Ikeprof

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Everything posted by Ikeprof

  1. Hmmm, ok, I do appreciate the response. In the end, the tile I was trying to level flat was going to become below water level as part of the ship sailing area in the boat cave. The ceilings even further in to the north go much higher, so I have probably 100 tiles that would need to collapse and be re-mined at a lower level. I think this project is kaput. Lessons learned
  2. Ike's mining is something like 60/84 and Lee's mining is more like 30 base. Both characters were mining the same tile and got the same message at the same time, which caused me to rule out skill issues
  3. Yep, Tried to manually mine the floor in the high corner. Same message. Good idea though
  4. As per the video below, I seem to have stumbled on a limitation of mine ceiling height that I was unaware of. While working on a boat cave expansion, I attempted to finish leveling a tile to the same level as the tile I was standing on. A practice I had long used to make high mine ceilings - Mine out the layer at the top, then go to the bottom and level forward from a flat tile (as you are technically leveling the next tile "floor" versus a tile "wall"). Anyhow, I had it to within a dirt or two of being level and I received the following event log message: "Lowering the floor further would make the cavern unstable". Thinking myself somewhat versed with the various nuances of mining, I was surprised by this message and searched the wiki to no avail. I am hoping that I am mistaken in my conclusion and that someone will hop in here with an answer that I had not thought of AND will allow me to salvage weeks of work that ...to be honest, I won't re-do via collapsing and re-mining. Is there a finite ceiling height limitation of 23 meters? Video: >https://www.youtube.com/watch?v=ZrocwEcSEWs&feature=youtu.be
  5. http://forum.wurmonline.com/index.php?/topic/118341-treasure-hunting-system-v21/
  6. Discuss Epic plz

