-
Content Count
847 -
Joined
-
Last visited
Everything posted by Gwyn
-
I was aiming for a touch of comedy actually, oops. Anyway, if there's any need for carp, fine carp, blacksmithing, stonecutting, or masonry imps I might be around a the end of December 2018 ... I mean ... 2017
-
The date is objectively wrong. 'December 22-31, 2018' is 15ish months from now, 'December 22-31, 2017' is 3ish months from now. For the love of clarity, just change it to '2017' or even '2017-18' as Talohan suggests. Why maintain the error? Have T-shirts already been printed or something?
-
Because it would fit with how quality generally works in Wurm, where higher quality = higher durability in almost every, if not every, case. And antique Chinese ceramics aren't valuable because they're somehow objectively better than anything we can produce today. They're prized because they were a technological feat for their time and because, being antiques, they are rare.
-
Wall and fence type expanding menus for the crafting window
Gwyn replied to Lordterrabyte's topic in Suggestions & Ideas
Very enthusiastic + 1- 4 replies
-
- crafting window
- wall types
-
(and 1 more)
Tagged with:
-
+1 I made a similar suggestion a couple of months ago:
-
Not sure where this criticism of lye as unrealistic is coming from. Concrete is traditionally made with quick lime, calcium hydroxide CaOH, a strong base (high pH, think 'opposite of acid'). Lye is simply a solution of sodium and/or potassium hydroxide NaOH or KOH, also strong bases and chemically very similar to quick lime. Concrete can be, and as far as I know actually is sometimes made with sodium/potassium hydroxide ('powdered lye').
-
I doubt removing shatter is up for discussion, hence my suggestion as a way of creating a better version of a bad thing.
-
+1 makes perfect sense
-
Item Ownership - Deed permissions - Renaming
Gwyn replied to Wurmhole's topic in Suggestions & Ideas
+1 Big QoL improvement, and probably easy to make happen- 4 replies
-
- permissions
- item
-
(and 3 more)
Tagged with:
-
Good point. Just like mining isn't the skill checked for making and imping pickaxes, there's no (logical) reason either mortar or concrete should fall under masonry.
-
I'll also take (medium) bow, willow, 80ql nb74 coc97 for 1s. Thanks
-
I'll take all the ordinary (non-star) non-vesselled gems at 5c each please. COD to Gwyn
-
+1 Yes, I was wondering why this was removed in the new client
-
Abandon ship/vehicle/building option (owner only)
Gwyn replied to Wilczan's topic in Suggestions & Ideas
+1 -
This thread has begun to get bogged down in details, so I'd like to redirect it back the main point and hear what people think. The main point: Gathering actions (Digging, Mining, Woodcutting, Foraging, Botanizing) should not have quality caps determined by skill. Maximum quality should be a function of the thing in question (vein, tree, clay source), not the gatherer's skill. Why: Realism. Even unskilled workers in real life can gather resources without spoiling them every time. In some cases, spoiling them is virtually impossible. High-quality dirt dug by a master digger – really? Consistently wrecking every inch of wood in every tree you cut down – how? Never finding a decent mushroom or plant growing in the wild – why? Of course games shouldn't always be realistic, but I'm struggling to see how this departure from realism enhances the game.
-
Sure. No, because vein caps will still exist and gold veins are relatively rare. Anyway, I'm guessing most people who want it already have access to high-ql gold (friends, trade, the market). They could just follow the same logic as ore with no potential ql loss because no smelting. Another (more complicated but more realistic) option would be to check masonry or stone-cutting when quarrying stone shards, which naturally have to be cut in large blocks if anything is to be carved from them later. But this might mean reworking the combinability of shards and so on. It could be a real can of worms... Yes, but if it's made a low-difficulty check, the ticks would taper off very rapidly, much like how mining stone currently works.
-
Just dial down the skill check's effect and problem solved. For example, 10 metallurgy skill is sufficient for decent levels of quality retention. I'm a bit (just a bit) more inclined to agree with you when it comes to chopping it up into logs than felling. But it's at the stage where the logs are processed into timber (planks, shafts, etc.) that the quality should realistically be lost or retained as a function of skill. As for skill gain ticks, one solution would be to keep the bit of the code that returns different qualities but negate its effect on the output quality of the resources, assuming this is possible from a programming point of view.
-
Yes, I think it's reasonable to check metallurgy for loss of ql during smelting. This could tie into my idea about double or triple yields per action at high skills. Don't get me wrong, I know mining and woodcutting take skill. But generally speaking, this skill translates into efficiency, not the quality of the output. This is less true for farming, where deep knowledge of plants, the soil, and other environmental factors is necessary to generate a good crop. The same dynamics are not at play for all skills.
