Retrograde

Honored Retiree
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Everything posted by Retrograde

  1. As for the first: Wind of ages cannot be cast on a boat, and a rare bone requires the item being completed and in your inventory, so they need to be items you can pick up. The special fishing spots will generate and change over time, using a good cast on your lurker in the deep pendulum will help greatly
  2. Saying it would have no negative effect at all is jumping the gun a bit. Wouldnt reducing damage dealt be better?
  3. You should be,, you reported it and it turned out you were right! My bad
  4. Let's get the ball rolling on the first changes before we start looking at others.
  5. These are at every starter town and have been for as long as I can remember, there were a few xanadu towns that lacked clay so we placed that in. We've spoken about the tutorial at length, so there's not much else that can be said, the new UI will include a better tutorial system than a show and tell deed on an empty server. Everyone will have their own experiences playing wurm, and especially starting out, I imagine many of us started with friends and enjoyed figuring stuff out, the first advice I'd give any new player is the wurmpedia is their friend, the book of knowledge is also extremely helpful, encourage the use of that too
  6. Yes, the weekly restart is tomorrow, only reason it's been 8 days is due to the hotfix last week. If you're having lag and disconnects it may be your connection, I'd advise checking that too
  7. Hi Everyone! We're back with another Valrei International, giving you the low down of what we've been up to and what's going on, so let's get to it! Bugfix blitz A lot of our work these past few weeks have been major pushes on addressing a huge amount of bugs, but we've got a few things to delve into as well, so here goes PvP stuff Many of you may have noticed a thread on the forums regarding PvP, and I know there were a lot of discussions about what could be done or what was needed. We spent a lot of time discussing it internally as well as within the thread, taking the time to read through everything (and yes, we can see hidden posts). There's a few back end mechanics we'll be working on for the next update and then we'll begin stepping into some of the heavier stuff, we'll be working very closely with you all via the feature feedback forum, so expect that soon! Renderer work Samool has been super hard at work improving and optimising the modern renderer coming soon, there's not much in the way of discussion about it, as it's goal is pretty simple, improve performance drastically and eliminate the need to have GLSL shaders disabled for better framerates! I managed to grab a few shots from him just to add some pretty pictures to the news (and wow are they pretty) When bugs become features We always make jokes about bugs being features, but occasionally there's a funny story. On the dev side we include logging for a wide variety of things, those who have been GM's on WU servers will know about logging of roads, as well as a lot of other internal things, but recently one logging feature had a little bug... This got us to talking about a few things, and thus this little bug has now become it's own feature with next update introducing the PvE death tab! Rest assured, for those embarrassed about dying to a mountain lion or autowalking off a cliff, there will be an opt out function within the player profile, and players with low skills will not show to avoid spam. The tab can also be closed via the profile too, but I know I'll be expecting a lot of jokes when i next die! Unique bloods Next update will be introducing some changes to the types of unique bloods that drop from certain uniques, we won't be going into full detail, but we'd like to give a little heads up incase you're holding onto bloods. Mixing some bloods after the next update will result in different potion types as we will be making sure all uniques drop bloods that mix into unique potion types.(I'm sure that makes sense) so if you want the potions they currently make, nows the time to mix them! We will also note we won't be removing any types, simply changing ones that double up. Wurm interior design It ran a little longer than expected, but that';s due to the introduction of part 2 of placing items on things, I'll totally blame that. We're blown away by what people have done with the ability to place items on tables, and it really does just add that extra oomph to making a house really look like a home. we have five winners to announce,, and there's been a lot of discussion with each dev picking their favourite, I'm pleased to announce the winners are: 1st prize: Seriphina with her tour of Lorewood Gardens and the beautiful library! 2nd price: Rhea with her tale of the great feast with a twist, a great use of the feature to write a mystery! I was expecting a goldilocks story, but I'm glad it wasnt, has someone done a rapunzel? 3rd prize: Aniceset with her tour of Amish Paradise, the bar is amazing and I have never met Candi in my life 4th prize: Kasumi with her troll cooking up a tasty foot and mouth stew (Yes, I checked the ingredients) 5th prize: Jakerivers workbench, it somehow still looks tidier than my RL workbench! A (dis)honourable mention goes to cenotaph for his luxury new player hotel, I mean, slave cage We'll be in touch over the weekend with your prizes! Friendalong! The friendship bay friend-a-long is quickly coming up, with imping, events, GM slayings (which will be even more fun with the death tab and general socialising. I took a few minutes out of the day to drop in on host VirusMD, and nag him all about it: It's on over the weekend of July 27th - 30th, be there, or have no friends!* *You will still have friends if you don't attend, they'll just be sad That's it this week from us, we'll be putting the finishing touches on our updates with the planned launch in the next week or so, so stay tuned for that! Until then though, keep on wurming! Retrograde & the Wurm team.
