Shmeric

Members
  • Content Count

    464
  • Joined

  • Last visited

Everything posted by Shmeric

  1. Rift 02.05

    If you come from Linton, go north at Mottistone Trading Post. Coming from Rome, you can ride off from Hellhound Trail and through the cherries. Visibility is not perfect, but terrain is friendly. https://niarja.com/rifts for your local times.
  2. Activate a carpet, right click on a floor, "pave". Please yes!
  3. Step closer, ladies and gentlemen, dog lovers from everywhere! Do you love your Best Pal more than anything in the world? Do you like to snuggle and cuddle and spoil your fourlegged companion in every free moment? Do you see them look at you with the most sincere respect and trust in their eyes, a look that no human can ever do? With these rare bones, you can show your love. Buy now, and treat your most loyal buddy with a shiny sparkly snack! For only 19.99 silver + postal fee per bone, your dog will bark all over Wurmlands how good their hooman is! Order now, do not let your pupper wait no more! .. or you know... you can treat yourself with a rare shield or boot. I'm not judging.
  4. Collapse is your only option for what you're trying to achieve. Remember the slope of that inside tile. Go outside, clear the dirt. Let your friend collapse it, while you're outside. Surface mine the corners of the outside tile down to match the flat tunnel tiles. Re-open.
  5. Yes, a priest should be able to craft an altar for their deity. You give us the old "it breaks PvP" reasoning. I'll give you the old "so many things are different in PvP and PvE, why not just enable it in Freedom servers then".
  6. But if you think about it, in the example I used, when someone was already working on a piece of code that handled right click menu and a single meditation ability. Adding another meditation ability in the scope of that task (from the beginning, not when the work had already started) - I imagine it would take less time than to start another task just to "improve" what was previously done, or am I wrong? Was it under consideration, but left out? Didn't simply think of that? We don't know, do we... Because now, people who have been asking for Get Info to be placed in a submenu (which does make sense!), have and will be waiting troll-knows-how-long because it's not a burning issue. Like wrapping an apple in a fruit basket. Then unwrapping to add an orange, and rewrapping it all again. I know, code is not exactly wrapping paper, but I hope you get my point. Speaking of wrapping... the cooking and affinities. It was introduced, it was awesome, people were discovering their favourite affinity recipes... and then the rare container issue came up. Perhaps could have been avoided... Another example I could think of is the highway and catseye mechanics. It was designed to support roads of two tiles wide. After it was released, players noticed they can't properly create three wide highways without suffering some symmetrical issues. I'm not saying the 2vs3 options were not weighed during development. I'm saying, if the playerbase could have given a vote from the beginning, maaaybe the design would be different now? Because we pretty much know this isn't going to be changed any time soon, if at all. Lots of maybe's and woulda's, sorry not sorry.. A bit more on topic.. The backpack window always snaps to the center of screen after reopening, even if it was previously "locked" to some other location. Annoying! The "Drop" keybind works on liquids in inventory containers, even though the menu option is "Pour". Proposing to have "pour" and "drop" be separate actions (and keybinds). Most farmers know the "seeds in a satchel on the toolbelt" trick. Why not just have a stack of items on toolbelt, without the intermedium container. Can't snuff bee smoker (maybe other lit items as well, have not tried) without having an active item. Similarly, horse with a bridle requires an active item to start leading. Drag from bulk container to a pile of items (on ground) doesn't work. Drag from bulk container to inventory, the "as many as I can carry" auto-select should be something simpler than r-shift + enter. We're playing on WASD, it's completely other region, for crying out loud. Can't repair my shovel when walking, but can repair it when riding a horse. Why's that?
