Garis

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Everything posted by Garis

  1. Absolutely great work on this, Fearil. Tonight I'll figure out how to get it working on the Mac and share my installation notes with you.
  2. Don't get discouraged! It seems like you need to better understand who your potential customers are. I buy tools all the time. And weapons, and armor. In the last year I have utterly destroyed at least a dozen q80 shovels, and that's just shovels. By this I mean I wore them down to less than q10 and recycled them. Can't tell you how many hatchets and picks I've burned through, or chisels (dear god, the chisels). The people who actually need and use tools aren't going to buy discount q30 iron tools that an aspiring blacksmith made, they're going to buy top-of-the-line rare, steel, and enchanted tools made by expert smiths who have absolutely devoted themselves to their craft. Or (as is often the case), they're going to make their own tools because they can't find a reliable supplier with reasonable prices. I generally separate out my tools into three categories: Artisan Tools: These tools are capable of either gathering or fashioning top quality crafted wares. This includes shovels, picks, hatchets for getting top quality sand, clay, lumber, and ore. It also obviously includes top shelf crafting tools I use to push the quality of my own crafted items. Journeyman Tools: I use tools in this category to get a job done, and preferably at a good pace. Usually these tools are q30-60. I use them to imp low-median quality wares, and I sometimes used highly damaged tools to speed up skill gain. If I have an artisan grade tool that I've worn down to q60, and it has CoC but not WoA, I skip this category and use the sunder spell to drop its quality down to around q10 or q15. Apprentice Tools: Intentionally low quality (q5-15) tools for digging, gathering wood, or mining. I prefer these to be enchanted with CoC but not WoA, and I also prefer them to be made out of steel. The benefit of low quality tools is that they get damaged very quickly, which can increase your failure rate while mining, digging, or chopping trees. This in turn speeds up your skill gain at the cost of material quality. They also lengthen your action timers, which at very high skill levels can help considerably in your skillgain. Actually, I'm in the market for a new shovel. q80 or better, preferably 80+ enchants, but I can live without them. I whittled my last one down to q50 and now it's not well suited for for digging construction-grade clay and sand, so I'm going to sunder it down to q15 or so and use it as a skiller until the magic wears out.
  3. Meredin

    Just finished a month-long project I've been working on, and wanted to toss up a few screenshots. I needed clay, and there was a spot in the middle of the Northmere. So, I raised an island and built myself a place to cook bricks, grind pottery, fish, meditate, concentrate on crafting skills, and generally relax. "Meredin" means "Lake Fort": From above, looking down at the clay pit: From the water: The entire project took somewhere in the neighborhood of 3800 dirt, 2500 stone bricks and mortar, 2000 clay for pottery brick floors, more than a few meals, many shipments of rock and lumber, and the patience of my allies while I droned on and on about my glacial progress. Now the fun part begins. Making myself at home. EDIT: Added a view from the lake
  4. "My toes too numb to step, wait only for my boot heels / To be wanderin'"
  5. Well at least we now have a definitive answer. It will definitely happen eventually. And that helps us plan. Thanks, Rolf!
  6. +1 for Hordern I can't think of an obvious or easy way, but moving a merchant to a different legitimate (building or vendor stand) tile on deed would be awesome, and a great option for mayors, allowing owners of markets to shuffle around and rearrange the merchants to try to improve, expand, or optimize the layout of the market over time.
  7. Pray for the 'Unstoppable' buff Fix bayonets Charge!
  8. There is. Markets in Wurm are not a zero-sum game. Edit: And, I should add that the straits east of TD are simply the most natural location for a market on the server, as the intersection of two major land and sea routes.
  9. He also explicitly refused to answer during the IRC Q&A session whether or not he intended to ever link the servers at all.
  10. This is the "cost" of not living on a deed. I suggest you make yourself a training doll and buy a large maul, and get good at using it. Others might suggest that you build yourself a guard tower. It's an option, just not the one I'd suggest.
  11. Spies

