Looniel

Members
  • Content Count

    56
  • Joined

  • Last visited

Community Reputation

3 Neutral

About Looniel

  • Rank
    Villager

Accounts

  • Independence
    Teldian
  • Acc1
    Celebration: Looniel

Recent Profile Visitors

387 profile views
  1. -1. There are enough chores as it is, in particular for those who make it a chore for them. I don't miss any additional "chores list". Definely -1.
  2. As the idea is presented in the OP, -1, alliance chat does it. However, +1 for custom channels. Define a channel, use it, end. Anyone you invite to chat with you in the custom channel can do so.
  3. +1 to imp and repair from the crafting UI. -1 to "smart" selections from the software.
  4. -1, for the reason above, can be pruned and you can pass. Otherwise they work like fences, protect from mobs, and signal to players that it was intentionally separated. In addition, some of us like them, and would rather see different models for types, rather than nerf them. I do.
  5. From the OP, I get that a "guild" is essentially cosmetic-only? (and private chat channel) For alliances, there are permissions. If permissions were included, it would make the system complicated. Private chat channel, I'm not a fan of this. Undecided...
  6. An idea: dye. I haven't seen yet interest on Pristine, but I think there will always be people who want the coolest color for their boat or other items. Only some items can be dyed unfortunately (boats, carts, some containers), but still on older servers there's always someone with a passion for obtaining a pure color and a place for it.
  7. +1, this seems a bug. Tower guards don't attack hostile creatures without being called by a player.
  8. Link the Freedom clusters via Chaos. No mail. Want your "cheap" high ql tools from Freedom 1 to Freedom 2? Sure, but bring them or find those willing to pass them through Chaos. Characters pass easily, items... I don't know, but it sounds interesting. For who needs the servers linked for the mere purpose of sight-seeing, passing through Chaos is not much of a problem. Voting No.
  9. +1 to all. As said above the 3rd is optional as already implemented in a way. Make sleeping bags hard to make (harder than beds, not necessarily requiring skill though), and give sleep bonus or half sleep bonus.
  10. I'm guessing this is obvious but anyway: you can destroy the gates and build others with no locks. +1 to the suggestion though. You should be able to remove locks to the gates on-deed or houses you own the writ of.
  11. +1 for another option, that has been in another thread: after 6+ months, allow decay on LOCKS. The abandoned ship will eventually lose the locks and thus be commanded. +1 for allowing deed owner to drag a moored ship to the limit of the deed (not perimeter). By game mechanics or support. +1 for no change, too. -1 to decay on boats to the levels stated in this thread. -1 for extra-permissions to park ships. -1 for permissions to someone else (a harbour owner) to provoke decay of one's ship.
  12. Yes. I do check boats and repair them all the time. I don't imp, but that's entirely different (everyone can repair, not everyone has ship building and mats and mood), still I had that too happen to one of my boats.
  13. I'd love that. I don't see a chance of it happening, though.
  14. Is there such thing as 'excess cotton seeds'? If I remember correctly, cotton seeds are only achieved by manually picking seeds from cotton. And the raw cotton material is very useful already. What I am hinting at, is that there are uses already for the item, and adding even more uses than those existing (and, at that, uses for which there are already materials, i.e. olives) may unbalance the value of these materials. => cotton becomes too 'overloaded' and olives/olives oil becomes a purely optional alternative even for compasses.