Zera

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Everything posted by Zera

  1. Emberwynn and Nydai are proud to present: Southern Dock-side Mini-Marketplace located at T-18 Cadence. Merchants will be made available as well as stalls to place your own Merchants if you so choose to participate in our Mini-Market location too! Animals / Live stock We accept trade-ins of your old animals for a younger animal of equal or lesser value! We have Self-Serve stables available and docks for loading and unloading to ships. See our current Stock here Prices 4 Speeds: Standard: 30c Grey: 25c Ebony: 35c 4 Drafts: Standard: 35c Ebony: 40c Grey: 30c Bison: 40c (Get speed bonus to pulling Wagons) Blacksmithing Services Contact Sykani in-game for blacksmithing services (/tell Skyani <message>) If your tool turns Rare / Supreme / Fantastic - They will be sent back with no extra cost! Services by Exca Bulk Items & Weaponsmithing Bulk Supplies Supply links coming soon!
  2. You can get both trait types on horses though, both Speed and Draft on a single animal. You can even get some Combat traits thrown in there too
  3. That would be any time the creature or yourself attempts to swing and make a connection hit against each-other I suspect. And since you can't reach other...
  4. You're totally right! I'll reach into my empty wallet right now and demand that these tickets be made available for pre-order so I can pay for them with moths and dust bunnies!
  5. I'm not certain that a higher AH skill increases chances of certain skills appearing so much as it increases the chance of seeing more traits up to your skill level. Since the adjustment of the trait system to break down traits into a value and that value being dependant on your skill-level, it was impossible to breed 4 Draft animals with anything less than 65 skill. Impossible to breed 4 speed animals without a skill of 55. (All of this not counting the 0 skill-level rare traits ofc) Higher skill just ensures certain "Trait Points" to apply/appear to a creature, not "better RNG rolls".
  6. I don't see why any trait should be gender specific. Dormant and Dominate traits should be possible and feasible on both genders. Such a trait like mentioned in OP on a male Bison (or cow) seen as "Dormant" or "Non-Beneficial" to that specific animal but a trait nonetheless that carries onto offspring. I believe this should be the case of all traits and not just specific ones that only benefit a certain gender, otherwise this also makes it that much more difficult to continue to produce a reliable "more resources" in said creatures due to the way the AH system works in general. If it is in-fact a case that Males cannot possibly have the rare trait "twins", why? Why is this trait only specific to a gender? Is this to ensure it stays a "rare trait" and cannot have it's chances to carry over to offspring increased? And why then would it be the only rare trait to be this way?
  7. That is a little late for me, bedtime is a bit early but we are same time-zone. If you want to mark the area with Construction Markers on the corners we can flatten the area between said markers. If you have a preferred level you'd like this area to be simply pack a "general tile" and we'll work from that part outward to the edges to make the zone flat for you. Looks like we can sail to a shore-line and unload wagon/carts to reach you from there, so transportation and arrival will be a non-issue. 👍 Let me know once you have some indicators of the area you'd like to have worked on in place (and provide a rough directional instruction of where from your deed the area is so I can find it ) and I'll check it out and give you a rough estimate of how much this may run to have done for you. I see your Deed is on the map located here: https://cadence.yaga.host/#875,3341 You can also use coordinate link area rather than text based directions to help us find your marked area as I have done above. Based on the information I have currently, current rough estimation breakdown: 1k saplings planted 2s 1k tiles flattened Dependant on how much dirt is to be moved and placed to achieve level We will start by removing dirt from high ends and then replace said dirt at lower ends to get a proper count of dirt "shuffled" Additional fencing, dependant on pre-prepared materials (we can also use the wood from removed trees and craft ourselves for additional minor charge if wood is the go-to, though nails will need to be provided or let us know if we're to bring those to complete the job) Dependant on how many fences to fence area off, we'll stick to 1 fence is considered "2 actions" here and stick with the 1k = 2s action rate. This means 500 fences will equal 1k actions = 2s (This is ofc not expected to be how many fences we'll need? My math is terrible. 🤪 If you're OK with us working without you being available to supervise we can start anytime if you're OK with above mentioned and we can take and provide progress screens and reports via DM on the forums here as we go.
  8. Where abouts are you located that this job would be done, what map and coordinates, deed name? Is your Deed connected to a Highway and/or on a shoreline? So I'm understanding at this time the job you're looking to have done: Flatten out an area consisting of around 1,000 tiles, including tree removal Planting Walnut Trees in this area after flattening (You will be providing said saplings to plant) Possibly adding a perimeter fence around said area A few questions: Do you suspect there may be surface mining involved in any way pertaining the flattening of the area? Do you have a Templar or Guard Tower near/on site? Access to water (whether a well or sea/puddle) nearby? Will you be providing food (even if it's low QL)? I look forward to discussing this job further with you, whether in-game (Name: Ferrix) or continuing here on the Forums.
