Tryst

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Everything posted by Tryst

  1. +1 This has got to be a must. Especially since this is also a solo player offline game now. If you're skilled enough to tame a big, nasty critter, you may as well be doing it for a reason, not just bragging rights. If necessary, have a toggle for server owners to decide whether to have the nerfed pets or not. If they have PVP servers, they might want to keep the nerfs but otherwise remove the nerfs. However, it will probably receive the same attention that unsilencing the animals has had from the devs - none at all.
  2. Spent nearly an hour trying to destroy a 37ql floor with the basic carving knife you get when you start, got to 79 dmg and gave up. Not to mention, as I said above, the waste of mats.
  3. A temporary floor/wall/ladder structure that uses one plank for each and destroys very easily like a forced 1 ql and 50 dmg after building so it can be destroyed in one hit or so. Destroying returns no mats so losing one plank per section is no big deal. A wall, a floor and a floor opening with ladder only to make a basic scaffold outside or use the floor as a temporary floor inside to build additional walls onto and plan a roof or floor above from. Hopefully, someone can make a mesh and skin for it so it looks like a couple of boards in there temporarily instead of a proper wall/floor or such. Putting a temporary floor on an entire building so we can plan a roof or floor above means a lot of time destroying it afterwards, especially if it's a big building and especially if the ql of the floor is good, Also, 10 planks and some small nails per floor means a lot of wasted mats. In addition, this would also be useful for those planning a building with one end open. Make a temp wall and finish the building and then destroy the temp walls after it's done to leave one end of the building without any walls at all. Not sure if this can be done though, does the wall above or the roof require a wall to sit on or will it remain if the wall below it is removed?
  4. A little tweak to the AI settings could easily make these NPC's non-interactive citizens for now. Simply give them a "home" that they return to at night (user designated NPC housing that prompts them to spawn) and limit their wandering to the settlement boundaries. Later updates could easily increase their AI capabilities and make them fully interactive and even help with general chores like mining, chopping wood, making planks and such too, (gives you no skill increase but uses your skill level and maybe 0.5 of your action time so they take longer to do things).
  5. What is the planned action/skill multipliers going to be? Not low I hope. getting Strength to 23 from 20 so I can load crates on wagons is a PITA on my current server even at 2x/2x, (unless you are going to use the skill mod). What mods are going to be added? Crop mod is probably the best one for starters. for example: I work 4 on 4 off 12 hour shifts and planted cotton at the beginning of my shift pattern, only to find weeds when I logged back on after my 4 days on. Some of us work for a living and don't have time to have a game dictating our schedule.
  6. 399 ping rate from the UK, I guess I won't be playing here then. Pity I like a fast action speed but I'd suggest the skill rate is reduced to about 2x or so at most, coupled with fast action, 3x is probably a bit too high. Either that, or reduce the action timer to around 5x which is plenty fast enough, 10x means a lot of insta-actions like cutting down a tree and chopping it all into logs before the trunk has even hit the ground. The mods are a great addition, I'm sick of planting fields of cotton, only to get back online after 4 days of working 12 hour shifts, (don't get any time to play during my 4 days on), to find only weeds, (some of us have to work for a living). Also bulk storage transfer limits are a PITA, good to see someone else agrees with me. Sadly, the ping rate lets it down, Or I'd be there in a heartbeat.
  7. An easy way to deal with a wolf or any other animal that tries to attack you if you can't fight back so easily. Drop everything from your inventory to make yourself as light as possible. Get a horse and start riding it, dismount and lead the horse, then aggro the wolf or whatever and lure it some distance away from where it keeps attacking you. To lure, just run a bit and stop until it catches up and run a bit more and stop again, repeat this until it's far enough away to be no more threat. then mount up and ride away so it can't follow you. It will take some time, if ever it does, for it to return on it's natural wandering course. If you can't ride, aggro it and run away, stop and wait for it to catch up then run again and so on but stay within aggro range. When you're far enough away, run and keep running so it loses aggro. You can run backwards to keep aggroing it and running backwards a bit more to get out of attack range again. Turn and run forwards without stopping once you've lured it far enough away, eventually, you'll get far enough away to lose aggro.
