Sindusk

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Everything posted by Sindusk

  1. The current mob spawning situation on Defiance continues to be miserable. Players with low fighting skill are pretty much stuck there. I went through 5 of the major steppes and 3 of the major deserts yesterday and saw maybe a total of 100 mobs across all of them, mainly trolls and hell scorpions.
  2. It's hard to make a good graph when there's so much duplicate data on each date, but I tried. Looks pretty okay I guess.
  3. This is a great site and should improve competition as well as trade traffic. I'd suggest also considering that material can matter in sales. For example, iron, steel, silver, and lead for weapons or iron, bronze, and steel for armour. These can make a bit of a difference and right now the offerings on the site do not clarify which material the items are made from. Edit: Nevermind, I'm blind. It's just really hard to see.
  4. Reproduction Player A is a member of a deed. Has all permissions checked. Player A owns the cart. Player B is a member of the same deed. Has all permissions checked. Player B has manage permission on the cart. When Player A is logged in, everything functions as expected. While on deed, Player B can attack the hitched creatures without penalty. Off deed, the same applies and Player B can attack hitched creatures without penalty. However, if Player A logs off and leaves the world, things change. The following message occurs when Player B enters combat range of the hitched creature while it's targeted: "[18:41:57] You target a venerable bison. [18:41:59] That would be illegal." This then forcibly removes the hitched creature from being the target of Player B. As soon as Player A logs back in, Player B can proceed to target and attack the hitched creature again. There may be abuse cases for this bug where a player can use an enemy kingdom alt to get permissions in such a state where players of the same kingdom would be forced to go unlawful in order to attack their hitched creatures. Code Solution According to the Wurm Unlimited code, this occurs because the Action is attempting to get the Creature that owns the cart and ensure that Player B in this case can attack Player A. If it's not allowed, then the action is denied. try { Creature c = Server.getInstance().getCreature(ownid); if (c.isOkToKillBy(realPerformer)) { return; } } catch (Exception c) { // empty catch block } The try will always fail if the owner of the cart is offline, since the server instance cannot get the owner's Creature instance. Instead, this should check cart permissions, and if Player B has permissions to manage the cart, it should allow the attack and skip the check against the owner's creature instance.
  5. Correct. Old tunnels on southern freedom should prove this if they had mine doors (which prevents the entrance from collapsing, which would cause a cascade of collapses throughout the rest of the mine). No. Only standard cave walls. Veins do not count.
  6. Cave ins can only happen adjacent to a cave wall. Think of a cave wall as grass. It's trying to spread to every adjacent tile in the cave. After some amount of time, it will "spread" to the next tile and collapse it into cave wall. Reinforcing the cave wall removes it's ability to spread. Reinforcing the floor of the tile adjacent to the cave wall delays the collapse by up to 5x. It can still cave in. That's just about the most simplistic version of explaining cave ins without getting into technical territory. Reinforcing walls is a permanent solution to preventing a cave in. Reinforcing floors is a temporary one.
  7. I got through about half of the document before I started losing my voice. Here's the VOD for anyone interested. I'll try to stream again tomorrow and finish going through the rest of the document. https://www.twitch.tv/videos/729697662
  8. Funny enough, if you don't have max bonus for your cast and your Soul Depth is high enough, it can have an effect on your cast. I might get into that during the stream, since it's not easy to explain otherwise.
  9. I had to go hunting for what that did. Looks like it adds a modifier similar to stomach wounds, but in the opposite direction. I'll update the document to reflect this. I used the notes section of mine to display that. Adding 10% to the chart without a proper notation saying it had exceptions could lead to confusion.
  10. Good question. Web armour has no effect on dodge chance. It only affects weapon swing speed to the best of my knowledge. Archery is indeed out of the document scope. This focuses entirely on a single swing of melee combat.
  11. It's actually my second time doing so. The first was when I rewrote it for a mod. However, this was the first time I actually worked out some of the mechanics instead of saying "wow that looks horrible," hitting delete, and re-writing it from scratch.
