Vorticella

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Everything posted by Vorticella

  1. I found a young cow that was only skin and bones in my pasture which has both enchanted and regular grass tiles, and also has a few trees in it. This cow was standing on a tree tile and has the stationary trait. I moved her to a grass tile and she grazed four times, so she is eating properly just apparently not moving to eat when hungry. Trees in the pasture shouldn't be a problem since animals are supposed to move to graze and then return to their position, but it seems like this might not be working properly. There was also a dead adolescent bison on a tree tile in the same pasture. I can't say for sure that the bison had the stationary trait, but since it had no meat when butchered it looks like it starved and this is the most likely explanation.
  2. Do you know if there was a traitor mission recently? I think these appear after a traitor creature was killed for a mission. I'm not sure if it was exactly the same but I remember seeing a weird effect like this lasting a while after I had killed a traitor cow.
  3. Soap could give timed immunity buff that reduces your chance of getting sick, with effectiveness and duration based on quality. That would be great for gatherings where people are constantly getting diseased, and for people who work with animals a lot and sometimes get sick while taking care of them. Soap can be made using fat and lye with natural substances skill, and maybe optional herbs could be added to raise the difficulty and effectiveness, similar to how meals work. The herb could change the name of the finished product based on what was added, for example "Soap" for the plain version, "Rose/lavender/mint/whatever scented soap" for a single herb or "Herbal soap" if multiple herbs were used. A pottery bowl could be used for mixing the ingredients, and maybe a new item for molding and curing the soap. A wooden soap mold creates a "loaf" of soap which must be sliced into several bars. If you want to be realistic the soap could first come out as "uncured" soap and have to sit for some time before it's ready to be used, otherwise "The bar of soap is too soft and would fall apart if you used it now." The curing process could work exactly the same as oxidizing tea leaves. Each time the soap is used it decreases in weight by a set amount until it's all gone. The washing action could take place by activating soap and right clicking on some water, or we could use the soap on water to "create lather", then use that to wash specific parts of the body one by one so you get a cumulative buff that increases the more body parts you wash (just kidding, please don't make us do that). I love this idea by the way, in case that wasn't obvious
  4. This deserves a bump, it's a daily nuisance.
  5. The issue was that people were switching sleep bonus on at the last second, so they were getting the huge skill ticks but without the extra sleep bonus cost, or was there more to it? Why not have it so sleep bonus needs to be active for the full timer in order for the bonus to work on any actions?
  6. Caffeine is intended for people with less time to play, not new players. Sure, some new players have little time to play, but there is really no need for caffeine in the early stages of the game. New players don't start with any sleep bonus, and it can take a while before they start getting any, let alone reach the point where they would want to use it up faster. Skills also go up pretty fast at lower levels, and there is more than enough to learn at that point without throwing advanced bonuses like this at them.
  7. This should be made into a suggestion! We do have alcohol and endurance sandwiches but there is definitely a lot of potential for more buffs with different kinds of foods. There are TONS of food items that are hardly ever used because they don't provide much nutrition or useful affinity timers. I can totally see something like cookies as a snack to carry while hunting to provide a health regeneration buff or something like that
  8. Yeah, it seems like many people see participating on the test server as providing a service to the game and feel they should be compensated for it in some way. Personally I saw the test invitation as an opportunity to help out and perhaps a chance to have a say in how things develop, and I was also curious to get a preview of the upcoming changes. It didn't cross my mind that this was something that should be rewarded until I noticed the lack of participation there. I am a bit surprised to see so many responses like that because there have been a lot of complaints about players not getting to test things before they were released. I don't envy the team trying to figure out how to give this community what it wants These are some good points! I also felt a little lost when I was first there, but it did help that there was an area with beverage making supplies set up to get the ball rolling. It also helped that Pomona was there at the time so I could ask some questions and get help with things. It is definitely awkward to try and get a feel for things in this totally different environment and in just a limited session though, so I totally agree with that. It would be so cool if we could have a test version of our own deeds and characters to try things with but that's probably not realistic lol I wonder if it would help for the devs to set up some kind of scheduled events, where members of the team can be present on the test server for a session and people can attend to ask questions, try things out and discuss the changes in real time rather than just the forums. A summary or just transcripts of the chat logs could be posted later so people who couldn't attend can see the answers to questions that were raised. It would probably help if they used in-game announcements more to increase awareness of this stuff too, since many people don't watch the forums at all.
