Belgrim

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Everything posted by Belgrim

  1. +1 Let me just say. Archaed (or one of his priest alts) once dove head first into a newly deeded maximum two-tile mine capped by the deepest drop shaft I've ever seen. He died at least once to help me "fix" the problem. To this day I still have a secured and working deed mine with some amazingly unique characteristics thanks to his efforts. I'm happy to award him "face palm of the year" award only if it also comes with a conciliatory "heart always in the right place" award.
  2. -1, If we want everyone to be completely equal, we should just limit the QL of everything in game to 20. Why does anything need to be above 20 QL anyways?
  3. +1 Be nice to have a "splitting only" waystone that doesn't act as a destination at all as well... But this is 80% of that.
  4. My concern is that as written the rules *do* protect such a loop, as long as it contains a couple waystones. deed A connects to deed B: A+--------+B someone who likes loops modifies the road: +------+ | | A+--+ +----B It is illegal according to the new rules to change it back if the + are waystones. And a waystone in the last 3 tiles of my perimeter is still my perimeter. So I read the new rules to say I have every right to tear them up and change them if I like. (as long as I replace any necessary path with an alternate route)
  5. I think characteristics are just another "skill". So they also transfer. But no secondary bonuses to attributes due to other skills or even parent and sub-skills. Just a flat comparison to each individual skill.
  6. And I've watched someone put waystones in my perimiter or others without permission. Also, I believe you can just build a road into the wilderness and put a waystone on the end any time you want, so how is "time decay" going to remove something that can be built or repaired any time by anyone? I understand the need for useful viable roads where they belong, but why should someone who doesn't even live in my neighborhood have the right to put in roads that I'm never allowed to remove that could cause the locals problems and that don't terminate on a deed at all? (ie: pave the whole forest, mountain, prarie etc) Well, none of this stuff pries up easily, but I still like to have the freedom to fix problems when I can. This is really easy to fix in the rules: Highway is defined as a paved terrain connecting two or more deeded waystones together via catseyes. There, that's all I'm really hoping for. Later we can argue if there should be a "scenic loop" clause, but I think that's a lot less important than the basic transportation and limits on abuse.
  7. I repeat, so we can or can't pry those up? Are only deeds viable destinations that must be preserved or do we have to preserve dead-end off deed waypoints?
  8. Does this mean off-deed waystones can never be removed? Because if not, welcome to the paving over of all of wurm. Perhaps off-deed waystones should be treated as catseye(s) as long as the deed to deed routes remain tenable?
  9. It would be nice, since the permissions still work now, if horses that were dead could still be managed until the permissions wear off. Otherwise I can't let someone else loot or pickup my own horse if I didn't plan for its death ahead of time and already give them permission... >.<
  10. Oh man!!! My "no steam" policy is starting to slip. Must... resist... clicking... dancing... bunny!!!
  11. -1 in the hopes of avoiding even MORE min-maxing newbies. I'm starting to get tired of new players not deigning to waste their time on any action without the absolutely optimal 90 QL 95 coc tool to complement their click lest it be wasted. It's ridiculous when they could accomplish twice as much with a 2 QL stone chisel if they didn't waste all their time running around begging for fancier tools. Especially when they're going to leave the game a week after joining your village, I don't see why it matters if they got a 95% bonus to stone cutting instead of a 70% bonus (reaching 27 instead of 25 skill before quitting).
  12. i will play MORE

