Bresslauer

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About Bresslauer

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  1. its maby about that you are a mole ? moles are blind
  2. -1 first of all as it was mentioned - its free to try - you can play after raching 20 skill - moreover i already made 2 months of premium by just playing... so its all about your ability to be creative.
  3. there are at least 3 girls
  4. greenhouses need glass.. unfort glass wont come anytime soon... beer yes- beer that would make grains usable it has to be increasing ql as wine but with different effects
  5. Mostly in game graphical. - Make fruits trees in season show their fruits - to know they are ready for harvest - similar to the farming. - Make grape trellis yeld grapes in season preferably more than wild grape to reflect the fact of purposeful farming. - Add watering container for horses and cows - only goats can get water from grass they eat. And make milking connected to cow water level. - it opens the way for watering fields in future.
  6. Ok for the situation that when you crush Wemp / Cotton you have both seeds and material im +1. but in that case any grain crops should give both hay and seeds. Hay fot thatch / fuel / beds. Other stuff should be imped too. Like - hell have ya see an apple / cherry / lemon tree which gave only 0,2kg of fruit ? To prevent situation that you have excesive seeds or other bio material - feed it to the pigs / cows / chickens. Problem solved. In nature only wild animals are gaining fat for winter. So to speak. all farm critters should be fed during winter, otherwise they should die of starvation. Moreover - in nature cow eats only to maitain body functions - farmed animals are fed to gain fat - in other words - cows / horses / pigs and so on cant reach "fat" status while only grazing on their own. Tho manual feedeing would be hard to maitain - yet we could use feeders - model is already in game - empty flowerbed.
  7. Well i did little in-Wurm research - To get 500+ food items i need aprox 4hrs of foraging and botanising. to get similar amount via farming i need 2 weeks (or 1 week with huge farm ) Only one good thing about farming is - that it gives equal ql across whole farm. Otherwise is cripled as one legged guy in ass kicking contest. Why ? excellent example To maitain nutrition bonus you need aprox 60% or more nutrition - hot casserole above 30ql is enough, since casserole ql depends on HFC only, you need just to find any ql pumpikn or other veggie and any ql of berry and you are in, dont need to farm whole week for a meal which is, as good as casserole, or maby little better, and spoils fast as hell. Even so you dont need to farm to get a decent meal. So currently farming in Wurm is rather - time consuming hobby than, a real farming. PS My foraging / botanising stuff is still better than my farming ql - so it speaks for itself.
  8. Im not making fun - im just sayin that staying in a spot wont do anything. Little improvments like - faster and more equal growth of crops, is a really a bad thing ? +1 yeld its not much, since - it gives you only amonut to replant, without loss, moreover, even ancient egyptians used fertiliser, tho they didynt make it themsleves, it wasynt needed as Nile give it to them twice a year. So whats the real problem. None. Lotus1 : "The problem I see is this is Wurm. The is not Farming Simulator. While farming is part of the game, it is a gathering skill much like mining or woodcutting. Making such a skill too complicated could actually detract from the game and make it more frustrating for some people." Gee Lotus - it would be more frustrating only to people who are pretty ... dim witted - such like the guy asked where did milk come from - he replied - from Walmart. My idea consists in 3 steps - 1) Drop unwanted stuff into trash bin and wait 2) Take it 3) Bury it. If one can't handle such complicated process maby its good opportunity to change game to a easier one ? Even in medieval times - Wurm refers to that peroid, farmers used manure + crop rotation to maintain solil fertility. Since we do have mechanic already (bury) make it useful.... whats the real problem? none. Most people who disagree in this manner - feels let say piqued by the situation that noobs will get better or same result with less space and effort. This is real problem. I play wurm (with differnt chars) from 2008. I remeber times - where failing in making a nail - you lose part of the lump. Now you still lose part of the lump but its 1/10 of its former value. Not long ago there was price drop on deed tiles - to encourage people to settle. shall we rollback to times when faliure meant lose of the thing just because - old was good ? Nah. Changes are good - especially those balanced - and my idea is balanced.
