Idlamn

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Everything posted by Idlamn

  1. I wouldn't go as far as to give players their location. Giving a position within 10 tiles is practically a gps, only you do not get the location update constantly. I mean how relevant are 10 tiles to sailing? Even giving the position with an error of 2km is not ok imo (and I know this is already possible on some servers), as the game offers everything you need to determine your location. The ql of the nautical compass can have a speed limit for which it is stable. This should be made so that a harder to make high quality compass is necessary for people with "min-maxed" ships. Obviously they can slow it down to get a reading, but if you have a high ql ship and want consistent compass readings, you would have to buy state of the art instrumentation. Compass makers are happy, min-maxers are happy, people that travel occasionally are happy and everyone in between as well. And most importantly, nobody is put-off by the absurdity of overboard-compass-reading workaround. Especially the new Steam players 😉. I mean how many MMOs have boats? Don't you think people are going to be attracted by this unique aspect of the game?
  2. Maybe a few more shots showing the different crafting professions like smiths, jewelers, clothiers, carpenters, etc. would have been good, so that people can see what their future shops will look like :D? Wurm has so many things it would probably not fit into a trailer. People will simply have to play and be amazed :D. I also got some fresh ideeas as an old player from the trailer - especially those farmlands on the hill. Also, I hate to nitpick, but at 1:55 when those maps appear, some of them have the "Server border" caption on them.
  3. I thought the music was made especially for WO. I have it on play store and there are 3 albums titled "Wurm online - Meditation and work chapter 1" and other similar. I also found those anthems on youtube:
  4. Is looting that much of deal that people would have the items rot away rather than being taken by an honest adventurer? Lol. The concern was that people were in risk of loosing their stuff during a prolonged absence, not that someone got loot that they didn't craft themselves. Now that's what I'm talking about. I think you people focus too much on cleaning up deeds, while the real value is the added fun factor to the game. Lockpicking an abandoned chest/bsb/whatever should also unplant it for people that want the furniture also and/or want to clear up the area.
  5. But the game OS is amazing....
  6. Why would they close Epic? It's full-feature Wurm: home servers, kingdom vs kingdom, raids, faster to build/craft stuff, lockpicking. If population is your concern, why not close the smaller pve servers the same way? Leave only Chaos, Xanadu and Independence. Also on Serenity there is a number of active players. Not what it used to be 7 years ago when I started, but the population droped everywhere. Also people saying they reset some maps on Epic: yeah they did and some people left because of it. I personally didn't like it, even though it did not affect me. Not to mention the fact that you could load your ships with your items in order to save them.
  7. lol click the links. I forgot to vote, but would have voted down because it sounds strange.
  8. This also, but just let the devs make those names. And 4-6 should suffice.
  9. Please don't take it the wrong way, but I think the names are bad. Name it something like "Prosperity" and "Vindication", "Pandemonium", "Discord" or whatever. Even "Hearthland" or "Hearth" would be better than "Heartland". I mean it doesn't really sound like anything. EDIT: just forget about voting, please, and choose something good. I didn't even know there was a vote going on, and I bet a lot of players are in the same situation.
  10. I wanted to suggest the same thing. Someone actually asked me if this is the case with caravels in game. IRL people DO sleep on ships, with 10 meter sailboats being able to accomodate around 6 people. If we look at the table here https://www.wurmpedia.com/index.php/Ship a caravel has a length of 7 tiles so about 28 meters. Of course not all of this is actual hull length, and a lot of the ship would be filled with cargo, but still they should be able to house the crew. This might even solve some of the complaints about the time it takes to travel.
