Fraskesa

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Fraskesa last won the day on November 21 2021

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About Fraskesa

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  • Release
    Fraskesa
  • Acc1
    Kesa
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    SandyClaws
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    Ereya

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  1. Renamed Minas Morgul to now Luin nice name. Added mailbox and merchant icons and will consider if wagoneers maybe should have an icon too. Added the highway near Lake Wyvern, thank you MordosKull
  2. Chess game can't perform castling move https://en.wikipedia.org/wiki/Castling
  3. The chess game's kings and queens are on the wrong side of each other compared to real chess
  4. Has there been any news or works on fixing this issue so it works for those of us running this Graphics card? It's been over a year that I have had to use old renderer to minimize the crashes.
  5. Thanks! But then I have to get hurt and butch as I am it's hard to get wounds hehe Thanks for the tip. I appreciate that for later use. Also math isn't guessing Not quite the point of the post though. And what a nice new profile Gif you have there!
  6. Dear wiki team, Thanks for your hard work. I have a suggestion to change some text and add some ingredients to the healing cover list. Today I was making healing covers and was made aware that green coffee beans and green tea leaves are substances to use to make healing covers too, so those would be nice to get added. To test the potency of them I made a couple of different mixes, when I found that the examine healingcover flavortext does not align with the values on the Healing Cover Wiki Page: https://www.wurmpedia.com/index.php/Healing_cover This section here has to be corrected first line is value 1-4 second line is 5-9 third is 10-14 fourth is 15-19 (17,18 and 19 are not mentioned and I guess that is due to the values not being makeable from the values you mix with, but it still doesn't provide the logical thinking from the code I think) the last is correct Speaking of the code, looking in the WU it looks like this and it might be beneficial to write it like that too on the wiki? Using the table on the wiki I could determine the substance potency of the green coffee beans and the green tea leaves by mixing them with different other substances. Firstly I used corn * coffee = [15:32:52] A bunch of interwoven grass mixed with various healing ingredients. It will help some against wounds. That means corn (1) * coffee (x) = 1 to 4 cover potency. Secondly I used glands * coffee = [15:34:08] A bunch of interwoven grass mixed with various healing ingredients. It will be pretty efficient against wounds. That means gland (5) * coffee (x) = 5 to 9 cover potency (this was where I got confused in the first place due to the old values on the wiki) Thirdly I mixed them with sage * coffee = [15:35:22] A bunch of interwoven grass mixed with various healing ingredients. It will help some against wounds. That means sage (3) * coffee (x) = 1 to 4 cover potency The same was done with tea giving the same results. So I could conclude that coffee and tea has a potency of 1. 1*x = <5, and 5*x = <10, and 3*x = <5 x = 1 To test the WU codes I made following healing covers and examined them Corn (1) * Mint (2) = 2 = [15:45:53] A bunch of interwoven grass mixed with various healing ingredients. It will help some against wounds. Garlic (2) * Mint (2) = 4 = [15:47:28] A bunch of interwoven grass mixed with various healing ingredients. It will help some against wounds. ---- Corn (1) * Gland (5) = 5 = [15:46:20] A bunch of interwoven grass mixed with various healing ingredients. It will be pretty efficient against wounds. Eye (3) * Mint (2) = 6 = [15:43:11] A bunch of interwoven grass mixed with various healing ingredients. It will be pretty efficient against wounds. Eye (3) * Sage (3) = 9 = [15:44:02] A bunch of interwoven grass mixed with various healing ingredients. It will be pretty efficient against wounds. ---- Mint (2) * Gland (5) = 10 = [15:45:01] A bunch of interwoven grass mixed with various healing ingredients. It will be good against wounds. Lovage (4) * Eye (3) = 12 =[15:48:40] A bunch of interwoven grass mixed with various healing ingredients. It will be good against wounds. --- Sage (3) * glands (5) = 15 = [15:40:07] A bunch of interwoven grass mixed with various healing ingredients. It will be very good against wounds. --- Lovage (4) * Glands (5) = 20 = [15:50:33] A bunch of interwoven grass mixed with various healing ingredients. It is supreme against wounds. Heart (5) * Glands (5) = 25 = [15:51:25] A bunch of interwoven grass mixed with various healing ingredients. It is supreme against wounds. I hope this makes sense and it helps a bit
  7. Okay so I have spent some days testing the stuff out on the test server, and I really liked to give it a try. Overall I liked the exploration update and the idea behind it, but I have a lot of constructive criticism. In general, I try to find as many points as I could where there is room for improvement, so I am not at all against this, but just want to give the best feedback possible I can. First off I have to ask: What was the intended reason for making this update, and do the developers feel like that goal has been reached as the update looks now? The Map I like the idea that it's possible to see the approximate location on the map. It is somewhat frustrating - especially with a 6 step map - that the area of digging changes so much. I would suggest that it would start with a big circle that became smaller and more precise the closer you got somehow, so each map was focused on the same area. Having to travel from one end of a server to the other repeatedly will birth a lot of frustration and negativity, plus it won't necessarily make people explore areas to get to know them better. The 'open' map is not as intuitive to read unless you know to use the map dump. Even then I feel the graphics could be enhanced a bit and even to be more in style with the general wurm style. This watercolour look