Sindusk

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Sindusk last won the day on May 15

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  1. Rite Journal Goal: Question for the Devs

    It might be worthwhile to actually articulate why it wont be changed or removed instead of just saying so. If you're adamant on keeping this in the game, explain why. Give us the hypothetical scenario where this is beneficial to keep the way it is. This is one of the very few goals in the game where the player doesn't actually have all the tools by which to accomplish it themselves. Goal to create some nails? I can use my pickaxe, find a vein, smelt the ore and craft the nails. Done. Goal to get to 70 prayer? It's going to be a long and boring road, but after being chained to an altar for long enough, it can be done. Goal to sacrifice a champion creature? It may take a while to find one, but there's plenty of them out there. I can kill it myself, bring it back to the altar, and get the rewards. Goal to hold 100 sermons? I can either make alts to hold the sermons to myself, or work with village mates and do a sermon rotation at the benefit of everyone involved. Now you look at the global spell goal. Lets say I make 10 alts just to pray and get the global spell charged. At a timer of 30 seconds and each prayer taking 30 seconds, this would require 3,000,000 (3 million) seconds of prayers to achieve spread across 10 alts (300,000 seconds each). That's 5,000 minutes praying total for each alt, roughly 83.3 hours or 3.5 days of consistent prayer. Again, this is me putting 10 alts and 3.5 days of pure time into getting this done. Let's say I spend a week doing this, 12 hours a day, on 10 alts online at all times. Then I go to sleep on the 6th or 7th day, and wake up the next morning to find that someone else had charged the rest of the spell and done the cast. The whole process gets reset to zero and everything I just did to get to my own goal is now gone. This is toxic and will simply turn players in the community against each other. I'll go ahead and just name Yellowfinger. How do people feel about him in general? Are you okay with encouraging that type of interaction? Rites were changed to the 24 hour window to avoid situations where stealing a cast would be frowned upon. However, as soon as that was done, this goal entered the fray and continued the trend of players frowning upon players casting global spells. Individual players have no control over this goal. If someone doesn't have an army of alts, they have even less control over this goal. I struggle to even call this a goal. As others have stated, it's a lottery. It's not a goal, it's a wash.
  2. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    Sadly I am awful at setting up web pages. The person who assisted me with it last time is no longer available. After the site went down I was not able to renew the domain. For now, this is the only way to view the maps: http://192.95.31.54/revenant/ http://192.95.31.54/arena/
  3. Nice guide! I think you did a better job explaining the depth of the elemental system than I ever could. You really thought this through, did the math, and outlined your findings well in this post. Great job.
  4. Rite Journal Goal: Question for the Devs

    It went something along the lines of "the reward is powerful enough to justify the incredibly tough requirements." In one respect, I agree that the reward for completing the journal tier is outrageously strong, and the requirements should be tough. I think most people here also agree with that sentiment. The problem arises when the actual completion isn't tough, but instead a combination of luck and reliance on others not to ###### you over. It creates a competitive and toxic dynamic between players who have the same goal. I would wholeheartedly agree with changing the goal from casting the spell directly to obtaining the reward from a rite X amount of times. For what it's worth, the argument that it would be too hard to change is inaccurate. It would be a few lines change to switch the goal over to some new requirement. The technical challenge comes from making sure existing players who completed the goal don't lose that journal tier when the requirement changes. This would require a database edit or something to flag a player who has one achievement to automatically obtain another.
  5. Personalising global cast favor

