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Everything posted by Idlamn

  1. Or maybe add a writing desk that has an ink storage, bsb paper storage and a normal container, with a handy write paper action that takes a paper automatically and you can write on it.
  2. There are some at 4738, 7461 on the community map. I think one is not finished. Maybe help finish those?
  3. A lot of villages are single players with alt, and in some cases multiple villages are single players with alts. This basically means custom tabards for players. I prefer the way it is intended to be right now - to show the player's allegiance to a certain kingdom. I think there is already an inflation of coat of arms designs with the PMK ones. Think about it this way - there's 1k villages on Xanadu and like 1-2 hundred players online at a time. So there will be more tabard designs than players online. Maybe, on freedom, only allow them for big alliances that have been around for a long time.
  4. An AH would affect the rich sandbox experience that WO has to offer. I know OP said he did not inend a GE clone but I can give you as an example my experience with Runescape (since it was mentioned here before), and how the GE affected fundamental aspects of that game and how something simillar will ruin the WO experience for many. A case study on another sandbox game if you will. I played many, many years ago the old version of Runescape where you had no Grand Exchange (AH). Since that game was also sandbox (in a way), I had a project to level my prayer, which required getting bones from slain creatures. This implied player interaction - i needed shop around banks where items were advertised (similar to WO trade chat but only more local), and in addition to that, to speed things up, I had to look for people that were raising their combat skill and could supply me with those bones. Blacksmiths had the same situation, as they needed to find people to supply them with ores from miners, some of those ores even requiring miners to travel to pvp areas. You could even purchase fish for cooking cheaper at popular fishing spots, where people were just leveling and we're more than happy to give you the fish for less the price as it meant they didn't have to go to the AH. So basically this meant: Lots of player interaction. Not just haggling, but customized deals and such. Lots of flexibility of how you got what you needed, or how you made profit or sold your wares/services. So basically a sandbox trading system. When grand exchange came the whole interaction aspect disappeared entirely, and the flexibility and freedom of ways you could approach trade was greatly reduced. It felt like a big part of the game was missing - the massively multiplayer and sandbox aspects to be more precise. It simply was no longer as engaging as it used to be and we got bored of it (as kids). The worst part was the sense of isolation it brought with it. People were each minding their own business, interacting with the stock-market alone. I felt more isolated there, with tens of players running around the streets of Varrock, than I feel in WO, on Serenity. Please don't say the AH is going to bring people together. It's going to isolate people even more. I can tell you now, for those reasons alone, I felt back then I would have preferred the old trading system, where I had gotten scammed of my entire sum of gold, than the new one that made the game so uninteresting. I want the game to force me and other players, to find ways of trading, to find the tradesmen, the suppliers, the buyers, to negociate a good deal and all that it entails - exploring the world, asking friends for referrals, etc. The AH could ruin the game for people looking for a sandbox experience.
  5. I would like to see more depth to the writing in WO. Maybe first we can have normal functioning letters with line breaks and a good enough number of characters. Then quills and writing desks. And then, finaly, those fancy looking medieval prints. Which can be used for things like village announcements, trade announcements, or simply fancy paper.
  6. This is going to be a long post. I think an essential part of the navigation feature of the game - knowing your direction - is hidden behind this monstrous workaround of mooring the ship or jumping overboard just to get this info. Thus a great feature of the game is hidden there and not put to it's real value. See below. The current state is: For navigating a ship the compass is essential. What happens if you don't have one? Take a mountain range that have a curved line on the map - it goes SE thean easily curves towards NE. The navigator needs to follow this range only on the SE part. However, in-game, point on that curved ridge is just like any other point, therefore the navigator might end up way off-course. (Happened to me today, and happened to me before) I think most of the players sail in a semi-afk manner. They set a course and check the game from time to time, make little adjustments etc. I am sailing in WO as I am typing this. So checking the direction should not be something that takes that much. Exploring, and planning your journey is a very fun and engaging aspect of the game. Unlike games with