    It's obvious to me, as it should be to everyone, that he was not a spy, but rather a thief! Why else the empty backpack!? And the empty bowl as well? Perhaps he was scouting out the area for a botanizing/rummaging/foraging raid. You're lucky the guards caught him when they did.
  12. You will need to remove all pavement before planning a structure. This is a feature, not a bug.
  13. Generosity is its own reward, and it is a privilege that people who have plenty can afford to give. It's not something that calls for or demands compensation. Wouldn't be generosity if it came with the expectation or anticipation of return or payment. The best outcome is for you to eventually get premium, deed up, live nearby, but not too close, remain active, and eventually get good enough at the game that you could afford to give a new player a place to hang their hat and some spare q50 tools that you've got lying around, and then pay it forward.
  14. SMAC ruined Civ and other turn-based strategy games for me. Sid Meiers Alpha Centauri was great because it not only played up the crucial importance of land and sea transportation routes, but also because the technology tree incorporated philosophy and a full sweep of scientific, governmental, and philosophical progress, instead of just higher caliber weapons for blowing up the enemy faster. AVP ruined FPSes for me. Alien vs Predator reminded me why I used to be afraid of the dark, and slowed down the frenetic pace of most FPSs to the point of fear-induced paralysis. Haven and Hearth ruined Minecraft for me. The ability to have quality associated with not only every crafted item in the game, but also in every resource was novel and vital. Also, HnH has the best food and cooking economy of any game I've ever seen to this date. No other game even approaches it. The decision of what to eat affects your character's development of attributes, so it becomes very important to eat correctly. Also, the way that alcohol and tobacco affected travel weariness and the addition of simple quality-of-life enhancing hearth magic led to great tactical play. Permadeath and xenophobia killed the game for me. Wurm ruined HnH for me. Real enforcement of property rights beyond strength of arm allowed me to not only be creative and take the time to build good, challenging, large scale projects, but also to sleep at night. The option of getting swept up in a dangerous conflict on foreign shores where more is at risk gives me something to aim for in the longer term.
  15. Exactly! I look forward to the silent, diamond, saw, and digging starfalls for all of my major landscraping projects. Saw and digging in particular are good ones, as they feel aptly named. If I can get new maples planted before the end of the saw starfall, it's likely they'll be ready to harvest by the bear starfall.
  16. I love the winter textures. I started Wurm during one of the long holiday winters, and was actually VERY disappointed when I learned that spring was indistinguishable from summer in Wurm. No blooming cherry or apple trees, no nothing. Just the let-down of a long spring/summer, a brief autumn, and a brief winter. So, before they do anything more regarding winter, they should give us a real spring.
  17. Drakion, I'll send you a message in game later this evening. Cheers until then.
  18. This would result in a spectacular cold war of intrigue and machinations that spread Chaos politics to all the other Freedom servers, and it would be ultimately, indescribably cool. Unaligned villages throughout Freedom would get involved as wartime arms dealers and smugglers. Fascinating possibilities. It'd be really great if there were a bunch of shadow-worshippers masquerading throughout the rest of Freedom as Mag or Vyn or Fo followers, and there was really no way to be certain until you went to Chaos and saw them use the forbidden magics. There are already old RT weapons and other artifacts of BL influence floating around on Freedom, I can't see how it would break the game for the black light to return to Chaos. Choosing BL would probably mean that you couldn't get the benefit of your faith on other Freedom servers, though. Your alignment would just decay (improve) until you went back to Chaos, stole away from your village, and stretched your toes in the mycelium.
  19. Since you ask, no, I don't believe it has. No need to rain on other people's parades. If you don't like the look of your neighbor's buildings, turn down your building render distance to "very low" and you'll only see what's immediately around you. This is a non-issue.
  20. More ideas for apprenticeship and opportunity for new players: http://forum.wurmonline.com/index.php?/topic/67707-apprenticeship-and-opportunity-for-new-players/
  21. When I first started Wurm, I was on Indy, in the winter after Chaos, Deli, and Exo were launched. I started right around the time all the deeds and walls were collapsing, and there was a sense that the every village had been abandoned as people left to the new world or some war on foreign soil. The whole world was a playground of rotting, abandoned villages filled with treasures waiting to be recovered. And the dungeons. Never in my decades of gaming had I ever imagined a "dungeon" as simply an abandoned mine shaft from a forgotten settlement, but that's the simplest and best explanation I've seen in any game. Exploring abandoned mines, looking for precious veins or forgotten hoards of resources, and fighting the legions of creatures that had taken up residence down in the murk, it is and was sensationally fun. Stumbling onto underground temples, with fountains and statues and seeing the clear evidence of hard work.
  22. Wooden moulding on stone building exteriors detracts from the look and feel of stone buildings, especially now that multistory buildings are part of the game. I think the horizontal stripes look unnatural on the exterior of walls, and wish that they were part of the roof model and not the wall model.1 Or perhaps part of the interior wall or floor model, if there were any possible way to only show moulding on the interior of houses. Some patterned brickwork or something on the outside of stone houses might not be bad to show different levels, just not something that stands out quite as much as the current wooden stripes. 1. This is not as important as MSBs. Don't think such a thing.
  23. About the 0 day exploit and the CERT advisory: http://www.computerworld.com/s/article/9235615/US_CERT_Disable_Java_in_browsers_because_of_exploit What this means is that people are encouraged to disable the Java plugin in their web browsers, not to stop using Java altogether. Instructions for how to do this in Google Chrome are here: http://superuser.com/questions/201613/disable-java-plugin-in-google-chrome http://www.podfeet.com/wordpress/tutorials/how-to-disable-java-in-chrome/ Instructions for Firefox are here: http://support.mozilla.org/en-US/kb/How%20to%20turn%20off%20Java%20applets For players who use the browser to load the game or who use a browser other than Firefox or Chrome, I can't offer any suggestions.
  24. This statue made out of stone and an iron chisel, by the sculptor Michaelangelo: So, could you maybe elaborate on that statement? edited for spelling
  25. Slave Wages

