Oblivionnreaver

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Everything posted by Oblivionnreaver

  1. imagine a game built around right click menus where the right click menus struggle to work haha that'd be funny right
  2. could ask staff instead of throwing out accusations lol
  3. does ketchup in wurm flow more than 14 centimeters in 30 seconds at 20 degrees celsius when tested in a bostwick consistometer? it's very relevant for the suggestion apparently convenient storage in barrels would be nice
  4. deeds on chaos are basically all squared dirt walls, with the token being in a pit surrounded by a wall, there's not really any misconstruing the treasure maps saying where disbanded deeds are. if it's near water it's usually off the pit by a few tiles as they expand further in one direction towards the water to make boat mines, if it's not near water the disbanded deed icon is nearly always exactly center of the deed
  5. disbanded deeds don't save their exact size in each direction they just save the total size, so if your deed is longer on one side it'll misplace the token after you disband, which in turn messes up where they show on maps. they've always shown on maps where i dig up the arch token from
  6. this isn't limited to runecrafting (though basically everything else this applies to will show at 99% still), for quite a few things 95 skill is better than 100 skill due to the game throwing out <-100 and >100 results, mainly things with really low or really high difficulty, runes being 80 difficulty
  7. 20 stonecutting with 50ql rift mats can't even attempt to make runes, 25 has 10% chance to their god. it's possible to have 6% create chance with super high ql rift mats but i'm not sure what you're outsmarting by using those if you're referring to kingdom crafter title that's only for metal template items and doesn't work on rune creation, even crystal ones. runes have their own separate template. [2023-11-09] [21:45:43] You start to work with the rift crystal on the lump. [2023-11-09] [21:45:49] You almost made it, but the rune of Fo is useless. Kingdom crafter replaces you almost made it (-20 to 0 power failure) with a success of 10-20ql so that message would be impossible if it worked. as for the suggestion, single use runes like the age runes and spell runes should definitely be much easier to make and use than permanent runes
  8. its doing a checksum on every single file inside each of the jars, not just the ones that got updated, most game launchers do similar things to check for modifications but others don't usually update to change a single file at unspecified times.
  9. seeing as it's a venerable horse probably the exact same explanation
  10. breed timers are rng, it's ~15 minutes + random number*age. age rune them to under venerable if you want consistent <1h breed timers
  11. update on what lol theres nothing to update "our go pound sand is still the current official response" - the dev team
  12. Raking is 10% to add +1 yield, so gives more crop for same time as rake speed doesn't effect harvesting or planting speed. Skill check is very niche, it's good for pushing things up to sweet spot level or making bulk/rares on alts i cant really think of many uses for it. maybe like a meditation question rug never tested that. maybe if the number was higher or it curved towards 105/110 instead of 100 and let you be slightly over 100 effectively it'd be more used more ql when imped is better when under your skill, higher improve chance better when close to/above your skill, especially good for sweet spotting. higher improve chance reduces chance of damaging on a rare roll imp so it's effectively more rare chance too. They're different enough to warrant separate runes imo Carts/wagons round down to 0.72km/h so it's either adding 0.72km or nothing depending if you break a threshold or not. iirc both carts and wagons have hardset volume so +5% size rune shouldn't add extra volume for them, just loading larger things. you can always -10% size rune a bsb to fit in any wagons so you can have a 10% speed or 10% volume wagon with a bsb, although for some reason bsbs are effected by volume so they'll only hold 11,700 volume or so 😅
  13. [19:52:39] You start hammering the "Silakka Woz Hear". [19:52:43] You have a moment of inspiration... [19:52:43] You improve the "Silakka Woz Hear" a bit. [19:52:43] The "Silakka Woz Hear" could be improved with a log. [19:52:43] The "Silakka Woz Hear" doesn't need repairing. [19:52:48] A small sailing boat that will accommodate five people. It is locked with a lock of fantastic quality. It is made from lingonberrywood. It could be improved with a log. Ql: 94.216736, Dam: 0.0. The name of the owner, Masterentaro, has been etched in the stern. [19:52:48] You can easily make out the signature of its maker, 'Jothebard'. [19:52:48] A copper rune of Vynora has been attached, so it will have a higher chance to be successfully improved (7.5%) [19:53:01] When worn this bracelet will ensure a moment of inspiration will be successful when improving an item. are bracelets of inspiration not supposed to work on pvp servers @jaytoo? i mean i can sail over to freedom and imp it there so thats super dumb