  7. The dev team is doing something, we all know that and we are assured the new changes will come. Yay for that, no irony. At the same time we are being asked for our input and ideas. But would it not be more beneficial if we, the players, had some idea what and how is being planned? Perhaps we can add something minor to the ongoing work before it's finalized and would take much more time to change/tweak later. A rough example is the Enchant Grass and Get Info, mentioned above by Evening. I don't remember if the players even knew that was being worked on. But if it were openly on the table, Evening could just hop in there and say "come on, spend 10 more minutes and code that other thing in this thing too, pleeeeease". The suggestion forum is full of ideas. Some of those are picked for development "as is suggested", some are taken and put together with another, similar suggestion, and given to us as a hybrid change. I'd suggest, when anything is picked for development, it gets a "thumbsup" icon from the devs and maybe even a topic in a dedicated forum section, where the progress and mechanics-to-be can be discussed in more detail. And I now realize, I've basically written Roccandil's idea of an open roadmap, with my own less smart words. Well, Rocca, have that as a +1 from me then
  8. Please add an option to save village plan as image. (from token, Settlement -> Show Village Plan -> Export) Thank you.
  9. +1 I'd go as far as having separate binds for "pour" and "drop". Having accidentally "dropped" 45 litres of transmutation liquid... no fun
  10. A fly sat on my desk and asked me to post this. Don't hammer me if that's a bad idea, it was the fly! Fly says she's a skilled cook. Her spoons and cauldrons are all top quality, well designed for masterchef, and with those she can do most delicate poocake in town. Just poodelicious! However, she's a horrible carpenter. She said, at one point she thought a top quality hammer would help her build better cupboard for the million kids, but she was mistaken. She was just crap at carpentry, the cupboard turned out to be a staircase and on top of that, she also ruined the hammer! She just didn't have the skill to use such a delicately balanced tool. So now she's using a cheap hammer. This hammer can take a beating and doesn't break at first inaccurate move and even though she can't create a masterpiece cupboard with it, she can craft good enough stools. She then had to leave, something about 120 eggs whatnot. I don't know much about cooking. Now I'm still trying to figure out the whole meaning of this fly's point behind all this story. Let's face it, I'm not the brightest and some brilliant ideas just fly over my head. But I think it has something to do with tool quality, skill level and the damage on the tool when being handled by some incompetent user.
  11. Steel armour, as worn by an unknown knight who said "Ni". Suit hammered and polished in Neverwinter forge, dyes and general incompetent design by yours truly.
  12. I'd love more variety in statues. Upcoming metals, also sandstone and slate, and why not wooden statues? I do understand the arguements for more statues available through archeology, but... if I can create marble nymph, then why not slate nymph? If for the sake of keeping new statues archeology only, then at least let us create currently craftable statues in all the other raw material types Oh, and also, slate epic buildings. I simply NEED a slate obelisk. It's vital for existing properly.
  13. We have succeeded in a few things, let's try to sum up. Poetically, of course. A fair bit off the Linton - Newspring highway. To the east. Through the valley of {to be named}. In and out of the Neverwinter not so secret winecellars. ... .. . hic. hic. hurraaay... okh. wher'z dze outt? Ah ya danke kind, err, sheep? Missed the first bridge by 12 yards, but at least it brought the eyesight back somewhat. Under the silent guard of pink? big soldier thing. Ryan, put your shirt on, we have talked about this. Or shave your back... For crying out loud... Nope, not poetically tuned in tonight to handle this mess. Maybe next year. Have a few pictures of old and new. Join us. Or don't. Whatever. We're cas. Cool beans! Yea bro. Yes, that's a bump.
  14. White Dragon

