Oblivionnreaver

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Everything posted by Oblivionnreaver

  1. good suggestions acid sickles r dum that is (or should be? might have been broken recently) already in the game, if anyone walks within a tile of the border you're casting on it just cancels without any event message. you get stuck if you walk out of a mine entrance that has one on it but it's the same for walking out into a fence too so that's not limited to karma walls
  2. i'm aware of that, but those don't give grown stronger message, it gives a timed affinity instead. if it's giving that message it's passed the check (although i'm pretty sure it's not doing that check at 5, i've never gotten a timed affinity for anything i already have 5x in, when you should fail more than you succeed to get the affinity at 4).
  3. [2023-09-14] [10:58:33] Your battlerank is now 1002. [2023-09-14] [10:58:33] You realize that your affinity for mind has grown stronger. i am now at 8 mind affinities earnt, seriously shouldn't these be going to other people on the kill or picking a different affinity to take? every single kill i've ever been on that has given an affinity i have 5x in, i always manage to get it. pretty sure it's bugging out because of that or remove the affinity cap lmfao
  4. off the top of my head about how wurms guassian roll works, rolls of <-100 and >100 are rerolled, if it rerolls too many times without anything between -100 and 100 it instead gives you a -90 or 90 result with a nextfloat*5 added, so when you hit the extremes highs of difficulty or low difficulty with >95 skill/90+ql tools it effectively lowers your average rolls and gives you results like that. it's the same reason why you can't create 100ql stuff without imbues, or going from 90 to 99 skill has near 0 effect on the average ql of low difficulty actions not really a bug just a really stupid way of coding things
  5. war bonus works in pve, not on pvp, and would work for rifts making enough war bonus for it to be noticeable would be a comical amount of effort for little reward however, war bonus is not fun to make
  6. since last patch imbued weapons don't have any combat logs just "dissolves x" and do like no damage testing against leather, 85ql addy sickle for both tests acid ( 58.46% DR) imbue 10k BT hits did 5.5 8.4 10.13 6.57 7 damage slashing ( 70.34% DR)10k bt humans demise hits did 13.88 11.33 10.62 10.06 damage i mean i like salved weapons doing no damage and it can stay like this but seems kind of buggy
  7. Arrow packs will only take one numbered cast when opening, tested a few times Frostbrand - Mindstealer - Animal demise pack, only had Mindstealer+AD when opening Frostbrand - Mindstealer pack, only had Mindstealer when opening Frostbrand - AD pack, had Frostbrand+AD opening
  8. quick testing points to no, maybe like 70-75ish needs keybind right click menus are horrible
  9. the 200th on nfi actually has higher characteristics than the 51th on nfi that you linked before, it just has 100 fishing for some reason, which isnt really an argument against it as if someone at 51st has a 100 skill anyone around that point has had around a 100 skill worth of grinding done and could have easily gotten a skill to 90 in that time? stp is a bit of a joke and is a really bad comparison for actual skills or time invested my shield skills that i grinded in like two months would put me at #1 on nfi alone lol. opening random toons on nfi basically all of them have at least one marketable skill >90 most have >95. wurmnode also has really low participation on nfi, especially with the pvp people, i know at least 4 accounts that would take spots in the top 10 on sfi, and trash i'm pretty sure would beat silakka for #1 (well technically #2 as rocklobstar is higher but doesn't post his skilldump) bricks are supply and demand, why would prices suddenly plummet due to a merge, there's like 4 people who sell bulk on sfi and skill doesn't really matter you can just make alts. you're really overestimating how much trade happens on sfi, leave an alt on to watch trade chat and think "could these people supply an entire cluster". basically everyone in wurmnode in the top 100 on sfi doesn't sell anything, i recognize like, 3 names that actually run merchant threads out of it lol. there's effectively a cap of 95 skills for marketing purposes and nfi hit that long ago in every single skill and would have more of an impact on sfi's trade due to volume than the other way around
  10. think about that for a second. what could be added or changed that a. would be completely unnoticeable to the point that nobody's posted about it publicly (the only two changes i can think of were rarity spamming nerfs and reduced tome drops from uniques, neither of which would take more than a minute to disable and have no lasting effects other than a lower initial pool of rares/tomes) b. have some reason to be changed c. require extensive coding to disable i question what the wurm devs work on sometimes but i don't think they're randomly breaking ###### for fun, and gm's can teleport to any server cluster at will so there's nothing being saved to the players database file that would prevent crossing. you can get a pretty good understanding of how wo servers work from wu, and unless there's some super secret nfi only content nobody has found the only thing that'd cause an issue is defiance effectively being a renamed epic cluster that'd cause issues if you don't disable one of them or write up a completely seperate pvp portal system
  11. that is completely contradictory lmao weapon ql is curved whereas arrow/bow ql both aren't so when you've got to imp to ~80ql to have the same effective % as someone with a 50ql weapon *and* you lose them randomly to deeds/exploding when they hit mobs *and* you have increased shatter chance *and* it's way harder to get to a certain cast power than it is for a weapon that only ever needs to be casted once as they never decay it's still just as bad as it is now (apparently worse for casting? lol). if you want people to use archery in pve put arrows/bows on the ql curve and remove those godawful penalties on imping/casting on bundles, even if you have high ql arrows archery is still way weaker than melee combat