is awesome, but just not overall as wurmy. Having to check with the map dump also brings some concerns to mind. What if a new deed has been founded and terraformed the entire area? Or the opposite, what if someone had removed the forest that was there and made it all into a nice smooth desert? Would that be apparent on the in-game map, but not on the map dump? That will indeed make it harder to locate the digging site but can be solved if the 'open' map would be updated live. But if the map is updated live, would it not encourage people to make weird terraforming spots here and there leaving the server spotted and unnatural too? What happens if the map leads you to an area with a seemingly bad or impossible to reach the spot and it is up there (I assume it's only on mountains this will become relevant). Low-level players can't just climb there nor do they necessarily know how to make stamwhiches and wine - not to talk about yet another skill they have to grind. And what happens if a deed is made just on top of where your treasure is to be found or blocks the way? The Player Perspective I went through a range of different ql maps from 3ql to 45ql (and have some unfinished that are higher) and to me I kept asking "Is the rewards really worth the time?". And so far the rewards I have gotten were not worth it. I would say to make up for the time put into it the rewards should at least be worth 3 silvers per hour spent on it else there will be a frustration at first and then a big decline in actually using the treasure feature. I felt that a <10ql map took too long to do compared to the rewards it gave. It's no secret that the average wurmian spends a lot of time grinding, tending deeds or helping out others with orders or whatnot. I strongly suggest that the treasure rewards should be balanced so that it is more than worth it to go on the treasure hunt compared to the other everyday wurmian activities. The update should both keep new and old players in mind. It is made for the player experience and developing the feature should have them in mind. I feel like the minimum ql that has 2-3 steps is actually too much. For a new player having 1 step should be enough. This could be just maps below 5ql or so - so that they actually have a chance to experience the treasure hunt too. It's not a secret that wurm has a steep learning curve already, so adding that and the difficulty will be discouraging. Having several steps of the "same action" is working against the immersion of the game. There needs to be variation. 6 steps of "go here, then dig, then go here, then dig..." is frustrating (yes I use that word a lot) and it breaks the immersion to the game which means the player will disengage a lot quicker. Adding variation as to how to find the next clue, or add different clues like a note with some numbers, directions, a note or something entirely. I don't have the answer, but definitely think about how you keep the player engaged during this. It could be that finding a key or a gem or a coin upon each dig would also be changing things up a bit and making it more interesting. For now, it seems redundant to have 6 steps that are just the same action. In general, activating the players' intellectual and sensory immersion would be beneficial for this update indeed (ie. immersion studies ) Suggestions Add visual feedback on the map that suggests where you are in relation to the map somehow, like a compass or a node changing colours (not so good for the colour blind). Generally, Visual feedback engages the players to a higher degree. Fewer steps and/or making the steps more based on solving clues and puzzles (small minigames can be an option). Have a short guide on how to read the map, to begin with with the first map you ever find that explains colours, shapes, drawings etc. Instead of having the navigation to the digging area be somewhat a mystery and harder to reach, why not base it on the tracking system? This skill is never used on PvE anyway, so why not make use of it? If you track within the 'Show hint' circle then maybe get some results based on your tracking skill on where it might be or what direction to go? This would be a good use of the skill and revitalise it. I would suggest not using archaeology at all for finding the treasures. I like the idea but in practicality, it didn't work out very well unless you could get a marker or pointer to where to do the archaeology. Again this felt like a feature added to waste the time a bit more and will make the player frustrated more than it will benefit them. Other Notes I found this a bit amusing [18:06:33] This is a challenging clue. You have completed 4 steps of this treasure hunt. This clue may have between 3 and 5 steps. Now that I am on step 4 I know it has 5 steps. Why the wait time from opening a casket until you get the parchment but no action timer? It honestly feels like the game isn't responding. Remember to add the visual feedback so the player knows things are happening, and even more remember to ask if that is redundant to even have that 3-5 second wait period. Again I really like how you listen to your users and take their experiences into account! great work! I hope this was okay feedback and let me know if I should expand on any of the points.
  8. Does that mean you live with the blue dragon now? I will be there and as usual offer my NS skills to mix the butchering potions for anyone who needs me to
  9. Don't Panic

    Never leave home without your towels!
  10. Park N Play was finally removed though the nostalgia made it hard! Rome was added, thank you Demondan for your contribution to Release
  11. YES! I so support this idea! Also read this one, which has a lot of the same sentiment I would probably buy 10-20 over time if I know myself just a bit right
  12. Oh wow I didn't even know that release had a host at yaga haha Yeah we are a bit old school at Release making the maps by hand with dip pens and ink and all We even use pigeons to send out the updates once in a while! And thanks guys for being on top of this! o/ Sugar I will get to it soon!
  13. Added Week's End to the map with token at x39 y30 Let me know if it is to your liking!