malidath

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About malidath

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  1. You make some good points, however, I stand by my proposition that certain mobs should hunt and attack each other, as well as that different mobs should spawn where different ground typed are dominant. I especially hope my idea for mobs that spawn from decaying tree stumps, and so forth, catches on. Thanks for the advise though. (although, at one point, you say "tree infested areas", where I come from, we call those forests. It sounds rather like you regard trees as an infestation, a scourge. I happen to quite like trees, they are one of my favorite features of wurm online. Anyway, that part made me laugh.)
  2. +1 I had a very similar idea to this. I notice that people create docks for boats by raising the terrain above the water, and thats all fine, except that there is then no way to restore the sea floor to its original depth. Thus, the world of wurm, in time, will become a topographically uninteresting, blockish landscape with knee-deep oceans. I think that there should be a force of erosion that gradually returns wurm to a more natural look. I understand and appreciate the concept of ruins, mounds and roads left behind by deeds now lost in the pixilated murk of wurm history, ever serving as testament to what once was, but all things fade away eventually. I suggest that their be two erosion zones of differing nature: underwater and above water, or air. Underwater, there would be one style of erosion, one that ideally both smoothes down those unnatural docks and dams, as well as causes the deep seas to deepen further, perhaps the terrain could gradually "push" away from the deepest point of an undersea valley, slowly absorbing player made shores into nice natural slopes. I don't know if this would work, it is likely not even possible. But anyway, my better idea is for the land. The land would be constantly pushing its self downward, until the bedrock hits the water plain, then, to counter this, the land would also be pushed up in other places, perhaps at source springs or other places specified in similar fashion. Maybe certain points should have a certain programing that specifies it as either a mountain, hill, lake, or other feature, and it raises or lowers in proportion to the overall terrain erosion so that the world doesn't actually gain or loose any ground material. I don't know enough about programing to tell if this is possible, but I hope it is. It would be very cool if Wurm were an ever changing, self-restoring world like real-earth. Erosion should happen very slowly, meaning a flat edge might take 100 wurm years to sink 1 tiles length, and i suppose it would make sense if different slopes and corners eroded at different rates.
  3. +1 I had a very similar idea to this. I notice that people create docks for boats by raising the terrain above the water, and thats all fine, except that there is then no way to restore the sea floor to its original depth. Thus, the world of wurm, in time, will become a topographically uninteresting, blockish landscape with knee-deep oceans. I think that there should be a force of erosion that gradually returns wurm to a more natural look. I understand and appreciate the concept of ruins, mounds and roads left behind by deeds now lost in the pixilated murk of wurm history, ever serving as testament to what once was, but all things fade away eventually. I suggest that their be two erosion zones of differing nature: underwater and above water, or air. underwater, there would be one style of erosion, one that ideally both smoothes down those unnatural docks and dams, as well as causes the deep seas to deepen further, perhaps the terrain could gradually "push" away from the deepest point of an undersea valley, slowly absorbing player made shores into nice natural slopes. I don't know if this would work, it is likely not even possible. But anyway, my better idea is for the land. The land would be constantly pushing its self downward, until the bedrock hits the water plain, then, to counter this, the land would also be pushed up in other places, perhaps at source springs or other places specified in similar fashion. maybe certain points should have a certain programing that specifies it as either a mountain, hill, lake, or other feature, and it raises or lowers in proportion to the overall terrain erosion so that the world doesn't actually gain or loose any ground material. I don't know enough about programing to tell if this is possible, but I hope it is. It would be very cool if Wurm were an ever changing, self-restoring world like real-earth.
  4. Interesting. I've been meaning to get to Xan for some time now, I'll try the swimming trick. Are there a lot deeds in southern Xan, or is the spawn rate just somehow lesser?
  5. I would enjoy it, if only i could reach a high enough combat level without being interrupted by MOBS, not to mention rapid decay and damage and the ordinary wurm tedium.