  12. as per royal robes, thorn robes and chancellor cape are all listed as dyable, and the option to dye them comes up in-game, but when you go to dye them [07:52:39] The chancellor cape is indestructible and the colour can not be replaced. preventing it. please allow us kings to be pretty and dye our kings robes thanks the gold is ugly let me change that too
  13. i'm pretty sure 20k points is like 100 rifts or more? points gained have extreme diminishing returns, getting double participation doesn't double your rift points it's much more time efficient to just keep imping a boat until it rares than it is to go to rifts for bracelets. you can buy bracelets but then also you can just buy rare boats as it is, and rarity on a boat adds near nothing outside of pvp so who cares. it also states "100% rare the object" implying supreme/fantastic chance is removed try keeping it to the testing thread bud, more likely to actually be seen by the people working on it
  14. there's no compounding interest in wurm so i'm not sure how you come to that conclusion, if someone has 7 gold in their deed upkeep they obviously bought it from the shop same as anyone on nfi can (for much cheaper now, i should add) as of right now according to the currency graphs there's 3802 gold across every single sfi toon ever made, and 2222 gold across every nfi toon ever made. the vast majority of that is most likely on people that won't ever log in, as for example there's currently 370 gold across epic which has basically 0 playerbase to actually have silver, and if they were still active would have sold it pre-rmt removal/moved it to freedom/sold for nfi currency of which the current going rate is <1s sfi to 1s nfi. for silver per server cadence is just behind xanadu with 1042 gold vs 1021 gold, second is harmony vs inde at 777 gold vs 772 gold, so per person nfi has more silver on average and it'd be the other way around
  15. productivity bonus, you can see it in settlement info, and yes pretty inconsequential i dont remember if it was skillgain or skill decay that it also effected, haven't looked into skillgain code in a while but it did something there
  16. any action that isnt a fail, for cooking this would be a 1ql meal, gives skill, characteristics are a hidden roll but are roughly the same chance for skill in most cases. 10 difficulty would be ~95% of actions/meals giving skill at your skill level
  17. difficulty too high, WU you want to do as easy actions as fast as possible for skillgain for basically all skills, get a woa+coc/botd knife and chop veggies or dice meat. any wo skilling guide will be more or less useless in wu due to different skillgain systems.
  18. it does work on 1h, it only doesn't effect 3 second swing weapons that are already at the cap, or if you have woa on the weapon it'll disable frantic charges attack speed however, weapon swing speed is base speed + (0.5 - 0.005*weaponskill) so you need either 100 skill or have other weapon speed buffs like woa, glimmer, or frantic charge to hit the cap with 3s swing speed weapons. being mounted also *0.8's your weapon skill so even at 100 skill while mounted with 3s swing weapon frantic charge helps *slightly*. any other weapons get more effect out of it, but one handed 3 second swing speed weapons (outside of sickle being op) are extremely niche in pve and probably not even used at rifts to begin with. damage boost would be easier to balance in a vacuum but then you'd have mag priests triple dipping on rift damage + frantic charge + priest damage which would probably be a bit much when changing points to be damage based
  19. The kgorski group? Probably not, but I'm not a staff member so what I consider redeemable or not matters little. Any reason why you're asking me in particular? Many members of that group have since been unbanned however, so a GM answer to that would probably be "it depends".
  20. The new accounts would often just be banned again when the staff figure out who they are. Having their previous accounts unbanned is not mentioned anywhere in op's post and would be up to the staff and why they got banned, the thread is about allowing them to come back to the game. True, but this is also expecting that gms have all the knowledge of the subject, the sources of their info aren't manipulating it, aren't giving partial stories and are reliable narrators, and that the gm's aren't withholding or manipulating info themselves (see the accusations against former staff members in Recent Removals by Keenan in city hall). Shrouding it in secrecy and muting anyone for "challenging moderation" for discussing it doesn't help either, as it allows the banned player to tell their own story that goes uncontested by moderation or anyone that would shed light on the situation from the other side of the story. Not saying that this always applicable or that anyone in particular is guilty of this, but it paints a very poor picture as a whole. As for the suggestion, I would be open to players being allowed to come back with heavy restrictions, such as if they get staff action taken against them than their original permanent ban is reinstated on the first offense, if they had a history of being toxic or whatever than they could have global channels and local blocked from speaking in, and pm's must be requested and accepted by the other party before they can speak to them, so any communication with them via pm alliance or village chat is entirely opt in, this is just some examples and i'm sure the staff could think something up. Someone that's already banned could already make new accounts and do whatever got them banned with little repercussion other than losing another account they don't care about as it is and have nothing to lose, so i see very little reason why someone would return just to get banned, and someone who's been allowed back and knows that they could be permabanned again would be much less likely to reoffend.