Darmalus

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Everything posted by Darmalus

  1. Combat Training Classes I enjoy game mechanics that encourage group activities without making them mandatory. This is designed to encourage groups of warriors in training of various skill levels to gather and socialize (or sit in silence) and gain skill together. Instructor: Anyone with Fighting Skill of 70 or higher. Student: Any premium player in range. Lectern: New placed item. Takes a similar role as an altar in a sermon. The Instructor initiates the class by clicking on the lectern and selecting “Begin Combat Class”, those with FS below 70 do not see this option. All players within 4 tiles being flailing with their weapons (or shields), performing combat animations and noises for several minutes until the class ends. When the class is over the instructor cannot start another class for 3 hours and no one can benefit from another class for 30 minutes. Rewards for the class is skill gain. The instructor gets a flat FS per student (minimum 2 students). Students get FS scaling with their skill. In addition, everyone (students and instructors) get skill gains for the weapons they are wielding and their combat stance during the class. These gains would scale with their skill, allowing Possible Additions If the instructor has a combat manual selected, then only that weapon skill will be increased (in addition to FS) but at an increased rate. Fighting Manuals could be crafted, a reward, or found some other way.
  2. +1 I think this is a good idea for a number of reasons. 1. Randomized entrances of limited duration prevents monopolization. 2. Since maps are not part of the greater world and can't be harvested they can be freely mutilated to fit a theme without long term worries. 3. Test beds. New mechanics can be tested without concern for corrupting existing servers or mass exploits. Just back up character data when we enter please, in case of disaster. 4. Give new/reluctant players a taste of rarer mechanics in a controlled fashion, such as having a Valari monster as the final boss of a rift. Before this April Fools event I had no idea what these epic creatures even looked like, and had no urge to find out because it was in PvP land. But not everyone is me, so showing people that there might be something worth the danger in Epic/Chaos could be just what's needed to get them to try it out.
  3. Some of those look like they are suffering from World of Warcraft-itis. Fancy shoulders can be nice as long as plain ones are standard.
  4. Maybe "planted-ness" should decay after a reasonable period once the associated deed in question disbands, even if off deed? A week or two sound good? That way if someone is moving they have a chance to remember something they forgot and come back for it.
  5. +1 If we get the ability to plant everything, could we get the ability to plant things without picking them up first? There's just so many carefully arranged things around.
  6. Since the first April fools joke was several days early (apparently the devs don't have a calendar) I'd just ignore all dev posts and patch notes till May. Aprils fools is one of those events where if done right is a minor amusement, done wrong breeds distrust. Right now it's being done very wrong.
  7. Congratz! While the current state of gods may be a mess, that's no reason to not celebrate their achievements! Good job Paaweelr!
  8. It was great fun! Though my ability to be a favor battery was limited. "Java Stack Overflow" tended to crash me after too long, I'm guessing being around dozens of people for hours on end was just too much to handle.
  9. I don't think the "everyone would be a priest" issue would be an issue if there were viable alternatives that filled up the "priest slot" in our characters. To me "choose between these several options" is a positive choice, while "do this or nothing" is annoying. Being able to choose between "priest", "monk", "shaman" "wiseman/woman" etc. with a variety of trade offs, strengths and weaknesses between them would effectively kill the issue of "everyone a priest" as long as they were balanced reasonably. Making player gods have domain over these new choices would also go a way to fixing the "dilution" of god identity that has happened.
  10. Which is different from the current state, where immortal roads lead to hundreds of dead deeds? This would actually reduce the number of dead roads, since anything not a highway tile would be decaying away finally.
  11. Wurm doesn't really need a "do-over" so much as extensive cleaning and reorganization. It's an old game, and like a well used desk it gets progressively messier as time goes on. Nothing really needs to be discarded so much as properly sorted and spaced out and clarified. Presentation is huge, many parts of the game are needlessly obscure and that adds frustration, not challenge or engagement. There are parts that could do with a rebuild (like combat and priests) but the majority of the game is "solid but messy" from my perspective.
