Beretel

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Posts posted by Beretel


  1. So far, I'm really enjoying the new foraging...

    Snow piles should probably disappear when the seasons change.

    I don't appreciate the current high quantity of stone shards from the cave nodes...  that's a lot of weight to carry, or a lot of discarding.

    It seems like a chance to get a sapling/sprout or fruit from whatever plant is on the node's tile would make sense...

    All in all, it's great.  Looking forward to the changes also.  :)

    JS


  2. I like the idea of a small 'crude' forge made of clay (unfired) which you then light to fire it.  This would end up being somewhat portable, much smaller than a standard forge, and also the first 'forge' many wurmians would make, as it would be much simpler.

    Small (or miniature) forges, ovens, and fireplaces could be made of different brick materials.  These would be similar in complexity to a standard forge, or potentially a little more complex, including a door/lid, floor protection, and some kind of handle setup for loading/unloading.

     

    Just a few thoughts...


  3. When I log in, my armor does not show correctly.  I appear solid black.  If I unequip or equip anything, appearance changes and is correct.

    Also, in the paper doll, the background is solid black and I cannot see where to click to bring up the wounds view.  It's been this way for a few months.  I haven't tried reinstall of game files yet.  ;)

    JS


  4. After reading Wilczan's, I agree with a higher total potential weight of fuel added.  Maybe 10 logs (240kg) could give max visible size and light output, but could add up to 50 to allow the bonfire to last for a day or two?

    I love the idea of burning extra carts and ships, but that seems to allow too much potential for griefing.


  5. As I burned a brush pile yesterday, in real life, I thought "we need this in Wurm!  I'm gonna make a suggestion."  In a novel moment of forethought, I searched to see if anyone else had suggested it yet...  so I'll rez this thread.

    Bonfire

    Model is larger than a campfire, and has five different sizes/stages depending on the quantity  of logs in it.

    Requires 2 logs to build.

    Lit with a piece of kindling and a steel and flint.
    QL is the avg ql of the logs added minus 5%.

    Produces ash based on the quantity of logs: 1.6kg ash (lower quality) per 24kg log.
    Will take up to 240kg of logs.
    Burns between 2kg and 5 kg every 5 minutes
      - a 1ql bonfire with 48kg of log would last approximately 50 minutes, while a 100ql bonfire the same size would last about 2.5 hours.
    Stages:
    Dying - less than 20kg - appears like a mound of hot coals - not very bright
    Fading - 20kg to 40kg - short flames, like a larger campfire - as bright as a good lantern
    Burning Steadily - 40kg to 80kg - medium flames - as bright as several lanterns
    Blazing - 80kg to 160kg - high flames - Very bright
    Roaring - 160kg to 240kg - Max flames - Bright enough to annoy if on an adjacent tile

    As you add to the bonfire, it will increase through the stages.
    As it burns logs, it will decrease through the stages.

    Anything flammable could be burned by putting it in a bonfire.  In some ways could work similar to a trash heap.
    Adding anything wooden, that would immediately increase the bonfire, consuming the item.
    Anything added will average the ql.
    QL remains steady until the fire burns out, at which point the ash can be collected.


  6. 4 hours ago, Wargasm said:

     

    Pre-existing conditions are not applicable.  People that chose to move to Xanadu, despite the lag, are not eligible.

     

    I didn't know it was bad when I moved there... still haven't spent enough time on other servers to see a difference either. ;) 

     

    JS


  7. I actually like a combination of the main methods mentioned so far with small cumulative bonuses from each type:

     

    Sacrificing

    Number of villagers

    Skill of Villagers

    Structures and Furnishings

     

    Sacrificing

    As far as the 'sacrificing', it could be done in such a way as to not be onerous, i.e. not just making things to give them away.  If a large emblem or crest or some such, similar to an altar in function, were crafted from appropriate blacksmith items, and give bonus to the building it's placed in, or to the area, or to the deed, that could work without the feel of creating things to sac them.

     

    Structures and Furnishings

    If a 'surveyor' could declare an area a 'smithy' or woodworking shop, etc...  based on it meeting certain requirements (large anvil, forge, smelter, etc) that could be nice...  Would hate to have it set up in such a way that single structures arranged for both woodwork and smithing would only get the bonus from one or the other.

     

    I think there's potential here...  but it must be done in such a way as to not be 'quests' or something that just makes people build fifteen forges in an area, or makes people feel like they're missing out significantly if they aren't part of a bigger village.

     

     +1 Potentially good idea.

     

    JS