punky

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About punky

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  1. I think that the biggest issue that keeps more players from playing Wurm is the pace of play. In my opinion Wurm is a good game. I like it. But, thinking about video games, and popular video games throughout history, I cant think of another that has such a slow pace of play. I believe that it is not engrossing to many people because there is not something happening, there are long periods of time (perhaps the vast majority of playtime) that do not require the players full attention. There is very little tension. I don't really know of a solution, nor do I really care to think of one. Like I said I like the game. But, its slow enough to focus on other things while you play. Most of the wildly popular video games I can think of from Asteroids to CoD require the players full focus.
  2. Is it new features like twitch combat, or is it expansion on what draws people to the game. Off the wall anaology. We all play because we like sharks. Would it draw more customers (which benefits everyone) by adding lasers and wings to the sharks, or by giving them sharper teeth, and more deadly hunting skill? Back to reality. I truely believe that expanding on what the world offers would do far more to benefit the game, than adding things that people dont play for now. It is a sandbox. But very little in the sandbox lets you see your success. Terraforming is a fantstic, realized "I've done it, its there" way to play. But, there are so many other skills. Does digging actually advance faster, or do you just get distracted by the land changing? Can there be an impementation wwhereby what you do actually has an effect that is more than just a number on a table? People are suckers for glowy effects. I don't know. I am trying to open a discussion.
  3. I was just wondering what the theory behind not being able to transfer goods from one container to another is. If I have a pile of shards open, what is the game theory behind me not being able to just drag them to the cart? Add a timer or something. Less annoyance cant be bad for a game.
  4. I have to amend my opinion a bit. In the situation that Wraith posted, I can see it being helpful to a point. If you hit rock at A, you are likely to hit it at a+1 etc. Even being able to just flatten the border, you are going to have to alter the path of your road or else your slope of road will keep increasing to an unusable point ie. my 17 slope road hits rock at A, forcing me into an 18+ slope, and more if I hit more rock. If that situation occurs to me now, I just bend the road out away from the rock and proceed up. That said, having just labored over a road up a mountainside for the past week, the flatten border would have helped make the road a little less meandering than it turned out.
  5. I can see where this would be useful. However, it seems pretty simple already. I think the biggest hurdle when digging is that there is always the conception that you are operating on a tile. Digging operates on the corners of tiles, not the tile. In the case of flattening you operate on four corners, which means you are affecting 9 tiles. The wiki is understandable, but it was a little confusinng to me at first when flattening. I just think of it as the game averaging all the corners. I use the lowest corner as zero, add the 2 sides to the highest point, and then that total gets spilt between the four corners. I like the way that the system works now. I havent found anything that I have wanted to do, that the system wouldnt let me do. That said, I cant see the harm in being able to just flatten one border. I dont think it would be a great tool, but I cant see the harm. There are lots of things you can do with digging, and it seems like there just isnt really a full understanding of it. For instance, you can flatten a tile from several tiles away, but you can only begin the action from the tile you want to flatten or one adjecent. Say you are flattening to make a road along a steep side slope. You flatten a tile. The best course of action is to skip a tile and flatten the one 2 tiles from the one you just flattened (You have already flattened the adjecent tile on one side). I will "climb" onto the half flattened tile so I dont slide down the slope, begin the flatten action on the target tile, and "climb" back on to my flattened tile. The target tile will continue to flatten even though I am standing 2 tiles away. When that done I have 3 flat tiles by "flattening" 2, and my road continues along the mountainside.
  6. Very good Idea. Liked it. Love the part with the table etc. Really like the possibilities the devs could use this for (the potions). And I think it would be a nice career option which just adds to the game.
  7. I dont know the answer to your question, but im just trying to clarify so that you can get an answer. The way I understand, you are asking that if you put up a wall perpendicular and abbuting a very steep slope, can someone just climb the slope to circumvent your wall. Is that the gist of it?