-
Now that I've got my skills and tools to where I can get most resources at 100-ql, I finally feel I can make this suggestion without anyone accusing me of self-interest. But it's something that's been on my mind since I started playing. Problem (As I See It): Skill-based quality caps on most gathered resources are illogical, frustrating, and – worst of all – are likely to deter new players from sticking around. You cannot spoil ore by hitting the rock-face the wrong way with your pickaxe. Lack of expertise in tree-felling does not consistently ruin the wood of the entire tree. And higher-quality wild plants are not somehow invisible to novice foragers. Yet this is exactly how resource-gathering works in Wurm. Possible Solutions: #1 – Drastic Make gathering quality always equal to the cap of the gathering target. An ore vein always returns ore at its pre-determined cap. Like ore veins, trees could have a randomly assigned fixed quality cap (perhaps affected by age) and will always give felled trees at this quality, regardless of skill. Foraging and botanizing always produce items of random quality, regardless of skill level. #2 – Less Drastic Make skill's impact on gathering quality purely a matter of distributions within the target's quality cap, if one exists. For example: at skill=1, 1% of gathered resources are 100ql; at skill=99, 99% are 100ql. Butchering already seems to work something like this. High skill in either case would still have advantages. Action timers would still be shorter. Success chances would be higher: action failure could be introduced for mining and woodcutting at lower skill levels (you hit the rock face, but your pickaxe glances off it ineffectually, like with surface mining); and highly skilled foragers should almost always be able to find something when they click 'forage' while low-skilled foragers should struggle to find anything. Occasional double- or triple-yields could be introduced for higher skill levels of all gathering skills (e.g. a master miner knows just where to hit the wall to release a cascade of ore). Tool enhancements such as gather ruins and imbues would still have an effect: in solution #1, they would raise the target's quality cap; in solution #2, they would simply lift the average quality of harvested resources. Skill-based quality caps make perfect sense for crafting skills or skills that involve processing raw materials or coaxing them into existence (farming, gardening), but much less so for gathering skills. Gathering skills are the first ones new players get to grips with and these caps create an early impression of pointless, grim grindiness. Overhauling this aspect, in my opinion, will be better for the game in the long run, even if it's slightly disadvantageous to established players.
-
Up to 100 items can be drag+dropped in an instant to a trash heap or altar for saccing, so I'm having trouble seeing the issue. Anyway, I'm willing to bet that the majority of enchanting time is spent repeatedly casting on high-value items in pursuit of higher-power casts. Anyone can already take advantage of new players' ignorance in any number of ways to sell them low-value items, not that I ever see it happening. Again, I'm willing to bet most people are clever enough to understand there's something wrong with an item labelled 'mangled rare axe' or whatever. If not, 'mangled' could always be changed to 'useless', leaving no room for doubt.
-
Suggestion: Instead of items shattering during enchantment, they should be 'mangled' (or whatever other term might better fit). A mangled item retains all the identifying features of the original item (quality, casts, maker's inscription, etc.) but it becomes unusable, unrepairable junk and – crucially – it is not removed from the game completely. The item shows in inventory as normal but with 'mangled' added before the description. Why it's necessary: Custom casting is widespread. If items shatter, unless the caster videos the process, there's no real evidence they can provide the customer. If the item is mangled, the caster can send it back to the customer for verification. This change would add transparency and security to the custom casting process.
-
Nine lots of mats – all 100-ql – are back on the auction block. Starting bids have been lowered and delivery is now free to any coastal Freedom location for all lot winners. Minimum Increment: 25c Reserve: None Snipe Extension: 1 hr Buyout: Offers considered Lot 1 – 300 Clay Starting Bid: 75c Current Bid: None Lot 2 – 300 Copper Lumps Starting Bid: 1s50c Current Bid: None Lot 3 – 1,000 Iron Lumps Starting Bid: 1s50c Current Bid: 1s50c - Goldfever Lot 4 – 300 Marble Shards Starting Bid: 2s Current Bid: None Lot 5 – 300 Rock Shards Starting Bid: 75c Current Bid: None Lot 6 – 300 Silver Lumps Starting Bid: 2s Current Bid: None Lot 7 – 1,000 Slate Shards Starting Bid: 2s Current Bid: None Lot 8 – 300 Tar Starting Bid: 1s50c Current Bid: None Lot 9 – 300 Tin Lumps Starting Bid: 1s50c Current Bid: None
-
Have a +1 for making me smile (also I'm sure it's a valid issue)