Wurmhole

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Everything posted by Wurmhole

  1. I've been seeing a lot of work on fire sources in patch notes and was really hoping Lava surfaces and walls could become light sources with some flame animation. I think it would look fantastic in caves to have that updated.
  2. +1 to the merge and I'll add a suggestion that pvp gets completely severed from pve, so the merge can happen. +1 for the OP suggestion. +1 to the addition that Sheffie added. -1 to the idea that Uniques don't need to change. They absolutely do. From my perspective and most of the people I play with, Uniques and pvp balance nerfing QoL on pve are the two biggest areas where change is needed.
  3. Ah I get that. I do it too sometimes. It would be ideal to make it a choice like with normal digging. Dig to pile, or dig to inventory. Level to pile or level to inventory.
  4. Like the cute bear pack, it will be a love/hate skin.
  5. 11 out of 10 on the skin. Awesome job there!
  6. We have a dig to ground option, How about the same for leveling? It works that way in mining and I'm at a loss, trying to think of the last time I did any digging in RL, where I put the dirt in my pack...
  7. Thank you Darklords and the rest of the team! I've been working hard to drain my SB for this
  8. 94 bowls in an oven!!! here we come!
  9. Honestly, it is hard to make math any easier and pretty hard to pull off a deception when dealing with "10". How many people get fooled by that one? It is a copy/paste goof clearly enough. If they wanted to fool people, they would do it on 5 or 50, which take a second to think about. Obviously they care and don't intentionally do these things. They are going through great efforts to compensate for the other mistake and for this typo, I would never expect any action other than a typo fix.
  10. 20?? damn. I need to go back to grinding. Thank you!
  11. You do have a good point that generally healing works. Yes, the title of the post probably comes from years of being flooded with click bait news titles and may be a bit extreme. But, I liked the way healing was before the debuff. I know many others do as well. Where the debuff goes horribly wrong in a prolonged battle like a rift. So if we keep everything as is, my new goal in rifts will be to stop fighting and just bring Fo priests to spam heal spells for the points, or if I get tired of trading cordage for rift points, I'll rapid target all the mobs, but just run around and avoid any direct confrontation. I know how to game the game, but it feels a lot less helpful to everyone else there. Personally I'd like my fighter, which is in low 70s FS and has 70ql armor, to add value to the others there. I'd like to earn my points. As to MMOs with cooldowns, yeah, they have them. But I can't think of any cooldowns like our healing debuff that would put players on the sidelines for 10 minutes during the thick of a "world boss" battle. I personally don't agree with the "in over your head" flag you are waving. It is easy to step back when you have 10% damage or 50%, but I personally like trying to push to the last few seconds of life before I run from a battle. I know it puts hard earned skills at risk ad it is a risk I am willing to take, but then I get blindsided by a complete heal debuff. I'd never realized the extent of how far that debuff would go. Which when you think about it, means that it obviously wan't impacting me much when out hunting for FS. So maybe this counter proposal: Put a cap on the amount of debuff in PvE? Set a limit for 50% penalty. Healing salves and cotton? That is what you have for solo play when you don't want to invest in a Fo priest or LT weapons. I put int he investment for both and want to receive those benefits.
  12. If we are being honest about PvE, how many of us players in PvE are playing for the combat adrenaline rush? I can go weeks or months happily crafting, farming and mining on my deed. Venture out once in a while to an event to score some blood, scale, rift mats and point... but is anyone in PvE out for the combat challenge? Anyone that isn't already a PvP player? Let's face it, the only real challenge in combat is against other players anyway, right? I did take damage in a rift and actually died while in the alt pen, while my Fo was casting Heal multiple times and discovering it wasn't healing at all. Seems the Warmaster decided to spawn minions into the alt pen. That's fair though. Not a huge deal honestly. Just seemed to me that getting rid of the heal debuff would make the lives of PvE players a bit easier.
