gabars

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Posts posted by gabars


  1. I could see this coming handy if I were to build an inn. Let people use some chests in their rooms that other guests can't steal from, but if they leave stuff behind I can take it out to make room in the chest and try to contact the owner.

    Or at self-serve animal shops, customer can put the lock and key back in the deposit box. If they made a copy, the seller should already get a message saying they don't have all the keys to that lock when they attach it.

    Might be useful at impalongs too? Sadly haven't been able to go to one ever so idk.

    Why not? +1

     

    I'm not sure about the name though, I think "safety chest" or similar would be better suited; "deposit box" implies that you can't get that stuff back (not through the deposit box anyway). Somebody with more vocabulary than me could probably come up with a better term.


  2. I only have 64-bit java installed. 

    java -version
    java version "1.8.0_211"
    Java(TM) SE Runtime Environment (build 1.8.0_211-b12)
    Java HotSpot(TM) 64-Bit Server VM (build 25.211-b12, mixed mode)

     

    The only thing I've been able to reproduce is when the window loses focus while I have a key down, it stays down until I press and release again while it's in focus. When you accidentally press a modifier key without noticing and click on another window it essentially prevents you from using the "bare" keybinds. I don't think that's what happened at the time though, I'm pretty sure I went through all the modifiers.

     

    That doesn't explain the sub-menus anyway so I'll keep playing and post the logs if/when it happens again.

     


  3. Since last update, I've had trouble with clients becoming unresponsive at random times, ranging from right click sub-menus not appearing (i.e. right click->emotes then the next menu doesn't appear) to the game not registering any key presses, to not responding to anything except the minimize/maximize/close buttons on top.

     

    I play with 2 toons most of the time, I'll spend a few minutes concentrating on one screen then come back and it's unresponsive.

     

    I just realized logs get erased when the client starts, I'll try to upload it the next time it happens.


  4. -1

    The people of chaos don't want occasional PvP players. The way your idea works, you need new gear on chaos. What kingdom wants to give away tons of gear and train people who won't stick around? Unless you plan to get the resources and make everything there, in which case it would be faster to just sail over there, especially now that we can plot course.

     

    In my experience, if you're not 100% commited when you go to chaos, you're gonna have a bad time.


  5. I'd be more in favor of a few "magic" actions i.e. make "gather" also cut down non-fruit trees, chop up logs, mine straight, dig etc.

     

    In the meantime, what you could do is write a few different text files containing the various binds you wish to use for different activities. For example, you could have one for farming, and one for woodcutting.

    farming.txt:

    bind r harvest
    bind f farm
    bind v sow

    woodcutting.txt:

    bind r cut_down
    bind f chop_up
    bind v pick_sprout

    save them to (wurmroot)/configs/default/something.txt (on windows wurm root would be C:\Users\Your_username\.wurm) and type "exec farming.txt" in the F1 console before you go woodcutting.

    You can even take it to the next level and 'bind y "exec woodcutting.txt" '.

     

    that's assuming "exec" is available on Wurm Unlimited.

     

    Edit for some useful info: "dump binds" will output all your binds preceded by "bind", so you can copy the output of that command in a file like 'default_binds.txt' and run this to get all your 'regular' binds back.

    You can also call exec from these files, that would allow you to have "nested" binds. Just be careful not to accidentally cause a recursive loop.


  6. +1 for a good QoL suggestion that isn't asking for the moon.

    How about under the hand icon, might as well that to the right slot too, I never understood why the "add hand" button was only on one side. Symmetry FTW!


  7. On 3/28/2019 at 3:41 PM, tamat said:

    and then ring of bulk makers are banned again...

    Why would they get banned? Unless they're macroing, but I didn't imply that.

    On 3/28/2019 at 3:41 PM, tamat said:

    IRL, raw materials are made to export principaly, here arent foreign countries so all going to inside population, so IRL model dont apply to wurm.

    Yes they do. Foreign countries aren't magical item sinks that endlessly pay for whatever you want to sell them. Supply and demand works no matter how big or small the economy is. 

     

    If someone buys materials from you, it means they've either bought silver or sold other items/services before. Somewhere down the line, someone had to buy silver before you could try to earn it, don't take them for granted. ("You" the reader, not just Tamat)

     

    On 3/28/2019 at 3:41 PM, tamat said:

    why not? economy is dead, more 90+ skill toons in weapon smithing will dont change anything, and not everybody can play 24/7

    Keeping the game fair has nothing to do with the economy. An update that would reduce the time and effort to reach the same levels other people have already achieved by half would be everything but fair.

     

    Also, the economy isn't dead, there are plenty of people selling and buying high end items and services. The materials market is saturated, and making it that much easier to reach high levels would destroy the rest of the economy. Why pay others when you can do everything yourself?


  8. I'm sorry but I hope none of that comes true.

    16 hours ago, tamat said:

    bulk items price keep falling even if some large scale traders were banned for macroing...
    change model of subscription to 1-3 toons per person, also limit the number of alts to that number.
    remove the posibility of sell accounts/toons

    Tbh if anyone is able to efficiently use 5 toons at the same time without macroing, let them.

