Vorticella

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Everything posted by Vorticella

  1. He explains the reason here:
  2. I've been keeping an open mind and waiting to see what would actually happen with the game going forward, but this is the specific thing I was most afraid of. For me it's not even about how much it costs (and the price is absurd), it's the principle of buying decorative items as skins, with money, in a game that's all about building and crafting, especially when we already pay one or more monthly subscriptions plus upkeep on deeds. As always, this furniture skin should have been added as an actual craftable item. Players have been begging for new content, specifically new furniture styles, for ages. And here we have another nice new item.. exclusively available from the silver shop. I love Wurm, but this practice is exactly what will make me stop caring and stop logging in. It just isn't fun anymore. What a terrible shame
  3. Yeah, that sounds fair! Would it be reasonable to push that to around 30, since we can't even build a stone wall before that point?
  4. I kind of disagree here. I think it's good to have some things reserved for later in the game. It's good to have things to look forward to and work toward, and it gives a sense of accomplishment when you finally get there.
  5. Will completing a rift colossus count toward the "complete a colossus" journal goal?
  6. I like this concept! I've barely even looked at the rift shop items until now because they felt out of reach with how long it takes to save up enough points, and with the shoulders decaying too, it was all too harsh. So these changes are very welcome indeed!! Now that I'm actually interested in using it, I notice how cumbersome the rift shop is. It would be amazing if it could have a more visual layout like the silver shop, but if that's not feasible for the moment, at least being able to choose multiple items, and more than one of an item (eg buy 2 shoulder pads in one transaction) would make the process smoother. It's also odd not to have any previews of items we can equip. Of the items I've tried so far (triple, double, stylish, and small shoulder pads, and necklace of focus), none of them have shown anything about effects in the event log. Only the basic text: "[10:27:44] You wear a double shoulder pad." Is there any chance of having the /rift window continuously update while the rift is in progress, so we can just glance at it instead of having to type /rift and close that window over and over? Finally, many of us skip rifts just because of time consuming travel. Anything that would help us get there and back more easily would certainly increase participation. There was talk about the karma village teleport being changed to include mounts. I'm guessing if that's still planned it's being bundled in with a bigger project focused on karma, but if that particular one could be singled out and squeezed in with this update, or if we can get something similar just for rifts.. perhaps priest summons can include mounts.. maybe even carts now that we'll want to bring building materials.. it would make it a lot easier to leave home for such events. Thanks for your awesome work!!
  7. Plank is tagged as a weapon too, which is actually annoying because it makes them not show up in the inventory bulk filter.
  8. This makes me wonder about the real source of the problem. I think most of us are currently under the impression this mess was caused by Krister, but if you had the same kind of issues five years ago under different management, then where is this bad work culture actually coming from?
  9. I have no idea how people have been picking up on it so fast, but if you check their names on the forum and discord the former staff members no longer have their staff titles, and they have been removed from the staff list page.
  10. What's driving me crazy is just having absolutely no remote clue about what kind of thing would trigger so many important staff to leave all at once. I can't believe we still have absolutely no information at all.
  11. I checked some and they do say bred in captivity.
  12. I’ve never made hull planks out of those wood types before. After posting this I also made a bunch of shafts using cedarwood logs taken from the same crate, and in the stack of shafts in my inventory one was oakenwood. All the logs were definitely cedarwood and just one single shaft randomly came out as oak. So the hull planks may have actually changed wood type on creation instead of when they were put in the bin, but since I didn’t notice until I put them in there we can’t know for sure. I don’t know how to replicate this but I still have plenty of parts to make so I’ll continue to keep a close eye on the wood types and will report back if it keeps happening.
  13. I'm making hull planks using only one type of wood so they don't make a stack in the bsb. I dragged a bunch of cedarwood planks into the bin, and suddenly there were a couple of willow and walnut hull planks in there too. First I thought I had some kind of brain glitch and managed to saw the wrong logs but had only cedarwood in my inventory. The crate I took the logs from also only has cedarwood in it. I made more cedarwood hull planks and it happened again. I'm absolutely certain I only had cedarwood logs in my inventory and cedarwood hull planks in the bsb, so something's not right here.
