Sindusk

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Everything posted by Sindusk

  1. Advertising is best done when it comes alongside a "hook" for people to latch onto. For example, launching a new server or a major content update. When you have something new coming out, you advertise to peak interest in it before you sell it to consumers. If there's a partnership with MMORPG to just say "hey come try this game" then it's not going to do much. If there's a partnership where their site will promote an upcoming Wurm Online update with a front page banner ad, then we're in business.
  2. I voted yes because it would be nice to have. However, I also feel like it's not the best solution. A simple heatmap can be misleading. Just because an area is green does not mean it's completely unoccupied. In a similar fashion, just because an area is red does not mean it is packed. Some of the coastlines marked red do not have settlements for hundreds of tiles, such as in the southwest of Harmony. If you're willing to display information regarding where deeds are, you might as well go all the way and provide a live map of the servers. Wurm Unlimited does this already which you can see examples of in Sklotopolis and Otherlands. As you can tell from other responses, people are looking for map dumps - not a heatmap.
  3. To attempt a visual explanation of why people are mad.. Here is the current comparison between the old imbue and previous imbues. People don't have an issue with 1-80. People have an issue with 80+. What you need is a function that works better than the old imbues at early levels, but worse at higher levels. One already exists that could accomplish this goal. The epic curve. This isn't perfect, but it's a hell of a lot better than what was put out there. Beyond that, if you had actually taken the months of time to actually consider your options and spent even a single day crunching numbers to figure out the math you wanted, you could have come up with a function to easily match whatever you were actually looking to achieve instead of the released linear progression which is just a slap in the face to everyone. Some examples using the method f(x) = ((x/100)^b)*100 where x is skill and b is a value to determine the strength of the curve. This function is outrageously simple. Divide by 100 to get a value less than 1, power to a variable 0-1 to get a higher value that remains less than 1, then multiply by 100 again. This took mere minutes to think of. To me, the function b = 0.5 is very similar to the progression by the new formula, but offers better results towards the end. Here they are overlayed: Now this isn't perfect, but this at least allows 80QL veins to offer 90QL ores. The results towards the end are roughly doubled and offer about a 50% increase towards 100 instead of the existing 25%. Meanwhile, it doesn't break the game and allow people with 20 skill to mine 60QL ores in the event of a linear function. Its most potent application grants +25QL at early points in the progression. TLDR: The new formula is overly simplistic and does not actually solve the problems properly. Instead, it's an underhanded mega-nerf at those who have invested in imbues in the past and spent their time grinding their skills to make the most use of them. Meanwhile, the people who benefit the most from the new formula are those at early skill levels who, quite frankly, don't have imbues in the first place.
  4. So many solutions available to encourage public slayings, many of which have been tried and executed in Wurm Unlimited with success. Yet none of these ideas make their way into Wurm Online. It's a shame, really.
  5. "We'll be doing more soon" has been the response since the servers launched. It's getting tiresome. On Things Current was made 3 months ago. 14 slayings between NFI and Defiance with a total of 895 total slayers meaning there is 895 bloods out there which are still completely unable to be used. Still pending after 3 months? Still not available. Do you even have a rough idea on how to solve that problem or are they just going to be dumped into the server at some point like missions were? Still not enabled on the new servers, blocking important journal goals from being achieved. A giant slap in the face to those who aim to progress through the journal. Are the servers not developed enough for those... after half a year? The response given was just another attempt to buy more time. "Wait until next year." No, if you have something done, you should be able to show it or talk about it right now.
  6. Every response seems to indicate "no worries everything will be fine," yet there appears to be no substance to any of it. How much is "little to no" moon metal? Because in terms of seryll rings, a single 1kg lump provides a lot of seryll rings. Give some actual numbers here instead of a vague, meaningless amount. Beyond that, the statement "little to no" is misleading or false itself since it's impossible for there to be "no" moon metal. The correct statement, if true, is "there is little moonmetal on the northern isles." Yeah? What's this "LOT" going on? Because we haven't heard anything for months and haven't gotten any significant content since it launched on steam half a year ago. If you are working on combat, why are we not hearing anything about it? Where did VI every 2 weeks go, showing off upcoming features? If there's actual work being done, show it in progress. Give updates on what's happening. This whole "oh we can't talk about it because it's not done yet" mindset is absolute garbage and causing people to leave the game thinking it's no longer getting content. Myself included. This feels like a massive deception to get people to pay sub with empty promises. Really? They're "growing very organically?" Do you have some data for that? Everything that's public seems to imply that it's declining very organically, back to the few hundred total players that have been playing the game since the very start. I'd love to see the counter argument for how the game is growing right now. Is there some metric that we cannot see that shows growth? If so, please share. Monthly? The last patch was November 9th and today is December 17th. What this might look to you is that there's other work going on behind the scenes. What this looks like to the players is that nothing is happening for an entire month. It doesn't feel that way. The only significant changes since the start of the Northern Freedom Isles to now has been the pending favor rework (a few days of development), the halloween event (a week or so of development), changes to Defiance such as supply depots and HotA rework (a few weeks of development), and the migration to a new server host (unknown time). If there's multiple paid developers working on the game, what have they been working on? With such a huge influx of players from the Steam launch, why does it feel like development pace has slowed down instead? It's time to drop this nonsense "work behind the scenes and show nothing until it's done" mentality, because the gaming industry has moved far past that. As a result, all the players who tried the game during the Steam launch are moving far past this game. If you're working on something, tell us about it, give us details, and actually settle concerns instead of continuing to provide false promises.
