Cise

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  1. I'm not sure what the OP is trying to accomplish. A test to see if PvP is really the draw to wild? That the majority of money to fund it comes from Freedom? Why do you need to test this when you think it's fact? Why not address the problems you see instead? Is it a problem that money is being taken from Freedom to fund Wild antics? How would you fix this? Separate the servers and remove the need for money from Wild? 1. This would destroy Rolf. A vast majority of the money in this game resides and is used on Wild. 2. This would destroy the motivation to care for deeds to a large extent. However it may have the impact of making a lot more PvP. Is the problem that PvP isn't the real reason people come to Wild? Well tbh that's a yes and a no. The fact that there is PvP gives meaning to do things and motivates people. The fact that there isn't much care for it can be attributed to the fact that it's a full drop game where creating items takes 3000x longer than it takes to drop them. Of course you don't want to PvP unless you're sure you will win. It doesn't help that deeds are basically impenetrable forces of wonder. Is the problem that your precious PvE experience is being affected by PvP? Well sorry buddy talk to the developers. Many games have found some sort of balance but most games each side gets affected by the other. Completely separating them will just make people even more angry that one side is getting more attention than the other, waste the crap out of developer time, and won't really help in the long run. It's not a one sided thing either. Freedom is as much affected by wild as wild is affected by Freedom. I assure you if you balance Wild to not need Freedom you will see a huge drop in good items on Freedom. So in short. What's the problem? Make some suggestions to fix it. Of course all you are getting is hate from Wild players. We invest tons of time, money and energy into this game and you want to experiment and "see how things go". Well we all know how it would go. Instead why don't you make suggestions to fix the problems of separating the servers in the first place if you think that's the best way to go.
  2. Maybe instead of designing features around botters, the developers should find ways to catch and deal with botters and implement and design around the paying customers who don't cheat. Also they could really take a second to look at WHY people want to bot in the first place and make the game fun and enjoyable to play without afking/having 5 accounts active at once/botting. Most players won't resort to botting if there's a good catch and ban system in place and the game is enjoyable outside of botting to get more powerful. Because I haven't seen one reason for this not to be implemented straight away except for the fact that there might be some botter out there digging god knows how many dirts doing god knows what with that dirt!
  3. Klaa how much can one person steal? Jeez!
  4. Well there's no point exploring because that's probably not the final map. And since there's no tools there's no fun to be had making nub shacks. I just logged lol.
  5. I don't understand why only one of my alts dcs at a time. Never two characters or all three, nup just one.. >·>
  6. Civilization 5 + 3 clients, or 3 clients and programming in Unity. That usually keeps me busy.
  7. This is just a bunch of random things I've been thinking about. Some things are already posted on here, but I just wanted to add my voice to the masses and maybe add a few comments too. My suggestions for the "first five hours" include: 1. Allow GV to be played from the beginning like it originally was, however, don't allow housing to be built so people get less attached to it. Reasoning: Gamers hate tutorials. The only time a gamer will pick up a manual is after they've failed to figure something out themselves. 2. Use the tutorial as a kind of "quest" to get off of GV. Always be pushing players with hints to go towards the tutorial and leave GV, such as if they try to build a house, tell them to finish the tutorial so they can go to the main island and do that. 3. Don't use pop up windows for hints or long winded explanations. I hate those popup windows and even as a seasoned player I get super confused by what I'm supposed to be doing at any time. Also, I hate reading 10 paragraphs. Use small hints and arrows to point at menus or something. Also, don't allow people to blow through the tutorial because they will. 4. Have the tutorial (maybe as an option that can be skipped?) have the new player make tools they'll need on the mainland that are not included in the noobie kit, like a butchering knife, chisel, a mallet ectect. Maybe even have them make a small anvil and some nails. They will be allowed to keep these items when they leave GV. These items should be no drop but still impable. When they are imped