Xallo

Senior Discord Moderator
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Posts posted by Xallo


  1. 55 minutes ago, Archaed said:

    you may be thinking of it in d&d where second wind is a fighter class feature that allows someone to get 1d10+fighter level, but is still explicitly described as "You have a limited well of stamina that you can draw on to protect yourself from harm."

     

    There's plenty of examples of games that also use the terminology for health regeneration, such as League:

    PASSIVE: After taking damage from an enemy  champion,  regenerate 3 (+ 4% of your missing health) health over 10 seconds.


  2. Quote

    Change: The spell "Refresh" has been renamed to "Second Wind" in order to differentiate it from the Path of Love "Refresh" ability. The spell itself has not been changed, only the name.

     

    The last update changed Fo's Refresh spell to 'Second Wind,' due to a naming overlap with Path of Love's 'Refresh.'

     

    Disregarding the fact that Refresh has been called as such for an extremely long time, even preceding Meditation, I think Second Wind in itself is a misleading name. It sounds like something strictly combat related, perhaps giving you an edge or more HP before dying.

     

    Please revert the name back, and if needed, alter the Path of Love ability to something along the lines of "Nourish", or "Replenish."


  3. I feel like all the stock imagery and placeholder imagery/text is a terrible misrepresentation of the game for shareholders and does nothing but actually upset the players at the same time. The flaming effects and stuff feels.... off, it's not very Wurm vibey and certainly doesn't resonate well with the community, it seems.

     

    Something more akin to@Malena's server overview videos would have been much better, and would have certainly made a much better impression for those who currently play, and those who are seeing Wurm for the first time. She does a very good job at capturing the look and feel of Wurm, while showcasing many of the creations players have spent many hours on.

     

    Please lean on your community, its volunteers, and paid staff more before continuing what many feel like is a downward spiral.


  4. 1 hour ago, Sheffie said:

    Perhaps empyrean could take less damage instead. An amount better than steel but not close to adamantine.

     

    People who have spent $$$$ on adamantine weapons would not be happy to see 10% damage across the board on a non moon metal.

     

     

     

     

    Adamantine would still be superior as it would still do 10% more damage to players. It's also relatively easy to gather just attending rifts. This also wouldn't detract from the value of existing adamantine weapons due to the difficulty of gathering the metal. 

     

    While I understand 10% player damage does nothing in PVE outside of spars, keep in mind adamantine was originally introduced as an Epic-only metal, to my knowledge, and then slowly was added to Freedom. It's still the go-to metal for most PVP weapons, but it has also found its place on Freedom, specifically as a luxury item, and for usage against uniques.

     

    Perhaps a huge increase of damage reduction from usage could work, considering it is gathered from meteors at very small amounts, although I'd rather just see its damage on par with adamantine, almost as sort of the Freedom alternative to it.

     

    9 hours ago, Fairyshine said:

    We don't have purple weapons. It also hides blood on blades better than green would...

     

    I like the idea of a dark purple too. :)


  5. As it stands, there's no valid reason to collect and use Empyrean for weapons since Silver is far superior and easier to collect in comparison. The 5% parry bonus is not worth the effort for 2.5% less damage in comparison to Silver.

     

    I propose increasing its damage across the board to 10% for all non-player mobs so it has a slight edges against Silver.

     

    Also, perhaps changing the metal color to something other than dark gray would be nice, perhaps a deep green of sorts?

     

    Thoughts?


  6. Ran into this weird issue with a particular tile outside my deed on Celebration.

     

    See terrible graphic below:

     

    image.png

     

    After some surface mining and terraforming, the tile with the red X I cannot ride a horse on. I can ride the 40 slope above it, and also obviously the 10 slope below. Perpendicular edges across the tile are flat.

     

    Tested with multiple mounts, carts/wagons, etc. None of the mounts have any negative traits.


  7. Requesting a room please for Xallo/Alyeska/Moirai/Hellroth.

     

    We'll be there to help with Mag/Fo/Vyn casting, and can do WS, PAS, CAS, SS, BS, LW, and Carp/Bowyery imps, whichever is needed the most.

