Idlamn

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Everything posted by Idlamn

  1. Could help with the current situation of players complaining they are note getting enough chances for dragon mats. But then, it is no longer as exclusive and top tier is it?
  2. I did Puzzle Labyrinth a few days back, and for a project like that it seems that it would be useful. Other than that maybe it might be of some use to people on pvp. However then a system needs to be in place for finding and opening them and there would have to be a trade-off between those and usual doors. Other than that it doesn't seem to have much use. Just a curiosity. Making them and bypassing them (on pvp) could make use of the traps skill.
  3. I dug a hole and left my horse on an adjacent tile during the whole process. After I finished I couldn't lead it anymore even if I went next to it as it was on a different "floor". I reloged and it was floating in the air. See image (blue is the tile it was on, or rather the tile underneath it) : https://pasteboard.co/JwfCmxd.png I think this can be reproduced by: Pick a spot to dig. Place a horse on an adjacent tile. Maybe in the middle of the tile or something. Dig the choosen spot down like 80 dirts. At this point I couldn't lead the horse. Extra: relog. Extra: horse will be floating as well.
  4. I remember seeing a similar thread around here and someone suggested geforce now. I know you said without 3rd party but I think geforce now might be an ok experience. The buttons and all the ui is going to be kinda small tho. Haven't tried it myself.
  5. Why would you need a roof in a cave. There is no rain there. Just kidding. If it's something easy to allow it would be nice for esthetics. But this needs some calculations for the cave height/roof height. If not having a flat floor over as it is currently possible is ok also.
  6. If locations are noted down automatically by the game then this can be used as a gps. You just note down a location and where it appears on the map it's your location. What would be good is to extend the annotation system a little to allow for more annotations and creating actual maps that you can sell to others.
  7. They will have to change the map after this to a big green square.
  8. I hear this happening with mailboxes often. There is definately an audience for an event like this. When I saw the thread I thought it was an event like impalong. Wouldn't have participated myself, but wanted to go there and be like "what are you nutcases doing pushing that rare loom all over the place". XD
  9. This would really be nice if hair was something like it is in Ark, where it grows and after some time you look like a caveman. But it is still nice have this as a possibility to change appearance, with fancier styles being available only from other players that have higher skill. Maybe they can also add more hair and beard styles ^_^.
  10. Connect the old servers to the new ones next maybe :)? I saw female players characters wear armor. What do you mean?
  11. When I inscribe a paper the text area won't contain all the text. If I shrink the window the text area resizes to 3 rows or such and I can see the text. Also here, when reading an inscription the "Send" button appears over the text area.
  12. Dirt wall limitation is way higher then 16*33. You can put another slope in the continuation of the first. And I saw this. People complain for good reason about this - it clutters the landscape with abandoned dirt art, and most of this terraforming stuff looks very odd.
  13. Looting stuff from absent players IS possible currently. If it's outside a structure/deed it can be lootable even when locked. Having a system that allows tampering with other player containers only after a certain amount of abandoned time would be better.
  14. I would not go as far as to say that a considerable amount of people like the inorganic look just because you see those dirt structures all around. Think of it this way: how many flats are in the game and how many players have ever been in the game - at least a number equal to the number of flats we can say like the "inorganic" look. Of course they can be more as other people will settle over. But at the same time the rest could be mostly against those dirt structures and simply tolerated them or settled elsewhere (where they didn't leave a dirt structure behind). I don't know what's the proportion of people that like or dislike dirt structures, I just wanted to point out that because there are flats it doesn't mean the majority or even a considerable amount of people like them. A lot of people complained both on Epic and on Freedom about this issue. Yeah people can do whatever in a Sandbox. But why can't the tall building people build skyscrapers with 100 levels for example? There need to be some limits regarding the environment and I think this is one of them. At least a skyscraper would decay eventually when the player leaves, but the dirtie structures remain where there were once deeds, cluttering the landscape especially for new players but also for older players looking to make new settlements and such. Not to mention they look very unrealistic. Maybe if they had to be reinforced with stone or something...🤔
  15. This was recently discussed here. As someone coming from Epic, where lopckpicking was possible, I can say that, due to the more secure nature of Freedom, getting to abandoned stuff/moving it around has become somewhat of an absurd workaround with lava tiles. I would probably stick to lava tiles, as lockpicking is way more difficult, but I still find it a strange workaround, and there are certain conditions for it (god domain) which might make it impossible to use. I think there is a sort of ownership of chests in place in the game, so it would only be a matter of checking how active character is.
