients and herbs to heal them, boni on special (hard to make or find) food add keyrings to treat all key bundles as one item and help keeping them sorted add toolboxes and toolbags add cupboards to keep all pottery stuff sorted add kind of furniture for longitems like skythe or fishingrod. Keeping them in a coffin is not the ideal store.
  13. I love the idea or being able to jump and fly. Surely, there have to be measures, that people don't get stuck and maybe some thoughts, how more griefing could be prevented and property and deeds can stay protected (without an extraingamesale of an archer spirit guard. The existing are too weak already anyway for that money monthly, they wont stop any raider or prevent any crime). But all in all: Those are great ideas. Would make movement in Wurmlands much more free and organic. I could imagine rare to tame mounts (like vywern), eggs to find in nests (eagle maybe) to get hatched and bred for better traits. Or flying rugs like those meditation rugs, baloons, airships like Zeppelin, maybe a levitation spell as well. This would have to be balanced, eg. how high and long those items can fly, if over sea or deeds on mountains.And maybe be skillbased (new skill or a mixture of prerequisites). I think, most of all recent doubts in this thread are about protecting deeds. Flying and jumping should not lead fences,walls and ships ad absurdum. People spent some time to build them. Furthermore it should not force people to have a deed, as living on undeeded land gets unsafe. Also it could make roofs more attractive, not only as an aesthetical aspect, but as measure of protection . This aspect could make Wurm much more attractive for new gamers as well and make Wurm more competive against upcoming sandbox games like (L*** is feu***, Bla** Des***,Gree**on***). Just to give some hints without advertising.