Roccandil

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Everything posted by Roccandil

  1. I like the ingenuity of the idea. Makes me wonder else we could come up with: Frostbrand on bowls, to preserve food longer?
  2. I'd like a top-level button that would let me open the contents of entire nested container trees, without having to click the "+" on each container.
  3. Maybe on existing servers, but I'd sure like to see the possibility on a new server someday. Throw in longer-term traps plus configurable switch/button/pressure-plate puzzle pieces/blocks, and we can all be Dungeon Keepers too!
  4. +1. This would also allow aqueducts and maybe even water we can't drink safely.
  5. Just wanted to point out that this is possible (and probably shouldn't be):
  6. I found a new one today when I checked my skills. (I really don't know when I got it...)
  7. I'd make the window tick based first, and then time based. For example: - Window opened, processing skill ticks; - Affinity gained (end window immediately). - X skill ticks processed (end window immediately). - Y minutes have passed (end window, even if we haven't hit X ticks). The numbers could be tweaked, but I think the general idea would solve the problem of tick spam.
  8. I'd consider tweaking PoK to preserve existing affinities, and give a better chance to get new ones. At least on Epic. (Maybe then PoK will be a viable option there. )
  9. It's choiceless because it doesn't modify my behavior; if I'm digging, it's because something needs to be done. Perhaps this is a Freedom/Epic difference; on Epic, I don't have time to grind digging or blacksmithing merely in hopes of getting affinities. So, in my case, an affinity would be a bonus for doing what I would do anyway. I see no real gameplay choices here. Again, I don't mind bonuses, but it would be nice if there were interesting decisions involved.
  10. It does seem a choiceless mechanic, and though I won't complain if I get an affinity, I kinda wish a real gameplay choice were involved, somehow.
  11. Arrows are great for trolls, even at archery 40. Longbows are an easy and safe way to kill them. This would be easy to fix if PvP and PvE were fully separated. I can't answer your other points.
  12. I agree, only if you actually get something.
  13. +1. I do get a kick out of Wurm's invisible ducks...
  14. More observations: - On Epic, Fo priests have an inherent affinity-gaining advantage over Vyn priests, because Vyn's best channel-grinding spell (Opulence) takes 20 seconds to cast, while Fo's best (Morning Fog) takes 10. Thus, while grinding channeling as a Fo priest on Epic, I'm much more likely to hit the affinity window than a Vyn priest. - Overall, it looks like creation-based activities have an advantage. I would actually configure affinity chances this way: The affinity window doesn't trigger based on time, but rather due to a roll during a skill tick. The window itself also is not time-based, but tick based. That is, the window lasts for X number of skill ticks. At that point, there could be a timer counting down for 2 hours or so before a skill tick can trigger another window. That way, longer timers aren't punished, nor will players feel pressured to be generating skill ticks every 15 seconds.
  15. I note that due to the new Epic mechanics, we have a much better chance to score affinities. At any rate, the window mechanic encourages you to think that you always need to be doing something to get a skill tick. That's stressful. I realize that's easier on the servers, however, than examining every skill tick ever....
  16. The notes say on average, the window will open once every two hours. Is that two hours of play time, or two real time hours, regardless of whether or not you're logged in? Can the window be extended by the player's deed, like the rarity window?
  17. +1. Shouldn't some of them be pretty fast, too? A stagecoach would be great.
  18. Makes sense to me, except for 300 spells. I think I would change the 300 spells, though (see below). Absolutely. At risk of offending current player deities, I'd say remove them as priest options, and do something else with demigods... Hmm. Fits RPG mechanics, but would be new to Wurm (I think). I'd rather see Channeling as a parent skill, with spell schools beneath. If you get to, say, Elemental 40, you unlock Frostbrand. Different gods could have bonuses to skilling up different spell schools. The current 300 spells seem to fit their gods, but instead of limiting their casting with favor, I might simply require a certain number of linked priests (7?). The spells and bonuses of the original four gods seem well-crafted for lore (maybe not balance), and (perhaps irrelevantly) they also fit the meditation paths: Vyn -> Knowledge Fo -> Love Mag -> Power Lib -> Hate/Insanity This is a bit crazy, but I wonder if the med bonuses shouldn't be collapsed somehow into the gods (and maybe just remove the meditation mechanic ). One downside is the removal of combos (Vyn/Power, Fo/Insanity, etc.). Of course, med and god mechanics being as unbalanced as they are, I don't think Wurm is really getting the benefit of the possible combinations (I think it would be great if it did). Collapsing the bonuses would probably make them easier to balance, though.
  19. You're right, I haven't experienced this, but as a rule I'm against punishing legitimate players for the actions of abusers. If this is really a problem, then what I'd want to see is the devs ban it, and then enforce the ban with GMs. For instance, a deed engaging in this kind of behavior could get a temporary CR nerf.
  20. Perhaps, but I don't see any reason for it, especially now that I've read the patch notes. If you only have one affinity, you will never lose it, and the killer will never gain it. So, the only way to gain an affinity from an alt is if the alt has actually PvPed. Isn't that problem solved?