  8. How about a PVE challenge as well? Players with the largest amount of gold/silver coins etc win. No bounties on animals, just crafting and earning an honest buck selling to traders. Give a personal trader agreement to every player so they can have a trader on their own property to sell to. The trader must also have practically unlimited cash to buy with or be automatically topped up every day. I'd say yes to that since I am not a PVP player.
  9. as GM: Summon mini uzi UnlimitedAmmo Oh sorry wrong game (would be handy though)
  10. Let's have it as a toggle in the client settings. If some players find it annoying, they can toggle it off but for those of us who still want the animal sounds, we can toggle it on.
  11. BSB's and crates have a problem with combining items into one QL level. That means you can't have several piles of differing quality. The biggest problem is large stuff, it quite often won't fit in any type of storage. If you make a mast for example, it must stay on the floor, also things like felled trees you might want to keep for keels later.
  12. Had a look at the creatures - feature management and I'm getting a list of about 16 items, a couple here I've overriden. http://images.akamai.steamusercontent.com/ugc/294231200810538912/BD41CD230253FE33F39B56C0482F0D60673910EF/ How come I don't have the others shown above?
  13. Do you run it in Steam? If so, I would suggest changing your Steam Password. I got that once when I tried to launch a client on my second PC. When I forced it to log in, it DC'd my original game. If you don't run in Steam, try changing the server password if you have one or put on on it if you don't have one already.
  14. This happens when the server is launched in Steam. You can't then launch the client on another PC. Go to directory: Steamlibrary\steamapps\common\Wurm unlimited\WurmLauncher Double click on Wurmlauncher.exe This allows you to launch a client when you are already connected via Steam on another PC. It also lets you connect a second time to the same server to have two clients running.
  15. If you move slightly left or right, often the range pole will become selectable. It has a lot to do with your graphics settings too, detail distance is crucial so if it is not drawing the detail on objects beyond a given distance, you won't see it to select it. Other than that, do as @Sila suggested and activate the Dioptra, click the range pole to get it on the selection bar, then move to where you want to place the Dioptra. Then use the selection bar to access the range pole. However, the range pole has to be of suitable quality to see it at a distance anyway. If not, the Dioptra will throw back an error that you can't see the marks on the range pole. This might be why this bug is present, the devs may have made the range pole unselectable if the Dioptra won't be able to read the marks on it, it's just that what the Dioptra can see and how far you can be from it to select it seems to be different.
  16. Since I got the game, the client has not saved the history or favourites. Occasionally, it will show them but quite often, they are blank and I have to save the server to the favourites again. the last time I did it, I saved the favourite and an hour later, I re-launched the game to find it had disappeared again. No updates or server restarts in that time. Can we have some update on this, it has been a recurring bug since day 1.
  17. Found a server the other day with deed upkeep enabled. Set up a settlement near a spider lair and let the Templars deal with the spawns from it. If I need extra dough, I just take a swing at a spider and then lure it to the settlement for the Templars to despatch. Never needed to grind for coins at all to pay the upkeep.
  18. A trader is probably the most important to a new player, especially if you have deeding and upkeep costs enabled. Also, the innkeeper since he gives free food/water to new players for 24 hours. Not sure if you can impose limits on how much can be taken from a public mine. Maybe if you can, a mine with free iron, enough to make a small anvil and a few nails which would enable a player to make a rope tool and maybe also a butchers knife to get the most out of their kills with signs to suggest what to make first. Signs, signs and more signs. A new player needs to get as much information as they can about where they are going to set up home. Players new to Wurm also need to know what they are getting into. Let the players find their own horses, it's part of the challenge and learning curve. It also stops them loading up with tons of iron lumps since the horse is less affected by the weight. Spawns shouldn't be too close to the starter villages to make players completely new to Wurm realise how long it takes to walk anywhere and that some form of transport is essential in this game, (be that horse, cart or boat).
