Sheffie

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Everything posted by Sheffie

  1. The silver lining in all these clouds is that, since my premium is paid up through the end of the decade, and my deed has 600 days of upkeep, I don't have a difficult decision about whether to "QUIT quit" or just take a break. The problem is, since my premium is paid up through the end of the decade, and my deed has 600 days of upkeep, there isn't much of an incentive for the devs to add new features. They can't expect much more income from me whatever they do. I would like a reason to come back, and I am looking for one...
  2. Perhaps empyrean could take less damage instead. An amount better than steel but not close to adamantine. People who have spent $$$$ on adamantine weapons would not be happy to see 10% damage across the board on a non moon metal.
  3. It seems to me that understanding the "gold rush" mentality may be the key to solving the problem of player retention. Temporary servers like Jackal may well attract players to return โ€” and give more enthusiasm to current players โ€” and a wipe / restart may rekindle that every few months. New servers could also bring players back, and possibly attract new ones if timed to coincide with a marketing push, but here the effect is likely to tail off over time. Rewilding or renovating old servers could also bring renewed interest, if there is a way to preserve key elements that are considered of historical value. But in every case the common thread is the appeal of new, unspoiled, gold-rush-ready land, and I think it's something we don't understand well enough to really have a productive discussion on how to harness it for the benefit of the game and its community.
  4. a sack with an exclamation point on
  5. +1 to having each item of Madnath's be given the signature of a random member of the dev staff.
  6. I would like to see terrain that can change dynamically, over time, based on its environment. Some examples of how this might work: grass that isn't close to trees might change to steppe steppe that is close to trees might change to grass grass that's close to sand might change to steppe grass that's next to multiple trees might change to moss moss that isn't close to multiple trees might change to grass grass at high altitude might change to steppe steppe at low altitude might change to grass grass that is near flat at low altitude might change to marsh marsh that is steep or well above sea level might change to grass trees might not regrow if surrounded by steppe or desert When I say "might", I mean that the chance of a change is very small, perhaps the same as the rate that enchanted grass converts to regular grass. In other words, this isn't going to ruin anyone's deed, if they spend just a tiny amount of time maintaining it. But when a deed falls, those neat lines will start to blur a little and look more natural.
  7. It seems to me that it would be far safer to trade a pile of silver for a "ship's bill of sale" than the current system, where there is nothing in theory to stop the seller from just sailing away if the money is paid firstโ€” or the buyer, if ownership is transferred first.
  8. number of players who'd quit the game to protest a link between NFI and SFI < number of players who have already quit because there is no link Change my mind ๐Ÿ™‚ If people didn't want a link, they wouldn't be proposing one in any form. The only reason I can see why devs would want to keep the clusters separate at this point is that they believe would lose more money from people who have been maintaining characters and deeds on both, than they would gain from players not leaving in future. That seems like a difficult proof to make. Also, side point: if an MMO has a problem because events are too popular, then arguably the MMO does not actually have a problem. I think that having too few people is more of a game-killing, unsolvable issue than having too many. And yes, I was on Harmony when there were 2000+ online and stamina wouldn't regenerate.
  9. Or You can still send stuff by wagoner to other servers, but real players get paid to make these deliveries. Pickup and delivery could be at any waystone on the relevant server that is close enough to a ship. Player made trading ports are then going to be a thing. Prevent abuse by requiring players to pay insurance โ€” by buying a packet trader license that allows them to pick up goods, or by paying a deposit that will be returned on delivery. Of course, the crates will still be sealed and cannot be opened by anyone else, and the recipient must still pay before the delivery process begins, so there's no risk to the carrier.
  10. This is similar to an earlier suggestion I made, that would work for houses and enable stone or wooden piers. I think that Wurm needs something like this, to get around the basic limitation of a height-mapped terrain grid, which is that there cannot be vertical walls. A player-made flat surface, that you can build on, will allow densely packed towns on hilly terrain, like many coastal European towns and villages. I think it's a great idea.
  11. A few points in no particular order. As always with posts by Finnn I am a little bit confused as to what the problem is, and what the proposed solution is. It can be difficult to work out what's a serious proposal and what's a rhetorical question being set up only to be knocked down. Hence, I am trying to keep my post positive and state what I think is good, or would be good, for the game and players.No one is going to complain if sailing gets faster, I think. It would be nice for newer players, meaning those with lower quality ships (or less skill, if a skill is introduced) to benefit more the high-level ones. I'm in favour of bigger ships going faster. This is both more realistic (for a sailing vessel the key factor determining speed is length along waterline) and encourages players to use the larger ships. Tacking, and escaping enemies by running downwind, add a lot of realism and depth to the game and I wouldn't want to see either disappear. Players who refuse to tack (whether because it's 'meta' or for whatever other reason) have no grounds to complain about ship speed. The one proposal no one seems to have made is that different rules should apply when sailing underground. Since there's no possibility that this would ever be realistic anyway (unstep your mast and pole along the sides of the tunnel? I don't think so) we might as well just fudge it and give all vessels a fixed speed boost instead of the usual wind calculation when in a tunnel.