  16. I wouldn't like eyepatches, skull and bones pirate hats, bandanas or jester hats in a medieval setting game like WO. A simple tricorn like the one OP shown would be ok as it's not immersion breaking.
  17. This would be nice as well as arrows breaking. I witnessed something similar to this happening IRL - the person did a mistake positioning the arow and it sort of dry-fired (nothing broke). Was a very loud snapping noise. Would be nice if other people heard it also as a combat sound in game. Maybe in PvP so the enemy knows. Regarding this, I broke a one or two arrows but don't remember any wood cracking (wooden arrows). Maybe just play the sound as a notification tune together with one of those screen messages sayin "The arrow broke.", instead of a realistic modulated sound.
  18. And what are you left with? A lower level flat? I never tried flat rising. Maybe a different solution needs to be found for those flats. People don't like the way servers look because of those raised flats and dirt walls. I had RL friends play with me on Serenity and they were like "what's that? is it a glitch or something?", "nah it's a dirt wall", "wha?". A friend was really disappointed when he started because I showed him the untouched woodlands near my place first (Wurm has very nice forrests), then we went back to civilization and there were all those flats. At least if it's not possible to take them back to the natural organic look, make it hard to get them in the first place. But maybe removing level isn't the best solution.
  19. When auto-decay of dirt walls was proposed people said that in WO you need to work hard to get the terrain you want. But just how hard? Someone told me it would take a year to fix a terraced area. Why is it that for terracing the landscape forever we have a level command so it's easier to do, while to un-terrace it is such hard work? I propose we get rid of level - it's an easy way to get flat raises hence the reason they are everywhere. You should only be able to raise dirt by dropping and then digging the excess. Or at least add an equivalent "un-level" action. We need a balance here. Or even better, why not disable level command for steamy WO as a last minute change so they won't have a terraced server in 2 years. You can thank me later when the game will be so successful because of this 😉
  20. I can't. I don't know what that is.
  21. It might not be really there. I know. But the visuals of it I mean are strange. Like how often do you see rocks sitting one on top of the other like that?
  22. I came across this: https://pasteboard.co/Jj1vLoU.png I know there's a thing called rock balancing, but I wonder if this was intended or not in WO.
  23. Ah ok, I got it now - rather than being part of the map it's a point on which the player crosses servers. It was meant to show how people can travel between servers seamlessly. I think you shouldn't be worried, I just saw it a similar shade with the maps and thought that's how the new maps were drawn. To someone on Steam I think it will be more clear. Even if they somehow get the same ideea such as me, the context is pretty clear (with the ship sailing between two islands). Anyway, since I played WO for some years this feature seems like second nature. For someone coming from other games, it might be something really exciting to be able to change servers like this. It's nice that it was shown in the trailer.
  24. There will be lots of factors to take into account like compass ql, speed, smoothness of movement (which is more complex like you said, a ship moves more smoothly than a cart, however even there there are sudden stops/accelerations). However on foot I think it might remove the need for a higher ql compass for some people. If the compass has less than 180 degree error you can easily see the actual direction you are headed, if you are following a road. Also if the needle is moving left and right of the real direction, even if there are some random differences you could still after walking a while see about where the real direction is. So this needs to be made in a certain way...
  25. Also seryll mine doors please.