  9. Add Deed "Emberwynn" https://cadence.yaga.host/#2310,3801 Highway from: #2325,3798 to #2325,3268 #2325,3798 to #2280,3798 #2280,3798 to #2279,3785 #2279,3785 to #2275,3785 #2275,3785 to #2275,3771 #2275,3781 to #2217,3781 #2217,3781 to #2213,3784 #2213,3784 to #2198,3784
  10. I think having an option to create your own Banner-like logo per Deed would be lovely! This could be optionally applied to Tabards, Sails, Wagons, Rugs, Banners, etc; Even if these were just "dye based spray-on" sort of deal that could applied to a limited amount of items/structures/models and would require the use of dyes (within a certain color-range of selected/designed pattern) would be nice. Whether these were pre-set options that could be combined to make a design and then colors chosen for each "item" of said design, "shipped as the logo" and then required to have dye's close enough in color to what was designed for the Deed to be able to "Craft and apply". These wouldn't even have to be required to be unique between Deeds. So if say my neighbor and I selected the same 'icon setup' and similar or same colors, well so be it I guess. It would be extra cool if a Guard Tower on a Deed with a designed Logo Banner would update their tabards to rock the same logo!
  11. Silver isn't used to purchase items that can give you an advantage, unless you're referring to the in-game community using Silver to buy and sell items to each-other. No, you're suggesting Silver no longer be an option to pay for Premium Time. Which as I've said multiple times now would cause a lot of people to stop playing if that stopped being an option. Less players as a whole means less interest too as now it's a thinning player base because there's less interaction with other players. You're approaching on the "money making side" without considering the effect this has on the entirely Free-to-play players. Not all of us can afford to purchase Silver or Premium Time at all, full stop. I understand what you're saying but you're overlooking the side effects some of these changes (for the whole) makes that renders the rest of it entirely moot if players who rely on some of these systems your proposing these changes to makes those players leave altogether. As someone who has played Wurm for the majority of it's life thus far, I will have to stop playing it completely if some of these proposed changes were infact made into effect. So "as a better for the game" and "to make the game more manageable for everyone" or whatever you're thinking this is supposed to do, it's not going to. These types of changes completely nulls the "Free to Play" possibility entirely and a lot of people are only checking out the game initially because it is "Free to Play" and when they learn it can actually remain that way if they work for it in-game they will try to do so. You want to take away that "Free to Play" option and you will get less and less people who even bother to connect the very first time, let alone stick around and play to earn Silver to pay for their Sub, or supplement the month or so they can afford to (or choose to). The only thing that your changes ultimately effect is the current player-base who is dedicated to the game. It will either drive off players like myself who cannot afford it right now, or it will have little effect on those who do already play and are already paying but will see less and less players as a whole as players like myself (and my entire deed) who stop playing. You're proposing turning Wurm Online into an entirely pay-to-play system where there is no option to continue to grow and move forward unless you happen to have extra money sitting in your wallet to continue to grow your character. Buying Silver in the online shop is funding players like me who cannot afford the Time myself. You're shooting Wurm in the foot the moment you take away the ability to buy Silvers (which is funding Deeds, funding other player's Premium Time, etc;)
  12. I'm rewarded by choosing to play this game simply because I enjoy the game and don't need my playtime to equal silver in order for me to want or feel the need to play the game. Nor does me playing the game need to or would feel more rewarding if I were to be tossed coin just for being online and/or doing something in-game. I can already earn coin passively by doing a variety of things ingame, burying corpses, forage/botanizing, treasure hunts, etc; I don't need hands out just for existing. I'm already being rewarded for in-game play by my need to do in-game tasks to earn silver from others to be able to afford my Deed and my Premium time, since as I said before I cannot afford either otherwise at this time due to budget limits. Despite the fact that Silver is "needed to survive" for a player like me it doesn't make it any less or more valuable either, nor does it create a sense of 'distaste' as a result. Once you remove the need for silver to be a thing the entire in-game economy is going to flip on it's head. Silver is mandatory for Deed-Keep, if you're proposing some alternative you haven't said it. Silver is mandatory for those of us in the Free-to-Play category as it also funds our Premium. Silver is also the in-game currency for trade and sell, items from others are paid for and traded using this Silver, Labor is paid for by Silver. All of this because Silver is worth more than a cosmetic in a shop. Marks fuel the non-currency function for cosmetics and other rewards. I see no reason that Marks need to go anywhere either, this is a reward for being Premium and active-play already, you want to remove it why exactly, for what purpose?
