Vorticella

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Everything posted by Vorticella

  1. That's fair. You never know which things can be game-breakingly uncomfortable for some people, so it's always nice to have options to toggle sound and visual effects where possible.
  2. I agree with this. A drumroll creates anticipation and suspense, making you eager to find out what will happen. It's not the sound of celebrating a win. Moment of inspiration is like finding a lottery ticket on the ground; you randomly get a chance at winning a prize just by going about your daily business. Just finding that random ticket is exciting. Of course it's disappointing when you don't win, but you still got that moment of excitement thinking you might win. Personally I feel that the times I do win are much more of a thrill because of those times I had a chance but didn't get anything.
  3. A little QoL for travel and camping.. Carrying: These two items weigh 9kg together. That seems like a lot for items that are meant for travel. Is there a reason they are this heavy? The starter tent only weighs 0.5kg but the explorer/military tents are 3.5kg. Why does the bedroll (5.5kg) weigh so much more than the tent? I think the military tent is fine since it takes more materials to make and it's a bit more elaborate than the explorer tent, but currently they weigh the same and have all the same functions. The explorer tent should be lighter since it's meant for exploring. I suggest reducing the weight of both the bedroll and the explorer tent. Repairing: I've wished for this before in other threads: please let us repair tents. I like keeping all my things repaired and it irritates me to no end having damage on items that should be repairable (this goes for pottery too). A tent is made of fabric and wood; there is no reason we shouldn't be able to fix it like any other cloth and wood items. The bedroll can be improved and repaired, so why not the tent? The bedroll should be able to be repaired and imped from inventory. Currently it gives the message "[12:35:04] You may only use that item while it is on the ground." It has to be treated like items that can't be picked up, but it can be picked up, so it feels inconsistent and this can be frustrating. Forgetting: Some kind of reminder when walking away from the tent/bedroll would be appreciated. I've had to trek halfway across a server more than once because I left my tent behind, or worse, forgot my bedroll in the tall grass. I started renaming my tents "REMEMBER BEDROLL!!!" because of how easy it is to leave it behind, and how much of an ordeal it is when it happens. The reminder could be done different ways, but one example is to have some orange text in the event log "You feel like you're forgetting something..." after moving a certain number of tiles away from it. Another option could be to give the bedroll a visual effect like runes or mission items so it's easy to spot in the grass. For long forgotten tents (and lost vehicles) a "get direction" similar to what we have for branded animals would be very helpful. I'm sure there are other possibilities, these are just some ideas. It doesn't have to be anything elaborate though, a little reminder message in the event log would be enough. tl;dr Reduce weight of bedroll and tent Make tents repairable Let bedroll be imped/repaired from inventory Add reminder message to pick up tent/bedroll
  4. I would consider that high Ok so it was just made visible regardless of skill when the inspect animal window came in, but it wasn't actually a new thing with the AH update.
  5. Ah ok. Did it used to be that it only showed up with pretty high animal husbandry skill?
  6. There is some distinction between them because the inspect animal window says "It has been bred in captivity" or "It is a wild creature". That info was added along with the animal husbandry update, if I remember right. Maybe it's a hint that they have been working on way to address this.. hopefully. I completely relate to new players who want to find their own wild horses to start with. It's a pretty big letdown if the only option is to buy/trade or accept handouts from others because the wilderness is empty.
  7. Looking at why players don't engage with new content IS focusing on what makes people lose motivation to play the game. This suggestion is about making recently added content more engaging, which helps give players fresh motivation to play. It was that "Still waiting for content..." thread that lead me to start this topic. People keep talking as though the devs haven't added anything in ages but this simply isn't true. They have added new things, but still get complaints about no new content. I wondered why that is, and it seems to me that if the new content isn't engaging enough, it's quickly forgotten and players feel like there's nothing new even though there is. So what could make the new content compelling? This was one thing that came to mind with what seems to me like a fairly straightforward solution.
  8. That's a fair point, I guess it's a bit subjective how game changing it would be. I don't personally feel like I need the location ability because I mentally keep track of my position, use the highway system, and follow along with external maps as I go. It would be just slightly more convenient in some circumstances to get a rough location estimate using only in-game tools. Since the in game maps are so vague, we'll still use the detailed external maps and have to watch deeds, landmarks etc as we currently do to find exact locations. That's why I feel it's not significantly game changing, but enough to make the skill compelling. But this is just my perspective, in what way do you think this would be significantly game changing?
  9. This wouldn't help brand new players since it's part of cartography and those tools are not really accessible in the early game. It's for experienced and well established explorers, not fresh survivors. The skill has to be learned by practicing cartography, so while it's not there for beginners, it is something for them to work towards which adds to the sense of progression as one gets deeper into the game and becomes capable of more things. Remember we are not talking about any kind of "GPS" system contrary to what Dao keeps insisting. This would be done by performing a skill-based action, so anyone who sees this location indicator is intentionally making it happen. Just as we already have the option to use the dioptra to estimate our location, as I learned today If the location indicator is small enough to be of any real help, it's only because the player has dedicated enough time and effort to gain the skills for it, and bothers to carry the tools around to use those skills. Nobody will have this showing up on their map if they don't want it
  10. Woah! I had no idea about this! Just tried it, very cool So yeah just as you said, this suggestion really just adds a visual effect and skill to something we can pretty much do already. But it would also provide good motivation for players to engage with the cartography system.
  11. I would say it makes sense you can read maps but not know how to make them, but if you do know how to make them you should naturally be able to read them too. Exactly!
