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Madnath last won the day on June 30 2023
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Madnath changed their profile photo
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Mind Logic, getting the 4th action earlier.
Madnath replied to Cenotaph's topic in Suggestions & Ideas
Technically you can have 11, 100 mind logic will let you queue 10 and have your initial one but if WU is still accurate for this (and no reason to doubt it isn't) it breaks the crafting window, idk about anything else -
Because it's a guideline and not a rule, sometimes a suggestion is bad enough there's little to no saving graces that can allow for good construction. Besides, we know nothing will be done in relation to uniques. Especially not baiting a dragon into eating yellow potions to make it a human...
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Honestly I'd rather not see that. We don't need to make sleep powder even more powerful than it is. Ultimately fatigue is a system that was made with a use in mind, and it is no longer fit for purpose and actively makes interactions with the game restrictive past a point.
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I feel like if it's going to be an issue it'd (hopefully) be somewhat shortlived. Eventually a group wanting to do that would run out of SB one way or another, promoting them to finally take that step back if they don't want to just keep slamming themselves into menial tasks when they can have a normal life instead. Maybe a bit of a pipe dream, there's lots of SP, but I do think eventually it's just not going to be as viable, if ever. It's a good concern to raise though.
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Not sure how that's the fatigue issue, realistically fatigue would just be a time gate for that but the end result ultimately the same. It was a thing in the past but I'm not aware of a group grinding a single account anymore. With the changes to allow only 2 others access to an account I think the desire and potential for it to happen has waned drastically.
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One thing I've not really understood when I learned that fatigue left is checked when a GM macro check is done... Why does it have to limit gameplay? If a manual macro check is done by a GM anyway, and who knows how much more checks to clear, why not just keep fatigue as an invisible system for GMs to see, but doesn't just put a halt on your gameplay once you hit that 12 hour mark?
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There's a lot of messages that have been said in the past and most of them have continued to exist in the space of "well it doesn't affect me so I don't care" You can very easily dismiss a lot of the concerns you can raise about removal of fatigue because the system is that worthless. It's unreal how such a crap system has stayed around, though from what I've learned it's because it's so awfully intertwined to stuff that removing it would be something of a challenge. But we're getting an action rework in full so maybe it could be something in scope? "But it helps to ban macroing players!" Ultimately no, from a GM I know, fatigue at best and most frequently is just checked and seen as some check that doesn't hold a lot of stock anymore. I don't recall ever hearing of a ban directly linked to fatigue concerns. "But it helps prevent players using macros making money!" Priest casting is one of the last markets that would really heavily benefit from macro usage and casting doesn't use fatigue. If you're making bulk goods, with the 100% creation chance you literally just spin up a new alt now to get around fatigue, devs have been undermining the system for ages. "I've never hit it so it's not an issue" Yes and you never got X illness so it's not an issue for anyone right? We have a wonderful mechanic for promoting you logging off, it's called sleep bonus. We even have restlessness now which only lowers when you're offline or on another cluster, so another reason to promote players taking this break. We don't need a game to nanny us, especially not a monthly sub game. Let us play the god damn game.
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It's the Darnok style. He'll watch something and machine gun barrage suggestion threads.
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Counter point: it's Wurm, someone, somewhere, will think that's truly a good idea. But my mistake, I apologize.
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I don't think a thread of this style is productive. Having been the target of one in the past, it just drips the negative vibes. I think a better idea is to make a fresh suggestion that would rectify this issue.
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Because Wurm isn't a game that hands everything to the player and ultimately mole senses is already barely used. You can already make efforts to check rock layer below you and if it's not "good enough" you can generally work around it, which is how deeds really develop their own flare for their owners.
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No. The rate of SB gain shouldn't be tied into a singular skill, and SB as a resource is as fair as it could be, so long as you don't mind people opting to sell their powders for coin instead. Making sense does not mean it's a good game mechanic or concept. You'd just create a frankly terrible disparity, something I already feel makes the differences in bedrolls really awful. Straw beds I'll give a pass to at least, though it already doesn't feel good, or right.