Muse

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Muse last won the day on February 9

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  1. We can currently withdraw coins at any token, but can only pay coins in at *one* - our 'chosen' bank token. A lot of people have mentioned how inconvenient this is, but so far little progress has been made to find a solution. Problem 1: The current method of depositing coins, opens the Bank > Manage window so that coins can be dragged and dropped into the bank. This window also allows 5 items to be stored. This, item storage, I believe, is the main reason, why only one token has the ability to pay in. It's the fact that physical *items* can only be stored at one place, rather than any logical limitation on paying in coins anywhere else. Suggestion - New *Roaming* Bank Manage Window: We need another more flexible way to pay in just coins, which is completely separate from the stored items. Perhaps all tokens other than our 'chosen' token could use a different *Roaming* bank window which accepts coins, but does *not* accept items. Problem 2: Sometimes we need to pay in coins when we are far away from a deed token. Tokens can not be placed underground, and some deed owners have their tokens locked away from public use. Any of these scenarios may mean a long trek to the nearest token. We, therefore need a *portable* banking solution so we can deposit coins when out and about. Solution - New *Portable* Banking Tokens Thanks to my brother for suggesting that *Archaeology Mini-Tokens* could be used for these portable deposit boxes. Right clicking a mini token would bring up the option to open a Roaming Bank Manage Window allowing us to drag and deposit coins (but no items). No-matter where we are we can then deposit our coins. This is from a PvE perspective, I would need more info on how this would affect PvP. I think it takes someone to think outside the [money] box! Please let me know your ideas.
  2. Since the update, we are unable to dispel items on the ground. Whilst this is a good idea for most items which can be picked up, it prevents dispelling magic on items which are too heavy to carry, such as mailboxes: [03:03:27] The protection force is too high. You fail to dispel the spirit cottage. Is it in your inventory? This is preventing a Fo priest replacing a low power Dark Messenger spell with a higher power Courier - and vice versa. Please fix!
  3. The enclosure is 10x7. It does not give the penned line but gives this message: [20:49:27] She is prioritising eating out of a nearby pet bowl. If the trough is nearer, I think she should prioritise the trough instead. Even without the bowl, she does not see the trough at all. I think that troughs should be prioritised the same way as pet bowls, but they don't seem to at the moment.
  4. My brother had this cool suggestion, and I thought you might like to check it out! Just like we Wurmians can use different recipes to obtain affinities, why not let us feed up our mounts with appropriate warm mash to prepare them for the day's work? Some ideas: (Chaff = chopped mixed grass or hay) Mashed sugar beet + chaff + oats = increased speed boost (large boost for short time mounted or hitched) Mashed sugar beet + chaff + barley = general increased speed (small boost for longer time mounted or hitched) Mashed sugar beet + chaff + wheat (bran) = boost health (recover from disease) + healing recovery -thanks to @Sheffie Mashed sugar beet + chaff + rye = boost strength (can climb higher slopes mounted or hitched) This energy-packed food would be good for any of the horse family: horses, hell horses, unicorns, donkeys and mules. I am sure you will have lots of other ideas for recipes! Check out these other great threads on the subject of animal foods!
  5. I have noticed the potatoes in my horses' food trough are not going down as expected. I used one of my horses to test. I placed a trough with veggies 1 tile away from her, and she did not see it at all. I placed an empty pet bowl 3 tiles away from her. She still did not see the trough, but instead said the bowl was empty. [03:04:16] She is not hungry. [03:04:16] She has no food in the pet bowl. When I filled the bowl, she prioritised the pet bowl, even though it was further away. [03:07:09] She is not hungry. [03:07:09] She is prioritising eating out of a nearby pet bowl. After I added the bowl, my horses started eating from the bowl, ignoring the trough: [03:20:20] The venerable fat Benny eats a potato. [03:26:51] The venerable fat Southbashira eats a potato. [03:31:39] The venerable fat Warriorwild eats a potato. Is there a bug with troughs? Thanks for looking into this.
