Simyaci

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Everything posted by Simyaci

  1. We need completely savage elves that protect the forests. I don't want the seas to become unsafe. They could drop bows and arrows which would be pretty cool and would introduce PvE players to using bow and arrows. Willow bows so we don't have to cut down the few willow trees existing in the wilderness. They wouldn't drop high ql and not many so people would still rely on making or buying their bow and arrows but at last they would be introduced to ranged combat by being given those at a lower level for free. They could have a large aggro range so they could start hitting you from distance already with arrows and that would make shields more relevant for PvE. They'd engage in melee once you got closer to them and their melee would be more deadly. They'd be farming the newbies if allowed to spawn anywhere so they should only spawn where there are Oak and Willow trees. It would be pretty cool if you had some arrow damage on you whenever you damage cut down Oak and Willow trees like bee stings (but actually lets you cut the tree).
  2. I think drake hide and scale for horses is just too much. We can barely put it on our own characters. However, it could be the mega endgame item. The suggestion itself is in no way about adding those. It is about making the horse itself far more durable in its naked form, which lets it benefit more from armor or making the existing bardings add more reduction. Plate barding is a suggestion within a suggestion. The chain already has some parts looking like plate. It would make halberd more relevant in PvP. They were very relevant in history. Making the horse more durable or the barding reduce more damage would also make an expensive/hard to get new barding such as drake or scale barding more relevant. If they make some changes in the future that make drake and scale more available overall, they could add drake and scale horse barding to balance that in the same update. It would be a great balancing factor.
  3. What stops me from PvP is Ebonaura not coming back. I was a member and I loved being there. I'd love to smith weapons, armors and tools for them. I'd have my priest (instead of my main) in Chaos again (which doesn't have terrible body stats to say the least) but I'd keep supporting them with my crafter from the distance. I just really don't like the limited space and resources in PvP and often you don't even know if you are meant to drain them. That's why I haven't mined any vein while I was there but shipped my resources. I just felt like it was a bad idea to use up the little that we've had which is result of settling on an already used deed very close to enemies. Another thing is the issue of making your silvers with your main crafter trading with PvE players while also providing for your kingdom by crafting and imping while being in Chaos. It is not a comfortable situation at all even if nobody says anything about it. It is not good from a logistics perspective and you get into a conflict of priorities in your own head.
  4. I think that if we get a demolish function for vehicles we own, not only should we have to write a conformation text as suggested in the comments, but also the vehicle should be completely empty and have no cargo.
  5. +1 The only thing I was able to figure out that I could create with crafting window to grind natural substances was candle That was..... 8 years ago? Nothing has changed on this subject
  6. Yeah, a lot of people just share vehicles in the villages and put stuff in them. The ''stuff'' could be valuable and it will be completely destroyed once the vehicle is destroyed. If you have 10 vehicles in the village and they are owned by 4 different people and everyone have access to all 10 of these vehicles. Do you think the remaining 3 will empty out and put away the vehicles belonging to the 4th person when that 1 person quits (which for most wurm players end up being a break) and leaves the vehicles behind? So some stranger can walk by, feel like doing it for funsies and demolish one of these vehicles willy nilly with all of its contents? Offdeed or ondeed doesn't matter, people use them offdeed very often. I think you should be able to loot or destroy abandoned locked containers at 90+ Dmg offdeed, if you aren't already able to. That's a completely different story. Same could apply to abandoned vehicles if they were at 90+ Dmg and abandoned for a long time. If it is at 90+ Dmg, it is on the people who are using it.
  7. Nope nope nope I'd agree with demolishable after 3 years but then you'd have ppl using the wagons and boats owned by their friends after their friend already quit and then some stranger would come by and straight up demolish it with everything inside and the guy who has full perms on the wagons and boats would be like... F this game I'll join my friend.
  8. I think horses are far too fragile in Wurm Online. Horses being too fragile makes Horse Barding Armor less relevant while hurting both PvP and Rift participants. It is going to be an even bigger problem when Goblin Camps are implemented if these goblins are going to attack the mounts. Please either make Horse more durable or Horse Barding more durable. It would be great to have Plate Barding as well.
  9. I think everyone who thinks it would turn Chaos into Animal Farm could be right. There is a good argument there. Of course, it might be a ploy to bring all breeders to PvP from both clusters but then I am not sure if it is a positive or a negative. Hard to tell. With or without this suggestion being implemented, I think horses need to be far more durable through armor. In real life, armored horses were extremely durable. Even non-armored horses were extremely durable. In Wurm, horses are as durable as a paper box. Armor doesn't add much while it is supposed to make horses nearly invincible. Spear bonus and Halberd bonus against Mounted players barely applies because nobody actually tries to fight a mounted enemy knowing how easy it is to dismount them instead. Horses being very fragile makes PvP in Wurm far less immersive. There is no actual cavalry. No Halberd Spear formations against Cavalry. Simply because Horses are just a way of transportation except when someone on foot is getting outnumbered. All because the horses are extremely fragile even with a great armor on. Why no plate armor for horses? The chain barding already looks almost like plate barding so a few brush strokes (metaphorically) could turn it into a plate barding.