  13. I'm sorry but you want to remove the possibility to pay for Premium using in-game silver and make Premium only an option for those who can afford Premium Time with their wallet? You know you knock out quite a bit of people with that alone, right? This will cause quite a few people to stop playing the game, quite the opposite of gaining playerbase to the game. I myself would have to stop playing the game as I am currently on a tight budget and cannot even afford the little amount of spare money that is needed for Premium right now. In fact this is many people who are part of my deed right now, we rely on the ability to pay for our Premium Time with silvers in which we earn from other players (and luck from moi instances) to fund our gameplay. The moment this is taken away from us we cannot play this game anymore and I'm sure we're not the only ones.
  14. Just opened up a couple more plots and accepting new residents new and old! We're currently a deed of 9 players, some of us more active than others. We welcome any skill-set but are in need of the following: Farmer Weapon/Armor-smith(s) Cook
  15. I am absolutely all for this idea. We already have bridge mechanics, multi-story functional houses. I don't see how docks would function much different than say a bridge for example. The only difference being that there isn't an "other end" to determine it's connection and slope. A minimum height off the surface of the water (like bridges) to avoid dock flooding, distance capped at a certain amount of tiles but also dependant on your carpentry and possibly masonry skill (because you know, we gotta anchor a dock somehow from floating away) or something of the sort. Distance + Depth = Skill requirement I too and finding myself upset by the ugly dirt docks left all over the place and they are a pain the butt to clean up after the deed in which they've belonged to have long since left them in the first place.
  16. I don't think they're balancing priests in terms of 3 vs 1. Balancing more so comes from balancing 1 vs 1 vs 1 vs 1. This is why the spells, abilities and ranges of priest abilities vary so greatly too. Lib Priests can't do everything all the WL priests do, and WL priests (even combined) can't do everything a Lib priest can. Remember there was once upon a time when there were "Player Deities" and then they were removed. Pretty sure there was a good reason for that and I don't see a need or a reason to add more than we already have. Just because there are 3 WL and 1 DL priest is hardly a reason to add another DL option.
  17. As far as functionality goes: I could accept lamp refilling and lighting as the sun sets and rises. Something that a Templar would do if you had one (supposedly anyway, I never keep them). You'd still have to keep a stash of fuel, whether it was oil, tar or whatever the like. They wouldn't gather it for you. Perhaps having them as a sort of weaker guard system wouldn't be bad either, but they would only answer to call (or perhaps not require being called at all, just kind of auto-jump into action) if a member (or one of themselves) of their own Deed was being attacked, and they wouldn't be as strong as say a Guard Tower and definitely not as strong as a Templar. Like Towers they could get stronger the more they survived fights. 🤔 Gear-able like towers but given that they belong to a deed, could not be equipped or looted by non-members of same deed. Having them be a target to be hunted, no different than a player or a Prey-Animal like a Cow would add to that feel of "realism" without making them exactly like a player. Requiring players to be aware of their existence more than just "they're here, they provide semblance of activity" they need to be properly cared for and looked after, otherwise eaten/killed by hostiles. Emptying/Refilling Chicken Coops? I could see that, maybe even filling them provided that food and water was made available to do so. Grains and Seeds in a FSB and a Well/Fountain or Barrel within X many tiles of said coop could be used for this purpose. This would be the same FSB that they'd deposit the eggs into after collecting them from a coop. Deed Cleanup? I feel this one is a bit of a stretch but perhaps picking up items such as dropped wood-scraps or items that have started to decay (not things like chests mind you) and putting them into a Trash Heap or properly labelled container where the named container would be the "match result" destination. So if you had a Crate or BSB or something name "Woodscrap" and they were laying around deed, they could pick them up and deposit them into the crate (so long as the crate was not behind a lock that did not allow deedmate access). If there was no accessible Crate or BSB with a matching name found that could be accessed (or had available space), the items would be left until they started to take DMG and then would be put into a Trash Heap. A few minor tasks and I mean just the bare-minimum tedious tasks but certainly nothing that says "take care of me" such as cooking or producing bulk items or performing tree-chopping/mining.