  12. +1 Off-deed collapse rate is another argument, but if you are paying for it it should never collapse.
  13. Why not let PMKs mint their own coins? Not new money, obviously, but the ability to use a coin press to turn current generic coins into coins bearing the name of the kingdom. Current “Freedom” coins Coin, iron (rename text) Iron five coin (rename text) PMK coins Jenn-Kellon coin, iron (rename text) Jenn-Kellon iron five coin (rename text) The Coin Press Screw-type coin presses have existed since 1550, so I do not think they would look out of place. However, before that coins were made using a hammer and a special anvil. Requirements The PMK needs to be alive to make new coins. After a PMK falls, the coins become historical artifacts much like wagons and banners now. The maker of the coin needs to be a member of the PMK to mint them as well. Cost, two proposed methods. Method 1: The coin press cannot be repaired or mended, thus will eventually be used up. The cost of the PMK coins is the total cost of the press itself. 1 coin becomes 1 PMK coin of equal value. Method 2: Each PMK coin costs 2 regular coins. Combine 2 iron coins to get 1 PMK coin. This feels excessively expensive to me.
  14. As I understand it, current resource tiles stop at the rock layer (I could be wrong) so I see no reason these should be different, allowing mining below like normal. That would need some careful terraforming to make a decent waterfall, but it would be doable. If there was a transmutation fluid for Dirt-> Saturated Soil (and vice versa) you'd be able to put these anywhere dirt can go. This would be 4 tiles long and a minimum of 2 wide.
  15. +1 I'd love a hunting server. Even better if it had lots of biomes, like a permanently frozen glacier and tundra area, or a blistering hot desert or volcano, or swamp filled with bog mummies! Let the art team go wild with new monsters for specific zones. Without deeds or building anything permanent to be ruined it would be a great place to test new mechanics before implementing them on servers where players have made heavy investments.
  16. I’ve heard that making moving water above the water table had been attempted before, but had poor results. Here’s an idea that’s been banging around my head for a few days. Treat moving water as a resource tile. This would allow it to be added and removed using existing mechanics for transmuting tiles. I believe this will also prevent concerns of griefing by flooding low lying areas with mountain-top water sources. Terms Saturated Soil – The new resource tile for moving water. Water Corner – A point at the center of a 2x2 square of saturated soil tiles. Determining water level. The water level at the water corner (blue) is set to be equal to the lowest of the edge corners (yellow) ignoring any adjacent water corners created by larger than 2x2 arrangements. If the water corner is surrounded by nothing but other water corners the level is equal to the average all the surrounding corners. To prevent recursive level averaging, the “north west corner rule” could be used, with checks only happening if a saturated soil tile has a corner elevation changed. Water flow. Water flow (pushing characters and NPCs) would be related to the slope between water corners. A “whitewater” effect could provide a visual indication of swiftness of flow. Meeting the ocean. One could make a river meet the ocean or lake by having a saturated soil tile end below the coastline.
  17. If a big re-balancing did happen, then allowing priests to freely change between Gods for a while (or just 1 free change) without any penalty would be a good way to prevent hurt feelings.
  18. I'm going to have to disagree with you Zig. This is not a single player game, the world should not be able to be stripped to the bone by the first wave of players and have nothing but a husk for new players. Areas should return to their natural state off deed.
  19. Maybe change prayer to give a single iron coin of 1, 5 or 20 instead of small stacks of single coins? Or let us deposit coins in our bank from any deed token? I know that my priest tends to have hundreds of iron coins from hanging out at sermon parties far from home.
  20. Wurm 2016

    I've never coded in Java, but what I do know is that Wurm crashes more than basically every other program I have combined. I have to load the game 1-3 times before I get to play, every single time. It is the single biggest reason I do not recommend Wurm to anyone, it feels like it's still in early Alpha.