Ostentatio

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Posts posted by Ostentatio


  1. On 4/11/2024 at 12:57 PM, Rhea said:

    I am not sure what happened, but I had hard time to collect snowballs tonight 😞

    Maybe I was trying to collect them in end of winter but after 2 hours of real life time running in the wilderness, I managed to collect just 70 snowballs and only from snowpiles 😞

    I was travelling all over the place, in wilderness, on roads, near deeds etc, not so many piles been there and I could get only 2 snowballs per pile 😞

    I have question: after release of new nodes system, can we still collect snowballs old ways by clicking ground or we can get it only from piles?

    Maybe it is possible to get old system back just for snowballs collection please ?

    Otherwise this new nodes system making our wurmian life real hard and it is time consuming for real life.

    Maybe in middle of winter season we can get more snowballs per pile and there are more piles spawning ? In this case I got to calculate exact day/s just to get snow for my larders.

    BTW how long each season lasts in real days ?

    Thanks for any answers in advance!

     

    If you were only getting two per pile, that means Winter was already over, so in the old system, you wouldn't have been able to find any snowballs at all.

     

    During Winter, you get significantly more (it should be around 8 per pile unless you're at high altitude).


  2. On 2/5/2024 at 12:57 PM, Pukaria said:

    It's odd that players in Capybara Sultanate are explaining why the code in the game was changed though. This should be, for example, put in the patch notes and explained by the Wurm team.

     

    PMK graphics being removed does not require a code change or any update to the server or client software. There wouldn't be a patch note because there isn't really a patch at all.

     

    Also, the reason Capybara Sultanate are doing the explaining is because the PMK graphics were removed at their own request.


  3. 17 hours ago, Emoo said:


    Before the update:
    [05:49:08] You poison adolescent scorpion deadly hard in the stomach and damage it.
    [05:49:12] You easily parry with your medium maul.

    After the update:
    [16:23:52] You maul aged unicorn deadly hard in the chest and damage it.
    [16:23:55] You easily parry with your medium maul.

    Same weapon. So just so there is NO confusion as to how the game worked previously as you assert that "it has always been this way".

    As for the rest of your opinions I believe they would be better suited to the suggestions board if you believe that Venom/Imbues should be changed. 

     

    @Emoo

    When is each log from? Do you have an exact date? Also, what servers were you on at the time?


  4. 28 minutes ago, Ekcin said:

    Well, forageable/botanizable and not are not equivalent. The further allowed the action, the latter yielded the "picked clean" message. When harvested, the tile turned to not for/bot-able, returning to it after some time - or not. A harvestable tile did, in my observation, only change state when tile was changed (such as trampled, and I mean, also when a bush or tree planted itself on a grass tile).

     

    I do not know the data structure, but it did not seem to me that there was a state distinguishing not harvestable "from start" from just picked clean.

     

     

    Sorry, I think we're on the same page here but there's a misunderstanding. The action was either allowed at the time or not, and the amount of items you got was solely determined by tile type and grass length.


  5. On 12/26/2023 at 2:10 AM, Finnn said:

    so... rarity on the gloves DOES affect and slow enchant loss, unless enchant decay was wrongly used.. my only question was about the enchant loss from foraging and botanizing, does rarity on the gloves help to lose the enchant at slower rate(lower chance to lose enchant power caused by the rarity or not at all)

    As I said previously, yes, it does.

     

    On 12/31/2023 at 12:06 PM, Finnn said:

    you could of looted up to 4 items from a tile.. if you do it early.. you could maybe get 1 or 2.. and that's it, you don't just magically get optimal results, funny to tech other when you had no clue how any of this worked before

    This was not the case in the old system, and is not the case in the new system either.

     

    In the old system, a tile could either be foraged (or botanized) or not; it didn't matter how long past that point you waited. Resource nodes are the same way, in that once they appear, they will not continue to "grow" in any sense.


  6. 11 hours ago, Ekcin said:

    I get the same "approximation" no matter which node.

     

    Many of them are very similar in difficulty. At your skill level (upper 90s I think?), it's pretty likely that they're all falling into the same category because your skill level is so much higher than their difficulty when alcohol isn't involved. The difficulty estimates are definitely enough to optimize skill gain, at least. Pretty much anything in the "somewhat hard" range will be close enough to optimal that more precision wouldn't help that much.

     

    3 hours ago, Finnn said:

    can you answer on this question by any chance?

     

     

    Enchantment decay works the same as it would on any tool, so rarity matters as much for foraging as it does anything else.


  7. 9 hours ago, Finnn said:

    since we have no clue what difficulty the nodes are, at all... so we throw darts in the dark with the alcohol and pray...

     

    If you use the "Lore" action on a resource node, you will get an approximation of how easy or difficult the resource node is.


  8. 2 hours ago, Finnn said:

     it's completely random and bigger rng loot table per node, making it harder to get something specific.

     

    The old foraging and botanizing item pools were larger than the item pools for any particular resource node under the new system, and by a pretty large margin. Please refrain from posting misinformation in official threads.


  9. 6 hours ago, Finnn said:

    snow seems to be capped somehow by skill.. I'm 97.. common rolls are 80ql and around.. rarely ~90-94ql.. but cant say I noticed higher, luckily I had the snow I needed before the patch;

     

    We have stated several times, in multiple places, that collecting snow is not affected in any way by any skill. Please stop posting misinformation to this thread.