  14. That does seem wrong though, for it to say it's wild creature when it isn't. If skill is too low to see that it should just be blank shouldn't it?
  15. I totally 100% agree on the chicken coop issue. It shouldn't be too much of a chore to maintain the npcs and I can see how it would get tedious to keep up with making meals for them. It could be that you just need to keep a supply of food ingredients in a special type of storage container as you suggested (personally I'd prefer a cupboard over a barrel but that's just details). It could just work the same as a small crate with no decay but limited storage. It should only require input at most once per week. Maybe better quality ingredients make the groundskeeper stay longer, up to a month at a time or something like that.
  16. The reason I suggested meals is because it's so easy to stock a FSB with tens of thousands of ingredients which don't expire. Since the larder is more limited it requires regular player input. That naturally connects the presence of that npc to the presence of active players, which is key to making the place feel more alive.
  17. I don't see why it needs harsh restrictions. Just having it cost karma like the village teleport we already have, or some similar system would be enough in my opinion. Definitely not a long cooldown or waiting period. Wurm has more than enough waiting already. I'd like to see craftable portals that can at least take any citizen between every deed we're a member of across all servers, and between all starter towns, per cluster. We'd have far more active central markets in starter towns if we could all just pop over and back instantly. Starter towns might actually have some life in them! I honestly don't know why it would be a bad idea. I guess the main argument people make is that it lets people avoid seeing the world around them. But I heavily disagree with that. Travel and exploration are two very different things. When I travel I actively don't want to explore, I just want to reach my destination. I've skipped impalongs and other community gatherings, ignored missions and even dropped a deed that I liked because travel is too slow and tedious. However, I often spend many hours exploring and enjoy that as a separate activity. And I don't see why it would be anything but positive for the economy if it facilitates central markets and lets people meet up more easily. It has no effect on bulk transport at all. So a huge yes to portals and any other fast travel options that would make it easier to get around the big wide world of Wurm.
  18. I know what you mean, I remember feeling the same way when I started! I used to assemble absolutely everything but became more selective after a while because the low ql fragments can really pile up while you're hunting for caches. I usually trash the crude tool fragments and any shard, ore and lump fragments that are common types I can easily get myself and lower ql than my mining skill.
  19. I like the idea of adding more npcs and more interaction with the ones we already have. I like applauding guards after a fight and seeing them bow, it's very charming A while ago someone suggested a groundskeeper npc that you would need to provide with housing and meals. I love this idea, and it could work with this suggestion. I can imagine them going into their house at the end of the day and coming back out in the morning. Having to provide a home for them would make it so they are still effectively player created. They would also only be there when players are active, assuming they'd leave when their larder is empty for too long, but could be called back again later. In order to make the world feel more lively I think it's important to have the npcs connected to player activity in some way. I noticed that wagoner chatter in local doesn't add any sense of liveliness, but seeing them travel on the road does. I think it's because they only travel on the road when a player has triggered that to happen, vs the idle chatter that happens all the time by itself. So if the maintenance npcs have to be kept fed, it would be a little sign that someone is active on that deed, just like when we see crops in fields we know someone has been around recently.
  20. I think it's just about the physical size of items. A chunk of ore is pretty big and weighs 20kg but a hatchet is a small item weighing 2.5kg. Since these are meant to be items you're finding among ruins it makes sense that it takes more fragments to piece together bigger items, and has nothing to do with the item's value or amount of work it would be to make it normally. Branches can be turned into shafts so they're useful if you get one out of a special wood type, otherwise I guess it's just for variety.
  21. Reduced timer on cutting grass tiles for hay. It's fine if it's longer than cutting with a sickle since you get a lot more grass, but the way it is now is far overkill and incredibly tedious.
  22. There are currently 2560 deeds on SFI. Why would they want to shut it down?
  23. This is still an issue. Happened to me just now crossing west from Pristine to Celebration. A bunch of scary messages about dark shadows and nothing in this direction etc. There weren't any actual issues with crossing but those warnings are very unsettling 😅