    First off, big cheers for public dragon slaying \o/ Could you reveal the general area of the event please? North, south, Lormere, Vrock, inland, shore? People like myself would know better to plan their time
  15. Well yea, that seems to be the least silly option right now, to run two lines parallel. Just thought to give this topic a nudge to see if we should do that or hope for some proper solution
  16. @Retrograde Do you know if it's at all on the dev-team's table to look into this situation or is it something that we, the players, should not look forward to and just roll with what we have?
  17. 1) In the settlement Citizen management window, would be nice if we could order the people by name, role and last seen date. 2) when adding a role to non-citizen (individual player) or other settlement, we have to create a new role every time (one-to-one relation). Just a minor issue really, but would be nice to have a select menu with pre-made roles. Or with the same effect, create an empty role and then be able to add/remove people to/from it. This would come handy when having alts, or deliveries from merchants, or temporary outsourced labour. Thank you. /Shmeric
  18. Hi When I pry a catseye that has been planted by myself, shouldn't it return in my inventory (with some applied damage perhaps) instead of completely "falling apart with a crash"? It's a crowbar, you sqeak things out of other things with it.. you don't bash them into oblivion
  19. Hi. Sorry, but I feel like ranting! Somewhat constructively. *gesticulates heatedly and puffs hot steam out of nostrils* We (a group of three wagons) just lost 3 x 12 x 15 dirt/sand when we loaded our wagons on deed and then went to work on a highway, off deed. (large crates from crate racks straight into wagons) This is not right! I don't know the exact moment when the decay tick hit us, but the journey was about 5 minutes and during that time we lost almost two crates of supplies. And it's not the first time. Dirt, sand, mortar, bricks, everything can and has gone POOF! Same thing for ships. Who thinks it's fun to lose several crates of mortar as soon as they leave the safety of the deed? Nobody does! Think about traders, think about those hardworking highway builders. Resource equals more than just money; it's life, it's time, it's... mental health! Please address this issue, I am sure it's not unknown and has been reported before. Thank you! /Shmeric
  20. To me it sounds that you'd be pretty OK to drop all skill requirements and just build and craft eeeverything available in the game *snaps fingers*. But why change a good game and not find an already existing version of what you wish Wurm to become? (not offensive tone) If we lose all skill grinds, you would power through all the content in three months, six if you have some "real life" or whatever that is called All landscape would be developed, all items on market have zero value, everyone can create everything. It'd be a map and character editor, "god mode". That's what I eventually see happening if things are made easier and easier. I'd rather see more options for low skills rather than new additions demanding a "previously aquired experience". I mean, a lot of new additions in the game are quite hard for beginners to create or obtain. I would see more new beginner friendly content rather than making the skillgain easier in general. Anyhow, there are as many opinions as there are people and then some. I've expressed mine, good luck with your suggestion (but no, really, I hope you fail miserably!) PS. My example about mining, digging and 'mortaring' was just a rough picture. If piles can't be changed in size, then make them drop to next tile, and the next, creating an area of piles. Whatever, someone will always come up with another idea about how to make it work Same for stamina, someone will certainly come up with a suggestion how to make it work.
  21. tl;dr Big NO to any additional "automation". I can bet my knarr on it, if your suggestion on this "automation" goes through then sooner rather than later a new suggestion will surface and ask the pile limits to be removed. When creating mortar and inventory/carrying capacity gets filled, "just drop the rest on the ground." And digging - just drop it on ground as we do with mining, instead of collecting to inventory. These kinds of suggestions will never end, there's no "people are happy now" moment that won't snowball any further. Personally I think, every suggestion to make anything "easier" in Wurm is another step closer to the game being "no fun at all". You set a goal, and if you get there you can cheer \o/ and shout in chat "Carpentry 50 wheeee!!" and people go "gratz!". With (infite) action queue, what will be left of that big part of the game, the feeling of accomplishment, the satisfaction of completion? Grinding the skills is not what this game is all about. 70 in every skill is not necessity. It's what the players chooses to pursue. I know of people who play priest as main character and they don't even try to "grind" channeling. They don't participate in month of semi afk sermoning. Instead, they logged in, did their prayers, raked their fields, tended to animals. In other words, the game can also be a normal game where you live as a normal person doing normal daily tasks. One can argue that new players and their gameplay are limited by skills. Fine, let's say that's true (well, it is, to some level). But making it easier to gain skill is not a solution. I'd rather see more options for low skills rather than new additions demanding a "previously aquired experience". Signature rant. I am still very much dubious in the "set course" option with ships. Yeah, it has made sailing less time consuming. Less... real. Now people want "autopilots" for their carts and horses when on highway. Others desire less clicking for easier skill leveling and crafting. If this continues, in 2 years - what does the player have to do? Log in and ... "mhh, this game has no content, boring..." and log out.
  22. Perhaps give us a "fake" green catseye to plant alongside a straight line of real ones?
  23. Yeah, "two rooms connected by single arch" thing.. unfortunately that doesn't work. It is still one building, because you planned it as one building, and it needs outside walls on every four sides. You need to work it into the design. In other words, if you put the layout into paint, then you need to have a properly bordered area to use the "Fill" tool Left not possible, right possible. My elite paint skills, sorry.