Ronnie

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Everything posted by Ronnie

  1. -1 I think there should be space between deeds, instead of right out removing the 5 free tiles why not just allow a person to have a 0perimeter instead but coding a limit to only allow 2 deeds to be "linked" side by side so players can not make a chain of deeds across an area.
  2. +1 seeing as most of the "pvp" that happends is when theres low player count on the server. Why make it easy for the chicken combat to continue. Make them have to pay attention to the area instead of watch the server stats.
  3. No because then players will use sleeper alts to get free coin, Even if SB sold at 1s per hour and you sell 20sb a month per character and a months perm ingame is 10s Better idea is to allow us to trade our unused SB Alt's is what helps keep the player count up. If 80% of the active alts are sleeping most of the time then the game will look rather dead on the server stats and a good number of new players that come across wurm will think its a dead or dyeing game and wont wast their time downloading and giving it a try. The amount of Sleep powder bought from traders has greatly decreased since they started giving out sleep powder from paying for your account on the shop. Meaning less coin is being sinked to gain more sleep bonus. And if players are able to just let their alts sleep for 2weeks to gain 10hours for free then the amount of sleep powder being bought will drop even more to just main characters instead of on alts they are trying to grind out those last few points to get to the next 10's. (50/60/70/80) And if the server ends up having a crash spell for a week, well Im sure you'll be back on the forums demanding a larger stack up of sleep bonus because you missed out on being able to use it and missed out on x free hours. Increasing the sleep bonus limit would benefit those that play more then those that are online on the weekends. Because as I said before, If the server has a crash spell(crashes every other day or so) Those that are online at the time will benefit because they will be able to burn the bonus they have gotten before getting more without having to worry about going over the 10hour limit now. Where as if it were to stay at 5hours if a player was offline for a day and the server crashed and they still havnt fully burned off what they got from the day before they will miss out on it. And personally. I think the devs should work on getting a system up so that ONLY those that were logged in when the server crashes gets sleep bonus. Not those that were offline uneffected by the downtime because they were sleeping/at work/just dont log until the weekend. You shouldnt be awared for something that did not effect you. If your offline for the weekdays and online for the weekend 5hour limit of sleep bonus is just fine for you. As you have said it takes 5days to get 5hours. You're uneffected on bonus lose from sleeping. Only thing I can see that weekend players would gain is getting a free 5hour increase on top of the 5hours of being offline not playing the game from the server crashing that didnt even effect you in the first place because you were offline. Stop QQ'ing for greed and be happy with what you have, if 5hours of sleep bonus every weekend is not enough for you then buy some powder and support the game to help it get more paid staff members.
  4. But that way helps the game stay alive. Allowing players to sleep for 2weeks and log on for a weekend to grind doesnt
  5. -1 as much as I would like the increase I think it would just kill the need to invest time into the game making it pointless to have high level skills if you can stack 10hours of SB at one time
  6. No one forces you to become a priest as soon as you hit 30faith, you can always take a little time to level BC before changing to a priest. And the Lore is the core of any game. Without it a game would be nothing. Every game has a lore and sticks to it. Would be foolish to change it after 6/7years for a handful of players.
  7. Things really need to be balanced out before anyone changes are made to wurm. The combat side of wurm(mechanic wise) really needs a good over haul. Im not saying change how the system is but balance it out. Make it so heavy axes dont swing the fastest out of the 2hand weapons and deal the most damage. Should fix what we already have before changing it and whining about it once the change finally does happen having for example, priests get allowed to use archery and some time after the staff balance it out and now players want archery removed from priests. Wasting the devs time having to change things back for the loud whiny gamers. First lets work on getting things working and balanced thats been in the game for years broken and unbalanced. ADDED: And for the guy that says he doesnt care about the lore, then why bother playing? Just wasting everyones time.
  8. -1 archery is so over powered right now. A healing priest shouldnt be able to use the top damage and be able to heal its self within a few seconds. I already know once this is changed everyons going to cry the FO priests are over powered because of this. Leave it as is.
  9. -1 If arrows are easier to make the casts on them should be nerfed waaay down. Archery is already over powered, should have to work if you want to use it. You have mind logic for a reason, might want to level it.
  10. is the character still smaller after relogging?
  11. Ghosts be zerging our homes and watching us dig o.o
  12. Mean this post http://forum.wurmonline.com/index.php?/topic/66299-winter-system-survival-aspect/ It would be interesting to see a little more added into the hunting side of wurm. But maybe instead of traps that hurt animals they stop them from leaving that tile the trap was set on for x seconds based on the QL(Every 10ql increases the holding time by 1second starting at 3seconds) but still able to attack once you get into range. Because I can see players just setting up a line of traps and running critters over all of them to kill them. A lot of work but none the less you know players will do it just because they can.
  13. -1 the game is already "handing" out more coin then it already should. Wurm needs more coin sinks then hand outs
  14. If they are the "main buildings" then shouldnt they already be set to allow villagers to enter? Or are people forgetting its there?
  15. http://www.youtube.com/watch?v=cInWAEE-11s
  16. Im not saying as many times as Fable 3 but the way its done. I also said the higher your skill is the bigger the area you need to click gets as well. Its really up to the staff in the end how they would want to set it up. Or like how in the trophy bass fishing games how they have the system on how you cast and reel in a fish. You click to keep it within a ranged area red yellow green yellow red where greens perfect, yellows ok but not great and reds bad but not failed, off chart is failed. Theres a number of ways a slide bar mini game can work, just depends on the staff.