  7. Exactly. People don't generally use it or realize it exists though. You need to install axles on your horses before the steering wheel activates on a wagon.
  8. Sorry for all unfulfilled orders. I went inactive a few weeks ago. KarlFranz will now pick up the shop at this new thread: This thread can now be closed.
  9. [10:37:06] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  10. [06:29:59] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  11. Sent the following after improvement: Pickaxe Head, iron | 8.95 QL | 79 CoC - 1 silver Shovel, iron | 80.58 QL | 69 WoA - 1 silver, 72 copper Hatchet, iron | 81.17 QL | 76 WoA - 2 silver, 22 copper Pickaxe, iron | 80.14 QL | 71 WoA - 1 silver, 92 copper [06:17:17] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  12. The stone chisel and hammer were sold overnight, sorry! I've sent the trowel your way. [05:33:47] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes. In regards to the 81QL iron plate set with AoSP, we'd ask for half the listed cast price on each piece. Multiply the cast power you are looking for by 9 then divide by half to get the total value. As a reference: 81QL with 60+ AoSP: 6 silver, 50 copper for the set, 4 silver 50 copper for the enchants = 11 silver. 81QL with 80+ AoSP: 6 silver, 50 copper for the set, 11 silver 25 copper for the enchants = 17 silver, 75 copper. As a repeat customer I don't mind giving a discounted price on such an order. Throw me a PM in-game and I'll make sure you get a good deal.
  13. Honestly, me neither. I'd rather just make them balanced. Which is something that I feel everyone would be behind. Unfortunately we're just getting flamed for wanting both Scorn (BL) and Light of Fo (WL) nerfed, because those spells are creating a toxic healing spam meta that is basically a measure of "who has more lib" or "who has more fo" priests.
  14. I had that same outlook a month ago. After being in so many situations where there's no counterplay, it really is a problem that Libila is quite fundamentally, without a doubt, the best priest to be in the game. And yes, it's a balance problem. If you really think it's not, just let WL be Libila and let BL be WL gods and be done with it. Offer a free faith transfer and watch the tides turn in a day.
  15. Clearly it's not well understood how the healing resistance works. Injure someone to 50% health. Heal them with Scorn which heals them completely. They now have 5 minutes of healing resistance. Injure them to 50% health again. Heal them with Scorn. 180% * 0.75 = 135%. They are healed completely. They now have 10 minutes of healing resistance. Injure them to 50% health again. Heal them with Scorn. 180% * 0.5 = 90%. They are healed completely. They now have 15 minutes of healing resistance. Injure them to 50% health again. Heal them with Scorn. 180% * 0.25 = 45%. They are healed to 95% health. They now have 20 minutes of healing resistance. 2 minutes pass. They have 18 minutes of healing resistance. Injure them to 50% health again. Heal them with Scorn. 180% * 0.1 = 18%. They are healed to 68% health. If you really think that someone with 75% healing resistance built up should be getting basically full healed from half HP, then your view of healing in general is simply warped and there's nothing further I can say to correct it.
  16. Cure serious has the Achille's heel of only being able to cure one wound. If it could heal any number of wounds it would, as you stated, be OP. Heal is, as you mentioned, pretty crap. It's the least usable in-combat healing spell in the game. 30 seconds of cast time is simply unreasonable and I can't see a situation where that gets used in combat. Beyond that, it can only heal at maximum 200% health, which is only 25% more than Light of Fo despite taking twice the time to cast and only affecting one player. Hilariously bad. A spell that heals for 10% in 5 seconds would be very useful. It would, as you mentioned, be more powerful than Cure Light, since it's simply Cure Light with half the cast timer. Your point that healing resistance per second is not a meaningful balance criteria is simply wrong. If a spell heals 5% per second, can I reasonably deal 5% damage per second to an enemy target? At what point does a spell begin to out-heal the damage that is being done to the target? So long as the cast times are within a reasonable length (5-15 seconds), then healing done per second of channel time is a very good balance measure and I fail to see any logic by which that is untrue. I'm not implying that it should be the sole measurement or only point of balance - that would be stupid - but it is a useful measurement to determine the strength of a spell. If single target spells should not be used as a measurement, and healing per second should not be used as a measurement, then what should? If you think healing 175% to 180% of health on a single spell which allows it to penetrate healing resistance up to 75% and still heal half the target's health is okay, then there's really nothing I can say to you. That's just a flawed view of the current state of healing and I cannot fathom your logic to defend it. Reducing the healing to the point where it becomes pointless to cast should occur after healing resistance. The values make healing resistance irrelevant. The point of the change is to make the numbers scale in such a way that healing resistance functions properly. The problem that you're seeing isn't that nobody lives long enough for healing resistance to have an effect, it's the fact that healing resistance doesn't function on the BL side because Scorn heals for so freaking much that even with 15 minute resistance it basically heals someone up to full. Increasing the lower end of Light of Fo is absolutely not the right choice. It heals so many wounds