     

    Also if more staff is needed, I'm available. Can't wait to see everyone again this year! :)

     

    (P.S. If more favor is needed, I can bring, just let me know!)


  8. 2 hours ago, Yggdrasil said:

    In addition players can buy more spins with Marks, and Marks could be easily made directly purchasable from the shop (one sac = 100 Marks). To give them a better chance at limited edition items they always dreamed about.

     

    This would most likely fall under Wurm's rule against gambling:

    Quote

    Gambling

    Definition:

    *Gambling is prohibited in Wurm Online due to Swedish law.

    *Gambling is considered to be any type of activity where the winning of a prize is determined by chance and requires payment of any form to participate.

    *Contests of chance requiring NO form of payment to participate are allowed.

     

    Punishment: You may be given a directive, warned, or even banned based on the situation.

     


  9. 15 minutes ago, Archaed said:

    Mmm, it's not so much that, but more about pointing out that this does affect a small minority of the game.

     

    A small minority of the game, or a small minority of the game's player base? Do you have some insight into the amount of players who own traders for their deeds?

     

    From this topic alone, I can count way more than 10 people who are upset at this change. I also know of a handful of people who don't actively participate on the forums in NFI alone who are upset at this change - and that's coming from someone who hardly plays on NFI.

     

    Personally, I am hardly affected by this change as my deeds are already pretty minimum on upkeep, but it's grossly unfair for anyone who has traders, especially those who don't participate in the forums, and those who may not even be aware of this impending change.

     

    I'm curious to see an official response to this as it's been well over 24 hours, and we're all still waiting in the dark.


  10. 25 minutes ago, Archaed said:

    I'm not saying "yay their removal!" I'm saying "this is about as clear as you can be about upcoming changes" 

     

    A clearer statement would have been to been up front and honest about it, with a timeline of "We are removing traders, including the deed upkeep discount, in X amount of time."

     

    This change was thrown in at the bottom of a rather lengthy update post with some pretty neat stuff, and yet there was no mention of the upkeep change that is being made.

     

    That is why I can only hope this is an oversight, and not an intentional doing because there is no clear picture of what's to come. What we get instead is a bunch of upset and angry players who are rightfully anxious about the future of their deeds because there is no further explanation.


  11. 2 minutes ago, Archaed said:

    Actually it's more akin to a contract having a 6 month discount that goes away. Deed prices are not being raised, it's a discount that's (at this point) not even confirmed to be removed. It puts everyone on an equal playing field too.

     

    Framing the thing as the payments going up creates the wrong impression, because it's not affecting everyone, and those who it is affecting are getting their down-payment returned

     

     

    Okay, but this was never framed as a temporary discount, unless I am failing to read something between these lines:

      

    On 2/16/2020 at 2:46 PM, Retrograde said:

    Traders
    As previously stated, traders will be reworked to no longer pay out silvers based on kingdom coffers and ratio, but instead reduce upkeep of the deed they are on by a fixed percentage. They will reduce deed upkeep by 20% and instead of being limited by a tile range will simply be one trader per deed. 

     

    Wurmpedia:

    Quote

    Traders give a 20% discount on monthly deed upkeep and also sell a variety of goods.

     

     

    It's the constant change of mechanics without any explanation or apparent forethought that are upsetting people. A reasonable and rational explanation to the sudden changes would go a long way in helping calm the nerves of a lot of people who are going to be hit by this rather drastic change. I feel though without a compromise that involves keeping this discount in place, people are going to be forced to reduce/disband deeds.


  12. 23 minutes ago, Cista said:

     

    I for one applaud changes that evens out the playing field for newer players with smaller purses. And I apologise to newer players who are truly enjoying the game with a positive mindset, and thought they could read reactions to the exciting new changes in this thread.

     

    This thread proves once again that entitled veteran players are a curse to Wurm.

     

    How is something that is accessible by even newer players considered something that only "entitled veteran players" can benefit from....?