  13. Oh yeah, I know PvP suffers from PvE geared mechanics. It is mind boggling to me that they try and make it a uniform code between the two. They have multiple PvE servers that ALL operate the same. Same rules and mechanics for every PvE server (minor exception GV). PvP has Chaos, which is free travel to and from PvE, then in NFI, the Defiance server, which lets you portal your character and stats, but no items. Finally Epic, which (I think?) lets you have an alternate character of the same name/account, but has all of it's own stats - also no items transferring between it and PvE. Why so many different implementations of PvP? Why not just cut all ties to PvE, so you can make a PvP version that is unencumbered by the simple life of the PvE world. Why tie down PvE with all the critical game breaking issues of the PvP world? Get out the fantastic q100 imbued butcher knife and filet the game into two different games. I've heard that splitting the code would never happen, but why not? Is it so much easier trying to balance two completely different game play mechanics with one code base than allowing each to develop independently? How many times have great improvements to the game (in either camp) been set aside, because it would break or unbalance either play stile? Features that would have added to the popularity of the game. How many times have people abused some mechanic by crossing over from PvX to PvY to do things that normally could not have been done on PvX, so devs spend the time to fix that code. Seems like it is already pretty time consuming to attempt to keep the two camps balanced and connected. @elentarithis is not a rant against you in any way. Just a rant about an issue as old as Wurm is. I hope one day they can solve it.
  14. So it is brought to my attention that the big healing nerf is a pvp balance issue. My suggestion is to bring back the full power of healing on PvE servers. Anyone doing rifts is probably frustrated by the debuff, as we have Fo priests firing off LoF and all our LT weapons, so about 1/3 the way through a rift, heals do basically nothing. During the rift I recently participated in, I was starting to think my fighter was somehow bugged, because my LoF wasn't helping him, nor were direct heals. It was so frustrating. What is the point of having a healer in an MMO (maybe just MO here) that just can't heal? Sure, the healers can keep making rift points I imagine, but it is healing for the sake of points, rather than doing much good to the fighting troops. It is a very degenerative loop. Every heal builds more resistance, so you have to apply more heals to get the same effect, which compounds the debuf. To me, this seems like a pretty broken mechanic. Being down to 10% health after getting hit with 3 LoF spells is pretty discouraging.
  15. Well not me! Your original suggestion is fantastic! I want a static location for the skills, not a scrolling list. I guess a scrolling list isn't as bad if you have your skill tab open fairly large, but my setup is smaller client windows and I can't afford to make a large text box for easier reading of it. But even then, I hate trying to read the skills as they scroll up.
  16. My gut reaction to everything nerfed in PvE is to assume it was for PvP balance, but I resisted stating that assumption above. Sigh. I appreciate this enlightenment.
  17. Just wondering if someone has a good explanation as to what the reasoning is for this debuff? Last rift I was in, with all the FO priests casting LoF (my alt being one of them), my main fighter could barely heal at all. I think I need to bring 4 fighters to rifts and tag team them or something, so I can still have some benefit of healing at these longer events. Were healers just to OP? Anyway, legitimate question here, not a ###### session. Just want to know why healing gets such a bad debuff. Thanks!
  18. This is actually a fantastic idea! As I sit here thinking about my tracker setup and when I use it - this would eliminate my use of any of my 10 pre-set trackers I have now. ALL I care to see with the tracker is what I am currently grinding. Would need to make skill positions on the tracker retain some sort of stability, once they appear, so it doesn't become a scrolling tracker. Maybe have them drop from tracker after one minute with no ticks? I really love this suggestion. If it doesn't happen here, I would not be surprised to see it show up as a mod in WU.
  19. Why not simply add map coords to a guard tower name on completion? That eliminates any possible duplication, since two towers can't be build on each other. Not a fix for the old ones, but start with that going forward?
  20. Actually at first glance, I immediately thought "why are those lamps on in the day", so the screenshot is perfect.
  21. If they aren't meant to last, then they should have a count down timer like the food and agro range buffs. If we could have crafted tents weigh .5kg, then I'm all for crafted tents. Losing an item that you can't ever get back, but is possible to hang onto for more than a decade is frustrating. Regardless of how it was originally intended. Maybe make the bigger tents "bindable" by a group of alts, to justify the 5x weight over a starter tent? Would love to just bring a single tent to a hunt.
  22. Agreed! Allies and I were just discussing how many VERY annoying "too crowded here" messages there are in this game. Why on earth is it that way? I put 100 BSBs on a tile, but not 2 beds. I go to craft something and it says no room, but after crafted, I can stick it right there. If people want 50 beds on a single tile, why not? You can have 100 planter racks on a tile, each holding 3 planters. Just do a very simple 100 items per tile rule and call it a day. If this is somehow in place because of PvP, just please cut the cord between PvP and PvE codes. It would benefit both groups. Neither would be forced to live with the compromises imposed because of the other style of play.