  8. Well it appears that this keeps going back around the same circles, so we're going to call it done now. We've received some great ideas, and have had plenty of internal discussions based on this thread as well. Our next steps will involve some back end work allowing us to tweak and fiddle with mechanics a little more easily, sindusk already mentioned his work on reworking armour to be more easily adjusted, and there's other areas such as spell mechanics that need updating on the back end. Over the coming days/weeks we'll begin sharing an overview of each issue we want to tackle and how we feel is the best way to address it in threads on each individual issue for discussion solely on that point to avoid losing focus. It'll be a long process as there's many pieces to this puzzle, we don't expect overnight miracles, but we do want to begin those steps. I'd like to thank you all for your input, and for at least trying to keep things on topic most of the time.
  9. There are plenty of storage options, and reaching one level above you is still possible. Most of these houses were designed prior to large storage units, bulk container units and crate racks.
  10. Nearly all PvP discussion winds up off track, which only makes it harder for us to identify WHAT needs changing Everyone has their own thoughts, and their own opinions about it, and the longer any discussion goes the worse it gets. What I will take the time to say is if you disagree with something, throwing around insults gets nowhere and almost guarantees you will be ignored, calling other people pathetic, or throwing kvk stuff around will give us reason to discount your input because you're not discussing any mechanic, you're just throwing insults based on who the person is or their kingdom affiliation. If you do wish for your feedback to be considered, moving away from identity politics will greatly help As sindusk has already said, a few projects are in the works, and we'll get the ball rolling and work through them, ensuring there is plenty of space for CIVIL discussion
  11. Not really, I mean, acknowledging that it's a bug and will be fixed NEXT UPDATE is not a change aimed at annoying players We give a robust permissions system that allows players to protect their valuables, even while sharing houses, locked doors and individual permissions means players placing items here expect them to be there when they go to get them. Being able to reach up multiple floors allowed in some circumstances to bypass the horizontal block (doors) and steal items from other floors is something we want to avoid at all cost, even if it slightly inconveniences those with exceptionally large vertical storage systems, you can still reach one floor above you, just not infinitely into the sky Our approach will ALWAYS be to ensure that item security is effective, especially given so much of it is up to players. The other issues raised regarding open/take range I'll pass long to the dev team
  12. Hi all We checked this on our end and it has been corrected, double checked with my account.
  13. Yes, there are ways, which have already been implemented and are waiting to go live. It will be possible again after the next patch
  14. Because mechanics such as locked doors were possible to bypass under the right circumstances, it was reported as an exploit and after discussion we agreed this was the best course of action. Yes, it may impact those who have build more than 3 story tall storage houses taking advantage of the ability to reach infinitely into the sky, but the players at risk of losing items that were intended to be inaccessible will benefit far more. As for everything else, it's unintended and for all intent and purpose is a bug that will be fixed next update, our focus is on fixing the security issues, not hampering picking up dirt.
  15. The argument for addressing the high entry bar is one that's been around for a long time The complaints about scale/drake, moonmetals, meditation, tomes are all ones I've seen you all commenting on from the position of "entering pvp requires too much time" , why are skills and stats not a part of that discussion when meditation is a breeze compared to other skills and stats?
  16. Yeah, it makes things a hassle with high slopes, no way around that The reason for the change was the ability to access things on upper floors allowing bypassing of permissions and mechanics designed to protect said items We agree it's not good outdoors, and that'll be fixed with the next update, we did touch on this when it was raised in the initial update: Agreed, we'll be adjusting this to only matter in a house, i.e. unable to pick things up and drop things on the third floor from the ground floor
  17. I've also updated the document, looks like part of the original design document tense was not corrected
  18. shield training like that isnt really effective as you won't gain much skill from a pig. I've gone from about 15 to 60ish pretty quickly by simply fighting trolls in defensive with a 40-50ql shield
  19. One reason why clothing like this isnt in is due to the flow of it as you walk and perform actions would take a vast amount of work to look right, or simply look horrible. The merchant model lower half is fixed, so the robes dont have that issue. Saroman is incredibly busy adding normal and specular mapping across every item in the game, so heavy art based additions like this might be low priority, but I'll definitely pass it along
  20. Scratched that, it's to do with something else, we'll be looking at an update in regards to it asap
  21. you gain the achievement when you regenerate back to 100, it's tied to going to 0 and back without dying
  22. No timeframe as of yet, likely won't be next patch
  23. Cooldown on being located perhaps? Rather than the cooldown being on the cast itself Wonder if you could give an event message either way "You feel the eyes of <playername> on you from afar>
  24. Would relying on pendulum range work if you don't know where the enemy is going to be? Given another suggestion is the removal of hota to improve roaming, you're looking at an incredibly tiny search range and chance of actually hitting anyone with a pendulum. 4096 is a rather large size for any server