Roccandil

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Everything posted by Roccandil

  1. Doesn't saccing rares increase nutrition to 99%, or am I thinking of PoL's refresh?
  2. Hover outlines are working for me again: thanks!
  3. Yep, seeing this too on preview client. If I revert to Legacy renderer, it clears up.
  4. No. In all fairness, however, the developers seem eager to change the game for the better. I just don't get the impression they truly understand the long-term consequences of what they reward (and punish). This particular case is especially discouraging, because it does seem so obvious.
  5. Despite there being an actual statuette item, this one turns out to be a Lib statuette.
  6. This is a nice change. Right now viewing it is a little clunky for me (the percentage sign is hidden by the right side of the window), but at least the critical information is visible.
  7. By the way, the one thing that bothers me about this suggestion is the idea of timers that provide no skill at all. I'd still want to see -some- kind of skillgain for spending time dismantling.
  8. I like this. It preserves the community requirement for the goal, while making it impossible for anyone to steal your own accomplishment.
  9. Except that both the goal and the reward are personal. Now, if you were describing a different community goal tree, with appropriate community-wide rewards, I could see your logic.
  10. Been playing Atlas, and (not surprisingly) I find I don't miss the noise of the Wurm skillgrind, or the silly RNG. Those things are a false, empty "hardcore". What I -do- miss is the feeling of massive persistence, yet being able to slowly, but lastingly, terraform the world. That's the true hard core in Wurm that keeps me playing. (In Atlas, however, everything grows back, even stones. While I can understand the design decision, that one difference makes Atlas feel softer and shallower than Wurm.)
  11. This is simply about providing a "carrot" to players to reduce their item footprint. That's all. Again, this isn't about players wanting to get rid of items, it's about developers wanting to reduce the item count in the world (by something more fun, I hope, than shattering or decay). We can quibble about implementation details, but unless we agree on the fundamental goal, this conversation will go nowhere. If we -do- agree on the goal, then I'm not opposed to considering other ways to look at the problem, perhaps by making deed bonuses from saccing more interesting, or something. (At the least, removing/changing item creation missions would help a lot!) Of course, if the developers don't care about item footprint, this is moot.
  12. This isn't about what I don't need or want, but about the developers' desire to encourage players to get rid of stuff. At the same time, though, it adds a new market segment (which, since I'm on Epic, doesn't really affect me, but hey). I'm on Epic, did my grind already.
  13. The general thrust of my suggestions (and gameplay choices) is not to accuse you all of being elitists, but to help the game by encouraging new people to play it and stick with it. The hate I've gotten in return surprised me at first (I must not be cynical enough yet), but has demonstrated to me just how elitist the remaining population of Wurm is (and upon further consideration of human nature, I'd say it makes sense). Your focus on my pointing out elitism, however, rather than the elitism itself, indicates to me you're part of that problem. As to prospecting itself, I easily ground it up on Epic to 70, which is all I need, by the simply expedient of waiting until I had a nice queue size (8), mashing a keybind, and swapping to a new tile when ticks stopped happening. So much gameplay that is! You all can flutter around the superficialities, but as a game, that sucks. Ironically, the appeal of such a mindless mechanic is primarily to those who desire to play without thinking. Need I continue down that path to the obvious conclusion? I -will- say that skill grinding in Wurm is so much noise and fluff, and Minecraft has much better fundamental sandbox mechanics. (If Minecraft had a huge, persistent MMO world with PvP, I'd drop Wurm for it in a heartbeat. The abuse of players inherent in Wurm does -not- inspire loyalty, which I think perhaps is the core point of the OP.)
  14. This is my observation as well. Wurm has lost by trying to keep, but most of the (vocal) population left are those who agree and can't see past it.
  15. I wonder if it's possible to change the tile type of a floor to something graze-able.
  16. What Oblivion said, except I have multiple toons, including priests with the frost suite or fire suite of spells, so I varied it up (frost mage + frost jewelry + frost weapon imbue/enchants, etc.). Acid/poison I saved for non-priests or priests without offensive spells (Fo).