Garis

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Everything posted by Garis

  1. Do newly built roofs come out the correct quality as well, now?
  2. Quiglen, I'm sorry to hear that you're going. Your work on that deed and obviously the canal has been vital to the server, in my opinion. I would like to see a process started to declare the cave canal itself a heritage site. What is required for this to happen?
  3. This is not true. Settlement forms are available for sale at every server's spawn point, and also most major market deeds. They cannot be 'taken away' by anyone.
  4. That was weeks ago. I wouldn't count on finding them again, but I do wish you luck.
  5. Any idea when they went missing?
  6. Even though it would take a long time to get right, I think that pulling the trigger for PMKs is the right thing to do, and will be worth the wait.
  7. I wonder if there's any chance we could someday get more of a forest floor look for wood bearing trees such as birch, maple, oak and willow?1 Perhaps emphasize pine cones and fallen pine needles underneath pine and cedar trees, with a little grass here and there to preserve the plausibility that trees spread grass. Perhaps fruit trees could remain grassy as they are now. Forested areas would look more like forest floors: http://maizy138.deviantart.com/art/Upon-The-Forest-Floor-97826965 Could be a fun project for the art team. 1. This isn't as important as multistory buildings. I would never suggest that.
  8. Are you planning on using the saw in PvP? Because q90 saws ... I've never seen one.
  9. This is indeed the quickest way, for now. The best way is to build roads and highways, connecting hard to reach wild corners of your server to the rest of the community, or ripping out bad, crooked, ill planned roads and replacing them with upgraded straight highways. If roads are needed, if you know one that would be nice to have, there's never been a better time to build them. And they'll likely get more difficult soon, so sieze the day!
  10. I believe under settings there is a way to control environmental noise / buzz. Have you tried that?
  11. Have you tried mining or digging, something that gives Body Strength? It might just be that you need to give it a kick, so that it pushes you up beyond your previous highest strength skill.
  12. I've also noticed this. Could we get some kind of explanation? If material requirements are reduced, please please please PLEASE don't forget to update the quality formula as well, so that we don't end up with all of our piles being 1/2 the quality as well as 1/2 the output.
  13. In general, expect 1 month per 10 quality for wooden building decay, and 3 months per 10 quality for stone. This accelerates greatly for abandoned buildings (owners have not logged in for 90 days)
  14. 1. None of the open, unsettled areas on Celebration can be easily walked to from the starter deed, due to the geography of the map. It is fashionable these days for everyone in the Freedom forums to steer new players to Independence and Release. If you want to go to Release, you need to make a new character, sorry, you can't travel there from Celebration. If you want to get to Independence, you'll have to either make a new character and start over, or purchase/build a ship and sail north. 2. There's no item in the game called "Deed". You are looking for these: http://wurmpedia.com/index.php/Settlement http://wurmpedia.com/index.php/Settlement_form (10s from trader, requires premium account to hold) 3. There are four "main" gathering skills in the game. Woodcutting, Mining, Digging, and Farming. Your level of skill determines the quality of the products from these areas, which further constrains the quality of the crafted items you can make. So, it's not a bad idea to split up the first three and have everyone share in the duties of the last one. (I'm cynical, and firmly believe every player's friends will eventually abandon them, so everyone should do farming.) Good luck, and have fun!
  15. I started about a week after the 2011 Impalong, so missed that one. And this year I lived on Cele, which is about as far as I can get from Indy on Freedom, so didn't attend. The idea of the Impalong is wonderful and unique to Wurm, but the game and server code aren't designed to handle the load they get. Add in the other 1.0 bugs, and you get a recipe for a frustrating day. Holiday travel IRL is bad enough, so spending a day in cross-server travel cursing at memory leaks and bad wind just wasn't in the cards this year. Especially when server crashes, rollbacks, ship losses, fence bugs, and the like were happening. I wasn't going to risk the trip, because I didn't trust the basic stability of the game world. But the biggest reason of all that I didn't sail north was because I didn't want to leave my friends and neighbors behind over the holiday. New players, who stand to benefit the most from these events, often can't find a ship to cross the sea anyway, and F2P players, who must be ever vigilant about their holdings, often can't risk a long trip into unknown lands. So, I won't be celebrating an Impalong in 2013 unless it's on Celebration, with my friends and neighbors. Event server or no, there's no place like home for the holidays.