    The "standard" prices for EVERYTHING in wurm are completely arbitrary, and forced upon the players by other players, largely because they are easy to remember. For one thing, nobody wants to do the icky, yucky, scary 2nd grade arithmetic that would accompany a 7% increase, or a 12% decrease for this job or that service. And nobody wants to have to remember what the newly agreed upon "going rate" is. Finally, nobody wants to haggle in a public forum only to find multiple erstwhile disinterested strangers shouting them down for daring to ask more for their time. Time is money, and people with money can always afford to wait for someone hungrier than you to do the brute work for them. So, the current system, which favors the 1% who can afford to spend silver like it's nothing, is enforced by the entire player base in order to avoid having to use reason, memory, and negotiation skills. And the game itself has absolutely no mechanism aside from forum posts for people to announce up selling/buying bids for items and services. Since presumably such a system would calculate price per action and total price per job, store totals for both types of bids (buy or sell bids), and mechanize the process of price discovery (allowing, among other things, the ability to price quality into these types of jobs. (example: Yeah, I can sell you q90 clay, but if you want it at q10 noob clay prices, take a hike, I'm not selling.) Basically, the market is crude, the tools to make price discovery easier and more dynamic don't exist and largely are not wanted by an entrenched and privileged population of deed owners who enjoy things just the way they are, and don't care much to negotiate how to spend their coins, and why should they? Don't expect the people with silver to solve this problem. And it's all compounded by a lack of information about location and transport, so there's virtually no market for shipping and transportation of items, like there is in other games such as EVE, where you can actually plot out merchant routes and make money moving bulk items throughout the game environment, and buying and selling them in those different locations. The service sector in Wurm is entirely a buyer's market. The seller's market applies if you're selling q80 enchanted tools and weapons. Since there are no tools other than personal merchants for sellers of items (and none at all for sellers of services) to use in order to organize and alter the offer price, service workers (earth removal, grunt labor) are stuck in the trench of tradition. Now back to work, slaves.