Gwyn

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Everything posted by Gwyn

  1. Everything must go - 50% off all goods in stock
  2. Ointment of tailoring and looms go together like a horse and carriage. If anyone knows why these two should not be joined together in everlasting bliss, speak now or forever hold your peace.
  3. Something tells me they're about to get a whole lot more common. With good locksmithing, door locks are already a better favour source than chopped veg. After the change, they'll be even more so. Absolutely nothing! That's what I do already. The key comment referred to other types. If there are potential issues here, one solution might be make it so that binning renders the lock non-functional and only useful for saccing. Properties of other items change on binning (fresh herbs vs binned herbs, freshly chopped ingredients vs binned chopped ingredients, etc.) so this seems doable.
  4. With the upcoming priest and favour changes, now would be a good time to make locks bulk binnable. Keys could be auto-deleted on binning, much like what happens when locks are mailed off-server. This will simplify using locks as favour and bring Magranon's preferred sac item in line with Vynora's and Fo's (ease of storage, clear favour value per unit, shipping via wagoners, etc.). Make it so!
  5. Subject line pretty much says it all. This would be a nice time-saver for players with hundreds of items in inventory and/or lots of nested containers.
  6. In case this hasn't already been mentioned, this is a major minor thing that could be fixed in the run-up to the Steam launch. It's a nuisance that crops up with virtually any bulk item made out of wood, as well as many others. Say you want to take 5 kindling from a kindling group in a bulk container: When you try, you can run up against this problem: [10:18:02] You selected 5. [10:18:02] The kindling does not contain 5 items. even though the group actually contains hundreds of kindling: The command is apparently being routed to the first item in the group, rather than applying to the whole group. Bottom line: if a command can be made at group level, it should execute accordingly. If a player asks for five 'whatever kind of kindling', they should get five on the first try. This is one of those things that many of us have probably got so used to that we don't even notice it anymore, but which can contribute to a bad first impression for newer players.
  7. As in the subject line – PM me
  8. Same level, same skill. Used 95ql rare rug for total of 10+ hours meditating - no question. So I've been told, it's normal enough at these levels.
  9. I can get behind your post completely if we leave that struck-through bit out. With it in, it reads as though you are conflating various people's specific grievances into a single generic franken-grievance and at the same time suggesting a false dichotomy: that either the game's development / community involvement is A-OK or it's off the rails. The fact is, some changes deserve praise while others (or the lack thereof) disappoint. Strengths and weaknesses are not mutually exclusive, and both need attention for growth to happen. And to be fair, the thread is titled 'What is Wrong with Wurm' so it was never going to be full of sunshine and roses. All that being said, a separate thread focusing on positive feedback might be warranted. People have a tendency to tune us out or double down on their position when confronted with too much criticism, and this could quite possibly be contributing to the obvious communication issues.
  10. I use a long bow so there goes that advice (the zone is a four-tile radius). And come on, there's not a lot of risk involved for any experienced participant, melee, healer, or archer, if we're really being honest here. All I'm saying is the contribution of medium/long bow archers should be given some reward. Scale it down if archery is felt to be too 'safe'. Or scale up points given to melee participants, such as a bonus for being targeted by mobs or taking damage from them. That should definitely help. Thanks for the reply in any case. P.S. After re-reading, I should clarify: I was in the stronghold 'zone' for all kills, in case that was what you were referring to.
  11. This year's Christmas gift? Got up early this Sunday morning, 2–3 hours into the much-hyped opening of the Stronghold, looking forward to a good rift-like fight, the culmination of months of work on Jackal. Luckily, there were still a couple of mobs on the ground; I even managed to solo a rift jackal and ogre mage with the archery skills and gear I'd spent countless hours honing. Then I joined in on the warmaster and another ogre. And then, within about 30 minutes, it was all over. That was short, I thought, but at least I got some points out of it. Not so. My archery contribution went completely unrecognised and I got zero points. (Yes, yes, woe is me and all that.) Two suggestions out of this: 1. Fairly reward archery at the stronghold (and rifts? never tried). I've spent my Jackal career doing little else and it's a kick in the teeth to find archery completely unrewarded in the endgame. If there are balance concerns, address them appropriately without a total denial of points. Different combat styles should be viable, or do we want identikit toons all swinging huge axes in unison? 2. Extend each Stronghold battle so that it lasts (random number) 12 hours, giving different time zones a fair shake at participating. Yes, this might make the battle difficult or impossible for any given player to see through from start to finish, but so what? It's too big an event for players invested in Jackal to miss because of pesky things like sleep, family, or having a job. This is especially relevant as we enter the holiday season. If estimating the player turnout is the difficulty here, GMs could be given the power to throttle up or down mob spawns / number of waves in real time depending on participation to ensure the battle lasts long enough.
  12. Not at all, in my book. Been in that position or similar myself many a rift. I was just observing the random(?) wordplay in your post ('unable to move as he is saddled' and name is 'Halt, Lad!'). Perhaps I have a peculiar sense of humour. Anyway, good luck getting him back. Someone find this man his steed!
  13. I like the concept of a Mag forge enchantment, but this is indeed massively OP as is. Even a low cast would mean a huuuge benefit for any even halfway serious smith. A more balanced alternative might be a low-favour Mag spell that refuels a forge but adds burn-time cumulatively. So instead of the burn-time maxing out at the ql-determined cap, as it would be if refuelled non-magically, the burn-time is extended by the equivalent length of time. To keep burn-time reaching ridiculous lengths, spell difficulty could be pegged to forge quality: the higher the quality of the forge, the lower the chance of success.