Arronicus

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Everything posted by Arronicus

  1. I knew it wasn't a 100% chance to get the roll, but I thought a rare drumroll on initial item creation was 100%. Odd, thanks. That seems to clarify it for me, so the drumroll that I got was the chance of imparting rarity, but because it wasn't a natural one hour window roll, that's why it wasn't 100%.
  2. EDIT: This confusion is answered, see last two posts, thanks! Just now, built a guard tower, attached a rare brick to a rare clay, to create the start of the tower, got a rare drumroll, but the tower foundation appeared, but it is not rare. From what I understood, rare drumrolls always (100% of the time) used to give a rare on creation (digging, mining, creating an anvil, attaching a pickaxe head to a shaft, etc), but this would seem to indicate that it is now chance based on creation like it is attaching parts? Anyone else experienced this, or was it only 100% when adding the FINAL part? Thanks
  3. Sure you can. You check the slope, you mine, and once you get down to within 2-3 slope, you carefully watch your mine actions, and cancel once you hit the right slope. It takes a little focus once you get almost done, but it is by no means difficult, just slow. First, it's inconsistent with other mining in Wurm, where every action yields a second piece of rock. Second, in terms of 'real rock mining', that is completely subjective based on the type of rock you are mining through, but even with real mining with a pickaxe, there is control, not nearly as much randomness. As for the chance, it has seemed to be about 20% to me, over the course of the 25k~ rock shard surface mining project I did recently.
  4. +1 The lack of consistency here is just silly.
  5. This. Even at half bonus, that defeats the purpose of getting a bonus in somewhere you've set yourself up. -1
  6. I think that this is going to be less of an issue as people embrace the recruitment signs, and inviting from chat. Hopefully, anyway. It's a nice idea, but I don't think it really fits into Wurm, unless it's completely player built, owned, and operated, which is already the case
  7. That's a shame, but now that you mention it, this makes complete sense, and as a business practice, is something that we all just have to accept. Otherwise, good luck keeping paypal as a cash transfer handler...
  8. I get the feeling it's a matter of memory and code. I can't say for sure, but as it is now, Horse # 4516 exists on Serenity simultaneously as Horse # 4516 on Exodus, Chaos, and Release. So to bring 4516 from Exodus to Release would be bad. But yes, if they just assigned them all truly unique codes, that would fix that problem, I imagine.... Just the names might be the same?
  9. You're not combining fur, or a pile of it, you're combining two fur skins. So no, it doesn't make any sense either unless you were actually stitching them together, like you would have to with pelts. This is definitely nice for blacksmithing and imping, I agree. As for all the ones you don't want, there's always the neighbour's front lawn. If you live next to me, I swear, that's not my junk.
  10. This seems to be counter-productive to AB Code Club making money. Perhaps it's some sort of prevention system for cash to coin conversions en mass, but considering the seeming okay policy on purchasing in-game assets with real money, I agree that this seems odd.
  11. Is it possible to introduce ambient animal noises, when those types of animals are present? For example, if there are cows nearby, regardless of if there is 1 cow, or 1000, you would hear the occasional cow noises? Same for chickens, roosters, etc. No scaling in frequency of noise, maybe not even volume, just, if they're near, or not. You pay someone to hang out in your farm and occasionally brand animals. Voila =)
  12. +1 to winter clothes -1 to everything else about this.
  13. These are my biggest issues with it. Movement isn't completely random, so activity doesn't actually give a huge advantage, from what I've seen of recent Valrei scenarios. There is some decision making, of a god deciding to 'explore' a tile, and if something like Nathan is there, the god just dies over and over and over on that tile. Sometimes. I believe the reason that some kingdoms AREN'T active in completing missions, is because they've realized that they're just as likely to win doing 20 missions as doing 45. I think almost any change would be a good change, but most of all maybe improve the AI. If you're going to allow players to influence the path of the gods, then I think the tokens should be hidden, otherwise, it's going to be luck of the draw on token placement, and month long stalemates of 1 god chasing another god across the map. When I say hidden, I mean, not discovered until that tile is stepped on by one of the gods (and picked up)
  14. But the Teutons were Germanic, and the Viking never used siege equipment, plate armour, or even much in the way of artillery (projectiles)... However, it would be very nice if the other types of armour were balanced (not rebalanced, but actually balanced) so that they were viable for pvp. Then we would have more variety. Helmets are definitely the biggest problem, since there is only the basinet/great helm if you aren't goofing around =/
  15. I think this is the primary problem here. Creatures on different servers share the same creature ID's, so you'd have a conflict in the game, and bad things would happen. Personally, I think it'd be great if we could bring animals between islands, but if you try to cross servers with them, it should just auto-slay all animals in your boat.
  16. They make lots of noises if you have a hot branding iron.
  17. Minecraft. Before anyone says that it isn't an MMO, there are a few dozen servers that have over 200 players online at a time.
  18. +1 to boats being draggable out of a deed perimeter by the mayor, regardless if the boat is locked and moored. Also +1 to rapid boat decay if the owner doesn't log in for at least 30 days.
  19. Guess my post didn't post, -1 to creating clay tiles (easy to make it so noobs can't terraform the land around them) -1 to removal of clay tiles through planks (Too easy to remove other players clay sources, preventing them from getting any without long trips or a fo priest) A fo priest should make some things more convenient, not provide critical resources, imo.
  20. To get unlost, you find an obvious landmark, like a mountain, part of a cove, or some very distinct landmark. Then you face it, and wait for your compass to settle. The bearing on your compass, facing that landmark, is your angle from that landmark on the map. You are somewhere on that line. then do it to a body of water, or any deed or known point, and voila =)
  21. In most games there's an event log of sorts that gms or admins would be able to see, that would clearly show who broke the wall.
  22. -1 I think this would cause all sorts of headaches in the game. Crafting bricks out of stone in a cart or raft or on the ground, +1, out of a bsb or crate, -1.
  23. Having been using my knarr with 43 crates, and then various other furniture items, loading isn't the biggest problem, you have a bubble around your command position that you can load from, it's unloading that gives me the real headaches. Unloading your boat, or knarr at least, spits items out straight underneath you. In the case of items like chests and beds, this means you unload one, move the boat, moor it, get out, get in your large cart or wagon, move the bed, then get back in the boat, and repeat. over, and over. we need SOME sort of offset on the unload location, or something, because it's a huge headache at the moment.
  24. Would really like to see the ability to breed 2 wild cats and produce a housecat =P
  25. I don't want to give away the name, but one of the people in my alliance got one within an hour of servers coming up after the 1.2 patch on tuesday lol. (Desertion, on Epic) Still, congrats =)