    As outlying islands...sure. Xanadu has proven this possible in terms of server horsepower, tiles etc.
  7. This thread was the first I had heard of this. It's pretty rare for someone to be that universally viewed in a positive manner.
  8. And since the trigger phrase is "has arrived" (as in Young SuperShinyFastFoal has arrived), it plays alot more than just when a baby horse pops out. So, we also have Baby Spirit Templars, Baby Zombie Trolls, Baby Tower Guards etc.
  9. The "haul" feature would have been fine as an additional mechanic complimenting the existing unload mechanism, but as a replacement it is more cumbersome and unwieldy That and none of my characters has a single "rope" in inventory, but rather a mooring rope for animal leading, of which I was unable to get the haul feature to work.
  10. On a HOTS Server...quite lovely I imagine!
  11. VG Diplomacy was cool, group gathering/harvesting was a neat concept (increased yields as more members harvested the same node), the Bloodmage and Monk "healing the tank via combat mechanics" made healing MUCH more fun. In a market where actual novel idea's that are implemented well are hard to come by. VG did have a number of those. But ya, that whole reputation thing
  12. What made it especially exciting, back in my younger/lower FS days was when re-embarking, horses un-lead and race off straight into the collection of mobs that have gathered around the cave entrance, attracted by myself and other players passing through. So now I have 3 loose horses (I didn't have saddles back then), a mooring anchor in my inventory and mobs above my fight skill to contend with. And a boat that is being stubbornly stuck due to a gale crosswind and a buggy cave entrance. fun
  13. Or maybe extract blue dye materials from blue flowers? BTW, that was the sexiest statistics post you have made since I have known you
  14. Treasure Hunting System The Treasure Hunting System proposal draws upon many existing game mechanisms to minimize new code. It is designed to appeal to new players and veteran players alike The concept is centered around 4 primary areas of focus. Digging, Hunting, Mining and Fishing, though the concept could be expanded to any gathering activity. The game already features the “slot machine†gambling appeal in the form of the rare system. Pull the lever enough times, knowing that there is always a chance for lucky 7’s to show up in the windows and a rare object appear. Rares, gems and bones are members of this mechanism designed to appeal to the latent gambler in all gamers. The THS would greatly expand on that concept. Treasure maps would be obtained by one of the above listed activities. Treasure maps would be broken down into difficulty levels based upon the players skill level of the gathering activity. A 90 digging skill player could on occasion find up to a 90ql treasure map. Treasure maps would utilize the same concepts as locate soul for solving. Attempting to read the map would give a general direction and distance. “You compare the map to your surroundings†“It appears that X marks the spot is a good distance to your right and ahead of youâ€. Until “You are standing on the spot that exactly matches the map†Upon reaching X marks the spot, a map “could†require the same skill that generated the map in the first place (digging, mining, fishing, hunting) or just be digging. Hunting generated maps (dropped from humanoid mobs) could spawn a guard creature when the holder of the map is within 4 tiles and has dismounted with shovel in hand. Higher level (70+) hunting generated maps could require a small group of players to defeat the spawned guard. Treasure contained within the chest could contain Potions, rare coins (from the coffer system), rare vanity items, furniture/tapestries. Treasure chests could utilize lockpicking to open (not required) Treasure chests could be trapped (or the surrounding area), utilizing the disarm traps skill. Treasure chests themselves should not be loadable unless empty, but if time and graphics manpower exists, could perhaps be a new art asset type of chest, allowing for a form of trophy “furniture†item in the form of the chest itself. The THS would require no staff participation and the associated manpower requirements and would simply be an expansion on existing rare/gem/bone systems. Treasure maps themselves could be placed upon merchants and traded between players. The map should probably list the type of map and it’s QL level would indicate the difficulty. One of the primary focus points behind the inception of this system was the fact that once you have reached certain milestones in the game, all that seems left in many respects is daily chores. There are days that once you have finished with the daily farming and grooming, you may not feel like eeking out another .0003 in weapon smithing or fight skill. If you had gathered some treasure maps from your activities during normal daily operations, one could take a break, grab a map and set out across the server, map in hand and shovel in the backpack. Just my 2c
  15. IS 50 In 3 hours or so Back in my day, we had to carve our likeness on stone tablets to do a thread like this!
  16. Takatsuki found an Aged Brown one on Affliction last night.
  17. My templar and an adolescent rat have been going at it for 2 hours. Nothing but the sound of "wiff, whoosh, wiff" as they evade each other like ninja's. Was entertaining for about 3 minutes.
  18. If you mean by amuses "pains and bewilders", then I hear ya.
  19. I've always thought the treasure map system in UO was well done. Maps found as loot on monsters or by the rare chance of fishing up a message in a bottle while fishing. http://www.uo.com/Treasure-Hunting
  20. This is a package sale. No items shall be sold separately, Bidding Starts at 50S 1S Increments 50S Reserve No Buyout No PM Offers 1h Sniper Protection Item and misc pictures found at https://flic.kr/s/aHsk63R4Eu Sale Contents: 1 - Settlement Writ - S10/11 Xanadu - The Eventuality 1 - Supreme Forge 1 - Rare Forge 1 - Rare FSB 1 - Rare Knarr 1 - Corbita 1 - Cog 22 - Sleep Powder 1 - Rare Large Cart Multiple non-rare Carts 1 - Sailboat 1 - Rowboat Stocked Seal Pool Coffins of Random Armor, Tools, Cooking Supplies, Wemp, Cotten. Pretty much a large amount of daily life in Wurm items Settlement has 10+ Iron Veins, at least one Utmost 1 Found Copper Multiple Zinc Veins, one utmost 1 Found Silver Vein Horse Herd as per Granger Screenshot Fo Priest: Aalta [06:52:24] You have premium time until 7 Jan 2015 23:26:41 GMT Fishing: 30.0032 Faith: 71.26865 Favor: 61.328835 Alignment: 82.894455 Vyn Priest: Momo [06:54:09] You have premium time until 19 Dec 2014 01:11:57 GMT Skills dumped at Dec 12, 2014 ----- Religion: 38.97514 Prayer: 48.948254 Channeling: 48.263496 Ropemaking: 47.01593 Cloth tailoring: 45.637203 Hot food cooking: 33.113323 Nature: 31.346373 Fishing: 55.962864 Farming: 60.513462 Rake: 49.145855 Faith: 76.69751 Favor: 45.5942 Alignment: 88.728294 Horse Herd: herd1 by ikeprof35, on Flickr herd2 by ikeprof35, on Flickr
  21. I would much rather have an "open range" style setup using the same amount of space you see below, but given current animal AI, it has to be either a saddle solution or 2x1 in my opinion wurm.20141205.0940_4 by ikeprof35, on Flickr
  22. LOL in the end this is all so irrelevant. People will vote with their wallets. The only downside of that is that once a player has left, deeds, decayed, ships/buildings rotted and long gone etc, it's harder to resume Wurm Online than it is most traditional MMO's Once you invest months surface mining the terrain to match your vision, digging 1000's of dirt to suit your needs, grinding skills to create what you want, it scares the living heck out of a player to read things like this and wonder what the underlying motivations are and what the future holds for the investment of not the dollars, but the sheer almost embarrassing amount of hours that they have invested. My current monthly outgoing supports 5 active accounts and a 141 x 56 deed. The average player here does not seem to be stupid. They read into every little nuanced decision (which from a game design/focus/polish perspective itself is somewhat disconcerting), analyze every word choice in the weekly wurm update, attempt to decipher where the game will be in the future and how it will impact them and their playstyle Promotions like this and the raw insistence behind its acceptance is unnerving.