Garis

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Everything posted by Garis

  1. My best friend plays a Vyn priest in my village. He has a mining / crafting alt and his priest main stays in. He often helps with building projects by doing things like sawing boards, cutting bricks, mixing mortar, but his main activities include farming, grooming and breeding our livestock, and above all cooking. He puts in a lot of time every day to provide us with good quality meals, and makes just an invaluable villager. Other things that Vynora priests can do without hindrance include forestry, making simple pottery (hand off unfinished unfired clay items to the craftsmen for improvement), butchering, and of course, enchanting items.
  2. DOUBLE DOORS!!!

    Just in time for a major building boom in my village. This update made my week.
  3. Zcul, thanks for the update. There's a difficult balance between 'game' and 'simulation', and it's hard to get right, but we appreciate the effort. I'm on Independence and my affinity is Beverages, so this change is important to me. Early on I decided to buy a lot of land in order to plant well-groomed orchards and vineyards and pursue my dream of becoming the finest vintner on Independence (not there yet). This change makes my goal more challenging, and I'm excited about that. I'll have to replant my groves, and those plans are already underway. Keldun's post about aid vs. wine was insightful and I'd like to see something along those lines. As things currently stand, apple and cherry trees are only useful for hobby-style jam and cakemaking, grinding the beverages skill between grape and lemon harvests, limited cooking (due to the once-per-year harvest most people don't rely on them to bulk up meals and so forth) and decorative fine carpentry. I worry that these things aren't enough to justify keeping apple and cherry groves. Since grinding beverages skill and making jam or cakes is much easier to accomplish with a large strawberry field, the only thing that's left is woodworking, and fruit woods aren't particularly durable so I don't see them used as much in fine carpentry except perhaps as decorative items. In short, apple and cherry trees are now nearly useless, and relegated to novelty or decorative items, and as a player devoted to beverage making, I hope to see that resolved. Hopefully we can see the 'aid' vs 'wine' idea above implemented (although I suggest 'fruit punch' for mixed juice instead of aid). For now, I'll be removing my apple and cherry orchards. Thanks again for the update. Overall, I still consider it a good change.
  4. Although this has probably already descended into an all out flame war (and considering the ad-hominem:useful-idea ratio is so low it should probably be locked), I use a storage building design that exposes 5 BSBs per door. It's a 2x3 design shaped like a U, with the door in the middle and a BSB on each tile inside the building. I can back up my cart in the entry port, walk inside, open up all 5 BSBs at a time, and drag right from the cart into the BSBs. It might be possible to expand this design to a 3x3 with an extra row inside, such that if the BSBs are all pushed closer to the door you can reach all 8 from one tile. I also have one BSB outside in the cart port so that I can let my villagers come make pickups: +-+-+-+ |o|o|o| +-+-+-+ |o|o|o| +-+-+-+ |o| |o| +-+ +-+ Barring the unlikely event that a new building type / door type / carts through doors functionality is introduced, the technique above offers a storage building design that can be built immediately that doesn't involve 1 door per BSB.
  5. I LOVE this change. The day it was announced we started breeding toughness into our horses, then launched a village-wide effort to start manufacturing leather barding, shoes, and saddles for our riding horses. When we're out hunting, we keep an eye on our horses to see if they need to get out of the fight, bring extra healing mats, and take care not to carry too much extra weight in inventory. For particularly long or dangerous trips we also now bring attack dogs and bows, and possibly a backup horse (as people historically did). And the need for replacement horses and better tack and barding has rejuvenated a large chunk of our local economy. It seems to have made my job as a leatherworker more interesting and rewarding, given us more reason to train our archery skills, and forced us to be more mindful about the condition our mounts are in. I think it's a great change, and one I welcome with open arms. I moved to Indy to remove myself from PvP, not to remove myself from all risk and excitement. The added risks only sweeten the rewards. I respect that it's been hard on others, but these views are just my 2i.
  6. Yeah, yeah. Not a fresh mine. Inherited. Dug either by cave bugs or inattentive miners.
  7. I've read the thread at http://wurmonline.com/forum/index.php?topic=32870.0, and can understand why there are no tile borders in mines (too much trouble separating out actions that can be done above ground vs. below ground). I can also completely understand why the devs don't want to add a new tool (Egyptian level) to the game. Possibly too complex, might confuse or aggravate some players, and also clutter up the field of vision. I have a proposal that would nicely resolve the issue and allow us to determine slope on tile edges in mines. Doesn't require any new tools at all, or new skills. With enough (15+) mining skill, I should be able to "pour" water from a pottery flask (any amount of water should do it) and get a message indicating how fast the liquid runs down the nearest tile edge. Optionally, if I have a compass and the compass is set, a direction (north|south|east|west) could be added to disambiguate which tile edge is being reported on. 0 slope: "The water splashes on the stone". 1-5 slope: "The water meanders (towards|away from) you." 5-10 slope: "The water trickles slowly (towards|away) from you." 11-15 slope: "The water flows (towards|away from) you." 15-20 slope: "The water streams steadily (towards|away from) you." 20-25 slope: "The water sluices quickly (towards|away from) you." 26+ slope: "The water rushes (up|down) the tunnel floor." The numbers and messages could be slight variations on this. Compass could be required to get direction, I'd be alright with that or ambiguity. If two edges that share a corner are both steep, perhaps the edge you're closest to is the one evaluated. As long as they're not both identically steep it should be not too difficult to determine which is which by going to the other corners and repeating the test. Two flasks and a bit of flint or a tooth or something should allow a miner to stretch out their water and not have to carry an extra barrel. Only takes a few drops to do the test, really. I also know there's a realism issue with underwater tile edges, but am not sure it would be a good argument against this method. I imagine a crusty miner with a tiny flask around his neck, splashing water on the stone and seeing if it runs as a better way to model this than elaborate tools. It would also give more reasons to make and carry these flasks, because it would save the amount of water required to do the test. I hope this idea sounds reasonable to the other players, and also to the developers. If not, no hard feelings. I imagine they'll figure something out. Best regards!
  8. Since the mount behavior change a couple of days ago, I have gone from confused to upset to accepting, to enthusiastic about the new turning and backwards movement speeds. Initially I was trying to point my horse in the direction I wanted to move, but due to some kind of latency with the horse animation, this wasn't working. In order to get over that, I just stopped using the horse's head as a visual queue. Now I can just mount up, start moving, and ignore the horse. The upshot is I spend more time looking at the environment than before the patch and less time staring down to see which direction the horse is pointing. The new turn speeds might be dialed down a bit, but now that I'm getting used to them, anything slower might really bother me. A week ago, I recall groaning about how painfully slow it was to get the horse pointed in the right direction, especially around a tight curve. I had to bounce between w-s-w-s-w-s while holding down a or d to get the horse oriented. Now I just move, and am okay with that.
  9. This is excellent work. I would be happy to contribute.