Tavariell

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About Tavariell

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  • Deliverance
    Tavariell
  1. White Sorrow X-17; Y-25 in the middle of the tile just north of the clay and sand beach it is there for almost a year now, so I think it deserves its mark
  2. Xanadu fixes

    A lot has been said about the ore distribution on Xan but for me it all comes down to two things. First we do not know whether to believe this: Some ore tiles may relocate at that time or this: you may want to try to mine as much as possible until then The first statement implies thoughtful, carful and limited actions promoting ore diversity across the server; the second suggests mass, automatic and random reshuffling of the resources. We should know what is going to happen BEFORE it happens! Second, if Devs go for the latter option (mass reshuffling) then there is nothing they can do to make it absolutelly fair on players. We are going to be ripped off one way or the other. But there are some ways to make it less painful. The steps needed are as follows: Make it quick and make it fast! If the thing cannot be done in one step then transparency is essential – we need to know when the operation starts and even more important when it ends. Give us the option to disband our deeds immediately and return ALL the founds in upkeep and TOTAL price of purchasing the deed (founding = later resizes) to our bank account. Keep Xan closed until the end of the operation plus 7 days.
  3. Quote: Why would a new server 16 times the size of Indy be needed? Total players: 858/6000 Can't fill the existing servers....and your own graphs say that Wurm is down approx. 700 prem's since Jan. -Shakes head- I don't get it. I may be pranoid here - but it seems to me as a first step to making Wurm a singe (or maybe two) server game... Now we have a land grab and soon we all be moving there compulsory... The only explanation I can find for this.
  4. Trepper - no need to make it Europe vs. US thing. I am from Europe and most of my play time is on morning hours. That means last week I was deprived of 70% of my gaming time This is just a question of bad management and some inefficient communication channels... or worse... but I don't want to flame on the topic...
  5. If you could point me out to the place when I suggested sth like this...? The general idea is to have sth that restricts the animal movement but not player movement - would it be that damaging? Why?
  6. Hmmm... They calculate deed upkeep down to the level of single minute. They calculate our prem time same way. It is high time someone suggested that we have automatic prem time freeze when server we are on crushed or login server is inaccessible. Believe me - on Deli we did not have enough up-time time to spent all the SB we got lately...
  7. Really?! So, managing stables with tons of fences, gates and locks/keys is only my problem and dislike? In other words - bump
  8. I haven't seen your stable so could not criticize it... As far as I understand my suggestion the implementation would not require any change on your part - just some fences that are pure decoration now would become obstacles to animals (and possibly riders). With rather poor AI of animals if you make one pen they often move around so that you have to replant whatever you use to feed them quite often in some places while it grows merrily untouched in others. If you want to restrict the movement of animals and make say 2 tile individual boxes you have to build a lot of fences and gates, play with locks and use a lot of server resources to manage that I imagine. I simply would like to have an option of building a pen with fence on the borders divided inside by low rope fence passable only by me. Nothing in my suggestion narrows the number of viable designs - quite the contrary... Well if you like the look of 10x10 area with a fence on every border that is OK. I do not and I have the same right as you to do so. As I said I am asking for option that would not exclude any currently present design but add more viable ones. And this - by itself - is a beautification. As far as management is concerned well to often I feel like this poor man with a big head from Duloc gates in Shrek while grooming my livestock... http://www.youtube.com/watch?v=LAmyuABYXFI That is not what I meant... That would just be another gate with the advantage of not having a lock. But knowing how long it usually takes to implement new stuff I would opt for changing properties of existing fences.
  9. Consider coding some of already existing fences as passable by player (on foot) and not passable by animals or riders. That would greatly improve the stable management task as well as reduce the number of needed gates and fences lowering the server resources. IMHO this will also contribute to beautification of Wurm as common stable designs are now usually cluttered with fences of all types. My strongest candidates for re-coding are low rope fence, low roundpole fence and medium height hedges (basically Camellia as far as I understand). I believe some kind of such code is there as this is how the gates work…?
  10. I never thought I will write a message along these lines and this is very sad for me. When the game was attacked last time and we had like three days downtime I sat silently even thou it depleted half of my gaming time during Xmas break. But what frustrates me most is the fact that devs seem to be quick to act only when nerfing things down - floorboards, hell horses, drumrolls, tower guards, wrapping - you name it. When it comes to improving things, well... "messages have been sent to Rolf"... And no, I do not buy "do it yourself argument". Think a moment Kilijaden - you got wrong dish in a restaurant, so what cook meant well and if you complain do it yourself; doctor made a mistake during the procedure you paid for, so what, do it yourself... To cut a long story short, Rolf will not get my RL money anytime soon and – sadly – I start to regret buying prem half a year in advance
  11. OK - I quit the debate. You obviously have some privileged access to THE knowledge about the only proper way to play Wurm. I assume it must be some kind of revelation or something. One does not debate the revelation source nor its prophets.
  12. So much misunderstanding in this debate about rares I simply do not know where to start First, contrary to common stereotype, as far as I know standing for an hour and cancelling all actions is not the most popular way of rare farming. Someone called us rare-farmers, sly here. I am sorry there are much clever ways of farming rares than this. Much clever – that is wasting less time, providing more profit and skill gain. Second, even if someone stood there for hours cancelling the action – where is abuse here. Seriously I do not see more abuse there than when someone builds 10 forges and cooks 1k meals at the same time. This is abuse either by “unintended argument†– which is total crap – explained why here: http://forum.wurmonline.com/index.php?/topic/94002-rare-raw-resource-to-rare-refined-item/page-2#entry949707 or by simple aesthetics, advocating different game style, jealousness thing. In the latter case I have one thing to say: play and let play… For me the change is damaging in many ways. It destroys the thrill, anticipation, the suspense of the 9-12 seconds after the lights went on (not only my feeling - check here: http://forum.wurmonline.com/index.php?/topic/94798-is-anyone-else-sad-that-drumrolls-for-imping-are-now-at-the-end-of-the-action/). It changes nothing (or even worsens the situation) on market – there will be less rares but more expensive – the thing will even out or even provide the profit. It makes things more unrealistic – rares are unique items of high quality – their production never is pure chance thing. Overloads the databases on servers as the spam creation strategy will become more popular. Does not address real problems of the system – 100% rare creation chance, to low chances on imping and attaching.
  13. I am most curious when people are not interested, when they take reality as it is, do not want to decipher the underlying mechanics, to find its joints to crack the system. On the philosophical note Wulfgar, humanity would have not gone far with your attitude… But wait, maybe I am wrong, maybe you did it. Maybe you know what is the best QL of tool for skilling and how is it influenced by vein QL? Maybe you know when imping is most efficient for skill gain? What to cook to have quickest attribute rise? Maybe you did all of it. But that makes your argument more pitiful than it seems at first glance.