that even if you do 5% health per wound, it's going to have a significant impact. The problem is how much healing is done, not how little. No increase to the lower end of Light of Fo. We should be working these AoE spells down in power until they're balanced, not up. Higher range on cure spells would be okay, but only a few tiles. If you make it sniper mode like Drain Health, then people will start pre-casting heals on horses from afar when a player goes in to dehorse an enemy. This would create a very toxic environment where WL will basically destroy BL every time if they play correctly because there's nothing BL can do to prevent this tactic. It's a no-go. Increasing the range of Scorn and LoF is just a neutral change that doesn't really solve any problems. Lowering the cast times of all healing spells would make it even more toxic to play against, as it would reduce the time players had to tangleweave or interrupt these casts. At that point, it would be - similar to how it already is - a battle of who had more priests to cast the heals. Healing resistance actually works really well but the problem is spells are too potent to make it function properly. This is the problem that reducing the potency of Scorn and LoF would solve. When a player has 15 minute healing resistance, they should be hardly getting healed. Instead, with Scorn and Light of Fo, they can still heal for half their health! It's stupid, it's overtuned, and it needs to get nerfed. The goal here isn't to remove healing from PvP. Right now, the state of the game is that it's all about healing spells. The idea would be to move it closer to the center, where healing is valuable, but not the only thing that matters.
  17. That is a problem, but should not be solved via making the spells not work unless you go through a clunky UI and find an individual wound and heal it. Instead, it should be solved by preventing multiple people from spamming single target heals on a target. The way it was "fixed" was simply counter to QoL. It doesn't actually solve the underlying problem since, even a few weeks ago, we kept a captain alive through spamming single target heals on them via the window.
  18. Critical spell changes that simply need to happen: Scorn of Libila and Light of Fo healing reduced by roughly half. Scorn currently heals 90-180% of your health, and Light of Fo heals 25-175% of your health. I'd like to see these changed to 45-90% of health for Scorn and 25-100% of health for Light of Fo. The reason for this is because the current values are so outrageously high that even with 50% healing resistance (10 minutes of debuff), you can still get pretty much completely healed by one of these spells. Beyond that, when compared to spells like Cure Light, Focused Will, and Drain Health, you heal more health per second of your channel with LoF or Scorn than you do with the actual single target healing spells... on a single target. Cure Light & Focused Will: 20% maximum healing, 10 second cast time. 2% health per second. Limited to one wound. Drain Health: 6% maximum healing, 3 second cast time. 2% health per second. Limited to one wound. Scorn of Libila: 180% maximum healing, 15 second cast time. 12% health per second. Heals up to 3 separate wounds. Light of Fo: 175% maximum healing, 15 second cast time. 11.6% health per second channeled. Heals up to 5 separate wounds. All of these values are assuming the spells hit a single target. Instead, while Scorn and Light of Fo are healing 5x more per second channeled, they also apply to multiple targets. Completely out of balance. Single target healing spells need to be re-enabled while on a vehicle. I still cannot fathom why this was changed in the past. It's just a stupid, counter-QoL mechanic that makes single target healing spells frustrating to use in their current state. It's pretty much unanimous that Light of Fo and Scorn need to be toned down. I doubt anyone will disagree with the proposals above. Now onto more controversial spell changes that I think would assist in the current state of balance and provide more tactical options in combat. Grant Focused Will to Libila. Reduce the cast time of Focused Will, Cure Light, and Cure Medium by about half (to 5-6 seconds). Give Libila the single target healing spell that she's lacking so it can be used in combat. Increase the usability of single-target healing spells in combat by making them fast enough to be used on a target without forcing them to stand still for an awkward 10 seconds. Their potency is already pretty low due to the fact these spells can only heal a single wound. As it stands, Focused Will and Cure Light are only used to heal outside of combat. Libila needs Focused Will because the only way they can heal their horses right now is to have them tamed and drop an awkward Scorn of Libila. Increase cast time of single-target damage spells (Rotting Gut, Fireheart, and Shard of Ice) to 8-10 seconds. It's too easy to get these off right now. They're difficult to Tangleweave since you have to start the Tangleweave within 3 seconds of the caster starting their channel. I believe it's ideal to keep these spells potent in terms of damage, but reduce their use cases so they're only utilized when the situation calls for it (someone running away, initiating on a horse, etc.)
  19. I scorn the lack of spell changes.
  20. [23:02:48] The items silently disappear from the spirit castle. You expect them to arrive in less than ten minutes.
  21. New Offerings: We now have a selection of pre-casted items available. Fine Carpentry We now offer 80QL Fine Carpentry services. Price Reductions: Weapon Smithing 80QL Iron Weapons: 3 silver -> 2 silver 80QL Silver Weapons: 4 silver -> 3 silver Removals: Fine Carpentry We no longer offer wagons, large crates, or royal decorations.