  18. This is what I'm seeing/picturing/hearing so far from this thread's discussion and keep in mind this is just my take on what's being said: This discussion went a complete 180 from "cosmetic" NPCs to make things look more lively to instead having AI NPCs doing actual chores with minimal input from players to keep them active and working on projects they'll be designated/hired to do. Here's my biggest issue with this. NPCs are now on a turning point to complete tasks that are given to them by the player with what sounds like minimal requirements being met to do those tasks. What's the argument here? A Bed and some Food? Or at the very least, ingredients to assign cooking to an NPC? So what's to say that job assignment couldn't straight up be: You Farm You Cook You Mine You Make Bricks You Build this Building Automation right there to make a structure with the most input a player has is at most telling these NPCs what to do. Now here's the other thing, you've got an NPC that's mining stone, you've got another one making bricks. There's the market for new players making bricks to sell to other players. I don't see that as a good thing. You have an NPC set to dig your Clay/Tar/Peat/Dirt, surface mine or whatever it is... That's Labor jobs that other players are losing out on simply because you have an NPC you can minimally care for to do it for you. It's also not "Player shaped" anymore, it's NPC AI instructed. Also add to the fact that even if my Deed has 10 people to it, why wouldn't I just add NPCs to my Deed as well so that we'd escalate production/activity to accomplish things? I don't feel that there is any need for productive NPCs whether you are a 1 man Deed or a 50 man Deed. If you have a huge image in your head to accomplish some elaborate fortress of a single person deed, great! But, understand that as a 1 person Deed it's going to take you quite a lot of effort and time to accomplish that, you can recruit/hire assistance, outsource labor, whatever it is just fine. There are plenty of players out there, new players even who are eagerly looking for work or deeds to build these kinds of things with others. In the past 2 weeks I have had 5 different people, returning or brand new to wurm join my Deed. None of these people are family or friends from outside the game. People are out there, 2/3 of my people not only are they brand new to wurm but they are eagerly looking for Work and ways to help build and shape this world we call Wurm. I think adding NPCs that would complete any of these tasks that these players would otherwise be thrilled to do would be a negative impact rather than a positive. If anyone could "hire" NPCs to do these tasks around the deed, why would they bother recruiting additional deed-mates when they could just get these NPCs to do the work for them? There wouldn't be a need to offer space for another player to have their own private home, it would be reduced to having an additional bed somewhere on deed so that this NPC would have somewhere to call "mine" and literally nothing more than that. I'm sorry, but productive NPCs gets even a harder NO out of me than the appearance/cosmetic NPCs do.
  19. I don't think a few NPCs is going to alleviate that feeling that no one is around when they're playing. An NPC is not the same as another player and can't interact like other people do. We're social creatures by nature, NPCs can't exactly fill that void need for interaction with other people. Wurm's problem in this area is that there's too many maps, too much space and too few players in relation. It's kind of a Catch-22 situation, need people to populate the empty space but no one wants to populate an empty space. 🤷‍♀️ I personally have a few deeds standing in my area on Cadence but I have not once seen anyone who actually belongs to those deeds. I wanted company so I recruited some folks to join me at my deed. We're now 6 people strong and 2 of them are brand new to the game (having only 3-4hrs into the game before coming to join me). My latest was drawn to the idea of working with others as a team. An NPC can't fill that desire like another player can.
  20. Pretty sure you can already paint your wagons and carts and boats, etc; etc;
  21. I didn't say that, but there's also no reason to add onto either. Tower Guards, Spirit Templars serve a protection purpose. Wagoners were added for convenience and while they're nice and even I'll admit I've used them, I do feel they were not needed. Merchants also provide a use and do come in handy for that "I'm not online, you are online, here's what I'm offering to sell". They all serve an actual purpose. What you're proposing is just random, non-useful AI NPCs that just wander around to appear as if there's more people around then there is. 🤷‍♀️ I'm afraid this question/argument though is like saying "I stubbed my pinky toe on the coffee table, might as well jam the other one on there too!".
  22. I can't say I like the idea of random NPCs just roaming/lurking about on Deeds. Ruins the idea or presentation that Wurm's world is Player Made and Player Run. Having random NPCs just idling walking around and appearing to do tasks around a Deed to look like they're being productive, even if it's just for show.