  12. I'll be doing a stream where I read through this document and explain everything in-depth in 18 hours from this post (10PM EDT, Wednesday, September 2nd). I'll be answering any questions and hopefully improve the document as a result of the questions asked. https://www.twitch.tv/sindusk
  13. Google Document: Wurm Combat Explained From the Preface: This is an in-depth walkthrough of a single swing calculation for the combat system in Wurm. It’s meant to serve as a guide for those looking to understand the intricacies of combat. This will not tell you what the best weapon is, what armour to wear, or even how to fight an opponent optimally. It will simply tell you the mechanics at play, how they interact, and to what degree they affect the outcome. Edit: I forgot some supporting materials that may be of use. Wurm Data - Spreadsheet that contains weapon stats and creature stats. These were datamined from WU in 2016, but I think I've updated those two sheets (which are relevant to this document) to the latest information. Armour Evaluation - Spreadsheet that contains a full evaluation of armours including base DR, glance rates, damage effectiveness, and material modifiers. These were datamined from WU in 2018 and should be mostly up to date.
  14. So, if I'm reading this correctly: The standard shield training method of targeting a creature, having it attack you, then targeting a far away creature that you cannot hit, is no longer acceptable? Using a low QL weapon where you do not deal damage to a barded horse or tough creature is no longer acceptable? Overwriting the combat action with a non-hostile one to prevent yourself from attacking the creature for the duration of the action is no longer acceptable? From what it sounds like, in any scenario where you do not deal damage to the creature OR the creature does not deal damage to you, it is considered a bannable exploit?
  15. Not as far as I can tell.
  16. I was literally sparring with someone trying to get them to do a blunt special move to remove my food bar. It took me a while to figure out that they couldn't do it in the new UI.
  17. I get that, but will it simply increase natural favor regeneration (adding from your pool faster if you're lower favor), or is it a static amount per second? If it's a static amount per second, then the whole thing is a bust regardless of the calibration. Fail a few casts and you're at max favor wasting your favor pool. Too many successes and you can't actually cast repeatedly.
  18. This tries to fix a current problem (natural favor regeneration being too slow) by removing a mechanic used to rapidly cast enchants. This looks like it's just going to slow down enchanting even further, making skilling with sleep bonus even harder (by spacing out the casts over a longer duration), and creating an even wider gap for skill between those who were using mechanics before and after the change. A change like this needs to seriously be a direct buff for priests. These numbers need to be really, really good for this to work out.
  19. Must have been a change between WU 1.9.1.6 and now.
  20. This is exactly how it works with the exception of blank tools. Blank tools don't get the bonus power. You need to have some cast on the tool for it to obtain the power bonus. A fresh tool with no cast will simply end up at the power you cast. The only way to get a 110 cast is to land a perfect 100 with benediction on an item that has a 0-5 cast already on it.
  21. There's no technical concern about implementing this system. Premium would transfer between clusters. Currency would not. The same database that stores faith also stores the player's currency. The technology doesn't need to be developed, it's already there. There's no legal concern about implementing this system. You buy currency for the cluster you're on. If there was some legal concern about this, people buying sleep powder and not having it transfer between clusters would already be an issue. If new servers are not launched in the future, the game will stagnate. After a few months, a year, or some amount of time - new players will look at the game, be interested, then realize they will be enormously behind everyone else. I would not be playing right now if not for a fresh server. Had they launched on steam with the same south freedom servers, I wouldn't have touched the game. The best way to bring new faces into the game is exactly what happened: major update + launch new servers. If they're happy with stagnation, then I agree this suggestion is pointless. But considering recent actions taken, it looks like they're not in maintenance mode anymore. They want to get the game into the hands of more people. The best way to do that is with new servers, and my suggestion keeps the old servers attached in a way that doesn't screw over their loyal player base nor upset the ecosystem.
  22. I don't think this fully solves it, but at this point I'm pretty sure people would take anything over the current iteration. +1 from me.
  23. This doesn't actually solve the problem. You're effectively immortal because it resets combat. It'd require a rewrite of the embark/disembark code to make it account for it, or some kind of band-aid fix like adding a cooldown or forcing players to take a hit when they dismount. This approach solves the problem outright and doesn't really feel like a band-aid approach.
  24. Right now, players can mount during combat on zombie/dominated/charmed pets such as crocodiles and scorpions. This leads to an issue where you can disengage combat and become effectively immortal until your pet is slain. You can see this in action with chev using it here (17:25 time). The suggestion is simple. Remove the passenger seats from scorpions, crocodiles, and other combat pets on PvP servers such as Defiance.