Vorticella

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Vorticella last won the day on July 11 2023

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About Vorticella

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  1. Still eagerly waiting for the karma teleport home + mount that was announced a while ago!
  2. Couldn’t it work the same as the village teleport or being summoned by a priest, or the karma home?
  3. Why is there a fixation on this being a pvp thing? It's only a "pvp skill" because it doesn't currently have any use on pve... so what's the problem with adding one?
  4. @jaytooIn case this comment got lost in the discussion about fees, I'm very curious to know if you'd be willing to consider this. If the teleport was attached to the deed token it would be even more convenient and accessible than mailboxes since everyone with a deed automatically has one.
  5. As a strictly PvE player I would only see this as a reason to learn a skill that is currently completely useless to us. It's just a new activity. The reason I don't set foot in PvP is because it's too stressful and I don't enjoy anything about it, not because there isn't enough PvP in it I really don't see lockpicking as a "PvP skill", it's just a skill that is currently only useful for PvP. Giving it a use in PvE won't change anything about the way I feel about PvP or make me want to engage in it or even think more about it, at all.
  6. This is a great idea, and would be even better if they extended it to have the locked chests occasionally scattered randomly around the world for explorers to stumble upon. "Gatekeeping" special items or experiences behind skills is generally how games work. It keeps players motivated and engaged. This idea adds a reason to use a largely ignored skill, and would add a bit more depth to the game too. Instead of just finding a camp, killing mobs and collecting loot, now there's an extra layer of interaction added. It could be even more fun if the locks involved some sort of puzzle to open them instead of just rng and a long timer but this is still Wurm, so we should manage our expectations lol. Finding a random special item or event is always exciting, and it makes it even more exciting when you have to do a little extra to actually obtain the loot. That feeling of suspense and wondering what's inside the box lasts a little bit longer. And even if you don't care to train the skill, it's like finding a random bit of extra silver since these will certainly be easy to sell to others. I can't see any reason this wouldn't be a great addition to the game. Also, I disagree that it needs any alternative ways to open them because unlike WoW anyone in Wurm can train lockpicking. It's just a personal choice if you bother to do it or not.
  7. I think it would be better if the teleport action is attached to a physical location like the deed token or a portal structure on your deed, because that would be restricted enough without adding more nuisance timers. Cooldowns or combat timers would be particularly frustrating for something like this, eg. if you want to quickly check on an auction before logging out but you just came in contact with a spider, now you have to stand and wait for five minutes before you can go.. then we'd definitely see more auction house alts. An instant teleport at the deed token (or a portal) without any cooldowns can be just as convenient as having access to the auction house at the mailbox, but with all the benefits of having an actual auction house in the game world rather than just a UI thing. If it uses the deed token then it's actually even more accessible than a mailbox.
  8. Since portals between starter towns are in development, what about adding a teleport from our deeds to the starter towns and back too? Some will automatically react negatively to this idea, but I really think it's worth considering. It could be a craftable structure or even just an action taken at the deed token. Only useable by citizens of the deed to go to that server's starter town and back again. This way the auction house can be an in-world thing that is easily accessible to anyone with a deed regardless of location. It would naturally add more activity to the starter towns, might help revive markets in those areas and increase the chance of new players seeing other people around when they first enter the server.
  9. Yes! And not just for new players. Last night I was trying to experiment with some ingredients to unlock recipes, and was disappointed to find it still broken. I really enjoy that activity, hope it will be fixed soon!
  10. That's good to hear, thanks for clarifying
  11. Not everyone chooses to grind strength that way but everyone needs to do it to raise woodcutting. You can gain strength from plenty of other actions. If you want to raise woodcutting to a decent level you have to go cut down a lot of trees even if you don't want to, and at higher levels you often have to travel far away searching for suitable areas in order to do it without causing friction among local residents. I can't think of any other skill that causes conflict like this one does. Kindling only takes you so far, and it's not fun to make thousands of kindling that you'll barely use whereas planks are always good to have on hand. I really think you guys are overestimating the importance of planks for raising carpentry skill. I found it very easy to raise carpentry through normal gameplay without ever focusing on it as a grind. It was my first decent skill on both my main characters and was quickly very far above other skills, because it naturally gets used so much when starting out. Building a house, fences, making and imping furniture and vehicles. SO many actions use carpentry. Woodcutting has always felt like a slow, forced grind. I think it's perfectly reasonable to move plank creation over to woodcutting to balance it better and reduce the impact of training it. Or, just add it so planks give a bit of both skills.
  12. The problem with how it is, as I originally said, is the insane number of trees people have to cut down just to gain skill. With mining you can stand on one tile and hit a vein thousands of times. That doesn't change the landscape or affect other players in any way, and it's a nice chill activity to do while watching a movie. With woodcutting you have to keep finding increasingly large areas of land to clear if you don't want to wait for regrowth, and plenty of people are very bothered when they log in to find a forest near them in ruins because someone passed through to looking to get a skill tick. Digging could definitely use a better skillgain system too, that's a great point
  13. They also need woodcutting skill pretty soon when they want to imp their wooden items, eg. their mallet, and the logs they cut aren't high enough quality. There are tons of ways to raise carpentry skill but woodcutting only comes from cutting large numbers of trees or making kindling which isn't very effective after very early stages.
  14. It's just providing an opportunity for additional woodcutting skill from the same tile. Nothing is required. You can always just leave them if for some reason you like the way they look and don't care about the extra skill.. personally I think they look awful, especially large fields of them, even if it's just for a few days. There are other carpentry creation items priests can make to grind carpentry without imping (eg. shafts) that wouldn't need to be affected by this.
  15. Players grinding woodcutting have to cut down insane numbers of trees to reach high skill levels. This often creates friction between players, and it feels wasteful to go out and clear huge areas, producing hundreds of thousands of logs just for tiny skill gains. I suggest giving woodcutting skill for making planks and chopping up tree stumps. This way a player can get much more skill per tree and have less of a negative impact on the area where they are training. This would also make it more feasible for someone to maintain their own tree farms for grinding since it requires less land, and it would add some variety to the skill gaining actions, making it a little less tedious to train. Carpentry can easily be raised by improving items, so I don't think it would be a significant loss to the carpentry skill to have planks give woodcutting instead.