  6. I watched with interest a recent Twitch video from the Factional Fight Brothers. @McGarnicle @Faeran Gryph and Faeran were discussing their belief that some (otherwise keen) players might be losing interest after a few months of play. Faeran believed this was because although players had lots of in game rewards and achievements in the first few months, subsequently these milestones became too spread out and far apart to hold the interest of some. I too think this might be happening because in game milestones tend to be linked to each skill level reached, rather than the amount of time played, and skill-gain slows down considerably as skills rise, thus these milestones move further apart. Rewards come thick and fast in the beginning from 1-30, and are slowing down yet still keeping folk interested perhaps into the 30s and 40s skills, but after that, milestones and rewards tend to slow down to the point where paying premium for another month or year might seem like less value to some, because there can seem to be fewer visible goals on the player's horizon during that time. I want to use this space to draw up a list of the existing milestones for each skill (and I will need your help here!). I am hoping for a list of potentially game-changing features you can currently unlock, especially those for which it's worth staying or going premium, rather than just a list of all spells or items. I am also not recording the gradual improvement to the chance of successful actions with increased skill. Goals are a personal thing, but I've put in a few of my own favourites to start. I can't determine how long it will take a player to reach these milestones, because it varies between players, but the aim is to spot any gaps or desert zones where no big goal is imminently available in any given skill - so that the Devs could come along and maybe provide content to fill those gaps. If we can particularly look at giving people some juicy goals to reach in the 40-60 skill range zone, maybe this may help some players who may be dropping out due to inadequate milestones. Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Body Join faith Body Strength Load, Destroy Pavement, Bash, Dig Roads Body Stamina Body Control Ride Donkey Ride Horse Ride Hell Horse Mind Mind Logic Drive cart, Drive wagon, Sail Knarr Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Action Queue++ Mind Speed Soul Soul Depth Soul Strength Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Religion Favor Faith Sacrifice, Desecrate Deity-specific bonuses Priest Identify bless auras Can be champion Cast at Impalongs Summon Soul Solo Alignment Swords Longsword Shortsword Two Handed Sword Knives Carving Knife Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Butchering K Shields Medium M Small W Medium W Large W Small M Large M Axes Small Axe Hatchet Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Large Axe Huge Axe Mauls Large Maul Medium Maul Small Maul Carpentry Build House Small Crate Large Crate, Creature Cage Large Planter Bowyery Fletching F Carp Ship Transporter Creature Transporter, Low Bookshelf High Bookshelf Wagon, Strange Device Bulk Container Unit, Archery Tower, Chicken Coop, Wardrobe Royal Lounge Chaise, Royal Throne Toymaking Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Shipbuilding Woodcutting Mining Digging Dig roads (20 Body Strength) Firemaking Pottery Tailoring Cloth Tailoring Leatherworking Masonry Stone House Stone cutting Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Ropemaking Smithing Weapon Smithing Blades Smith Weapon Heads Smith Armour Smith Chain Armour S Plate Armour S Shield S Blacksmithing Locksmithing Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Metallurgy Jewelry Smithing Cooking Dairy Food Hot Food Baking Butchering Beverages Nature Fishing Gardening Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Forestry See age of trees 2 items yield See age 1 tile away See age 2 tiles away 3 items See age 3 tiles away See age 4 tiles away 4 items See age 5 tiles away Farming See tend state and type of crops See growth stage See tend state 2 tiles away, ripe stage 1 tile away See approx. no. items to harvest Milking 2x yield 3x 4x Foraging 2 items yield (medium+ grass) 3 items (tall+ grass) 4 items (wild grass) Botanizing 2 items yield (medium+ grass) 3 items (tall+ grass) 4 items (wild grass) Animal Taming Can Tame: Pigs, Dogs, Rats, Deer, Mountain Lion, Wildcats, Wolves, Cows, Bulls, Horses Brown Bears, Young Champ Wolves Black Bears Cave Bugs, Unicorns Crocodiles, Champ Black Bears Hell Hounds Hell Horses Champion Unicorns Animal Husbandry Care For (CF) Slot CF SLot CF Slot CF Slot, All negative traits visible CF Slot CF Slot CF Slot CF Slot CF Slot Meditating Nothing(!) Join Path Refresh PoL Enchant grass PoL, Refill PoI, SoTG PoI No skill loss PoK Skillgain PoK Papyrusmaking Miscellaneous Items Shovel Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Rake Saw Pickaxe Hammer Stone Chisel Repairing Sickle Scythe Alchemy Nat Substances Toys Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Yo-Yo Puppeteering Fighting Special moves (SMs) at 19 SMs at 25 SMs at 30 SMs at 40 SMs at 50 SMs at 60 Fight at unique fight Weaponless Aggressive Defensive Normal Taunting Shieldbashing Healing First Aid Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Clubs Huge Club Religion Preaching Prayer Channelling Exorcism Hammers Warhammer Thievery Stealing Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Lockpicking Traps Warmachines Catapults Ballistae Trebuchets Archery Short Bow Medium Bow Long Bow Polearms Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Long Spear Halberd Staff Tracking Paving Stone brick floor, stone, sandstone pottery slab floors Slate slab floor Marble slab floor Can create cats eyes at 10ql+ Prospecting Estimate QL Detect Salt Estimate ore left Exact QL Exact ore left Coal-Making Milling Grind Salt Archaeology Can use shovel See settlement name See mayor See deed founder See deeds further afield See length of occupation Restoration Climbing Thatching Skill 1-10 10-20 20-30 30-40 40-50 50-60 60-70 70-80 80-90 90-99 99-100 Notes: Major milestones / goals not just skillgain/titles Skill locked It appears that there is plenty of incentive to 'go premium' at the 20+ skills range, but there needs to be a similar 'stay premium' drive with a good number of equally worthwhile goals at the 30 40 50 and 60 skill stages, to aid player retention and keep the momentum going. It could be argued that because skill gain slows down as we go up in skill and goals move further apart - there really need to be *more* (rather than less) goals the higher the skill. Goals can be social / community driven as well as in game mechanics - the ability to join in the fight at unique dragon slayings or cast spells on items at Impalongs are community-set skill levels, rather than hard-coded, but which I feel are important.