  17. People really need to stop going on about graphics, I mean look at Ragnarok online its been around since 1998 and has over 10million players world wide to this day. And its a 2.5d game, even has more players then their R.O.S.E and Ragnarok 2 games together because of the story and what you can do within the game. Their other games have better/updated graphics then Ragnarok but yet stills out numbers them hands down. Wurm really needs to start advertising, theres a lot of places that only costs 20-50USD a month to place an ad. I have yet to see an ad about wurm online. Wurm also really needs to balance out the grind and game play, not just make it easier. Put in things like saw mills, set it up so it takes 35seconds for it to cut one plank off a log, and the max QL is half the QL of the saw mill and if the QL of the log allows it(20ql log wont make you a 40QL plank). Have it that they need to be spaced apart from one another like guard towers, lets say 25tiles apart that will avoid players from having 100 saw mills to flood the market with planks. Players can now multi task while their planks are being made, sure it will take much longer to get the planks and you dont gain any EXP from it but you can complete other things in the time being instead of watching the little timer bar. Which we know not many do since they are playing another game or watching TV. Which brings me to another thing that wurm is in dire need. ATTENTION GRABBERS! Yes wurm is all about building a settlement/camp and surviving but once you have a house and a mid size yard, you really dont have anything to fear other then trolls or other players trying to break in. And thats normally after the first 72hours of game play(sooner for some) other wise after that point your just watching that little timer bar fill up to click a few more times and watch TV or play the other game you have opened. Yes I understand you will have to grind if you want to be able to make high QL items but change it from the bloody timer to a mini game, like watch the bar move across the screen with random set points you most click(Like on Fable 3 the little job things you can do to make coins that double each time and the timer gets faster). But in wurm the higher your skill the faster the bar moves and or bigger the area you have to click within gets. Yes I understand that will take a while for the size of staff working on Wurm but if they improve the game play instead of the eye candy, Im sure wurm would be doing much better then it is right now. ADDED: Same video I linked below but for others to see just after reading this
  18. Well it would be rather easy to code allowing players to lead two tamed horses/bulls/cows hooked to a cart and "walk" them, Only issue would be the driver seat once someone is leading the two critters(only the one taming them can lead). And seeing as tamed animals are way weaker then wild ones I personally dont see any harm allowing a player to tame two animals at 50 or 70 taming skill(Gives players more of a reason to train the skill other then to tame and breed champs, which is kind of pointless after the breed trait that stops you from gaining exp from doing anything with them).
  19. Personaly, right now wurms sitting on the line between mindless gaming and need of thought processes, And over the last 2years a long wurms become so easy I dont really find it worth playing anymore, (As to why Im selling my account) Wurms 2steps away from becoming WoW survival. Seeing as the staff listens more to those that cry about how hard everything is instead of balancing things out to make both sides happy. It would be nice to have this system ingame, even if its just a part of it, but dont make it effect the amount you get let your skill level and rake QL along with number of times farmed take care of that. And this system effect the QL you get, while still leaving the chance of getting max ql if you didnt but not as often. Harvesting skill level crops every time is dull and old. Can be done with adding a thing called a compost bin where you can throw meals,meat,crops,corpses into and over time they decay and become 1/4th the items weight in fertilizer(crops stack based on type). And once harvesting is set to where same crops grow at the same rate so you can harvest all your corn at the same time instead of some now and some later. And have the fertilizer effect the tile for 2 harvest cycles before needing to be replaced. And then introduces sulfur as something your dust over seedlings about 0.05kg per tile every harvest, and have sulfur stones spawn in large areas of sand that you "mine" and breaks up after x times mined leaving a pile of sulfur of x units based on the stones size. Now your giving the deserts more of a use then just being a hunting ground for the handful that want to grind FS. But yes all in all wurms just starting to follow the easy mode other games are and seeing as how the late 1990's early 2000 gamers are getting older and looking for something thats more of a mental challenge. Look around, MOST of the games that followed Blizzards idea on easy mode are dying out. WoW's starting to loose more players then they are gaining. Wurms still in its infant stage even after being around as long as it has, It shouldnt follow the dying trend, should try and get a jump start on the growing trend that will storm the markets within the next 2years.
  20. Dude there were all kinds of farming aid back in 2000B.C well before wurms time frame, might want to do a little research before posting. http://en.wikipedia.org/wiki/History_of_agriculture Read up http://en.wikipedia.org/wiki/Pesticides Since before 2000 BC, humans have utilized pesticides to protect their crops. The first known pesticide was elemental sulfur dusting used in ancient Sumer about 4,500 years ago in ancient Mesopotamia. The Rig Veda, which is about 4,000 years old, mentions the use of poisonous plants for pest control.[72] By the 15th century, toxic chemicals such as arsenic,mercury and lead were being applied to crops to kill pests. In the 17th century, nicotine sulfate was extracted from tobacco leaves for use as an insecticide. The 19th century saw the introduction of two more natural pesticides, pyrethrum, which is derived from chrysanthemums, and rotenone, which is derived from the roots of tropical vegetables.[73] Until the 1950s, arsenic-based pesticides were dominant.[74] Paul Müller discovered that DDT was a very effective insecticide. Organochlorines such as DDT were dominant, but they were replaced in the U.S. by organophosphates and carbamates by 1975. Since then, pyrethrin compounds have become the dominant insecticide.[74] Herbicides became common in the 1960s, led by "triazine and other nitrogen-based compounds, carboxylic acids such as 2,4-dichlorophenoxyacetic acid, and glyphosate".[74]
  21. Wait? people still play/like minecraft? And I thought notchs 0x10c was dead 10months ago? Kind of old news on a dying "fame" fad
  22. -1 sorry but wurm has all four seasons