  9. your grandfather horse did work well, why you are using car ? its not total overhaul - its just added variety...
  10. Fertiliser does not work that way - it increases growth for sure (shortening time span and enabling more plants to be fully usable - more grains of wheat, more apples, and so on). But it makes weeds grow better too, so tending fields should remain as it is. To balance the fetiliser effect there should be erosion effect if patch is left alone for long, or due to extensive farming. Another counterweight, would be materials that were used to make fertiliser - fertiliser QL = max item ql. So puting 50QL crops / meats / other stuff would give 50ql fertiliser. But to make it even more fun, farming - tending fields should result in weeds of random ql in your inventory
  11. It does not have to be, i agree, but it takes land one way or another, deeded or not. 130tiles patch - takes, (depends on tools) aprox 1 hour to harvest, not to mention sowing, and farming - takes lot of time. if you have bigger farm it takes even more time. After all its not complicating stuff much - just - bury the fertiliser - thats all folks. Get more crops. Using current state, applying minimal reality - we should end with barren lands all around. I dont expect that Wurm would have "advanced XXI century" farming with pests, diseases, and so on. But fertiliser actually would do - option to use it is already in game. so whats the problem ?
  12. Well everyone must admit that farming in Wurm could be better... it works, but, not as fine as it could. 1) Fertiliser - we do have trash heap - it used as a ultimate - get rid of unwanted stuff - toy. nothing more nothing less. Shame. It could be turned into compost heap easily - whatever put there would turn into basic fertiliser - in 2% per ql - it means that 50QL trash / compost would yeld 1:1 ratio. (good reason to make it decent). Of course QL would have impact on time 100QL compost heap, would turn it contents into fertiliser in 24h, 50QL in 48h so on so on. Good question is - how to use fertiliser using in-game mechanic. First idea - "bury option" And now it yelds even better question - radious of effect. Well I thought that, yes of course QL dependant. first idea ? - 1 tile per 15ql, above 20. so fertiliser of 20ql or less would have effect on 1 tile (the tile it was buried) 35ql would 1+1, 50 ql 1+2 65 ql 1+3 80ql 1+4 95+ 1+5. Second idea : it could be dropped as -dirt - it will raise the slope (use with care) --> 1kg would have effect on 4 tiles if dropped on border tiles intersection.. Fertiliser Effect - A - grows crops faster, and on stable rate - 3RL days instead of random 3-7 B - Grows +1 crop (ql based 1-49,99) + 2 when QL is 50-100. C - fertiliser effect on fruit trees / bushes - if used before (fruits, are "soon to be ripe" after tree has immature fruits it has no effect) doubles the harvest. 2) Using dead animals as fertiliser - (mechanic is already implemented - bury option). since most animals are 100Ql already - it should be toned down. Area of effect should be depending on animal corpse size. - hens, roosters, phesant, rats, cats - 1+1 tile. - pigs, dogs, boars, mountain lions, wolves, hell hounds 1+2 - bears, deers, cows, horses, goblins, spiders, scorpions 1+3 - Trolls, giants, champion creatires, 1+4 Effect ? A - medium fast growth - 4 days B - only +1 crop on harvest. Ah - most impostant thing - fertiliser effect should stay for 8 days if the corpse is buried to reflect decay process , or 4 days if compost is used to reflect soil erosion. 3) Beekeeping (when implemented) Increased amount of harvest - +1 (and mentioned in some post - honey + beeswax) Overall Fertilising plus beekeeping would increase harvest, (which is logical). Even to non premium players. Thus - making farming more compact. (achiving similar amount of harvest, from less space). To make it even more advanced - farming one type of crop for a prolonged time on same spot should make it "barren" -3 on harvest. This would encourage crop rotation. And make farming more fun. Less space used to achive same effect would - have other beneficial effect - less land grabbed per player / deed or so. Less land per player means more players, more players, yelds greater chance on premium players...
  13. 3-5 like farmin? ok im in, tho i'd be happy if i get double yeld.