  6. I noticed recently the unnatural quantities in which hostile mobs spawn in remote areas. I was traveling through the desert and was killed by a combined force of a crocodile, mountain lion, several giant scorpions and spiders, and some wolves. I figured, "well, it's the dessert, its supposed to be dangerous, even if that was pretty ridiculous." but then later when I was trekking north to recover my belongings, I passed through an unpopulated, un-deeded area, and found it to be completely inundated by malevolent entities. The ground was completely covered in a thin layer of hell hounds, wolves, goblins, crocodiles, and about every other free-to-play killing filth that I know about, some of which I learned of right then and there, spaced a tile or so from each other. This absurdity seemed mainly to happen in clear areas without trees and with ancient paving from long gone settlements, or it at least seemed to center there. It stretched a ways beyond in all directions, I ran out of stamina and was killed before I made it through. This is how I learned what the real Wurm wilderness actually looks like. Is it like this in real life? no, of course it isn't, i understand that wurm online isn't supposed to be an exact imitation of our world, with its gods and goddesses, and with all its fantastical creatures, and of course magic, but an ocean of weird beasts whose only drive is to inconvenience avatars as much as possible makes for a very poor world indeed, especially considering that the only other place to go is a literal ocean in which you will die after 50 seconds. When being viciously and tirelessly assaulted by those dozens of mobs, I angrily wonder: why aren't at least some of these animals eating each other instead of just me, one small free-to-play human passing through, trying to recover everything he owns. mobs should attack other mobs, so long as it makes sense, such as wolves attacking a troll, or so forth. Whatever the case, whatever you deem ecologically realistic. Now back to my other point, too many mobs spawn too frequently, too close to each other. How are people supposed to live off the land when they are constantly being raided by hoards of random this and that? I suggest that mob spawning should be rarer and that mobs should be fewer and further between. Though it should be a case by case basis, for example, it would make sense for wolves to spawn closer together, and to band together like all mobs currently do, whereas bears should be very far between, and for that mater they should run away from humans rather than charge toward them, unless attacked, this goes for many of the passive mobs as well. I also suggest that mobs should have certain criteria that they require to spawn. wolves, bears, mountain lions, crocs, and most of those creatures that can be found on planet earth, should spawn in certain environments: wolves in the deep forest, bears in the very deep forest or in caves, mountain lions on the rocky peaks, crocodiles in marshy lakes, and so on, according to what makes most sense. (by the way, is it already like this to some degree and i am just unaware of it?). Whereas the monsters, like giant spiders or scorpions, and other oversized weirdness, should be rarer and spawn from, say, nests, or the like, lairs maybe, and perhaps scorpions could spawn in the deep desert where they look ecologically adapted. Some humanoid mobs should spawn at rare lairs as well. Trolls, for instance, are humanoid and are intelligent enough to have clothes, tools, and to open doors and gates, perhaps they should have villages with little item-based huts, or, if your version of trolls are solitary creatures, perhaps they should spawn from rotten tree stumps, thus encouraging players to destroy the stumps they leave near their deed, or maybe not trolls, but i think there should be a mob that spawns only when tree stumps decay away, wood imps perhaps. at any rate, i grow weary of seeing more trolls than i see other avatars. Now, as for elementals such as hell hounds or magma spiders, and other spirits unique to planet wurm, they should spawn when their component elements are brought together, as this, maybe, attracts them from whatever plane of existence they were on prior. for example, hell hounds could spawn on the site of a former camp fire when a pack of wolves passes near, or a water nixi or whathaveyou could spawn in a pool in the deep forest where at least 1 person has prayed in the last starfall. SO MANY POSSIBILITIES, I'm just planting a seed and hoping that it will grow, and that it will free the lands of Wurm from its menagerie-like infestation. Do consider these suggestions, though after all its your game from your imaginations, not mine. Thanks for reading.
  7. The game runs unplayably slow at night time, which I think is due to the bloom glow because the FPS almost always lags or freezes completely whenever I look at a lamp. The only way i can move around during this is by looking straight at the ground, and even then, it often freezes. The game occasionally runs well enough to play during the day, but this only lasts for so long, usually until the sun sets and the lamps turn on. Countless times i have died and lost everything in this way; one frame i am standing in a perceivably safe place, in the next i am being attacked, and in the next, I am dead. i have tried to turn off the bloom glow, but even though the setting is unchecked, the game continues to render blooms regardless. I have also heard that turning off the GLSL shading, might fix the problem. And so I searched the settings menu thoroughly, (logged out), but I found no such setting. I worry that maybe i have an incorrect version of the client, and so I tried deleting the game completely from my machine, (which is a Mac OSX Mavericks, maybe a bit on the low end), and re-installing it. But nothing changed, not even the fact that it no longer plays start up music like it used to. (by the way, is that normal?). I appreciate any help.