Finnn

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Everything posted by Finnn

  1. basically budget of the 1st, but we need the 2nd guy to expand the feature list
  2. I live right.... there blame the fog if you cant see anything
  3. lol? "at low cost"? run a whole server so somebody could go and mine 5x ql99 marble? I do not get that logic... and this directly asks for duplicate shadow copy of all servers, so you casually ask to double all server costs, for mere vein draining in mines... how is that reasonable
  4. That's an idea.. having random numbers for the rooms and people constantly asking where xx room is located
  5. idea is very unpractical.. you chop few trees to logs, mine some ore, harvest cotton, etc.. for a new player with your 90-100 skill and the new player is chess-mated(you give just resource on the spot, containers are provided by the new player), also you're now stuck to make large crates or w/e this unpractical spinoff half idea is producing, in the end all lose more time for no benefit, vs existing ok state where all works just fine; upgrading the item in some way.. which is practical.. and converts it into a new state, name, storage amount, model, etc... (makes it distinguishable new container) - ok... same item with various shenanigan mechanics - madness and irritability for all
  6. on top there's issue with other missions with water champ / traitors.. they simply don't care to stick around and leave the server(random ai movement), practically suicide(crossing server leads them into nowhere..) and invalidate missions which later serve no purpose.. and just work as time blockers until they expire
  7. lol, no.. we can not possibly make ql99-100 crates and a damage tick to multiple items like that sitting for a while offdeed(parked boat, etc..) is pretty crazy to deal with, etc... ql is not as decorative when it comes to time investment to maintain items and crates are pretty small for the bulk players move around normally
  8. nothing extreme about it.. You can call it however you like.. but many games allow you to get only x amounts of dungeons a day/week.. since it's their main content.. burning trough it too fast puts you either trough a burnout or into bored face bench and you soon leave, keeping you healthier pace to consume the content ensures some longer period to play, explore, do anything.. keep population numbers steady, etc.. If we all had 90+ skills in a week, we'd be better off on wu server own / alone or public one and just zoom trough it all and come and go or not return at all since it's meh, you have it all, why bother; alternative.. mmo... what is common with them all.. things happen slow and you build up everything around your journey as you play, wealth, friends, 15,257,028 teeth of baby wolves, etc.. hoarding of all kinds happens along the longer gameplay.
  9. The game is already very fast to grind skills, drop fatigue, what's next, asking for autobot system paid or free, automatically eat sleep powders, eat, drink, grind, just buff in 2months of botting to 90 stats, get into pvp.. push everyout out of the server, get bored all are at same level and quit? Same on pve.. 90 skill or higher matter because they take time and are rare, what happens if one can grind in fraction of the time what other gained in week/s, with pauses, etc.. burnouts, on and off playing, switching things around to prevent burnouts also.. Normally people take a break and catch up on irl or other game things, work or w/e you want irl.. alternatively here some also dive into hunting since it takes no fatigue, could do treasure maps, etc.. You're not prevented from playing, you're prevented from nonstop pressing keys and being in endless cycle of pressed keys on rotation which does not seem to have breaks and accumulates into many continuous hours of grinding over and over, a normal human being eventually needs a break.
  10. not really.. if it doesn't happen often, it doesn't really need attention and works as intended, if you land on it often, it's curious what you do, because this means hours and hours and hours and hours and .... without any kind of breaks, it's interesting, since there's nothing but action timers going on during this time, no movement, no interaction of any kind, only timers, I had my reason to ask specifically what I wrote; I grinded to 100 pickaxe and mining last halloween and a bit before it.. to get there, I do not recall reaching fatigue, play-style and long hours yet .. depends how many we can invest at a time and how often, etc.. Normally if I get close to low fatigue I take a day or 2 off, lets me chill from the piano lessons for hours(smashing keys nonstop for few hours), some grinds are pretty heavy with the interaction, depends what and how you grind it. Everything have some limitation, and with it, the higher skill becomes more valuable, if you had no fatigue and you could hw macro mine nonstop, it was only going to take a few days to get from 1 to 90+ At high skill we can do a lot of terrain changes at large scale in short time, it's all tied to interaction time pool(fatigue), without it, anyone with high skill could nonstop keep generating any amount of services/bulk/work/spam actions of all kinds, further with the account sharing...
  11. How did you get to fatigue limit? How often do you get there, no, not once you got there - you chose to keep drowning in it.. if you get to the bottom.. you leave it recover to full or 10 hours to get good buffer again, so.. how often do you get from 10-12 hours to 0?
  12. What's the purpose of all this? What's the progression? What do we win? way to grind warhammer? no?(something special yet useless and meaningless on pve) This will ruin a very niche slow to grind skill on pvp with meme mechanics from pve.. Game praises it's feature to have long lasting history, and we now have feature to meme minecraft mod and rename anything with ease? Do you see a + and - in this? If it's bad, what could be improved to be useful, not just made to be a thing.. but actually to have actual purpose, depth, use, progression over time. I find nothing but a meme to rename items. This just implements a troll mechanic to rename items, while there are 1 or 2 museum deeds in the game trying to keep history and creator tags, etc.. along with people who value their items as they are and with the names they have. On top it's additional content/"reason" to play and spend more time or money to get another rare/supreme item/s if your first one wansn't with your creator tag, but later you really want to get one.. it costs you something.. more then a right click and a boring grind. If we ever get pvp skills to grind on pvp... this is not the way, it's boring.. and trolly mechanic. I'd rather see rogue class features from other games in some lore/design-aligned way to wurm's 'vibe'. Which will take a few moments at least to come with a core and down the line extra content and progression, etc..
  13. -1 haven't read more boring idea this year, so far.. this is useless, pointless and it's painful like creation grinds, prove me wrong.. build it better
  14. I think it used to be a thing.. but it was reverted.. anyone can play and care for a horse.. a really ugly one.. with no traits, etc.. and let it go freely in the wild.. no player could kill this type(can't say if I recall cared+branded issue, I think it used to be care-for only protection also) with the amount of coming and going players.. we'd end up with creatures roaming freely, never dying to aging mechanic.. maybe aggressive creature could kill it.. or just other players end up ab/using such immortal creatures and adopt them for eternity.. this is kind of a speed run to ignore progressing with AH or market AH slot to care-for.. since you get it for free.. and we'd regularly find a free kill in the wild which just irritate us.. by being impossible to attack/kill
  15. very old problem.. reconnecting same or switching sound device will force the player to restart the game to again hear any sounds(to test is.. just play around headphones and speakers or I guess just headphones on/off)
  16. Does anybody track and implement any of these from time to time?