  19. The rock is handy at least. All I seem to get is an inventory full of seedlings and birchwood sticks. I just wish I could filter those out, they are totally useless to me and I'd rather have a message that the tile has been picked clean than tons of sticks and seedlings.
  20. I just built 3 bridges with a GM summoned dioptra and it worked perfectly (creative database). I did find out that you still have to build slightly above the water level (mine refused until it was 15 dirt above the water line) for a bridge though. I thought wooden bridges needed no extra height now and could be built right down to the water level. It didn't even limit my option to a wooden bridge, the dioptra started then stopped telling me one end was too close to the water level. However, at 15 dirt above water level, it allowed me to build a stone bridge which is an improvement on the original 80 dirt I guess. You could actually try swapping the dioptra and range pole around. Take the dioptra to the other end of the proposed bridge and use it from there instead. I found that helps sometimes, especially if it's a long bridge. There does seem to be a bug when one or both ends are on a structure though instead of land. Drove me crazy trying to build a bridge across an opening of a U shaped building with water in the opening. the idea was to use an arched bridge as a roof over the opening. Not always the same error though. Can't remember the actual wording but the general errors were:- One end is obstructed - Lost count how many times. Tile has changed - Twice. A building is obstructing - SERIOUSLY? - Twice. Vegetation obstructing - 5 floors above water? - Once. Ground to the West is not flat - I'm on top of a building with a floor/ceiling to the west of me, of course it's bloody flat! - Once.
  21. You can't place a wall on top of a wall. even when you have a wide staircase, you have to rotate it so the bannister is against the wall in order to build another floor then rotate the stairs back again. Making a double height wall means building a floor in between so you can build the next level and also the floor above, then you have the problem of destroying the floor you've built temporarily in between, if it's a good quality floor, it takes ages to destroy. It really needs a temp floor plan that can be built and removed easily (1 plank to build and destroy it with one hit. Destroys the plank too but you lose only 1 plank that way instead of 10 and save a heap of time too). If temp floors decay over a short time, they won't last long enough to be used as permanent cheap floors. We also need a way to access the tile border on top of a wall so we can build a wall on a wall when we have wide staircases. I had the same when I built a 1 tile square tower with a spiral staircase in it. I had to rotate the staircase to plan the walls because otherwise, I couldn't access the tile border.
  22. Here's an email I got the other day. Dear GM, The players are a big problem here. They think it's cool to build everywhere, put fences up and imprison us and dig up acres of ground we need for food. Horses and bison get made into slaves to pull those wheeled monsters they have and they are forever jumping on their backs for a ride. Is there any way they can be deleted as they are making this grazing game impossible to play now. My family and I agreed to use your server because it was quiet and fun to play but now, since this latest update, these humans are not what we wanted, they spawn everywhere, there isn't a single spot they have not taken over now. Regards, Miss U Nicorn.
  23. Some sounds you do hear don't make sense. I hear ducks near water, never seen one in game.
  24. You're confusing a jetty with a harbour wall. Essentially, a jetty is just a raised strip of land used to deflect the waves to protect small boats on the leeward side and/or to use as a wharf or loading pier. Harbour walls are normally curved walls to create a very calm area on the sea for boats to come in safely. However, since Wurm doesn't do curved, you may have to improvise. The arms you can see with a gap for ships to enter are the harbour walls, the long protruding one going out into the water parallel to the ferry from the dockside is a jetty, the ferry you can see here is actually docked beside another jetty where passengers get off while cargo and vehicles are unloaded from the back. An aerial view of the harbour showing the harbour walls and jetties. the two harbour walls you can see furthest are not used for loading or unloading as damage to them would result in the harbour becoming unsafe. You notice the nearest one has been significantly strengthened to allow ships to berth beside it. Behind that, you can see the marina where small boats are kept. I used to work at Aberdeen harbour which is a very large natural harbour with a narrow channel to enter it.