above 20QL and/or after a week they will become dropable again. Reasoning: New players have a really hard time finding iron and most just want to build. This will give them the opportunity to just build for awhile. Also, newbs are going to die so that's why nodrop on them. 5. Allow noobs to dig 60 dirt steep from the get-go. 6. Make default key bindings. I learned to really love Wurm a lot more after I found keybinds and I think it'd really help retain a lot of players if keybinds were shown to them from the start. Right click is just not as "cool" these days. Other ideas: 7. Make the full toolbelt a part of Wurm UI and not an equip item. IMO the toolbelt is not something you can live without and is a UI element. Atleast make 5slots available right from the start with no toolbelt equipped and then you can add more with a high QL toolbelt. 8. If you have an item creation chance of 99% or maybe even 90% and above, you should have a good chance to create a second item of the same quality. 9. Allow coal to have a chance to drop from mining actions just like gems, except with a much higher chance. 10. Show a percent chance to successfully cast a spell when you scroll over spells in the list. Also, might be nice to show shatter chance also. 11. Take writs out of the inventory and make a UI for them. Please please please. 12. Take keys out of the inventory and make a UI for them. Maybe when you attach a lock to something you have to give it a unique name and it goes in a list in your UI that you can manipulate from there, including trading. Allow right clicking a key in this UI and then you can add/remove people from the gate/bsb/ or whatever the lock is attached to. 13. Allow the writ holder of a house to right click a door and be able to add/remove people just like a mine door. This would allow people to have different rooms in a house, or restrict certain people to certain areas of a house. 14. Going with the above, writs might need different kinds of permissions, so that you can allow someone in but not allow them to destroy walls because what's the point of your own areas if you can't pick up stuff? and/or you can destroy walls to other people's rooms? 15. For god's sake make a UI with timers, a to next meditation timer, a next prayer timer, when you can use your meditation ability again, ectect. Maybe even add in what season it is and time till next season. This stuff should be a lot more transparent and shouldn't require me getting a 3rd party program. 16. On that note, make a meditation message for when you mediate but can't recieve skill yet. Or better yet, make a message when you can recieve skill whether you actually do or not. 17. Please move the "rename" option on large carts. The embark as commander and rename option are exactly aligned so I hit rename instead of dismount. Not sure if others have this problem but it'd be nice to just see it moved to the bottom of the list instead of always getting a popup in my face. Alteast if I hit repair I won't have to close out of a box! 18. I know this has been said before, but allow leading of animals that are dragging a cart. You can even make it so that the cart stays at the same speed but you move just as fast, so that you can't get off and make the animals pull it faster and if you auto walk with the cart, you'll end up dropping the lead, thus making it better to ride unless you're doing something specific. 19. Make an option to use AM/PM time in the client. My American brain can't wrap itself around "military time" 20. Make roundpole fences easier to get a large cart through. I love them, but they're totally useless for carts and thus unusable in most instances. 21. Make the "young" stage of an animal's life last longer, and make it when they hit adolescent they can automatically breed. Having a clearly defined breeding time would be super wonderful awesome like and there's no point for this mechanic to exist in it's current state. Last but not least, make a detailed list of changes made in updates. This will stop so much flaming, will help with finding bugs, and will also help us oldtimers who have quit and come back figure out what's been changed while we're gone. I see nothing but a small amount of developer time stopping this.
  8. Ngl, those could be some wicked defenses.
  9. To be safe, I'd put a 1x1 house on every corner of an enclosure, this not only reinforces the enclosure rule as much as possible in your favor, it also prevents someone dropping a deed on a portion of your area, which will moot the rule to begin with.
  10. This is why we can't have nice things
  11. Shovel, Iron (90.14ql, WoA 72) = 1.82s To Daiken please
  12. I'm sad. Where am I supposed to put all this dirt...?
  13. Glad you posted. No one was saying anything and I thought I was the only one unable to connect
  14. Servers Up!

    Man you got me. I was just opening steam and quickly switched to Wurm. Jerk