Ikeprof

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Everything posted by Ikeprof

  1. Oh, but +1 for sure. Options are seldom bad.
  2. I've used WA for a long time and make use of the sound alerts in many ways and have yet to figure out how to do that.
  3. Maybe it's just me, but the whole new gods, their associated WL/BL alignment, random spell lists, conversion to follower processes and other factors feels really really wonky. To the point that if it is ever "adjusted" for consistency/logic reasons, it's going to be a very big adjustment with WL/BL association changes, spell list modifications etc. Nahjo - WL god, has fungus spell (BL altar/domain feature). Does his Bless spell function as Libila's, corrupting the animal or does it perform a WL bless. Does the inclusion of that spell also mean his altar will spread Mycelium? I can't see that being well met on the WL side...or maybe it will. I don't know enough about Tosiek to notice any immediate contradictions, but now with the Nathan development, i"m curious to see how that one pans out. Regardless, the whole thing strikes me as having no actual roadmap for player deities being implemented and all the factors that come into play and we are well into it at this point.
  4. Bugfixes are more exciting than one would think!
  5. Bridge screenshots

    The common pre-adolescent tactic of attempting to gain the attention of ones desires by means of persistent teasing, sometimes playfully and sometimes derisively would seem to indicate that Takatsuki has a not so secret admirer.
  6. Just for clarity: I was operating under the assumption that this proposal was only to remove the tab that shows the names in local (or by my proposal removes just hostile names that are within a certain distance). The tab where conversations are held that are limited by distance would still remain. As in, if you say something in that tab, anyone within a certain distance would see it, they just wouldn't see your name appear in the "local presences" tab, nor would you see theirs. So you could still ride up on a conversation happening by two people, evesdrop then ride off with your new found information and they would be none the wiser. Or you could be out hunting, hear the sound of wood cutting in the distance and be alerted to there being someone, somewhere out there, just no name with an associated reputation to give away what you may be walking into. *too early for posting, back to bed with me
  7. I think the right answer for PVP servers would be to have local show non-hostile names only. Friendlies would still be able to know each other was nearby, but enemies would not register at all. I know I would hate it as my character falls on the same threat level as a venerable mountain lion, just slightly more advanced than an aged large rat, but the early warning system of local chat and unfamiliar names pretty much grants me a safety buffer of time to get somewhere/anywhere away when kingdom checker returns an alarming result. To be diligently working on some task off deed and hear the "Hello There!" just prior to getting clobbered upside the head, or to be riding along, crest the top of a hill and see 4 less than friendly faces on the downslope staring up at me, silhouetted in red astride their hellhorses would certainly change the atmosphere and dynamic of my daily gameplay. I actually hesitate to post this. I know it would probably suck, but it does feel like the right thing So, +1 I hesitantly gesture.
  8. <11:03:12>Freedomgriefer begins casting locate soul. If that isn't an advertisement appealing to certain personality types that are scattered around the freedom cluster, I don't know what it is.
  9. If it's of any use: i started on day one in typical manner. Having read about the game on a Reddit (I think) thread, I thought it sounded like a perfect game for me. Made a character, logged in, took off in some random direction having absolutely NO clue what i was doing, what i was looking for or anything. All of the area surrounding the spawn location on Pristine was at that time quite heavily settled. Swam out to some island, talked to some names in local i never actually saw, picked up a log I think, and drowned trying to swim back....and lost all my gear. Logged out angry, thinking there was no place to live and I had no clue what i was supposed to be doing. An hour or so later I googled "how to survive in Wurm Online". One of the top hits was a thread about a new player academy on Pristine. I logged in, somehow found it and spent my first 2 months there. They provided a bed to sleep in, high QL food, basic tools and crafting consumables. 2 weeks later I had built my first house, undeeded adjacent to their academy deed. I was still at that point unable to ride a horse, but I could ride a cart, which was more than sufficient for my playstyle at that point. 2 months or so, I had my first deed, could ride a horse, was building my first sail boats, and life was grand. When I compare that first week to life 3 months later, ...well, there really isn't a comparison It is totally possible to set out on ones own and try to make a go of things, but that is SO much more difficult than joining some village and contributing labor in exchange for a warm bed, education, safety and time to build ones skills. My 2c worth.
  10. Really nice work. Intuitive and responsive
  11. LOL wow...I had no idea you ran Petopia. I was on that site 10x per week during my peak Wow days. AND you played Vanguard too. Tis a small world.
  12. The thing I can't figure out is, when calling for help using guards, the enemy/aggro mob has the chance to engage and defeat the guards. They have something to fight. What would be the proposed response in this case? The mob would attack the turret/tower? Not arguing, just curious.
  13. Which is a good thing of course!
  14. If the large behaved like the small, it would certainly join the 24kg log, FULL small barrel of water, small anvil and 50kg lump that is unintentionally in my inventory after I finish a session at the forge or woodworking bench. So, being able to use the small like the large actually does get my vote. Plop it on the floor next to the large and leave it at the forge +1
  15. Mooring rope..

