Fooligun

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Posts posted by Fooligun


  1. If the epic map was remade to be either a single PVP map or PVP map with smaller home servers around in this style. I would likely port my character over to partake in base kingdom PVP. Grudges are great for encouraging play in PVP afterall.


  2. I'd love to see a very simple version of the game for PVP, that is easy for players to get into and involved in and this would be that mode.

     

    21 hours ago, Mclavin said:

    A pvp server with no

    MEDITATION

    MM

    TOMES

    PLAYER GODS

    HOTA

    HELL HORSES



    This idea is actually brilliant. I can't +1 enough - These are no longer unique features or even features we want in pvp - We ask for nerfs or removals etc...But yeah...Just going back to bare bones of what pvp is would be great.
    Build up from that with stability etc but really keep it SIMPLE

     

    I would argue about either removing drake/scale or making unique spawns abundant enough that they are not such an expensive commodity. The emphasis being on armour variety such as chain, plate, studded leather and weapons from mauls to swords enabling different play styles.


  3. Why not introduce the old skill decay system if an account is no longer premium for skills above 70 unless used? This was in the game a long time ago, but as people say old accounts simply get passed around and left inactive for periods but never leave the game. It'll ensure Wurm retains players with premium costs to prevent skill decay, and those who don't will reduce the high skilled accounts exisiting in Wurm so you can't do everything.

     

    Another idea is limiting the number of skills above 70/80/90 you can have if we don't remove skill decay? Meaning accounts must be specified for a role/task and can no longer be a JOAT with 90+ in all skills?
     

    The issue with the market isn't the items directly, but the accounts around to make the items surely?


  4. I'm curious if it is being made possible to move from the Freedom and Epic clusters (subject to skill mergers). Is there any benefit to having Affliction, Desertion, Serenity and Elevation AND Chaos?

    Would this not be the ideal time to have a single PVP server, similar to the currently proposed new Epic map with increased action timers (Benefits to playing in PVP similar to the ore cap's of old). This single map could be accessed via portals or server crossings so the community can FINALLY play together, with the PVP servers not feel so empty and lackluster. I imagine alot of the PVP community wish to have more people to fight against and with?

    The only thing to consider are players that skill up/craft on the PVP server who bring items to Freedom, but this could be countered by limited item transfers (e.g. 100 items) and the risk of pirates at sea.


  5. 1 hour ago, Retrograde said:

    Just to clarify, as it seems many are jumping to rather dubious conclusions in both here and other areas.

     

    The current plans for cash shop items are:

    Golden mirrors that allow gender changes

    Items that are currently stocked on traders

     

    From there we'll be looking at things that have been long requested, and things that have zero impact on play. As for what they are, and how they will come in, and what else comes with them will be discussed later.

     

    You mean I can finally be a male character again??? OMG!!!

     

    After all these years, where my character was made female after someone used /gofemale on my toon, I CAN CHANGE! Welcome to 2017 folks.


  6. 17 minutes ago, Budda said:

    If you don't know what the current timers are, why are you assuming its a massive nerf designed to kill off new players?

     

    Current live repair timers are between 4 and 16 seconds on stone and plain stone walls, and a minimum of 30 seconds on every other wall type. Improve timers are minimum 30 seconds on everything.

    Old winching timers were static 1 second per winch, new timers are between 0.66 and 1.0 seconds per winch depending on skill, with an overall lower range for the minimum winches to offset the lower timers.

     

    There is only so far I can go with designing changes aimed around low skilled players without either making things completely discouraging to leveling skills up, or making the skill system that the game revolves around completely invalidated. The new timers are a maximum of 16 seconds when under raid, the old timers are a maximum of 16 seconds at all times. the 5-10 damage repaired range I'm open to changing, but since you're focusing on the timers I haven't mentioned that.

     

    You've also glossed over the lowered damage from catapults in the same set of notes, making raiding a bit slower in general.

     

    How fast can a Trebuchet fire now though, I believe it was every 10 seconds though that may have changed. typical raids don't use a single siege weapon, and this increased radius/damage for Trebuchets and Catapults will mean repairing and defending will become impossible from what I've gathered? Seeing as you have a minimum of 30 seconds to repair 10 damage, a single trebuchet can deal significantly more damage in 30 seconds than a repairer could fix.

     

    I'm curious what goal you actually have for raiding mechanics, and if rather than altering just siege engines, it would be better to modify both siege engines AND defense mechanics.

     

    EDIT: Such as adding more defensive items to be used, high end archery towers for example, or reinforced walls that take reduced damage. Everyone know's raiding is a slog and should be made better, though that shouldn't mean they have the clear advantage over a defender otherwise there would be no point.


  7. Perhaps having a default tower influence regardless of QL that is 50 tiles (The same distance between towers) while increasing QL of a tower will expand this influence by a fraction of the QL (e.g. QL/2) to a maximum of 90QL might be nice.

    The option to summon guards would be a lovely feature to add to remove issues with missing tower guards.

    I would like to see the chaining of influence by towers/deeds in some mechanic for a strategic warfare rather than dropping deeds anywhere a small gap in influence may exist (such as bashing a single tower)


  8. On 12/7/2016 at 11:15 AM, Retrograde said:

    In tomorrows update we'll be taking an initial step of scaling SotG according to path level, starting at level 7 with 20% of the 30% DR (6% DR).

    Each level will then add a further 6% up until the full 30% at level 11.

     

    Hopefully this does lessen the "six month" requirement on PvP and reward newer players as they advance, we'll keep an eye out and continue to monitor what else can be addressed.

     

    Was this included?


  9. Would it be classed as meta gaming when you buy accounts from other kingdoms with the hope of stealing anything possible before you get caught, and inviting players to the deed to destroy them or convert deeds that would otherwise not be possible? Or finding out someones job and harassing them about it both inside and outside of the game at their workplace? Where do you draw the line?

     

    What those 3 players did is inexcusable, but do not say all of JK did this. Doing such is simply trolling and aiming to incite a reaction, and is against the forum rules.

     

    It is a shame to see Emoo go, though I hope you can find something enjoyable in Wurm Online or Wurm Unlimited!