GPS, here you actually can have a rich experience simply exploring the map, with all sorts of challnges: matching landscape with the details on the map and compass to determine your location, estimating the duration for a leg of your voyage, etc. There are compass makers that need to provide value to the market by making high ql compasses that stabilize quicker. The issue: on boats the compasses never stabilize because they are always moving. The issue with the workaround: you have to jump overboard or moor your ship to stabilize the compass. This is ridiculous. Think of what a new player will believe of the game when he hears about this. Maybe it's someone excited about the exploration and navigating aspect, and imagine the disappointment when he hears about the workaround. It is very inconvenient resulting in players not doing it and ending up doing mistakes and getting frustrated about exploring. So. Nice exploration system, very engaging, very promissing to new players. But this core feature of it - having a way to know your direction when sailing (which is essential) - is accessible behind a workaround. I say this is enough reason to solve this in any possible way. The solutions for this: Make compass stable on ship. It's not going to ruin the market. I need a good ql compass to get a direction fast before that bearo engages me, not so i can jump back in my boat faster from the water. The simple ideea that I have to jump off my boat to see the direction, or mooring/unmooring it, brings so much overhead, a good QL compass cannot compensate for it. Add a nautical compass that works only on ships, with, maybe, those features: Make it have to be attached so you need to buy those for all your ships. Make the normal compass no longer work in water or on ship. So you MUST buy a nautical compass. Here it must be taken care that this will be affordable otherwise you are have the same problem. Make the compass stabilize on demand: 1) right-click on ship 2) check compass 3)wait x seconds based on QL 4)compass shows direction for y minutes based on ql. This is honestly stretching it for the sake of compass makers.
  7. Yeah at least give us the option to build castle turrets with high enough masonry.
  8. I agree. With 3rd person, the absurdity of those animations is even more noticeable. It makes the game look unpolished. In this same direction, something should be done for those holding liquid animations where the player is holding a puddle of the said liquid like some sorth of shield and the small anvil where the player is holding it when smithing.
  9. Looking at the screenshot this limitation seems a bit ridiculous. If individual models are a concern then maybe change normal bookshelves to have different fill models such as for bsb.
  10. This is really a nice to have in WO. In other MMOs (e.g. WoW) you need this as it shows the player specific stat changes (e.g. +5 dexterity). And some of them have tons of those. In WO it's generally the case that it's a picaxe of a certain material, with one or two enchants and maybe a rune. Easy to write so in chat. So it wouldn't help that much. What it might do is make the game more familliar other MMO players, and give it more of a "polished MMO" feeling.
  11. Would be useful if we had the same group mechanics we get for the inventory for containers like, chests, coffers, backpacks, satchels etc. So not affecting item count limit but allowing us to organize our items better. This can be used for stuff like grouping like suits of clothing/armor in the wardrobe, grouping imping tool kits (tool kits for skill, one for quickness) etc.
  12. I can say that when having read this I just remembered we imprisoned a red dragon in a mine on Serenity (also about 2 years ago). It is probably still there as I doubt anyone would venture inside that mine for no reason. If not giving the option to locate at least make it so that they will exit a mine once the mine door goes down or something.
  13. Yeah I agree with this. I was looking for a reason to add the staff to my exploration kit.
  14. Currently the backpack is the only contianer that has this possibility, to show items not grouped under their item name. This allows us to better sort them by imp object when imping multiple items at the same time. You can see the difference in this screenshot: Both views of the backpack are sorted after imp item, however the one on the left is the "ungrouped" view, while the one on the right is an expanded view from my inventory. As you can see it's much easier to imp the items requiring leather for example as they are ordered one after another. However not all items can be put into a backpack. Those waterskins in my screenshots, shovels and picaxes to name a few. Also furniture. Therefore I think this should be a view toggleable by the player for any container: inventory, carts, barrels, etc. Maybe with the same context menu as "expand all"/"collapse all" actions.
  15. This looks really good. The text bubbles will be useful when the hordes of players will rush in the game as it goes to Steam Also the new default-action button is nice, but I hope we keep our key bindings also.
  16. +1 maybe for trellises it's a different command?
  17. shields