  10. 18 minutes ago, Tor said:

    The dev there's like cherry picking the question that going to answer or feedback going to consider, so maybe, or maybe not, but most likely yes

     

     

    Needing 2x coc enchant to get to 1x of old skillgain is not the same or in line as needing 1x enchant to get to 2x as the rest of skills that use coc tools

     

     

    Skill gain (for a given action of the same length of time) is the exact same in the new system as it is in the old system, when enchantments are not involved.


  11. 7 hours ago, Tristanc said:

    Just a note, I believe the current Test Server has a larger concentration of nodes for testing the new foraging/botanizing system than they are planned to be implemented when the system goes live.

     

    Standard testing process so those trying a new feature out / doing the tests don't have to devote as much time to experience the change as the players will when the feature implemented.

     

     

    For what it's worth, this is not true. One reason for the public testing period has been to get feedback on resource node availability, which would be undermined if conditions didn't at least roughly reflect what they will be on the live servers.


  12. 1 hour ago, Ekcin said:

    Wulfmaer found that skill gain on test server did not differ significantly from that on the existing system in production.

    Now:

    If that is the case, skill gain will be less with resource nodes.

     

    I don't know where Tristanc got this impression, but it is not true.


  13. On 11/22/2023 at 4:33 AM, Oblivionnreaver said:

    things heating up in the foraging fandom lol

     

    what does a "Monster Camp" node do? couldn't find any on test and goblin/troll spawners aren't exactly common

    will removing the old foraging system effect archaeology tile polling as they're linked iirc

    is the rarity chance being divided by how many items you've already found being removed/rarity chance being changed with the lower nodes?

    will there be a way to opt out of snow on mountains on deed?

     

    Old questions, but I think I missed them so I'll answer them now:

    1. Monster Camp nodes use Foraging skill and have an odd assortment of goods you might expect trolls or goblins to have where they've set up shop (or that they've snatched from unsuspecting humans). They will be pretty uncommon in practice, since they only show up when trolls and goblins spawn from their spawner items.
    2. Archeology hasn't been touched in any way by this update.
    3. Rarity chance is still based on the player's rarity window and hasn't been changed, so it should work fundamentally the same as it did in the old system. Same for rare coins.
    4. There is a village setting now to prevent the spawning of resource nodes within your settlement, as long as you have a spirit templar to act as groundskeeper.

  14. 2 hours ago, Archaed said:

    I don't know if this was already covered, but previously when you rolled < 1 you'd get an item with damage and no skill. 

     

    This system seems to have it a little differently, as I got this error message:

    [20:14:50] You find some stone shards, but your unskilled handling causes some damage.

     

    But upon looking, the stone was 15ql with 1 damage

    66x58y7.png

     

    Is that intended? I can't see the skill rolls for this skill

     

    Rolling a failure reduces the quality (instead of adding some, which a success does) and gives some damage to the resulting item. This is intentional.


  15. 2 hours ago, Ekcin said:

    It has been already mentioned that it was intended that players cannot find all or most resources close to their campsite or deed, "encouraging you to leave your deed".

     

    This was never stated as the intention behind the resource nodes update. In fact, the resource nodes update makes it easier to find more resources in more locations, especially important raw materials such as clay.


  16. 9 hours ago, Finnn said:

    I think there was a part where these nodes will appear in bundles and disappear if nobody gather them over some time, does that happen if a player is in local?

    Is it possible to go toward or look at a node and see it vanish before gathering is possible?

     

    Nodes spawning or despawning is not affected in any way by player presence of lack thereof.

    Not sure what you mean by "in bundles", would you mind clarifying?


  17. 8 hours ago, Damascus said:

    So if i am growing corn there should be no issue having a flower node pop on it ?

    Overiding what i plant .

     

    Most resource node types won't appear on crops, but resource nodes don't really have any effect on the tile anyway, so you would be fine.


  18. 10 hours ago, Finnn said:

    are all details for the mechanic publicly available somewhere in one place, since a lot changed since the initial presentation, etc;

    stuff like can we gather from a vehicle/mount, do gloves take damage when used, seasonal changes to loot and variance to rolls, high/low skill benefits, elevation vs any place - how's the skillgain in comparison, are gains based on tile node or found item, failure rates, etc;

    We'll have patch notes when the feature is released.

     

    As for your questions here: Skill gain works essentially the same as it does for current foraging/botanizing actions, aside from the influence of gloves. Gloves do not take damage.


  19. 4 hours ago, Damascus said:

    Way i see this , is going from a anything harvest as is to a skill lvl harvest now for resources .

    The vast majority of items are not limited to a certain skill level, and the quality output isn't very far off from the old system, being mostly determined by your current skill.


  20. 17 minutes ago, Finnn said:

    you wait for the initial 24hours or w/e it was.. then any tile you check likely at 100% will have snow, nothing crazy about it, very reliable, can be done almost anywhere, cant gather on some tiles, but any grassy/paved tiles normally let you get snow, steppe gives one snowball ql99 vs .. random ql on grass/tree/bush tile, new system is entirely environment/biome dependent

    The new system is not more dependent on environment. Snow piles can form on any tile above water.