  9. Yesterday Keenan informed us that the caffeine changes were up on the test server and encouraged us to go try them out and provide feedback. The thread quickly started filling up with opinions about the changes, so I went to the test server expecting to see a crowd of players trying out the new mechanics. Instead I was all alone except for Pomona, who said it was nice to see someone there for a change. I played around for a few hours and not one other player showed up the entire time. So I'm curious about this. Many have complained about players not getting the chance to test new mechanics before they go live, especially when a patch comes out with a bunch of bugs that could have been spotted with more thorough testing. Now we have a chance to test, and the server is totally empty. I'm confused! There are also lots of questions in the forum thread about how things work that could be answered by just trying it on the test server. I know game time is limited for many of us and it's hard for a wurmian to give up time that could be spent on deed projects and skillgain, but aren't you guys curious to get a feel for the new changes and find bugs before they go live? I thought people would be eager to provide feedback early while the team is actively working on these mechanics, given how passionate feedback on the forums tends to be. I was just so surprised that nobody else was there and I'm genuinely curious to know why.
  10. The icon for camellia flowers is pink, but the flowers themselves are actually white, both on the bush and the model when they are harvested: Camellia flowers also don't seem to be treated like a food item the way other herbs and tea leaves are. They can't be tasted or eaten raw, and they can't be stored in a food storage bin ([20:48:02] The camellia flower would be destroyed.). Maybe that could be fixed too? I'm playing on the test server now and have noticed a few things so far: The text when mousing over the caffeine bonus icon still mentions fatigue I was able to drink boiling liquids without getting the message that it would burn my mouth. It does give the message that it would burn my mouth if I taste it, but I'm able to drink it anyway. My character did a raking animation while harvesting from bushes When adding optional ingredients to coffee, the affinity is the only thing that changes. Is that intentional? I thought the optional ingredients would have affected the difficulty, and maybe altered the description of the finished product slightly (like when meals have salt in them, for example) No wood scraps are produced when making shafts and planks Certain equipment slots are not working properly. Items equipped in the back, held items (both sides), belt and hip slots disappear and are inaccessible until replaced by another item. They are still visible on the character, but it's not possible to unequip these items because they are invisible in the character window and body in inventory view. That's what I have found so far, hopefully more will come and help test things out
  11. Agreed!! How might the opening animation look for the chain one? It's straightforward for the other gate types that can just swing open, but I can't picture how the chain one would work. Anyone have ideas?
  12. I consider myself a casual player and I'm fine with the system as it is, except for the water bar thing. I haven't had any issues with producing enough kahvesi for my personal use. The only thing I'd want to change about the current system is the water bar thing because it feels weird to be chugging strong coffee all the time and never drink any water at all. You don't have to have your water at 0 to reach 100 power (it just takes a bit of time to reach it), and you don't have to have 100 power all the time in order to use the bonus and benefit from it. I don't do the puking thing so what I've been doing is keeping a container with kahvesi on me and drinking some every time my water drops enough to sip again. I just never drink water. As long as you keep sipping more before the timer runs out it refreshes the timer and increases the power with each sip. So when I log on it takes a bit of time to get to 100, but it's really not that long. I just use the bonus without it being at full power for a while or I do stuff that doesn't need sleep bonus. As a casual player I don't need things to be at 100% maximum efficiency to consider them functional. I'm making much better use of my sleep bonus than I was in the past and I'm able to get more out of my game time. So that's how a casual player is using this system
  13. Just wanted to add that the pose bug happens with fishing rods as well as spears. Everyone else is posed as if they're holding fishing rods, and it lasts until relog. It sometimes also makes people bounce wildly up and down when they're praying, similar to what happens if they move around while praying, but without them moving.
  14. We did, but it was a bit messy with permissions. A special type of book that can be accessible for all to read and write in regardless of deed/building perms would have been very nice! I have an idea for this: It could be crafted like a normal book, but with a string of cloth and a reed pen added to the crafting materials. It could be secured to a table so only the person who placed it (or others with deed/building perms) can pick it up, or maybe it would be crafted with a small tripod table to produce a standalone item that can be secured to the ground. Even cooler would be a pedestal but that would mean creating a completely new item. The book would need to be filled with blank pages like a normal book, but it would also have a compartment to fill with ink or dye (the attached pen). As long as the book is supplied with ink/dye and paper the guests can just open it and activate their hand to sign a blank page without having to hold anything in their inventory.