  11. With local this would interfere with the "hide" feature.
  12. Everytime I pass by the lakes and gulfs in the Esteron area on Xanadu, I visit Relto, sit on a bench and admire the view across the water towards Eletha: https://pasteboard.co/Jab7IIf.png I think it would be nice if there were some benefits to sitting. Some ideas in addition to what was already mentioned above: noticeable bonus if you write sitted at a table (so the paper placed on the table and the player seated) - say like +100 chars if writing on a table +100 if also seated? I think this would be very realistic. a rest bonus for reduced stamina usage for a while make it possible to meditate with an increased timer and lower skillgain on benches - imagine sitting and seeing the view from the picture I attached
  13. I understand now. I don't know how often people do that in WO tho. Also, you can do something similar right now, without lockpicking: simply drop a bunch of eyesore containers in front of someone's deed, plant them and lock them. Hope I'm not giving ideeas to any potential griefers :D. I meant that the person cannot log for RL reasons, not enough time, exams, etc. I personally had periods where I'd log in like every 3-4 weeks. Sometimes I forgot deed upkeep and it went into less than a month state. I am not sure how it works exactly.
  14. I'm not sure this brings anything new to the game. I have a kit for camping that consists of: branded horse with horse equipment tent bedroll possibly extra pack mule horse to put some of my stuff on And I can basically drop this anywhere in a minute, when I need to log off, and I am in the middle of a long trip. Or was there some other purpose here?
  15. Maybe with the new UI they are adding this.
  16. No. And honestly, it didn't even happen on my off-deed homestead on the epic server. I don't expect this to happen often. I'm not sure how allowing loot is calculated but I think the base level must have a certain wall damage average or something. I say this because we tried to loot a house with fallen walls on the base level but it still didn't allow us. There is a similar situation with deeds - which I think is even more important than houses. The person maybe does not have a chance to log to pay upkeep - and bam - deed disbands, stuff outisde houses or in caves, horses are there for the taking. Also here players will assume the person no longer plays and loot the place immediately. I have no ideea how this could be solved to be honest. Just tried erupt. You cannot erupt a tile under an item. So for planted items - though luck. How often does this really happen? Those examples I saw were on the freedom pvp server. On the PVE I think it was already established that the feature will imply the player being away for a large amount of time to be able to lockpick. So how are you trolling a player that hasn't logged for 3 months by replacing the lock? Lava tile seems to be a wogical workaround, and I'd very much prefer straight forward lockpicking. Like imagine a new player - he finds a locked chest in an abandoned place and wants to get to whats in it. Then, after checking the wiki, he discovers the beautiful world of lockpicking and locksmithing in WO. But then he gets this: "Oh nooooo! We don't do things like that over here - here we create a tile of magma and push the item over it so that it burns with the rate of 1 damage per 15 minutes, giving us around 100 minus current damage times fifteen divided by 60 hours until the item is destroyed." Instant cancel sub and delete game. The alternative would be a more consistent system, that is already implemented. With the addition of the check for x months offline, I would say you guarantee that lockpicking is only done on abandoned stuff.
  17. I also think the nights are way too bright with this latest graphics patch. But it wouldn't be realistic to make them all pitch black. Also since we are talking realism the Wurm nights should in fact be brighter than real nights - as there are more moons reflecting the light from Sol. How bright/dark should nights be I can't really say. Also another thing to consider, especially for advocating the need of lanterns as well as pvp scenarios, I saw this in other games - you have gorgeous night levels with dark places to hide or some interesting related mechanics like torches or lamps. Only that players can increase the brightness (either through game settings or computer settings) and, for the pvp games, they get an advantage. And this only adds a dirty meta to the game. If players would be able to bypass this with a meta, for convenience, they will. Both in PvP and PvE wurm servers. In PvP for the advantage of seeing without being seen (unless the opponent is also using the meta). In PvE for convenience of not having to deal with needing a light source or planning your trips/mining sessions. Don't get me wrong. If this can be done without allowing those hacks it will be a great feature to the game, making players more engaged with how they approach night-time travel, making lamps and lanterns relevant (and therefore the crafters as well) and overall a more interesting game experience. But if meta is possible, then meta will be the norm, and instead of playing with a slightly brighter night, you will end up playing with some weird brightness hack. This can also be purely esthetic - darken the nights a little, so they don't look like early morning. Not as dark as you getting lost or anything without lamps or lanterns.