  23. I know having little to no Stamina in a fight is a bad thing and not something you want to be caught in. So having Stamina drain while riding or driving continuously and allowing your Stamina to drain can cause you to be in quite the jam if you encounter something that wants to eat your face. Removing drain completely removes that part of the threat while mounted. Also considering mounted combat seems to be common-place for a lot of people, especially at rifts from time to time (from what I understand anyway) this also says that removing drain on riding/driving removes that additional "threat" that having little to no Stamina available proposes. I think it would add some sense and reasoning behind it. It would also give further "Choose wisely" scenarios in terms of which transportation you choose to use in certain situations. You may not choose to use a Wagon for everything if you find it will drain more Stamina to control than Large Cart would. 🤔 Or you may not choose to sail the biggest or most complex ship when you decide to go fishing in the Sea or to tackle that Sea Monster that's spawned not so far off. 🤷‍♀️ The larger the ship (size and sail) the more complex it is to pilot. (my best guess here). A rowboat would obviously take the most Stamina use as it is literal "rowing" without the aid of Sails and is unaffected by the weather found in the game. Since boats don't currently drain any stamina at all, any change to this would "more accurately reflect some effort to operate". xD This was already answered in your first question I think. It works as an Advantage/Disadvantage system. Not all suggestions or ideas necessarily have to be "give me better things" so much as "this seems like it fits as a whole into what already is or could be" Removal of Stamina drain on mounts/vehicles I feel would be a terrible idea. Yes they are meant to "lighten the load" and they do, but they shouldn't make the character immune to the fact that movement and travel should cause stamina. If it were made to be that way, no one would walk anywhere. They'd have a saddled horse or a nearby cart/wagon and use that to move any more than a couple of tiles across their deed to do whatever it was they'd need to do. Just for the sake of saving a little Stamina in the process. 🤷‍♀️ Adding Stamina to boat commanding would put it more in line with the land-based travel and just makes overall sense rather than swimming about in the sea for a good bit until you're near drowning to just jump onto this massive ship and sail it as far as you'd like when you should otherwise be too entirely exhausted to do so. (Not that lack of Stamina has ever stopped someone from riding or driving anything anyway). But there are threats in the water too, sharks, the occasional "aquatic bear", Sea Serpents (and whatever else is out there). Ultimately given the fact that Stamina drain on any transportation method has little to no consequences that aren't related to combat (in the moment), there is no real pro-vs-con to changing this Stamina system. Unless you're counting moving a very large distance and then immediately trying to sprint across a deed or something right away. 🤪
  24. While I do find it also weird that Stamina drains during riding or driving a vehicle (and it can likely be attributed to "wogic"), I can also kind of understand it. In the sense that riding a horse requires active balance and appropriate body control to avoid falling off and steering. The same general idea goes for driving a vehicle I suppose. You're still steering, actively maintaining a certain 'speed' if you will, encouraging and/or controlling the idea of your animals moving forward, slowing down, stopping, turning, etc; In this regard we're not exactly "bumps on a log". Though the same could be said for controlling a boat, which doesn't make sense why the 2 are treated differently. There's a lot more that goes into boat command/control (especially as a solo sailor) than it does to drive a cart or ride a horse. While I don't think that Stamina drain should be removed completely from riding and driving carts/wagons, I do feel the drain is far too fast for what it is. I think it could be slowed down a good bit while riding or driving and adjusted based on the above mentioned reasonings. I also think that perhaps there is no drain while out to sea is likely because if something happens to your boat, you're not literally dead in the water. Or the fact that it's a method of stamina recovery when you're needing to be out of your boat (in which case I feel the boat should just be anchored so it's not moving, AKA not being actively commanded). But I do also feel that boats need to be brought into line with SOME kind of drain, with less drain involved based on the amount of passengers on said ship. Since after all, it's easier to "hoist the sails, moor/raise the anchor" and all the other boatly things with a whole crew involved. 😜
  25. Bulls actually require a decent Body Control to ride. It's higher than a Horse if I recall right. Creature limits are based on specific mob type as a general whole I believe. Which is why it's so hard to find Wild Horses and the like because the caps have been taken over by the many breeder programs. Increasing these limits or separating the Bred vs Wild numbers would mean that you'd find Wilds after the fact but it would also put a lot more creatures on the server and cause increasing lag as the population of kept creatures continues to grow and grow exponentially. I don't think Newbie Buff should in anyway be anything like Premium or allow for Premium actions/status'. But acting as a small booster to get a feel for things, a way to really focus and "train your skills" I think would be the best route. Considering that Premium status is the unlocking of the higher skills mostly with a few other relatively minor restrictions that a new player won't even be looking at let alone ready to experience or do, I don't feel the Newbie Buff could ever truly function in a "Premium Free Trial". 24hrs playtime or even upping it to say 36hrs of Newbie Buff (this is a stretch I think, 36hrs) for a "leg up" in action chance window increase. Otherwise the only other solution would be to look at everything from the skill of 1 to 100 and reduce the difficulty to do things as a whole. Even if it was just a 1-2% chance increase to do a certain task at it's earliest available skill level.