     

    16 hours ago, tamat said:

    new players only have 2 ways of make money for deeds or prem, buy it at webshop and make bulk items, but how compete againts a guy with 5 toons, 3 mining and 2 cutting bricks, also selling below the "standard" price?
    fixed price for bulk or at least suggested

    Wurm is a free market, always has been. That means there is no "standard" price is for bricks or any other item. Just like IRL, when the supply is higher than the demand, sellers drop their prices because they want you to buy from them rather than their competitors.

     

    And new players get a referral, that can get them a small deed and a few months of upkeep.

     

    16 hours ago, tamat said:

    change unique drops to server wide (still premium needed), and make yellow potions craftable into something to sell players for premium time. So is tradeable for bulk items and unique drama solved too.

    I've never been on a unique hunt. I don't think it would be fair for me to get any of the loot just for being logged in at the right time. It could be based on participation like rifts though.

     

    16 hours ago, tamat said:

    Make events like 2x skill (combinable with sb) at weekends for all time zones (like friday to monday).
    Low the timers for everyhing at half, and maybe duplicate the exp of actions in normal gameplay.
    

    Just no.


  9. 1 hour ago, Flubb said:

     

    Sometimes it is better to stew a bit on it. Don't immediately go out and fling turds at everyone, calm down first, try to move on. If it was truly that egregious that it needs to be called out or addressed, chances are you'll think about it later on and decide to speak up about it after all; by then with a somewhat cooler head about it though and perhaps having mulled over some more aspects of what might have gone wrong, and you can see that type of reflection in the OP.

     

    Maybe this is somewhat more topical than I'm aware of but I see nothing right now that specifically talks about retention or recruitment on Chaos that would have sparked this thread.

    Haha you're making me look much wiser than I am ;). It's true that I've got a much cooler head and all but the real reason is that was supposed to be a part of my reply on

    But it got so long I figured it deserved it's own thread.

     

    I had no intention of sharing this experience when it happened and I'm not trying to "fix" my view of Chaos now. What's done is done.

     

    My intention with this thread was to make Chaos recruiters take a step back and ask themselves if they're guilty of such practices. Anybody could fall into this trap, and I'm sure there was no malice behind what happened to me.

     

    And the kingdom will remain nameless, I'm not trying to stir ######.


  10. For the guys on Chaos that want more players, here's what happened to me when I went and why I won't ever be going back:

     

    I went there with a young priest toon (~30 fighting), to test the waters, and I'm glad I didn't send my main. I joined a kingdom on their forum first and told them in the application that I was going to be bringing a priest, that I was not ready for combat, and that even if I were to bring my main later down the line I wanted to have a more supporting role (supplying the kingdom with weapons, armor, building supplies, etc.) I wasn't interested in PvP, but I liked the idea of a server where players had more control.

     

    My application was accepted, so I dropped myself off on chaos, got a /vinvite and was told to teleport there, so I did. I spawned on war-deed on the front line and told to build myself a house, obviously, I couldn't. I understand that new recruits don't get to live in the capital but to be sent there without a warning, I felt tricked and trapped. Nobody offered any help, it felt like me staying here was so important to them that what I wanted didn't matter. So after 2 evenings of doing absolutely nothing, I started walking towards the coast. I didn't make it far, got attacked by a troll, respawned and got the hell out of there, without my things.

     

    I might have just been unlucky. That was a few years ago, so things might have changed. I'm not trying to tarnish the server's or kingdom's reputation but ffs, if you can't or won't accommodate the needs of potential recruits, just tell them. Maybe you can work something out, maybe not. Luring players to the opposite of what they signed up for is sketchy as hell and I can't imagine a scenario where this works out for anyone.

     

    My tip: If you want to keep players, don't be sketchy.


  11. On one side, there's what the devs and GMs can do, like advertising (yay we're getting it!) and events like Enki's random enkounters.

     

    On the other side, there's what we, the players, can do about it. There are plenty of things that come to my mind (for PvE anyway):

    • Be friendly and helpful towards new players.
    • Be considerate when gathering resources, and teach new players to be too.
    • Allow people to pass through your deed, especially close to the starter towns. I see too many deeds that are fenced off and look like prisons. That gives the impression that you're paranoid, antisocial, and we're not welcome here. We don't want new player's first impression to be that most established players are paranoid and antisocial.
    • Organize more social events where people can meet like impalongs, sermon groups, races, fight clubs (don't talk about it).

  12. +1

    A lot of established players will probably -1 because it becomes irrelevant once your skills and characteristics are past a certain point, when there's not much that you're impatiently looking forward to. This is an annoyance to new players and it should be a trivial change to code.


  13. +1 lanterns, banners and hitching hooks and anything else cosmetic. Barrels and any other containers should keep taking up space in the cart.

     

    If I remember correctly, many years ago you could store a lit lantern in a cart and it would keep emitting light, even a bit further than in your inventory. I don't know why they changed it, or maybe it was just a bug unintended feature?