    My opinion is this still is a daily constant pain. That and the haul up/haul down compared to the old multistory unload mechanism.
  16. I would think that would work fine.
  17. My findings: I mined out the area above that would form a ceiling. To know how high above the water line to start this "ceiling area", I started a side ramp up using the "mine up" action each tile.. I believe i went 9 tiles mining up, which I believed would give me roughly a 20 dirt up/tile slope, which I was hoping would equate to 18 meters up. I then mined sideways into my ceiling area, THEN broke through from that ceiling area into the existing boat cave area. When I broke through, it was roughly 18m using a spyglass to the ceiling of where I broke through while standing on a flat water line level area below. (which I guess puts my closer to 19 meters from the "sailing area" inside the boat cave). Standing on a flat surface adjacent the breathrough tile in the existing boat cave, I then leveled that "floor" (it looked like a wall, but it was the floor of a tile sloping upwards 180 dirt. An 18 meter span from lowest point to highest point works fine. Keep in mind that leveling a tile of that significant of a slope generates ALOT of rock shards. I will post pictures to this thread when done, but it does appear that 23 meters is the maximum span from floor to ceiling that can exist in a cave outside of drop shaft creation. Of particular concern was that I was not trying to create a flat floor, but rather a water area, so I had to have that span include the area below water that was mined down to maximum depth.
  18. I wish i could like the above post 1000 times (Lorraine's if I am too slow posting this) On a side note, it was mentioned that the rotating wall fix was also put into place to address which way the new wall types face when used as an interior wall type, separating rooms internally to the structure. In such an instance there is no inside/outside that can be programmatically determined (in addition to fixing the issue where on an outside wall it would face the wrong side out). Why someone would want one of the new wall types as an interior wall, I'm not sure, but I'm pretty sure that is what I read. Still cranky about the mooring rope issue on top of Lorraine's list, most of which I experience at least 3 or 4 of the above once per day much to my frustration.
  19. Tonight my alt attempted yet again (though only 1 time today, most days 3 or 4 times) to confirm the validity of the Wolfgang Pauli exclusion principle (in essence two things occupying the same space), by forgetting to disembark the cart in the certified 12 tile clear of fences/walls exclusion zone and ended up 1/2 inside the workshop wall. - relog My main later sailed north to Elevation, did some business and turned around only to cross the border into a desolate new land, ankle deep in water, no boat in sight, unable to turn and peer in any direction. - relog Returning to the boat cave, standard squeeze the square peg knarr through the round peg hole by 15 pushes. Disembark, forgot something, re-embark, unable to turn, look, move, click menu's - relog Ride 300+ tiles in any direction, suffer frame rate issues, lag spikes - relog It really wouldn't take too much to write an ad-hoc sql query to see on average how many times per day most users log out only to log back in within 30 seconds. That would indicate to me that perhaps there are more pressing issues than fiddling with multifloor load/unload replacement with haul and rope changes. Other than attempting to remedy bugs, why else would someone log out and log back in within 30 seconds in general. Perhaps if the game were flawless and didn't suffer these issues, seemingly arbitrary changes like this may sting less, but in the context of issues that DO directly affect gameplay, it makes this change seem almost inane and gleefully malicious.