    That's not correct. The rites were standardized to 100,000 "deity favor" to cast. Furthermore, deity favor is now pooled into the template deity for each spell, even if you're praying or holding a sermon as a priest of a player god. Prayers grant 1 deity favor. No conditions. You don't need to gain faith, adjust your alignment, whatever. A successful pray grants a deity favor. Sermons are a bit more tricky. They grant 1 favor per person who affects the faith of the player holding the sermon. Think of each 0.02 faith gained as a prayer in this scenario. Furthermore, the rarity of the altar will add an additional deity favor per rarity level. +1 for rare, +2 for supreme, +3 for fantastic. In a situation where you hold a sermon for 6 subjects and obtain 0.12 favor, you would be adding 6 deity favor to the template deity. Before the priest rework, the deity pools worked a bit different. Each deity had their own pool and the rites were much more tricky to calculate the deity favor costs for, since it would modify based on how many players were on the server and similar. With that out of the way, I'm indifferent on the aspect of your suggestion overall. I believe some aspects are ideal - such as making it so only the 5 daily prayers count towards the deity favor - but have trouble grasping the full benefit of the system. From my understanding it's to allow players to actually cast the rite themselves instead of getting the bonuses from people who cast it when it's available. However, that entirely contradicts the point of the rites in the first place. They're meant to be a global bonus that occurs infrequently. This doesn't scale very well when each player can have that impact as an individual. I can see a lot of abuse cases by putting these casts on players instead of on the community at large.
  6. Valrei International. 088

    Maybe start dropping hints about what it might be? If there's one thing that gets this community going, it's over-analyzing vague clues.
  7. Ad Campaign W/ Frontier Release

    What you quoted has a significant amount of information packed into very few sentences there. From the outset, I'll state that I do not have any privileged information regarding what this update is and nobody has filled me in. I'm just connecting the pieces. However, I can probably help guide you towards an answer of what to expect: From this, we know that this expansion builds on some system that already exists. This could be a skill, system, or perhaps a theme. For example, it could be an expansion to cooking, channeling, or fishing. It could also be an expansion of existing mechanics, such as runes or building. Finally, it could expand on lore such as valrei or rifts. Exploring new lands implies a new server, or at least some version of such. If the technology was developed to allow instancing players that would be a pretty big deal, and I'm doubtful it would be achieved in the short timeframe currently set. I'm going to go with a new server on that one. Working together implies that there will be content that is geared towards groups. This could imply the addition of new combat challenges with creatures stronger than the run-of-the mill troll. New uniques are on the table. With recent discussions, I wouldn't be surprised to see a unique rework come alongside an addition of some new uniques that exist in a new land. Avatars of deities might also come into play. Common enemy confirms that it will have a combat component. I don't think the word "enemy" would be used here if there was not combat involved. While this tends to skew the direction more towards a combat-oriented update, it doesn't throw non-combat expansions out the window. Combining the above three points, we can assume that there will be combat against new enemies. Huge hint there. Recent changes and the looking through recent change notes gives a very good idea of what's coming next. When it was posted, the recent changes would've been ones listed in these patch notes. Changes to spells and how they work on uniques reinforces the theory that new uniques or major creatures will come with the update. Changes to AI for epic creatures reinforces that these creatures may be available in the "new lands" (which will obviously be available to freedom). Finally, one of the big hints is the name. Frontier. The word is a codename, of course, but it will generally steer in the direction you're looking for. Frontier implies that you'll be on the front lines of something. Combined with the "common enemy" you can make an assumption that there is some form of invasion or battleground that will take place on these "new lands." Now, with all that spelled out, it doesn't take a huge leap to figure out the rest. There's actually a few popular suggestion threads that check most of the boxes. One was even written by a developer. Best guesses are it will be something along the lines of that thread, or some middle ground server between epic and freedom where the epic creatures are trying to break through and enter the freedom isles. With that rant aside and back on topic - advertisement doesn't just need to be the standard "click me and play" advertisement you see on sites. There's alternate ways to advertise a game which are likely more effective. A trailer video that comes alongside the update would be a huge boost, as trailers get shared on social media sites very easily. Keep it short (~2-4 minutes) and informative, then share it on social media platforms and see how far it spreads.
  8. Valrei International. 087

    So in total honesty I did not believe this was the case when I originally read it. I always assumed that it was generally the company ToS/EULA that dictated those restrictions, mainly for the reasons of keeping game integrity. I also didn't believe this because Valve games themselves via CS:GO, TF2, and similar allow selling items for real money (caveat being it's through steam wallet, but still). This prompted me to contact Steam support directly and ask them directly whether or not a game which allows players to trade items for real money would be allowed. Unfortunately sometimes it's hard to convey the specific details of a situation... so it ended up being a back-and-forth over the past week trying to get into the finer details that there was no in-game method by which to support trading in-game items (ex. Diablo 3's real money auction house) and that it wasn't linked with the steam inventory nor would that be realistic (because then steam wallet could be used to purchase/sell items between players). It also had to be clarified that the servers where the items were held was on the company server, and not a private one (where the rules change: see Wurm Unlimited and players having cash shops as a prime example). In the end, I finally got some clarification. I admit I was wrong with my initial assumptions, and here's a couple of responses to my inquiries that you can use if the topic comes up again:
  9. WyvernMods Configurable