  12. @DaoI have no idea what you're doing here, but it's not a constructive conversation. This is a perfectly reasonable suggestion and you know it. I've seen your excessively negative posts on other recent threads, so kinda know what to expect from you by now. I'm done replying to your comments after this. And good points @Drogos, people have indeed been navigating without electronics for thousands of years! The suggested ability is comparable to any number of actions we already have in game. Prospecting is a good example, where your character uses a trained skill to analyze rocks and you the player see a list of approximate vein locations hidden in rock several tiles away. The circle on the map is equivalent to the messages you receive from the prospecting action. Higher skill gives you greater accuracy. Same idea.
  13. You have to be trolling, right? Did you actually read the suggestion?
  14. We're talking about map reading. People have been reading maps for a very, very long time
  15. This has come up in other threads many times but I didn't find a direct suggestion for it so decided it was worth making one. Cartography was heavily requested and anticipated for a long time. I like how it was implemented, but can't get myself to spend time on it. It should have felt like a major addition to the game, but it seems mostly ignored or forgotten already. I'm sad about this, it has so much potential! I firmly believe all it would take is the ability to find our location on the map, and nearly everyone would be out having fun with this cool new skill. To be super clear, I am not suggesting a detailed minimap or any kind of continuous indicator. I picture it working exactly like the "show hint" action on treasure maps. You do the action and get a large, temporary circle showing your rough location on the normal in game map. Like this: As you gain skill, the circle gets smaller. That's it. Let's be honest, the in-game map is not very informative. This action would not be game changing in any real way, but it would still give us motivation to learn the skill. Player brainpower, looking at landmarks etc would still be required to work out your exact position. I know cartography was not meant to have a practical purpose, and I fully support having activities in the game that are just for fun. I just don't think cartography is the right place to do this, because the purpose it should have is so obvious it feels strange not to have it. This would make cartography feel rewarding and worth spending time on.
  16. I think a better approach would be to look at ways to make the skilling experience more fun and engaging, instead of just making the game go by faster.
  17. Slow skilling makes wurm feel nearly infinite, and it feels like a real achievement when you finally reach some high levels. Having put time and effort into something feels good, and it would be a shame to lose that. Not only that, but many would rush to max out all their skills in a few months and then feel like there's nothing left to do, and eventually quit. Any noticeable skill speed increase would dramatically change the game, and not for the better. I believe that's why many are opposed to it, not because they want new players to struggle as they did.
  18. Not sure, but I guess the team must have thought VR was feasible because they brought it up initially, however there was massive uproar from the community about it and sadly we haven't heard another word about it since. Wurm in Unreal would be so amazing!!! But I agree that seems like more of a far off dream. No clue about the NPC chatbots though, don't have any idea what would go into that or whether the devs would see it as worth spending time on. They aren't really big on having npcs in the game for some reason. I definitely agree with the op that it would be good for press releases though
  19. I love this idea, sounds fun Probably not many, but we do exist! I got a Quest 2 a few months ago and in all seriousness I would LOVE to play Wurm with it. I even tried it a little, of course it was not full vr, just normal Wurm on an enormous virtual screen via pc link, but that tiny hint of what it could be like instantly changed my mind on the subject. I guess we tend to only think of the repetitive grinding actions like standing in a mine all day, and certainly one would never want to spend ALL their Wurm time in VR, but how awesome would it be to see your deed and explore the world with that level of immersion. Things like decorating, treasure hunting, combat and community events would be much more engaging in this format. And tbh, even the grinding could potentially be better with it. Wurm requires sitting still at a desk for hours and hours in the same position. I have wrist/hand issues that force limits on my playtime because of this. With VR you have a lot more freedom to move around and change positions or even stand up to play without needing to change your desk setup. You don't even need to have a desk. This was one of the reasons I got my headset to begin with and it's been far beyond my expectations. So yeah I first wrote it off too, thought it was a ridiculous idea.. until I actually got a headset and now I'm 1000% on board with it
  20. I think it could still work with adjustments based on lessons learned. Understandable that people would be hesitant to leave their newbie homes behind, and it should be abundantly clear that this is intended as a temporary learning ground. But is it necessary to push them off to the main world at all? It's so good for new players to meet others when they're getting started, so why not just let people live on the starter island as long as they want? Eventually most would get bored of having capped levels, constantly repairing their structures (assuming no deeds here), having nothing harder to fight than wolves, no access to global trade etc. Let them choose to leave via a portal or talking to an npc only when they're good and ready. If some want to stay in low level land forever I say just let them. I actually love the idea of having a character that lives permanently on the newbie server, and regularly spending time there helping people get started. In Ryzom a lot of experienced players had alts on the starter island and many would hang out there helping people and recruiting for guilds. A lot of us did it because we were nostalgic for those early days as a newbie. That was fun and beneficial for us since it made it easier to find new guildies, and it naturally also created a very welcoming starter experience for new players
  21. It is a lot to ask brand new players to choose a cluster, let alone a server, before knowing anything about the game. They don't even understand what a cluster is at that point. It's unfortunate when someone gets into the game a bit and then regrets their choice between northern or southern and their only option is to start over again. I do think some kind of limited portal/transfer system is a good idea for that. Maybe we should have an optional starter island. A separate map with slightly different rules so newbies can take their time getting into the game a little and perhaps meet other new players to start with before having to make the big decision of where to go. The first mmo I played was Ryzom and it had a starter island like this, it was a great way for new players to get established with the basics and feel ready before venturing out into the "real world" of the game.
  22. I've always wished forests had a proper forest floor instead of thick meadow grass. This system would go a long way to making the landscape feel more natural and varied. I use hay in cases where I don't want enchanted grass for aesthetic reasons.