  10. I'd like these NPCs to spawn in mines like a lava spider or lava fiend spawns in mines, and not just magically appear when you find some vein. It could be fun to have more humanoids to fight.
  11. Security mechanics doesn't let us destroy them by throwing catapulted rocks at them so it would be nice to just let them go poof. That is especially true if one makes hundreds of them as a rare making atttempt and doesn't wish to cause clutter. However, I am worried about doing that by mistake, more so than with houses. What happens to the items inside a wagon or boat when it is destroyed like that?
  12. LMAO If anyone meditates as much IRL as it takes to reach 90 in Wurm, they'd reach nirvana guaranteed.
  13. I am not worried about Chaos becoming the horse capital of SFI +1
  14. I like it +1 As long as these objects don't make any regular item obsolete, it can be nice to have them.
  15. Bump! It could be so that you'd have to load up the guard tower with arrows for it to shoot and you can't take arrows back after loading them up in the guard tower, except from the corpses of the creature it killed afterwards.
  16. The world is too big and the people are too few in Wurm Online.
  17. They are rare one way or another, nearly extinct. We need em. +1
  18. It is even worse if you don't get rich out of it but hoard all the items in 100 large magical chests on your deed just to look at them everyday. It will be up to you to whether keep it, sell it or bury it. The content will be gatekept behind the few who has the skill while there are a lot more people playing the game. It has nothing to do with getting rich, it has to do with a broken system which only benefits the few in the beginning while taking a very very very veeeeeeeeery long time to start benefiting anyone else. It is not even just benefit, it is a solid lock on content that only lockpickers can open. It is like a DLC that is locked behind money but instead of real money it is locked behind the lockpicking skill. Only few people have lockpicking high. It will take forever for anyone else to reach high levels on it even if they somehow learn exactly how they need to lvl it and be willing to do it. A DLC locked behind money at least funds the further development of a game or a sequel while not making the content available to everyone for free. When locked behind lockpicking, it doesn't fund the game, it doesn't benefit the hundreds to thousands of people playing the game. It only benefits 4-5 people who already went nuts on leveling it, while not making the content available to everyone just like a cash locked DLC.
  19. Lockpicking skill exists in the game but it is very rare and found at high skill only among very few players. 4 people to be exact. I think it should be simpler to level up, while not taking any less time and effort. Lockpicking skill should be used as a skillcheck when opening any present or future loot chests such as treasure chests we have now. Lockpicking should give %11 chance max for the chest to give double loot. Someone with 1 lockpicking skill %1 chance, 10 lockpicking skill should have %2 chance, someone with 70 lockpicking skill %8 chance and someone with 90 locksmithing skill %10 chance to get double loot from any loot chest. Humanoid monsters found in the wilderness as well as in the upcoming goblin camps should drop small loot chests. These small loot chests shouldn't weigh much and be able to be carried in the inventory. These small loot chests should be similar to forage botanizing nodes but significantly better than them while not giving anything too fancy or too plentiful, so not be at the level of treasure chests by a long shot. Lockpicking skill should be required to open these small loot chests and should level up while opening these small loot chests but there has to be alternatives to open these small loot chests. One of the alternatives could be a universal key that is crafted with the use of locksmithing skill. Crafting this key would involve a long action timer that doesn't spend much stamina. It would require a wet mold crafted by a potter. The ql of the wet mold would be the maximum ql cap for the produced key. The average ql of the key would be decided by the metal lump ql and the locksmithing skill. The metal would need to be an alloy. Wet mold would take damage each time it is used and its effective ql would decrease with that dmg just like any item, and would perish at maximum damage. It can be reimped by a potter. Wet mold wouldn't be very durable so it would get damage very quickly through use. The key would function as lockpicking skill and higher ql would serve as higher lockpicking skill while taking some damage at each failed lockpicking attempt. The damage would be miniscule from the failed attempts but overall damage would reduce its effective ql just like any item. The key can be used by anybody. Using the key doesn't give lockpicking skill, but misc skill and therefore mind logic.
  20. Lockpicking being hard to grind and taking a long time to level up is making this much worse. It is very hard to obtain and you've already got it. You didn't grind it with the knowledge that it was going to be the sole mandatory requirement to access new content. You have a very high skill on it, you know the great majority of people don't have any skill in it, you know it takes very long to grind, you know it is mainly utilized in PvP and grinded by PvP players, and yet you want new content to be locked behind that skill knowing all of this. I didn't tell you to grind this skill, you've grinded it on your own and I don't want to be gatekept by it especially in PvE when it is a PvP skill. You give coffee as an example but it is a bad example. It is a bad example because beverages is an universal skill and people have already been leveling it in PvE. It is a bad example because coffee didn't benefit only the producer but also the user. Wanting loot to be locked and only openable with lockpicking so you with your 90 skill can open it and allow people to access it through you (only if you wish to sell and not keep to yourself and hoard forever) is not the same as the addition of coffee benefiting the beverages skill.