    I believe they need to be be bigints. They're long values that record epoch time of the last event.
  10. WyvernMods Configurable

    It's a conflict of database generation between Spellcraft and WyvernMods. You'll need to add a DEPOT and TITAN entry to the ObjectiveTimers table in modsupport.db to fix it in the short term. I'm unsure if I will be updating my mods anytime soon short of a WU patch breaking them.
  11. Valrei International. 087

    That's odd. I wonder how Eve Online gets away with having account sales, in-game item sales, and obviously selling isk.
  12. Valrei International. 087

    I don't know when it started, but it was quite some time ago that the Valrei Internationals stopped being... news. I remember in the past these posts were usually exciting to read. These days, it just feels like re-hashed information of subjects that were last week's topics.
  13. Revenant - Modded PvE/PvP (3x Action, New Skillgain)

    Miscellaneous Changes Fixed several custom spell changes that broke after the priest update: Difficulty of Dark Messenger reduced from 40 to 30. Drain Stamina cooldown increased from 30 seconds to 1 minute. Difficulty of Wind of Ages reduced from 60 to 55. Cost of Wind of Ages reduced from 50 favor to 40 favor. Cast Time of Charm Animal reduced from 20 seconds to 15 seconds. Reevi priests will now use the Statuette of Reevi item to cast spells. Fixed issues with meal achievements not working properly to update the journal. Fixed a bug where Thelastdab priests would de-priest after gaining alignment.
  14. the future of pvp mechanics

    It's a double edged sword no matter which approach you take. If you make players skill faster (even just through the early levels) and get it wrong, it can have some awful consequences. If it's too fast, players will catch up quickly and that sense of pride and accomplishment (sorry) that players have from their existing accounts will be upset. You can't take that back, either, because reducing the skill gain after certain people obtained levels will steer away any new potential players. Essentially, a window of opportunity or borderline exploit of the system. If you make it too slow, it's not solving the problem and the vast gap will remain. If it launches like this, then new players will feel like they're catching up too slowly and that it's not worth the time and effort. If you adjust the skilling rate in any way, it has to be basically perfect to succeed, and cannot be fixed after the fact. On the flip side, you have their existing approach of implementing caps or curves on the existing system: If the curve/cap is too high, then the gap remains too heavy and players will feel like it's not doing anything. If the curve/cap is too low, then there will be no advantage to having a highly expensive, grinded account. While there's still bad scenarios on both ends, this system can actually be fixed post-launch to make it feel better on either side. It doesn't affect progression of accounts. Any fix that gets implemented has an immediate effect on everyone, too, so it doesn't take time to see if the change had the desired effect. As critical as I am of the decisions CodeClub makes, it's hard to argue that they've significantly improved recently. They've put out development streams, a road map, and have now shown people that there's a future for epic. If that trend continues, then we can expect a reasonable line of communication post-launch of the elevation reset, with monitoring on how the changes are working. My only guess at why they aren't discussing specifics of each system would be that they're either not finalized, or don't want to tip their hand too much right now. If they're not finalized, then that's understandable, but it would be nice to know what the goals with the system are. Is it to make everyone with 40 body strength a contender against 70 body strength accounts? What situations are actually being targeted with this as the "solution?" Give an example of a problem that exists now that would be resolved with the new system. If they're aiming to not tip their hand, I can actually respect that too. There's actually nothing wrong with keeping a formula secret. Due to the heavy RNG nature of the game, it's possible they could hide the formula from everyone (assuming they prevent it from going to WU). Just think of how many tools exist to manipulate the game right now. Grinder tells you the odds you have to get a skill tick. You can calculate a food affinity using an online calculator. Personal opinion, I think moving back to some form of uncertainty about how things work might be nice. I literally have a calculator that you can plug in stats/items into, and it will simulate a combat between two players X amount of times and print out statistics. If the new systems break that calculator and make it invalid with no way to repair it, I think that's a good thing.
  15. A New Elevation