  15. Fo priests are ignored by some aggro which extends to their pet as long as their favor is above a certain level, but it doesn't apply to all mobs. I think only aggressive animals but not humanoids or scorpions if I remember right. If that extended to all aggro it would definitely make unicorns a viable mount for Fo priests!
  16. I keep a few breeding pairs and occasionally ride them around on deed where it's safe, but it's just not practical to actually use them as mounts, sadly. It's too risky with aggro. I do like that they are more challenging to work with than horses though, because it's a goal to work toward and feels like an accomplishment to get there. It also makes sense from a RP/immersion perspective that unicorns are a specialty mount that take more skill to use and are reserved for those who are more focused on animal handling. The only thing stopping me from using them is the aggro issue, because once you do get to the point where you can reliably tame and ride one it just isn't worth the risk to actually take it anywhere. If only we could keep them safer from aggro somehow, maybe it could be a perk that comes with higher taming skill, or maybe it could be a special unicorn-only trait that could start to appear in them at higher AH skill, or maybe activated by a piece of equipment, or something like that.
  17. Breeding timers seem to just be all over the place and some of the estimates are a little wild: [19:03:27] You can breed her again in 2070 hours.
  18. What makes the timers feel punishing right now is that it's so difficult to get the bonus to full power, so having the timer run out when your water bar is full is a huge pain. Having caffeinated drinks bypass the water bar and reducing the amount needed to consume to get full power would make the caffeine timer feel similar to food affinity timers, which I think is perfect. When it runs out you just refill it, no stress. This works well for people who have limited time to play, since we can just log on, drink some coffee and get to whatever we want to do. I don't see why it needs further negative effects beyond the link to sleep bonus, the intoxication effect and having to maintain the short buff timer, but as a more casual player there are probably some other parts of the picture I'm not aware of.
  19. Would it be an option to instead have it so that sleep bonus must be switched on before any action is started in order for it to have the effect? That would keep things more consistent and we could still use the benefits for those skills, just as long as sleep bonus is running the whole time instead of turning it on just at the last second.
  20. It's a tough balance. I love how vast and endless Wurm is. It really feels like a game that will hold my attention forever because there's just so much to do. It's definitely not good if a game is too easy and people just burn through it in a few weeks or months. However, it can also feel like there's no point in playing Wurm at all if you don't have hours upon hours to put into it. Most people I have tried to introduce to this game turned away because it "looks like a huge time sink", and they are not wrong. I love the idea of caffeine (the way it's intended to work) so much because it can give people who can't play as much a sense of progression, while keeping that effect limited so the game isn't just sped up overall. Those first weeks after coffee was introduced were so nice! I could spend a little time focused on skill gain and actually have a sense of progress, then relax and just putter around without feeling like I should be more "productive". I hope caffeine will end up being balanced to provide that again, with limits in place to prevent the game feeling too easy overall
  21. Cocoa should be able to go in a fsb right? I was sure it could before, and ground coffee beans can, but now I'm getting the message [21:05:43] The cocoa would be destroyed. Was this changed, or do I remember wrong, or is it a bug?
  22. As someone who usually has a ton of unused sleep bonus, caffeine has made a huge impact on my game time and I'm enjoying the benefits a lot. I can play much more comfortably in my own play style but still feel like I'm actually making progress with things, so I'm really loving that! As for the water bar issue, I think caffeine drinks should be consumable regardless of thirst level. Especially if the idea is to help people make the most of limited game time. The way it is now, I avoid drinking water at all to make sure I have room for coffee and that feels wrong. I would have expected caffeine to cause dehydration and make the water bar drop faster, and I would like it if it did work that way, even if consuming it was independent of thirst. It could fill the water bar like normal, but then cause a debuff increasing the rate of water drain by a certain amount for the duration of the caffeine effect. The fatigue cost is already there to help prevent people grinding with caffeine all day long. Having to drink more water while under the effect of caffeine would be intuitive and add something much more satisfying to the gameplay than waiting around for the water bar to drain.