Roccandil

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Everything posted by Roccandil

  1. Astaria

    Was wondering if anyone was thinking of playing Asteria early access. No PvP, but what intrigues me is the idea of PvD: player vs. developer. It sounds like an MMO designed around unleashing Enki. :) From the site:
  2. LOL! I think I may be able to claim that nerf as a legacy.
  3. Ether, I think I'm in "personal" stage 4. :) I'm no longer playing, but haven't quite given up on what I did completely, yet, so I'm keeping what I built from decaying (i.e., spending silver on upkeep). Eventually I'll give up on that too. I don't think this Elevation reset is going to bring me back. Sure, it's a shiny new server, but even without skilling, the basic gameplay required (imping, enchanting, and all the repetitive unfunness required to get gear and build stuff) makes me feel sick now. :( At least from my perspective, Wurm was good to do once, but that's it.
  4. Yeah, I meant 150 per tile. I'd like to see it down to 40, but hey.
  5. The FoW looks cool! And only 150-slope walls: it's a start. :)
  6. Botanize and forage will shine on Elevation during the "roughing it, survival" phase after reset. The problem I see is that there is no regular "field" for the true strength of the skills.
  7. I think engineering and terraforming are the best of Wurm, and randomly destroying what players build is a really bad idea. The effort required to gather, engineer, and build -is- PvE, regardless of whether the E fights or not. Albion Online doesn't have anything like the engineering and terraforming possibilities of Wurm, but what you do build on your personal island won't ever decay or be destroyed, and I really, really, REALLY like that. I can leave Albion, come back a year later to try out a shiny new update, and everything I did will still be there. I find that respectful of my time and effort, and that builds loyalty.
  8. If you removed aggro from uniques, I'd be happy. Would give newbies on Epic a much better chance. Would also make the uniques harder to find, of course.
  9. And champs! If nothing else, it's a good opportunity to get the "let's disable everything!" meme out of everyone's systems, and maybe the developers will get some good data.
  10. Not according to the developers.
  11. I've -got- Truestrike. (And Continuum, and 70+ strength, and so on....)
  12. Home servers should be a good place for new players to start. Some will migrate to Elevation, and some won't. Trying to force the population that would prefer home server gameplay to instead play on Elevation isn't going to work, though. As to a skill reset, if we keep our skills, I'll probably give the new Ele a shot. If not, I'll probably pass.
  13. Could always just temporarily disable the creation of sorcery staffs on the new Elevation.
  14. Steel mine doors are now a pain to make. If an alt had one of those, that simply means there was a significant amount of prep work done first, which, as far as I'm concerned, counts towards making the deed. A quick-made rock mine door, on the other hand, isn't too hard to bash down with a handful of players. In either case, you can't hide the token with a mine door: you'll be able to easily drain it. Honestly, sounds like a bigger issue is the initial cost of dropping a deed in PvP: perhaps that should get more expensive depending on distance from chain, proximity to enemy deeds, and other factors?
  15. So, I saw this in the poll: Is this referring to Smoke from Sol? If so, that a huge change that actually reverses the desirability of the tome pair: I'd rather have the Red Cherry -without- Smoke from Sol in that case (extra resistance to fall damage is almost meaningless in PvP, but extra poison resistance can help). I don't mind see Smoke nerfed, but if that's a permanent change, I'd want the option to pull Smoke off my toon.
  16. Picking fortress doors just seems OP silly to me! Also, saying it should be easy to break into fortifications that take many man-hours to make also seems silly to me. (There's a reason fortresses were usually sieged, not assaulted.) I don't have a problem at all with mine doors being as tough as they are, I just hate dirtwalls being essential to a fortress. I'd rather dirtwalls were impossible to make (max slope 40), the portcullis gate was impossible to pick, and fortresses were built around piles of masonry, not piles of dirt. I'd love to see tougher, more expensive walls, perhaps based on material type. At that, I'd also love to see traps, archery towers, and turrets actually be dangerous, plus defensive siege emplacements and additional guards to represent offline players. The whole "let's raid while players are offline" mechanic is silly too; as it stands now, mine doors give defenders a chance to show up before the raid's over. I wanna see this on a new map: Dirtwalls just wreck the landscape.
  17. I dunno, starting completely naked with a good toon could be interesting. :)
  18. I'm still hoping the dirtwall meta will be entirely obliterated at some point, which would make mine door spam for dirtwall anchoring irrelevant.
  19. In my case, I'm completely burned out on Wurm skilling; I just can't go there again.
  20. I'd support that for a new Elevation. I'd also support the following: - Disable priests - Disable meditation - Disable moonmetal/drake/scale - Disable uniques - Disable transmutation - Disable dirtwalls (40 slope max terraforming for dirt and rock) - Disable item transfer from home servers - Disable Freedom and home server skills (locked flat 50 for everyone, except fight) - Disable Valrei missions - Disable mounts entirely (make a smaller map to compensate!)
  21. On skills resets, there's no way I'm grinding a toon again anywhere in Wurm; it's too painful now. The only way I see a skill reset working for me is if all prem toons that access Elevation (whether from Freedom, from home servers, or brand new toons) get flat 50 in all stats/skills (plus whatever curves), maybe 70 fight, with skillgain locked. -Maybe- make fight skill losable/gainable, but that's it. That would make Elevation all about building/fighting, and not about an arcane, frustrating skilling system.
  22. I really want to see dirtwalls nerfed to the ground (pun maliciously intended! ), so I'm going to harp on it a bit more: The reason mine doors are so powerful is that they anchor the dirtwall and prevent ramps from being made. If, however, the max slope of the dirtwall were 40 per tile, the mine door ramp-resistant meta becomes irrelevant, since the ramp is already there. That's a huge nerf to mine doors, without the potential bugginess of changing mine door mechanics. Mine doors would no longer delay draining deeds, and thus might not need direct nerfing at all. Additionally, make, say, portcullises unpickable, and you wouldn't even need rock layer to build a deed. (Mine doors really shouldn't be the only safe way in and out of a deed!)
  23. Another crazy idea: remove current uniques and unique spawns from home servers. I still see them as newbie-eaters and disruptors, not treasure troves. The long-term health of Epic would likely be improved if new players on home servers could play without getting chased across the map by hatchlings. I realize limiting uniques to Elevation could cause a snowball effect, in which case I'd say remove them from Elevation as well until uniques on Epic can be sorted better.
  24. Why not just remove ugly dirtwalls entirely? Nerf them down to 40 slope, like rocks. Would seem far cooler if the best fortifications you could build were stone walls! I'd look into the following: - Loosen the building restrictions on Elevation to allow bigger, true castles - Add a "huge door" that can't be picked, acts like a mine door hop, but -can- be catapulted/trebbed/rammed. - Balance strength of stone walls versus siege engines, probably to make it harder than now to punch through (but I'd leave that up to more experienced players) If we're going crazy, I might even add the ability for defensive siege emplacements.