Tuhljin

Members
  • Content Count

    41
  • Joined

  • Last visited

Community Reputation

13 Decent

About Tuhljin

  • Rank
    Villager
  1. We're talking about enclosures, not the special enclosure rules. From a game design perspective, there is no reason that animals should spawn inside enclosures. It makes no sense. It adds nothing to gameplay. It detracts from immersion if that's your thing -- it's bad enough that stuff just "spawns" out in the wild for no reason (without a spawner object like a den), but you can get away with that when it's far away from any players -- but to spawn in a place you've secured with fences is absurd. The animal wandering out of the forest, okay, but showing up inside a small pen? How the heck is the creature getting in there? And no, it doesn't have to be a tile-based thing for the server to check against it. I should know given what I do for a living. Just stop the fence check when you go out a certain distance and the load to servers would be minimal.
  2. Seems like you're treating the symptom instead of the disease. Why do mobs spawn inside enclosures at all? Unless the enclosure is downright huge, it makes no sense that they would. So they shouldn't.
  3. A warning should have been given. Also, why do mobs spawn in fenced-off areas to begin with - on deed or not? No mobs should spawn on deed and no mobs should spawn in fenced-off areas at all (although maybe if the area is huge we can make an exception so the game doesn't have to check too much in order to decide an allowable spawn point). It makes no sense otherwise.
  4. Good to know, and I'll try it out myself later I'm sure, but until there's a proper keybinding interface, that's more of an advanced option. New players would have no idea and would just try to drag it like you do with everything else.
  5. Speaking as someone with some experience in game design and programming -- there is no good technical reason for not doing NPCs. There may be good technical reasons for making them a lower priority, but not for not making them at all. All this talk about it causing lag and this and that is nonsense in the long term as any such issue can be worked out (and many of these speculated problems aren't real to begin with). It's not like Wurm is all that intense packet-wise nor would this suggestion change that. So let's just dispense with all such reasons for dismissing this idea. If you don't like the idea because you think it doesn't fit the game, then fine -- but you'll have to properly take into account that the game already has many NPCs in it and not just handwave away the idea of NPCs in general. My own position is that "decorative" NPCs don't really seem like a high priority item, but there ought to be a place for some functional NPCs at some point, but even then their priority depends on the function.
  6. The crafting window saves a lot of time but it can be a bit of a hassle trying to find the right tool to drag into the slot to do the job you need to do. This could be alleviated significantly for those of us who have our toolbelts set up by letting us drag an item on the toolbelt directly to a slot in the crafting window. (Of course, this wouldn't remove the tool from the belt; it's just a convenient way to add it to the slot.)
  7. Buff bar?? -1 to features evolved over time by game developers and used by successful games because they work well. /Am I doing it right?/ I swear, some of you guys remind me of hipsters who like obscure bands because they're obscure, not because they're good - and then subsequently stop liking them if it turns out they actually were good and thus got a sizable following.
  8. So you admit you are willfully ignorant of others' arguments, then. Whether this suggestion is a good idea or a bad idea -- your approach to it is bad. Looks like you didn't read it, either. And it looks like others didn't address the OP's argument, either. Way to live up to the stereotype, forum-goers/PvPers.
  9. Throw out as many complications as you like, but I don't see how the devs couldn't work out a solution if they wanted to. The game world feels "wrong" without any rivers, streams, or higher-elevation lakes and I certainly hope that some sort of implementation will happen in the not-too-distant future to fix this, even if it's just baked into the maps and even only on new maps if it must be so.
  10. How are you defining "physics"? Because as a game designer/programmer myself... I don't see them in the OP.
  11. My deed, Treeline, is at ~ 31x 37y. Thanks!
  12. I didn't mean to lump everyone together. The fact is that the players in my area have been very helpful and friendly. However, the fact is also that most of the vocal community in the forums and in global chat are vehemently against doing things that virtually every gamer (edit: make that sandbox gamer; no reason to alter things to appeal to people who don't even like the genre) would consider necessary in order to even consider playing this game long term and will either be downright rude to those who suggest them or at least side with the rude people, not even chastising them for crossing the line beyond polite disagreement.
  13. No, your argument is silly because of the reasons I already stated. And you're not normal because you like spending crazy amounts of time doing trivial tasks in a "game". Note that I didn't say "stupid" or "bad", I said not normal -- and that is just a fact. I'm "not normal" in many ways I'm quite proud of and many other ways I'm just fine with. You can be fine with liking to spend your time in a way that most of the population would consider a waste, if you like - heck, I like a lot of things others consider a waste. But it's still a fact that you're not normal, and not normal for a gamer, and not even normal for a sandbox gamer. Wurm is niche, I get that, and it can remain niche, but it doesn't have to remain absurd. For the reasons already stated. Consistency, reducing frustration, etc. Reasons you ignore -- another reason your argument is silly. And yet another reason why your arguments are silly -- and worse. You are attacking a straw man -- and you're getting completely rude and uppity about it. Someone may have asked for a uniform timer no matter your skill, but it wasn't me and the general understanding seems to be even among those asking for a so-called uniform timer is that it'd be uniform relative to skill. Like I said -- the problem is the inconsistency with other skills like digging. And how does digging work? You always succeed at the action but it takes longer with lower skill. Just take the average surface mining success time at whatever skill you are and make the timer that long. Simple. Wurm veterans are ever so welcoming to the new blood, aren't they? I just can't figure out why this game isn't growing more. Hmm.
  14. All of you people saying it's fine, it's supposed to take a long time, blah blah, just keep talking past the rest of us. Not one of you has addressed the randomness element and its inconsistency with the rest of the game or given a solid argument as to why that's okay.
  15. Wow, people are seriously complaining that it's "unethical"? Even overrun-by-political-correctness Wikipedia doesn't have a "Controversy" section under the entry for riding crops. I'd cite the history of horsemanship in what could be considered analogous time periods, not to mention today, but I guess you guys just want even more fantasy in your fantasy game.