  14. Currently a few of the runes have little to no purpose or are just invalidated by other runes, mainly due to them all being 5-10% bonus to look clean in a table or something Less damage taken, Less Decay taken, Less ql lost repairing and Less weight all contend with each other (repair timers/damage for anything <1000kg is basically difficulty of item * weight of item modified by damage and ql of item, with some other maths), a 10% less weight rune effectively also reduces ql lost repairing alongside requiring less materials to imp, a less ql lost repairing is effectively less decay taken unless you let it decay to 100 damage, and a 10% less damage taken is >10% less ql lost repairing over a long period if you don't repair often. Basically anything that decays is not used as a tool or left out of inventory long so Decay taken and Damage taken could just be combined into one rune and that'd free up rune slots for future additions. Less ql lost repairing is only slightly stronger than less weight when it comes to repairing so it should be buffed up to 15-20% or just replaced/combined with less weight 10% shatter resistance is effectively worthless compared to 10% less difficulty of spells, 10% less difficulty on a 60 diff spell is 33.6% less shatter chance at 70 channelling and 42.4% less shatter chance at 90 channelling, more if you consider the lowered amount of casts required to hit x cast. anything largely above 50% less shatter chance is probably close enough to metallic liquid that it'd be too strong so idk what that'd be changed into. Size and Volume are basically interchangeable but one is much weaker, Volume in 99% of cases is dictated by size unless it's volume is hard set (often for vehicles and things that you can place items on, need large volume and need to be loadable, or small volume but not loadable) so a +5% size rune is +15.76% volume and a +10% size rune is +33.1% volume, likewise for -size -10% size is -27.1% volume. Volume runes should be brought up to be comparable Due to the spell list being unordered, the order of spells changes every time new ones get added. you also get situations like this where you cannot dispel without removing the rune. as it's more likely to get a high cast when there isn't already a high cast on the item, the -difficulty rune effectively half works on anything other than woa or nimbleness. If dispel is not being changed to pick what you dispel, the spell list should be properly ordered and runes and metallic Liquid should be put at the bottom of the list, as you can always just replace a rune to get rid of it. Spell runes and Age runes are the same creation difficulty and use difficulty as other runes, and their spell power is always 50. where you might use 10 runes on a single horse, or multiple sunders+a mend rune to drop by 2ql, or mole senses will never locate certain ores as its power isn't high enough, the spell runes are effectively worthless for anyone who isn't 70+ soul depth. They should be easier to make than permanent runes, easier to use and spell runes should have a bonus to spell power based on either a % of ql or % of soul depth.
  15. there's literally nothing in it that says you can't be in two kingdoms and you do not need a vpn to be in an enemy kingdom, you're allowed to log out of your main to log into an enemy kingdom toon. it has been ruled by gm's many times to not be against the rules to be in two kingdoms, as long as you're not pvping against a kingdom you also pvp in (if you PVP in A and B, you can fight C on either of those toons, but fighting A on B or B on A is against the rules. Having a caster alt does not count as pvping in a kingdom). the suggestion is to remove the no vpn rule (it's technically not even listed in the official rules, it's in an enki post from two years ago which may or may not even be enforced anymore due to change in HGM) so you can log in both at once.
  16. its not against the rules to have enemy kingdom toons, please practice your reading comprehension befire accusations lol
  17. I can't speak for anyone else that's submitted pmk art but both times we added art to the game it was 2-3 months of back and forth discussion with samool about the art, making sure we have ownership of graphics used and there's no copyright infringement, removing jagged edges, stuff like that (although he was busy with exploration update stuff last time). if they were going to add it for pve most likely would be limited to one per large alliance or server or something due to the dev work required
  18. click copy webhook url in discord, the number is the id and the jumble of letters/numbers after the id is the token. make sure it doesn't have any slashes or spaces in it from copying
  19. that's a fair bit of revisionism, people stopped logging in because broken reputation/epic mechanics literally prevented playing the game and you'd spend 3/4 of your gametime waiting on support tickets to fix it. people were getting kos'd on their own deeds from reputation, a few got force converted to hots from fighting or catapulting buildings the enemy made, people got depriested because their spells were healing players that counted as both enemies and friends, damaging spells were hit or miss if they'd actually hit your enemies, people got stuck at -200 rep and would get killed by their own guards/templars and lose 5x1.25 skills on death, you couldn't do anything on deed because permissions blocked it even with templars being dead, multiple raid/pvp bans. there's more going on ingame than what you read on the forums and basing your opinion on an entire group of people from forum posts is odd, to say the least
  20. says "[04:20:10] You must target a wound directly when using this spell on a vehicle." even when directly targeting the wound. doesn't effect other healing spells
  21. "we're busy with x but we'll look at pvp after" is a long standing meme the last update to pvp that wasn't "removed x on pvp" or "readded x that was already on y server" was the defiance launch. if you don't play on defiance the last pvp update was the epic relaunch in mid-2019 which came with the promise of proper work at the end of the year which was broken. if you didn't play either epic or defiance, the last sizable pvp update was sindusks priest rework at the end of 2018. 5 years ago. there's only so many times you can say "we're listening to the pvp community and discussing changes internally " before people aren't going to take it for an answer. people absolutely should vote with their wallet. this isn't even people asking for focus on pvp, this is people asking for a ###### day of a devs time to do something basically the whole pvp community agrees on.