    Just how much do you think Code Club AB is pulling in on Wurm? Depending on penny pinching, a total staff of 10 individuals (not developers total staff) could run you 2 million per year. I seriously doubt Wurm is pulling in anywhere near that much. Which doesn't even account for server and bandwidth costs. Right now they have 9 developers alone, not all paid full time sure, but then you have over 40 other odd staff members many volunteers sure. You seem to think they're making money hand over fist but quite frankly we're all getting a bargain when it comes to time and effort spent making this a fun game vs entertainment dollars per month. Just the last cooking update alone was amazing in terms of development speed for major new changes. Finally, I kinda doubt there's anyone on the planet who "knows Java" better than developers who wrote one of the first truly amazing client-server 3D Java games, and it's still in use!!! I'm pretty sure server side memory leaks are not going to affect client rendering times... If the server does have lag it usually shows up in slow action responses like the nightly backup lag.
  13. Actually, favor costs 50c per 1,000 lately, so for 1 silver you can create 700 dirt out of thin air, or dig up 1,000 dirt at 10i / action... Not as much difference as it once was. Sand is mostly ground up rock. However, it does take hundreds of years (at least) to turn rocks into sand naturally. Even with modern tools it isn't really feasible to reproduce this natural process artificially, so why would medieval wurmians be able to do what modern technology can't (or won't for economic reasons).
  14. Doh!! Forgot to check the parent topic!!! If you have the powers the WO GM's have, you should be able to hover at 500 or 1,000 feet and take a screenshot while looking down. Some of the WO maps are actually based on something like that I think. But the idea of needing something in inventory to see it in game is very cool.
  15. Have you looked at the out of game player maps? I think the GMs like to leave road and deed maps for the players to make.
  16. Someone in CA Help couldn't light an old fireplace in daytime on Xanadu. Two of us Indy folks couldn't snuff old fireplaces we had on Indy at night. A third person on pristine created a brand-new fireplace at night, lit it, then successfully snuffed. So some fireplaces you can snuff, some you can't, some you can light, some you can't. You're seriously telling me that if it's nighttime and I created a fireplace I can't turn the thing off to get rid of that annoying noise without bashing it to bits?!!
  17. I get the feeling this was all part of PvP back in the day on Epic etc. I have a friend who likes to tell me about what a big deal it was to loot someone's plate or have your own plate looted. But fast-forward to today and everyone is rolling around in full scale or glimmer armor. I'm happy to risk a couple days or even a week of smithing work, but risking years of effort and/or hundreds of dollars on one encounter, not so much.
  18. +1 to any new window model with bars on it and plenty of open viewing space. Plain stone barred walls are so disappointing...
  19. I can't believe the word trader isn't in this thread. We already have traders with cool things to buy. It certainly makes sense to have more really cool nifty flashy meaningless stuff on traders. I'm 100% behind that. But why do we need to invent some other new "microtransaction" store or system? Premium time really isn't that much and is inline with nearly all other MMO subscriptions. It generally only becomes an issue with regards to alts which we already have more than enough of thanks. Comparing to WoW makes no sense to those of us with no desire to play WoW. Obviously something was done right or we wouldn't be here. In fact if you're down to one account and want to pay less than you are, you can always go non-premium every other month. Compared to ISP and cable TV, Wurm premium time is a huge bargain. Lack of players is a huge problem. However, I don't think money is what's chasing new people off. I've met some people who only want to earn money by playing Wurm. You can do pretty well non-premium in Wurm. The devs even made one-time premium a bargain with the new 30 attribute cap.
  20. Odd, I was told I couldn't expand a deed a few tiles over a heritage site a while back. Maybe they were just saying I wouldn't be able to change the non-heritage portion of my deed anymore, but an extra 5 tiles would have been really useful for the non-heritage mine underneath etc...
  21. I totally agree with this. If anyone with valuables can just log them out on an alt, what's the point of "full-loot" PVP at all? Encouraged altitis taken just a bit too far I guess. I used to play MUDs where every time you logged out all your possessions dropped to the floor, you could store in a castle but it was subject to attack. Any Freedomer who wants to keep their skills and go PVP already has the option. Why repeat it yet again ad infinium on Epic? If that's not enough, put up a new PVP server on Freedom, but I don't get the feeling "we need more room on Chaos" is the message of this thread. If anything, there is some strange desire to PVP by those afraid of Chaos. I don't think that desire is capable of repopulating Epic. If anything a convoluted merge will open more loopholes and make things even more weird and lopsided. The whole religion carries over, so the player's "godhood" may as well too. That's about the only thing we should be sharing between clusters. Of course, if we turned off new gods for a couple years I think that might be a good thing, there's more than enough already. (Note: that's assuming "godhood" is nothing more than a title, freedom doesn't have room for mega-champions so "title-only" carryover) Final thought: Do we really want to try and encourage emigration away from Freedom when it barely has enough players as it is?
  22. If that happens I really really better be able to ride a dragon, or at least a drake or a wyvern of some sort.
  23. +2, actually there may be a few more things we could warn about too! Embark or drag or open any vehicle you don't own with no permissions. Ride a horse that isn't branded for the first time. Warning *NOT* to accept teleport when joining a new deed, although maybe that's emphasizing an edge case. Turning on climb-mode. Walking on tile over 25 slope for the first time. Swimming, warn about not moving if very low on stamina. Entering Epic, mention the "no see ems" in local where you can't see other players in local if they don't talk first. Walking 30 tiles, a note about reading maps and being aware of location since there's no auto-mapping in Wurm. Who knows what else...
  24. -1, I don't see how carrying around 2 or 3 jugs doesn't accomplish this, especially using "fillers" as JakeRivers suggests.
  25. Wurmpedia says a troll can do over 50 dmg in 1 hit. I know when I was a completely new character a couple years ago wearing maybe 50 QL chain, I would get hit pretty close to 40 dmg (sometimes) in one hit by a troll. Combine this with a possible "face-hit" as Yiraia first mentioned and you can definitely have very "unlucky" troll encounters. That said, I'm pretty sure everyone in this thread talking about troll-killing, except maybe RavenLure, is using Life Transfer. You really CAN'T compare a troll fight, or any fight, having life transfer with another fight without it. I've got 70 FS with 56 two-handed weapon skill and at least 10 more Body Strength than the OP and if I use only 70 QL non-enchanted chain + weapon I really can't be sure I'm going to win in a fight with a venerable troll without fleeing and bandaging. So yeah, they're tough, but they've always been tough. More than that they're unpredictable. Have a backup plan unless you're geared to do 10 phenomenal rifts in a row without dying.