    There's a lot of gameplay system interactions between the changes here. Some of them might not turn out as expected, but that's part of the fun when it comes to trying something new. Deed disband after X in a row will create frustration. It's unrealistic to expect players to be able to continuously assault a deed for almost a week straight. Imagine getting to 4 in a row, then on the 5th day you can't get enough people to match the defending force. All four days of success are undone by a single bad day. The better solution is to implement a new mechanic of some kind for each deed, something akin to "Unrest" which would increase per drain, then decrease over time. For example, +20 unrest per drain, -10 unrest per day it's not drained. Deed disbands if it reaches 100 unrest. This allows players to continuously assault a deed, but doesn't require a "perfect" assault over the course of a week. If they miss a drain or two, they don't have to start over. This also increases the importance of consistent defense. If a kingdom lets a deed get drained heavily, they now have to consistently defend that deed in order to prevent it from disbanding instead of simply spending the day watching it. Stone Skin, True Strike, and Continuum need to either be disabled or reworked/nerfed on epic. These spells are just egregious in the current combat system. Providing a cooldown is the least effective fix. It doesn't prevent them from doing the damage they deal. These karma spells alone can mean life or death, literally. A proper stack of truestrikes on a target can get them killed nearly instantly, swinging the tides of a combat. Instead of just putting a cooldown on them and keeping their power the same, nerf them like crazy. Stone skin can cause the next 1 attack to miss. True strike can offer a single critical hit. Continuum can provide 5% damage reduction. These are really simple numerical changes that can be implemented quickly behind if(epic) statements. You can stack the cooldown on top of the nerfs if you want, but just implementing the cooldown isn't enough. Hell Horses and mounts in general have more issues than just going too fast. I believe I repeat this far too often, but horses actually have a random chance to be slowed down when damaged. I've thoroughly tested this in the past, and it can take up to 20 seconds to slow a horse after it's taken damage. This is something I've fixed in a mod on WU a long time ago (it's part of WyvernMods if you want to steal the code) and is something I hope is looked at for the base game when you tweak mount speeds. Hell horses are too fast, but most of it comes from the gear that's on the horse. It works as an additive modifier to horse speed and can actually counteract damage inflicted because the additive bonus outpaces the slow from being damaged. The nerfs to horse speed should come from nerfing horse gear, not nerfing horses. Personal recommendation is to adjust gear to be multiplicative modifiers instead of additive. Then re-scale their bonuses at maximum QL/enchant to be slightly lower than the current maximum. Combat skill caps will affect skilling. If you can't block, you don't get shield skill. Keep this in mind. These combat soft caps are actually a good idea, but ensure to make them PvP-specific, similar to how body strength already scales specific to player vs player combat instead of player vs creature. Quick travel between server borders should be prevented if enemies are in local. This should probably go without saying, but I've made this mistake in the past... Karma teleport isn't the only method of instant teleportation. The insanity teleport, home teleport from meditation (which should be covered by meditation changes), and farwalker twigs/stones are also available as methods of quick getaways. If karma teleport is to be disabled, other methods of "get away immediately after I drop out of local" should be looked at as well. This is a very arbitrary limitation that is difficult to convey to players. When a player can't place a mine door, they have to look all over to figure out why. An alternative solution would be to make them more easily broken via increasing the multiplier (similar to how tower chaining does it). Pushing through mines is risky enough as is with shaker orbs becoming a death trap. Allowing mine doors to be more easily broken is probably okay. Secondarily, preventing players from replacing mine doors while enemies are in local. There's a lot of different solutions for the mine door meta, but I don't think this is the correct one. It's a good start towards improving the landscape of epic. After nearly 4 years there will be new chapter in the story of Wurm PvP. A new chapter will start with kingdoms being formed and borders being drawn. It will also be exciting to see how the new systems interact with a fresh map, especially one that isn't so large.