Mahngiel

Members
  • Content Count

    125
  • Joined

  • Last visited

Everything posted by Mahngiel

  1. Not all silver -> dollar sellers do it to 'cash out', but merely out of opportunity. Often, this coin doesn't need to leave the game. Players have valued silver at a 1:1, not at a "cheaper than CodeClub" rationale.
  2. Wurmians are a smart bunch. We're not going to make a transaction with players that require real cash who do not have verified accounts ( ie, Paypal ). The majority of auctions I've seen are easily handled with game available coin anyway. What this looks like to me is CodeClub is getting a cut of the revenue PlayerAuctions takes off the top of transactions. While this helps CodeClub with currency leaving the game (players converting game coin to real cash), I believe CodeClub missed an opportunity here. The player market has currently decided on a 1:1 ratio of silver:euro, while CodeClub charges 10:16 ratio of silver:euro. If players could get the same value for their dollar from CodeClub as they could from <insert Player Name>, It would take less coin out of circulation and eliminate any potential headaches
  3. I can supply ribbons and crafting time. Am close nearby. If interested, hit me up in game (same name)
  4. OP hasn't closed this thread, but the deed has been acquired
  5. This board runs on IP.Board. You can see it on the bottom right of the footer. There's a standard for BBCode, however, plugins and administration may change/limit functionality. This is why you're typically given a UI to chose from, so that users (no matter how familiar with BBCode) know what is available by the backend software to render.
  6. What's your game name? I'd like to sync up and take a look at the deed. You can PM my toon with the same name in game
  7. http://www.wurmpedia.com/index.php/Kiro%27s_mining_guide more dead imageshack hotlinks
  8. dead imageshack link http://www.wurmpedia.com/index.php/Fairy_Castle
  9. So i was pondering while mining about using dropshafts to create a cavern. I've never caused a dropshaft, so I don't know anything beyond what's in the wiki and that dropshafts are bad, m'kay?! What I'm curious about is if it's possible to create large caverns by connecting multiple dropshafts together. Example: Dig a 3x3 area out inside a mine. Then dig downward, (say 5 tiles ) and dig underneath the previous area. By definition, this would appear to create 9 connected dropshafts which would generate a large cavern. So. Is this possible? Has it been done? Anybody have pictures? Cheerio.
  10. i wonder if the idea was abandoned, it had to go through the devs' minds when they wrote
  11. i know the WoA isn't very good, but it's still an awesome needle!
  12. Needle has been improved and cast with WoA
  13. So, using the in-game map, we can create annotations. I think it would be logical ( even by Wurm standards) to allow players to trade/share annotations they've made with other players. If i can write on my own map, why can't i look at somebody else's and write down their annotations? Based on that, the only caveat would be the players must be next to each other
  14. We recently got slots for our toolbelts, 0 - 9. These are definitely useful, but i feel they were implemented poorly. When slots are saved, the entire state of the toolbar should be saved for the slot. Instead, slot items are carried over from other slots, polluting the cleanliness. Example: Given this arrangement, three toolbelt slots are merged into one (slot 3) toolBelt3Slot9=-1 toolBelt3Slot8=-1 toolBelt3Slot7=-1 toolBelt3Slot6=-1 toolBelt3Slot5=-1 toolBelt3Slot4=944080217443842 toolBelt3Slot3=635436317806082 toolBelt3Slot2=150022905662722 toolBelt3Slot1=34941303787010 toolBelt1Slot7=645564135902722 toolBelt1Slot6=893515366141442 toolBelt2Slot8=644481367933186 toolBelt2Slot9=910174755753474
  15. On Release, i24 on game map. we can meet up or you pay CoD [17:15:39] A small iron needle. This is a supreme example of the item, with fine details and slick design. It is glowing from the heat. It could be improved with a lump. [17:15:39] Wind of ages has been cast on it, so it will be quicker to use. [34] Starting Bid: 12s Increments: 50c Buyout available via PM
  16. Currently, when you open a container, the window is always the same size. I've never counted the number of rows, but I'll guess it at 30 for the sake of my argument. Whether you open a BSB with a bunch of items, or a pile of log, the window sizes are always the same. While it's nice to have the large window when looking into a container (such as a BSB) with multiple types of items in it, it's not so nice to get a giant window when you open a pile of log. I often find myself resizing these windows far too often, and it leads to this suggestion: Add logic into the sizing of containers that is a result of the count of the types of items. Of course, there should be a minimum size (5?), and the maximum size remaining where it is now. During the calculations of the size, the window should open with an appreciable amount empty rows. I believe an acceptible calculation between min and max would be n+4. Examples. * BSB with 40 items contained: 30 (or whatever is current) rows * Pile of log: 6 rows (1 for the log, 5 empty for buffering space) * Logs + dirt: 6 rows (1 log, 1 dirt, 4 empty) * Barrel with 4 diff items: 8 rows (4 empty)
  17. is the scope of this competition historical or "during this week of competition" ? it would seem to me that permitting historical works would degrade the value of this competition
  18. absolutely! a lot of effort goes into roads/highways calculating slopes. flattening borders out. etc. if you're going to landscape the sides of them, it shouldn't look any less intentional than the roadway created. I like your idea as well. I'm all in favor of having a bit more control over shaping our Wurm worlds.
  19. These are both valid and conflicting points. Mayhaps instead of yet-another-submenu, "Plant" under "Nature" can be replaced by "Plant natural" and "Plant centered"? And yes, definitely bound to skill level of forestry/other
  20. I'm surprised the search didn't pull up any results on this, but I'd like to suggest that planting sprouts centers the item on the tile. Understandably, randomly seeded tiles are at the whim of nature, and therefore subject to randomness; however, manually planting a sprout should be in center-tile. It makes sense to me that when you plant a row of trees/bushes, the farmer intends for the crop to be aligned instead of the haphazard/random distribution method that is in play
  21. if you're into pirates, make a big skull out of dirts. dig in for the eye sockets and mouth