  18. This would add depth to adventuring, exploring and even locksmithing on Freedom. Adventuring by allowing players to get loot from abandoned settlements they discover. Locksmithing by giving a reason for this profession other than making locks for chaos - lockpicks for freedom. And lockpicking itself of course. This would be something that only explorers that want to have an edge over others will train. It's quite hard to level up. Clearing out areas could be handled in different ways, I think. But then again, if lockpicking would be used for that, I imagine it will be a service traded in-game to people looking to clear their deed area of abanoned storage stuff. I wonder if it would be possible, based on server logs, for the devs to conduct a data analysis project to see patters for players logging behavior such as when they are not actually leaving the game, just taking a short break. I once lost my stuff for not actively playing. I had a non-deeded place on an Epic server, and it was decaying more and more, but didn't have time to repair it. At some point a patch or something was introduced that caused massive decay on all structures and my fellow kingdom players probably thought I left the game and raided my place. My biggest concern was that my beautiful homestead decayed, not that I lost a lot of stuff. But on epic stuff is easier to get back than on Freedom. And I can see people getting frustrated over this. Of course if you are away from the game for months in a row, you can't expect your stuff to be waiting there. It either decays or is taken by others. So I think making sure that the player has actually taken an extended leave from the game and not simply not having time to login is very important. So this needs to be directly tied to login times and not some decay mechanic. I also saw in replies here that people should put their stuff in houses and such. Keep in mind that when players take short unexpected leaves it's probably because players encounter something in their lives that doesn't allow them to log often or at all: exams, school, emergencies etc. So my point is in short: Allowing lockpicking will add depth to exploration. It will give more purpose to locksmithing on freedom. More purpose to lockpicking skill on freedom. Possibly a new service people can sell/buy for clearing areas of abandoned locked items. BUT I think we need to make there won't be the situation where people aren't able to log for some time and find all their stuff taken.
  19. Medieval setting was very colorful by today's standards. But I kind of agree for weapons and tools. Having dye on the metal part that is used would make them look unrealistic and weird as dye would be removed when sharpening. Besides I like how you can now distinguish an iron or steel blade from the color tint. Backpacks and quivers should be dyeable tho.
  20. Would be interesting. However most people sail solo. With this they would probably sail with their alts. But I agree with the fact that light breezes are too often. I don't mind them as I simply find other things to do than sailing. But I rather see them as those bad luck moments. A gale, as well should be something like an opportunity for a player to speed up that trip he or she has been planning. Not as rare as a light breeze tho. Or at least have a chance to damage your mast greatly if your sail is unfurled all the way (like 30 boat dmg dunno). But they should be very rare.
  21. Here's another screenshot of the transparency bug: https://pasteboard.co/JcfBU6n.png You can see the stars closer to than the planet in that shaded area.
  22. This happened to be, and my wagon got teleported above the mine on the mountain slope. This happened a while ago, though. Think april or so. It was too extreme of a slope to drive it, and I had to push it for like 15 minutes.
  23. This happened to me just yesterday, when I was in the woodlands moving around dangerous terrain, and simply being blinded by the terrain. The water reflection is another bug in of itself I think.
  24. There was a skill transfer a while ago and you could move to Freedom with most of your skills slightly lower than on epic. But you had 3x increase timer until you reached the level you had on epic (I still have the 3x bonus for some of the skills). This was a one-time transfer, and I don't think it's available anymore. It was before a patch which made epic easier. However from freedom to epic skills always carry from what I know. So if you have higher blacksmithing on Freedom you will have that actual level on epic. This basically incentivises skilling up on Freedom and not on epic. Basically for players like me, who have moved to Freedom, skilling up on epic is pointless as we don't carry it across to Freedom. If you ask me they should make a sort of permanent skill transfer both ways. And overall for the freedom skills, leveling on epic and using a skill transfer should be a bit faster. Or it should at least give that 3x bonus or some other bonus.
  25. I think it is important that this possibly small adjustment needs to be done before Steam launch, as the workaround (going overboard or mooring all the time) would give new players the feeling of an unfinished game, and it would be a real pity. Even if it is no new item, just the current compass made to be permanently working on a ship. Later you can add the nautical compass.