     

    You can literally buy a Trader from any starter deed under the assumption that your deed upkeep will be cheaper. This is not a detrimental change that evens the playing field out for only veterans, it's a detrimental change to a mechanic that everyone has the ability to enjoy equally.


  13. 2 hours ago, Archaed said:

    Gonna go out on a limb and say anyone who has been using a trader for the 20% discount has more than recouped the cost of the initial investments, at 35s, a 20% discount will earn itself back in 18 months, not to mention full price of trader reimbursement Anyone crying about their investment being messed with either missed the fact that at the end of the day they walk away with the cost of the trader + whatever savings they made, or they're being deliberately disingenuous, I'm inclined to believe the former, so don't worry! 

     

    Aside from that,  these changes look awesome! 

     

    This is a terrible stance, because it's not about the investment of the trader cost, but the promise of a cheaper deed upkeep after putting in an initial investment. The point of the trader discount wasn't to provide a reimbursement for people who had already purchased traders, it was provided as a means to lower monthly deed upkeep permanently by investing and waiting those 18 months, as you have mentioned. This is obvious because traders weren't locked out of being purchased when the previous changes went in, they were still available and advertised as such.

     

    This is essentially changing what many players may have planned for - putting down a larger payment upfront for a deed with a trader they planned on living in for many years with the promise of the deed upkeep being cheaper so they could afford the monthly costs. Now, many people may be forced to reduce their deed sizes, which may be extremely painful for some.

     

    In a sense, this change is akin to your monthly mortgage payments going up by $200 (or whatever)/mo despite the massive down-payment you put on it to begin with, when you had the cash to afford it. It's illogical, and certainly unfair to those who've invested into it.


  14. Was the trader discount for deeds an oversight or.....? I'm confused that there was no mention of it in the OP, as it's a pretty significant change for a very large portion of the player base.

     

    Personally, I don't think traders need to be removed, as I don't see the harm in keeping them, even if they are redundant. They are even perhaps a fun insight into the past of Wurm for new players.

     

    With that said, I am happy to see the addition of allowing silver to be used for the purchase of a few more loyalty items.

     

    I'm on the fence with canoes from a PvP aspect, but for PvE they seem like a fun idea.


  15. 7 hours ago, Spacy said:
    • Allow people to accumulate titles from sorcery items, but not count towards the journal goals.  If I earned Sorceress, Death Knight and Necromancer, I should be able to pick which one I want to use.  A simple drop down of just these titles would work nicely.
    • Remove the negative penalties from using the items, and replace the positive ones with a 5% bonus instead of the 15% bonus.  Might need some minor balancing to reduce stacking or allow for missing buffs.

     

    These two, a huge +1. While it was fun being a guinea pig using some of the first tomes due to the lack of documentation when the system released, it really did permanently debuff accounts and forced them into either getting lucky and having the counter tome drop, spending quite a few golds worth of coin just to counter the weakness, or just sucking it up and dealing with it.


  16. 25 minutes ago, Ohana said:

    I just tested on Pristine. A halter rope still works to lead multiple creatures. I tested on horses.

    Try again. I suspect that you where using the same rope on both tries. 

     

    This is likely PvP servers only where lead restrictions are in place. It should be 2 horses only, either riding one and leading another, or riding none and leading two.

     

    Chaos with a halter rope:

    [19:27:27] You start leading the venerable fat Omenfighter.

    [19:27:28] You are already using that item to lead the venerable fat Omenfighter

     

    Epic with a halter rope:

    [19:32:39] You start leading the mature fat Wingrun.

    [19:32:40] That item is already used to lead a creature.

     

    Epic with two individual ropes:

    [19:32:08] You start leading the mature fat Wingrun.

    [19:32:11] That item is already used to lead a creature.

     

    Currently, you can only ride one horse and lead another, but you won't be able to lead the ridden horse if you jump off, as you should be able to.

     

    This was probably broken by the latest patch update:

     

    Quote

    Change: You may now lead the normal maximum of creatures on PVP servers as long as you are not leading a horse, hell horse, mule or donkey. Leading any of the listed creatures will limit you to 1 as in the past.