Zcul

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Posts posted by Zcul


  1. Hey I have an idea, fix catapulting already. It's absolutely retarded how buggy catapulting is. There are shit mechanics that make no sense and just hinder progress. For instance, if you have an altar on the tile directly North or West of the tile your catapult is on, it won't let you shoot, saying "the area is too crowded." What's the point in this when you can shoot if the altar is on South or East side? Seriously, fix catapulting and I guarantee it will be a bit more enjoyable, maybe even a bit easier without making it 'too easy.'

     

    What other bugs have you found while catapulting? Need reproducable issues (on test server preferably)


  2. Either the loading distance or position to load needs to be examined more closely.  It does not seem intuitive and is even more difficult than the already cumbersome process prior on larger boats like corbitas, cogs, and caravels.  crate loading is sometimes not possible or a very long process of guess work to figure out how t successfully load currently.

    Regarding the boat loading, this was addressed. Is there still a problem with it? See here for more info and if there are still issues, please comment there:

    http://forum.wurmonline.com/index.php?/topic/126123-make-load-cargo-area-bigger-for-ships-at-least/page-2


  3. i think there are two ways of doing it, either providing a "crack" in the tile system covered by the wall, or using one tile for the actuall vertical wall, like it is today with max steep dirt walls only allow variations (and vertical) walls of different types instead of dirt. Either way, its not trivial...



  4. Sounds like two bugs here


    - The plan shouldn't inherit the damage when the floor/opening is destroyed.


    - The fence should not prevent the replacement/removal of the plan.


     


    How did you destroy the floor?


    What was the messages you got in the event tab when you tried to replace the plan?


    Which side of the tile was the fence located (e,w,n or south)?


  5. I made a joke earlier but I do agree devs need to watch the live action, see how it works in realtime and how things could be changed. Such as how dirt walls work and possible ways to keep players from climbing them and just walking in rather filter the enemy in a place you can deal with them if they want in.

     

    Dirt walls was certainly not something that was designed from the start as a pvp fortification, it sort-of just happened and became the defacto standard as people evolved the way they fortify their deeds. It's also the point with a sandbox, to use the features to your advantage (within rules and regulatory requirements of course).


  6. Hi,


     


    I've been to a few raids but not recently. I remember how tedious and complex loading and firing catapults was but at the same time I have also been on the other end.


    There is some balance in that complexity I guess. So if we make it easier to shoot / aim we have to make it so each shot is weaker I guess.  It would be really helpful with a list of improvements that would improve gameplay and fun-factor while not tipping the balancing scale signficantly.


     


    /Andreas



  7. Very nice, however it would seem unload and load ranges are inconsistent, I can unload crates from farther than I can load them. any idea if this is intentional? (knarr) The distance difference is like, 1/3 of a tile, so it might be unloading nuances. 

    Either way, amazing, amazing fix.

    Haven't tested that but I will do. There is different ranges depending on type of ship to suit the model size though so row smaller boat has shorter unload distance than large boats.


  8. Although, worse case cenario is you stop putting things in patch notes altogether.

    No worries!

    Oooh there was a patch note that wasn't written about how larger boats should now be easier to load from a few tiles away, and a bug was fixed also which range check when unloading crates.... :-)


  9. well it goes like this. Patch notes are added to a list of notes as code work progresses. patch notes are put in the news when servers are patched. 
    in this case it was me who wrote about density. It will never happen again!!!!


  10. Its a nice addition to the newb set. Granted there's other tools that might be nicer. Not to mention other toolsets... for example I never quite understood why a crude ax was never added.

    The rope will be significantly nicer when one starts out on a fresh map with no pre-existing player infrastructure, especially farms. Sure its a lot easier nowadays to rummage around for wemp and cotton.

    EDIT: Agreed shield skill gain at low levels could use a boost. Not to mention the newbie sword.

     

    Adding crude axe sounds reasonable.  Also allowing sword and carving knife to pick (low ql) sprouts sounds reasonable.

    What about the newbie sword?


  11. Ya allow clay dredge to lower tile under water at higher digging skills could work.


    You could always raise it to above surface level to get it "normal" if you wanted to...


     


    How deep is "a shovel under water" btw? Are you lowering it using some sort of technique with the Level method?


     


    I doubt we will allow priests to convert clay tiles or allow paving on clay. Too many exploits/grief scenarios on that one. Clay is important resource after all!


    /Andreas



  12. Actually this seem to be a bug here, where the clay level is supposed to lower every 10th dig or so but it isn't.


     


    I guess fixing the bug would solve the issue about lowering clay tiles, but at the same time it changes ancient and old game mechanics.


     


    I guess the result could be you'd have to top up your clay tiles with dirt as you dig them out...