    +1 not decorative. We have the displays for that.
  18. +1 it would also bring another use for the characteristics - quicker timer.
  19. Dragon pen

    Somewhat related: I know that dragons are able to break walls, but if I am surprised by one on my deed and I flee into a multi story building, will it flatten it to the ground? Or will it simply break walls on the first level only. Like what do people do to prevent uniques destroying their deeds?
  20. I only once got killed since I started playing. And most of my playtime I had this house in the open with just a gatehouse and some walls in front of it. Easy to catapult, easy to get inside. To make it even more raider friendly I also added lights all over the place so you couldn't miss it if you were in the area. I only got raided once while I was afk, and had a rare stachel taken from me (but was recovered later by the kingdom), and some occasional horse thieves, now and then, when I wasn't playing that much and the walls to my pens decayed. Tools and such can be easily replaced and even more easily protected: you can put them on an account that just carries your stuff or on a merchant with ridiculous prices. If you are in a deed you can breed new horses. Obviously raiders won't usually bother taking your materials or furniture, so you should not worry about those. The only hard to repair damage would be the boats, I guess. Of course, there are people that simply want to cause mischef. They could go around and just catapult your house for their amusement or for trying the new trebuchet or whatever. Epic allows that. It never happened to me but it is possible. Still, compared to other sandbox MMOs such as Mortal Online, WO Epic is much quieter.
  21. Dragon pen

    Or maybe my fault for writing such a long OP Sounds like he's being held in a mausoleum =D
  22. Dragon pen

    He does seem to be trapped in my tunnel. So I assumed from the start that keeping them in a cave is possible. What I wanted to achieve with my contraction, in fact, was being able to visit it without it aggroing. Think I'll just lure it out to a different cave for now, so it doesn't bother me. Like I said I won't be holding it for myself. We will prolly kill it when we have the numbers. Epics pop is in it's low atm and there are plenty uniques roaming around.
  23. Dragon pen

    Today I was surprised by a big red dragon while climbing down my tunnel. He has now taken residence there, and I have to climb to my place since I can't get past him. I thought I would go teach im a lesson, but I don't want to kill it since it's really darn pretty. I can't have it in my tunnel either or I will be climbing up and down to and from my place all the time. So I thought of putting it in a different cave. But then maybe I want to look at it from time to time. Keep it as a sort of trophy you know... So I came up with this plan: 1. build a tunnel. This will be the tunnel I lure the dragon in. 2. at the end of the tunnel dig a larger underground space 3. in the middle of that chamber build a house with a floor on top. 4. build another tunnel to that chamber. This will be the one i come in after I lured the dragoon inside, to see it. 5. make a bridge from the house in the middle to where tunnel2 meets the dragon room At this point I should be able to walk on my bridge on top of that house and the dragon should not attack me, since he cannot reach me. However I have the following concerns: 1. I read that they can "mine down" walls. And was wondering if he will get aggro of me and break into tunnel 2 before I reach the bridge. 2. If 1 is possible maybe reinforcing the walls would help. 3. Was also wondering if he can randomly decide to destroy my house and my bridge. In this case the whole thing would be rather pointless This is a sketch of what I had in mind . (deed planner 2.8.9) Btw, I won't be hiding it or anything. I am on epic and there are a lot of uniques atm that no one wants to kill. Because we're such nice people here! I will open the place to the kingdom so people can also visit it. Or visit it and kill the dragon... whatever. What are your thoughts on this? Does it seem possible, and has someone tried anything similar?
  24. Oh interesting. What Valrei changes are they planning and when? Are they adding more interesting missions?
  25. I don't mean steal. I mean saying Epic is a PvP people will start thinking that's all there is. It's not lieing to them. It's telling it so that people who aren't into pvp that much won't say: not my type of playstyle from the start. Like I said a lot of people on epic are ok with the full loot experience but really focus on other things. Those people will leave Freedom anyway because it's too slow. In other words they should know other kingdoms can raid their homeservers, but also know that there are more benefits than just pvp, and that the purpose of the cluster is not actually taking turns in bashing each other in toggle combat. Because it's not. No matter what the devs initially planned for it, life on the homeservers was seldom PvP-oriented. Think of it this way: Wurm is a player-driven world. If it's a player-driven world would it make it hardcore PvP just because the devs wanted it so or say it is so? Of course not. How much PvP there is is dictated by the players who do or don't PvP. And a lot of people don't PvP that much on Epic.