Retrograde

Honored Retiree
  • Content Count

    6,324
  • Joined

  • Last visited

  • Days Won

    347

Everything posted by Retrograde

  1. This is live as of the patch notes today: Bugfix: Fixed runes not working to increase the resource quality – vein quality should now be properly affected by the 10% bonus
  2. The roadmap has been available for some time: this rework was mentioned in "on things current" available here: Absolutely, when you could ignore gaining skill past 75 and just rely on imbues (which gavbe a 25% bonus to ql) it reduced any point of raising skill beyond showing off. This has brought up the floor, and average quality, rather than boosted the roof so high. Wurm can also be a team game, it opens up a market, or allows people to work together. At this point it's becoming the same argument repeated multiple times, we've shared the formula and discussed our reasoning multiple times. While we do appreciate feedback and ideas, continuing to berate us for this change we spoke about months beforehand as well will only lead to this thread being locked.
  3. Likely because the timers started at server launch, meaning when they actually started it thought it had to spawn. We addressed that and they will spawn regularly and properly now
  4. There is the ignorance of skill level.
  5. That's 24 hours of playtime, meaning likely longer than hitting 10 in a skill
  6. Come to chaos, I have something I want to show you Congrats, useful affinities always feel amazing!
  7. Copied from before: As the old proverb says, the best time to plant a tree is twenty years ago, the second best time is now. You'll see a trend as we have gone through the past year of addressing flaws within the game by making painful decisions to bring old abandoned mechanics into balance. It's not easy for us to make these changes, we don't take a thrill from upsetting players who came to use and rely on these mechanics, but with the prospect of adding them into NFI, we were left with three options: 1) Allow them in their unbalanced state on NFI, and lead to a disruption of the organic skill growth of the players on that cluster 2) Create a system where they behave differently on both clusters, leading to confusion in CA help, wiki articles, and in general advice and understanding 3) Bite the bullet and make the tough change that should have happened a long time ago, meaning they are far more balanced and the same across both clusters, giving everyone the ability to work with them equally. We chose to do the third as despite the disruption now, it's better for the game in the long term. We'll be tweaking some aspects, as we're aware the current system limits actual 100 players from getting 100ql ore, and will continue to adjust if need be based on observations and feedback.
  8. I've been answering questions across a range of platforms, most are around the same subject, so I've not been answering them individually as that results in a copy and paste message.
  9. You are absolutely correct in that this change should have happened a long time ago, we fully agree with you there. As the old proverb says, the best time to plant a tree is twenty years ago, the second best time is now. You'll see a trend as we have gone through the past year of addressing flaws within the game by making painful decisions to bring old abandoned mechanics into balance. It's not easy for us to make these changes, we don't take a thrill from upsetting players who came to use and rely on these mechanics, but with the prospect of adding them into NFI, we were left with three options: 1) allow them in their unbalanced state on NFI, and lead to a disruption of the organic skill growth of the players on that cluster 2) Create a system where they behave differently on both clusters, leading to confusion in CA help, wiki articles, and in general advice and understanding 3) Bite the bullet and make the tough change that should have happened a long time ago, meaning they are far more balanced and the same across both clusters, giving everyone the ability to work with them equally. We chose to do the third as despite the disruption now, it's better for the game in the long term. We'll be tweaking some aspects, as we're aware the current system limits actual 100 players from getting 100ql ore, and will continue to adjust if need be based on observations and feedback.
  10. Yes, there's been some precarious rifts on indy too!
  11. The curve on epic is not currently working, and will be fixed.
  12. To clarify: These changes only apply to mining and woodcutting All other activities have the same mechanics they always did
  13. This is not related to the rune, purely to the imbue. imbues allow going beyond skill
  14. That's how it's always worked. The bonus from rares/supremes not set in stone, and has diminishing returns
  15. Actually you could pull 100 ql at around 75 skill, meaning it was very little point in grinding beyond that. The dev team plays the game as well, and the Gm team has some of the oldest accounts in the game.
  16. I'm on the development team, and I am speaking on behalf of them.
  17. I do understand that, as someone with a lot of runed and imbued tools as well. It's a change that has had to happen for a long time (indeed we spoke about it being on the agenda with the discussion about imbues within NFI). The resulting numbers still give a strong boost to mid-ql, but no longer an absurd boost to end ql As for the runes, you can then change the runes to other things, such as improved usage speed or reduced damage
  18. Imbues will provide a massive boost to average quality, and continue to allow you to harvest more at your skill level than without. They just won't allow you to completely ignore skill level. this change makes skill more valuable in the equation, and rewards higher skill grinding rather than becoming secondary after hitting 70ish
  19. Hi all, In today's update, we're reworking how imbues and runes affect the resulting quality for woodcutting and mining: To assist with this, we've shared the below information: The formula for determining the resulting QL is: base QL + ((100-base QL) * ((Imbue power / 100) / 4) This is outlined in this graph available here: https://docs.google.com/spreadsheets/d/10akDYPouIPWjcd-UAQ9-n1Jrv1KU0u2MvgqXlBoIOkY/edit?usp=sharing
  20. We are working on that, but this is a recurring basis subscription rather than the one off purchases we currently do. It still has free to play in its tags and main section though
  21. As for everything else, it seems to boil down to a mindset, and how you approach the game. If something feels like a chore, or is not working for you, feel free to change things up and adjust what you do. I know plenty of people who have taken to nomadic travelling, living on other servers on other peoples deeds, or simply taking on community projects. Being a sandbox means it's up to you to decide what is fun for you, and find it.
  22. That tag and the "free to play" button are because we don't sell the game. The game IS free to play. If you want to get the most out of the game, a premium subscription is available that unlocks skill, but it is not required to play, own land, or actually live in the game. Free to play markets are oversaturated with Gacha type microtransactions, which we have not used, this is what is happening here, people mistaking free to play meaning a predatory monetisation concept that allows a minor few to pay for the experiences of the majority. In those instances the free players are content for the whales. Wurm does not create a fully free experience funded by whales, we approach the game and offer a subscription that is the same benefits as anyone else, unlocking skills. The argument that you can't do anything worthwhile overlooks what people can, and do, do. You can build a village, farm, you can live with others, you CAN play the game without ever spending a cent or unlocking premium, THAT is free to play and it is not 1% of the game. Unfortunately there's no such thing as unlimited trials, or demo's on steam, it's free to play or a paid game.