faty

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faty last won the day on January 29 2019

faty had the most liked content!

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About faty

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    Villager

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    Male
  • Location
    Llama City

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  • Independence
    fatynoob
  • Xanadu
    fatynoob

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  1. I was about to write something similar to the above two posts.. the fix should not have been about the removing of mine doors, the issue seems to be the ownership of said mine doors, that's the part that should have been dealt with and changed. The option to remove a mine door would have been way nicer to be part of the permissions system as a new option ('remove mine door' checkbox just like we have for pass & manage), not a locked option for villagers only which only makes managing them even harder in pvp where you deal with hundreds of mine doors.
  2. You can catch even more with *crap*.. just saying..
  3. Nobody said that the wurm system is perfect.. it's far from it.. the only thing you don't seem to understand is that your suggestion doesn't help with anything to fix that system.. you have to come up with the actual issue first, and the fact that you can't find enough weak mobs on your mountain is really not a reason to change fighting mobs completely, it's more of a spawn/migration issue, which was dealt with at some point when creatures used to heavily migrate north.. would be nice to have even more advanced AI, especially have mobs not able to climb cliffs and steep hills.. I would back up such a suggestion 100%. The fact that people keep killing weaker mobs is not really an issue for anyone that has travelled a bit outside the inhabited areas, and if there are a lot of players skilling in your regular hunting spot will make that spot feel empty no matter their skill level.. just find another place to hunt..
  4. Yes dude.. because the entire point of progressing in any game is to get better and faster at killing and "farming" stuff, especially in wurm where it's a must to kill the weak creatures, no matter the FS, if you want to skill up different weapons.
  5. -1 to the way it's implemented on defiance, it definitely doesn't promote pvp.. The only way I could see this work is to make it high risk - high reward, as in.. you can either keep raids as is (I would love to see a disband on 5 consecutive drains), or you can opt in for raid window but you get a one drain for full coffers drain and deed disband..
  6. +1, also as an extra suggestion I would like to see respawn times increase exponentially upon death so the same character doesn't just respawn and suicide forever every 5 seconds...
  7. The entire idea with the buffer seems weird to me.. because in order to make it actually work you would need a buffer progress bar just like you have for favor.. otherwise it's back to calculating favor sac amounts, but not to fill the favor up, but to fill the buffer up, since you get better regeneration if the buffer is close to full (as far as i can understand).. So I don't see it as a quality of life at all if it's just a background thing that you need to take into account.
  8. Just cut the sacrifice timer in half, and add a QoL change on the altar that tells you how much favor you get when you sac the contents. Heck.. even add in a message saying that sacrificing the contents will heal your wounds if it's enough in there for it.. imagine that kind of transparency in the mechanics..
  9. Independence is having some issues with the host, so we're in the process of gathering more information. Other servers will remain offline while we do this.
  10. I hope this long downtime doesn't affect the Rite timers, it was still up for 3h on Harmony for Fo followers..
  11. I guess weapons and armors made out of MM can be reduced to their iron equivalent, so they are cosmetic only ? Also to keep hota relevant maybe it can be enhanced with other goodies similar to what the depot spits out on epic ?