  16. A corpse in the bin is worth two on the ground. When I was still in the habit of keeping a templar around to deprive me of fighting skill, I made a ritual twice daily of going around the edges of my deed and butchering. Once immediately before logging out, and once immediately after logging in. Still lost some mobs, but not as many. It's frustrating, and I sympathize (compares to foraged grass tiles), but the game mechanics don't seem to agree that those are your corpses. Best response is probably to get more proactive about butchering bodies on your land.
  17. I wouldn't characterize myself as a major hoarder. Hoarding is when you keep useless stuff for no reason. I keep useful things that I know for a fact, from experience, that I will need in great quantities. My throughput is pretty consistent, those building materials get used. Nor am I discounting the effort it takes to collect these materials, just providing an alternate viewpoint that wasn't being represented in this forum thread. I operate on a different order of magnitude when it comes to road building than at least 95% of the other players in the game, and Zcul's proposed changes sound completely fine to me. Most players probably pave 100-200 tiles at the beginning of their entire wurm career, and then rarely if ever again. I pave substantially more often, know the tricks of the trade, and am more than adequately prepared to pay the higher construction costs. Unlike paving the few tiles to your front door, cutting a long stretch of highway leaves you with an enormous amount of spare materials at the end of the day. It's just the nature of the beast. The result of these proposed changes would mean, for me, that I have fewer spare materials to store or dispose of at the end of an operation, and more skill gain during the operation. For me, it would be a win/win.
  18. This would be better solved by simply fixing windows so the client remembers how we resized and placed them. I hate that every time I open a container I have to resize and drag it around. Then if I walk 2 steps, it closes and I have to do it over again. And again. And again. And again. ... And again. It's right up there with the lack of animations in my list of "This game I love, it does me wrong."
  19. There is a weapon that all wurmians need sooner or later, often and repeatedly. The large maul is invaluable for wall bashing, and players can go through them quite quickly. Quality matters, but not like it does in combat, so mid-range mauls are always in demand. Just a thought!
  20. This would turn beverages into stamina potions, more or less. There needs to be some limit to how much benefit you can get from them.
  21. You're always welcome, Roman. If you find the accommodations elsewhere lacking or ill-situated say the word. I have ample shoreline real estate which could be put to use for your needs at Wealdin Anchorage or Londevik. Reasonably close to the middle of the map, on the Northmere. Highway or sealane access to Tap Dance and friends in local when you arrive. Jacob's place is nice and close to the northern borders, too.
  22. This one is for the devs, via MIT Technology Review. Article on autocatalytic sets: http://www.technolog...origin-of-life/
  23. I build roads. Lots and lots of roads. And highways, etc. The bricks, sand, and gravel that I use for these roads are all discarded materials I set aside while brickmaking, digging, or mining for other large construction projects. I don't decide to make a road, and then go make bricks for hours, I decide to make a road, and go to my stockpile, which has tens of thousands of low quality bricks, shards, sand, etc. One of the challenges of making good, straight roads is identifying where I can add a straight leg of highway, and then go around and rip up needlessly crooked winding cobblestone paths that choke and litter my entire region. "Oh, I should turn left here, there's a tree in the way." That sort of thing. Making roadbuilding a little more challenging will force people to make design decisions with a little bit more economy in mind, and will help them appreciate the importance of well planned, high quality road networks. (I just spent two days building highways on Celebration, so this issue is fresh in my mind.) Some more considerations: New players cannot build houses on paved tiles. New players cannot dig or modify near paved tiles. Paved tiles can't be flattened, so new players can't do that either. In addition to being an eyesore, path spam, like what we have in my region on Cele, chokes out new settlement and makes the game less hospitable to new players. I say pull the trigger on this, Zcul. It's overdue, will cut down on the obscene amount of needless and ugly winding roads, and the serious roadbuilders won't be hurt much by it at all. Edit: Also, please feel free to leave in the sand. It's trivial to make more sand while making roads, by dropping and digging, and most highways/roads need to be flattened and leveled anyway, so this would help to make use of the extra mass while out doing construction.
  24. I still have no animations, on the Mac. None. Not even wiggling feet like before 1.0. Every single model in the game slides along the ground like a plastic action figurine. Yeah, my settings are correct. Yep, I already /supported it. Animations, at least for me, are abysmal. They exist only in the abyss.
  25. By writing and publishing it, I own the copyright. I license it for reproduction under the terms of the Academic Free License, v3.0, which can be found here: http://opensource.org/licenses/AFL-3.0