  12. Bows are difficult to improve, and at the same time their quality is super important to effectiveness. This means that getting attacked with a bow equipped is a really painful and expensive experience. Especially if, like many players, you bought a bow rather than grinding out the skill to make it yourself. I'd like the equipment system to be capable of switching from a bow to a melee weapon if / when the player is too close to their target to fire the bow (more realistically this means, if the target is running towards the player and getting close) if the player engages in melee combat with any enemy I realize that this is not easy to implement, but it would be well worth while. The usual disclaimers apply, if it can't be done because PvP, don't change PvP.
  13. Call it a portable brazier and I think we're good. But don't let people pick it up or load it if it's hot
  14. I think you may be able to make enough for premium just by foraging. The NFI kingdom coffers seem to have consistently full. Plenty of players are offering a helping hand on a "pay it forward" basis. You can get gear, tools, arms & armour free or super cheap if you're patient and ask around. I offer newbies, homeless midbies, and returning oldbies a place to stay at Mooncat Lake on Cadence. No strings attached. If you like the place, stay or put down a deed nearby. If not, no worries. (more info in the Cadence recruitment forum)
  15. Items that are hot enough to be smelted in a smelting pot should be described as "glowing brightly" rather than just glowing. This will make life a lot easier for those using the pot, and those in the help channel.
  16. Perhaps what's needed is the ability to get directions to the nearest token get directions to the nearest mailbox get directions to the nearest trader These actions could fail if there's nothing within Local range. I think they'd be super useful.
  17. This is an interesting idea. It certainly helps newbies and shouldn't be too difficult to implement. All we really need to do is add a recipe to the database: rowing boat + triangular rig = unfinished sailing boat (I'd still require the player to add the few other ropes needed to finish the job.)
  18. Problems: I think a lot of new players are put off when they learn that they can't pick an apple or an orange. Not without a special tool... that they don't have... and that's actually quite difficult to make. Also, if those players are thirsty, they are out of luck unless they also happen to be carrying a fruit press... that they don't have... that would produce a beverage that they couldn't drink anyway (ql < 10 = undrinkable). Proposed solutions: Allow players to pick fruit (and nuts) without a sickle. This would not be able to pick multiple items at higher skills. That is reserved for those with a sickle. The quality of the picked items should be reduced, and/or a random amount of damage, say 10-30% should be applied. Eating fruit should quench some of a player's thirst as well as hunger. Discussion: This will allow hungry or thirsty newbies who are wandering through an orange grove, or a field of raspberry bushes, to keep their stamina up. I think this is a huge quality of life improvement over what we have right now. Yes, I'm well aware that it's foolhardy to venture inland without a water container. But who among us hasn't found ourselves both thirsty and without any water on them? Finding fresh fruit in this situation ought to be a nice surprise, not a frustrating one. People with professional tools will not find their livelihoods threatened. Hand-picked fruit and nuts will not compete with those picked with a sickle. I think there's no need to include sprouts and transplanting in this discussion. Players who want to cultivate plantations can reasonably be expected to get the correct tool for the job.
  19. Problem: When more than one personal light source is available, the code doesn't choose the brightest light. See images above. The first image shows the effect of a lit lantern, QL 67 and painted blue. This illuminates four tiles away from the player (OK). The second image shows the effect of a Brass Vynora rune attached to an equipped studded leather cap, QL 85 and painted green. This illuminates about 2 tiles from the player (OK). However, the only difference in circumstances between the two images is that in the second, the cap is equipped and in the first it isn't. The lantern is lit in both cases. In other words, when it has a choice, the game engine is choosing to use the weaker of the possible two light sources (NOT OK). Theory: The engine chooses the highest quality item that provides light, rather than the item that will provide the brightest light (NOT OK). Possible solutions: (Not preferred) Whenever the player's personal list of light sources changes (a light source is un/equipped, lit/snuffed) look at every light source and determine which produces the brightest light (largest radius) taking into account both item quality, type of rune, and any other factors. Having determined the brightest source, use that radius and RGB value until another change. (Preferred) Whenever the player's personal light sources change, look at every light source and determine an overall blended average of all sources - then use the resulting radius and RGB until another change.