  7. I agree with @elentari In my opinion the game should not show the player a fancy lights display and an audible drum roll and then give them nothing. It's a bit like putting glitzy wrapping paper around an empty box. Nobody is going to be happy with that gift.
  8. Sometimes the problem is not insufficient funds, but physically not being able to travel all the way out of Xanadu or Chaos to pay upkeep for deeds on the various Freedom servers etc. I understand that the server we are on cannot 'see' the deeds on other servers. Our in game bank balance however (I believe) is stored centrally. Would it therefore be possible at each deed's token, to set up a 'standing order' of silvers to be taken regularly from our in game balance to pay for this deed - regardless of on which server we choose to play? If we could (at the deed token) set up a 'standing order' against the funds of one (or more) of the villagers, so that the deed is associated with our in game bank account, then instead of the upkeep counting down in days, it instead deducts coppers from our balance, whilst a minimum bank balance is not met. Example: Player is going to be working on Xanadu but has a deed on Deliverance that she doesn't want to drop Before leaving Deli, Player visits her deed's token. She sets up a 'standing' order - associating this deed with her bank account. Player goes to Xanadu The Deli server deducts coppers from her bank balance at the same time(s) each day whilst maintaining the same constant number of days left on deed upkeep. If the deed is resized or more guards added, the standing order is cancelled and would need to be reinstated. (There could be a flexible option to opt to continue paying even if resized or guards added.) The player can choose to freeze all of her standing orders globally for all deeds, from any server, or individually from the specific deed's server. Alternatively disbanding a deed will also cancel that specific standing order.
  9. I believe that trees reaching the end of their life SHOULD restart and grow on the same tile, as it's a lot of work to replant an orchard over and again, especially if all the trees have gone. This would respect the intention of those players who planted them. I do, however, think that grass and meadowland should be protected from tree sprouts, just as steppe currently is, as they too, are an important biome for spawning useful creatures. Under NO circumstance should sprouts be allowed to take hold on steppe. Steppe should continue to block tree spread. Currently on Deliverance swathes of steppe are being used successfully to protect areas of treeless grassland from encroaching trees. While this works well, it would be nice if grassland was also sprout resistant.
  10. Thanks for your suggestion. Long awaited. For a long time I have wanted a cave-bug shell shield that you can attach to your back slot to protect you from the rear. The shell would be a chance drop from cave-bug and weta mobs, and you would then craft the shield like you do with tortoise shields.
  11. I was discussing with my brother about having mermaids and mermen in Wurm. I reckoned the mermen should have tridents as weapons, and my brother suggested that the mermaids should have a small chance of dropping a silver mirror.
  12. On the first rare roll after the update, I found a 'difficult' casket. I thought "That's a bit 'in at the deep end!' " - so to avoid getting overwhelmed, I've put the difficult casket to one side for a while until I find some novice ones to start on and get used to it. I'm not equipped for such excitement at my age. I think Archaed is on to something, but I would offer a novice casket 100% of the time if the roll fails. (I thought the whole point of the update was to remove the disappointment of failed rare rolls - no?) A novice box would be a good solution to any possible disappointment.
  13. On opening, windows such as Rename Item window Archaeology Cache window Crafting Recipes window Price Management window (set item price) Containers are appearing *underneath* all other open windows (at the bottom of the UI tile/window Z-order) when they should appear on the top. I think your Z-order is 'back to front', or it's somehow pushing newly opened windows to the bottom of the stack!
  14. Yes I think this would be a good idea. Like taking a 'sip' of drinks, perhaps we could take a 'nibble' of affinity foods without affecting the food bar. Good call.
  15. Have you ever stood around for days waiting for your newly bought adolescent horse to turn 'late' adolescent just so that you can start breeding? With no idea when it will happen, you keep trying, wondering if the animal is still too young, or just too hungry. It's wearisome. Please can we fix it so that all animals become able to breed *as soon as* they reach the adult adolescent age. *As soon as* they are adolescent, and not until some indistinct latter stage of adolescent. Adolescent will then clearly and obviously mean breed-able and will prevent any confusion. Let's take the guesswork out of breeding and simplify. Thanks for considering this.