Hoseph

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  1. The spell is aptly named Refresh. I like to climb too, and it is very handy for scaling entire mountains (eventually). The downside is that it can be interrupted while in combat. Same with eating or drinking stamina foods. For those occasions I have the Path of Love's Refresh as a backup option. The Love Effect is also handy for avoiding cliff fights altogether, or disengaging when things go south. A higher skill in climbing would also help. People tell me that Body Stamina has a greater effect, but that takes a lot longer to train up of course. In the meantime, Climbing reduces your stamina drain while climbing by 1% for every 2 levels.
  2. The ways to improve said economy have many forms, but I believe taking other games and models as examples can be a good way to move forward. Most MMOs have auction houses and virtual marketplaces to facilitate transactions. Mailboxes in Wurm are an example of faster and easier transactions. Without which the sale of tools, weapons, armor, etc, would be relegated to local markets, if at all. Wurm could provide something similar for bulk orders and services such as a bulletin in which you post your desired transaction and drop-off location. Screw the current system of "trusting" people to uphold their end of the bargain in an exchange; it will not scale well with the Steam release at all and the only reason it has gone relatively fine thus far is because of the smaller population of Wurm being easier to manage. I think I can agree that there needs to be some changes to encourage a more lively economy. Newer players need a way to participate and provide services with their fledgling skills that more established players are less motivated or able to do. This could be done by making the production of high quality goods intrinsic with that of lower quality materials. Take Albion Online for example: to craft the materials of a desired tier, you require 3 parts raw materials of that tier, and 1 part material of a lower tier. This format continues across the line so that even the lowest tier of material still retains some worth because it is tied with the production of higher quality materials. Of course, Albion is a very PvP-focused game where items have a chance to become destroyed upon player death. So the lack of consumption or decay of items is pretty high. Perhaps Wurm could take a similar approach; much like how priests forgo the ability to imp in favor of casting spells, so could players be incentivized to take on a lifestyle of higher consumption and decay of items in favor of some economic incentive. It could be free premium status in exchange for higher decay rate on using items, or a chance to lose items entirely on death. One could contextualize this ingame with Wurmians coming into contact with a wild and primordial energy that increases their vigor, with a side effect being a higher rate of entropy upon their surroundings; items decaying faster; animals aging quickly; food rotting before your eyes. Or something like that. At any rate, it is maybe a good alternative to making sweeping changes to the game by creating an alternative form of playing the game that does not directly impact everyone who does not wish to participate. Offering a system of incentives and reliance upon one another that naturally corrects itself. My 2c.
  3. Well, that's news to me - and I'm embarrassed to call myself a priest! I appreciate the clarification. I feel like I understand the changes more clearly now, and I am happy to hear this too. Regarding the idea of all-inclusive server-wide benefits: it would appear that Holy Crop has a rather minor bonus compared to Vynora's fast boats and Magranon's shiny new meteorites. I can't say that I really mind that much, it just seems like a discrepancy. I understand now, thank you. It's true that writing is pretty lackluster. I would enjoy an expansion on player-written books but that seems like it would have superficial returns on development time and beyond the scope of current development at any rate. I was going to propose better quality when writing Almanac and Archaeology Reports, but as you've already pointed out it would maybe go beyond the need for theme and flavor. Thanks for your time
  4. Overall I'm pleased with the changes at best, and merely puzzled with some parts at worst. I can appreciate the intent to make the early-game less tedious, as well as the more diverse and interesting benefits to make Vynora not the default follower's choice. I am still concerned about the way Rites are cast, even if they've been changed considerably. It is still a crap-shoot finding the opportunity to cast or link to a rite in the first place, and so the significant +5 spell power perk upon completing that journal is limited to a small income of fortunate players. I would see the democratization of Rites into a public scheduled event, much like that of Rifts. Where said Rite would complete at a set time, provided certain requirements are met. I understand this is not within the scope of recent or future changes pending the Steam Release, but since we're on the subject of Quality of Life it seems appropriate to mention. As I continue on to the follower changes, I feel an increasing need for clarification as to whether follower benefits are exclusively found while within the domain of your chosen deity, and whether the domain mechanic should be made more flexible somehow. Priest benefits appear to be much more mobile; and some Rite benefits manifest within the relevant domain, which seems fair. I suppose with all these exciting new perks and changes, it seems deflating and restrictive that one would need to stay within a boundary to make full use - especially so for Mag's combat-related skillgain bonuses in an activity that typically requires plenty of traveling. The main way to circumvent that is by building an altar on site, but that is not terribly practical. Sacrificial Knives could see more use somehow with this in mind. This is a subtle but welcome change; it makes the benefit more tangible as making food is not a particularly challenging affair. As a priest of Fo, I approve. As others have posted, I find myself struggling to see much benefit. They make sense lore-wise, but in terms of gameplay they seem to have a fleeting impact. Off the top of my head (with a little thinking, I promise!) are a few alternate benefits with similar spirit that would hopefully have lasting impact for followers: QL bonus when building walls and fences max slope bonus for roads, fences, and walls Plan taller buildings +1 tile "reach" when building And, for a little bit of fun, Text limit bonus when writing on paper (since Vynora's all about that knaaawledge). But if any of these are too much to ask for, perhaps they could at least be framed/reworked so their benefit is easier to realize at a glance, such as: One less second per action when building, repairing, or paving I appreciate the concept, but I feel that followers need a more immediate incentive to continue praying after they are no longer receiving Faith. Rites simply do not happen often enough, and some simply do not care enough, to justify that kind of diligence. Perhaps the cap to Faith could be moved to 50, so that one who does not plan on becoming a priest right-this-moment can do so later on without worrying about missing out on Faith gains. Or perhaps the effective domain range could be increased for that particular follower, provided they meet a minimum number of praying per day. At the very least, some feedback for the individual follower on the status of the Rite's charge level would be appreciated. So they can better know the extent of their dedication rather than hoping and praying (heh) that it pays off at some point later on. That is all for now. I hope this was helpful feedback.
  5. Finally I can wear a shimmering rainbow
  6. I agree that PvE could be made more interesting with mobs having different tactics and effects. Targeting a mob and positioning onto higher ground is about all it takes. So dull.
  7. I used to enjoy Masonry, then Farming, and have not found a new one to obsess over yet.
  8. Well, you got me there. The whole time I've been playing I've been doing it by shift-clicking to select the entire group! Alright, bad example. But I hope it at least got the... point... across. By making actions easier to repeat, would it not discourage the need for macros and bots? It does not seem like a bigger deal than using the crafting menu to queue up 3+ actions at once, at the very least.
  9. +1 I don't see why not. The models are all there, and I've tired of studded leather getting all the glory.
  10. I'm a Fo priest and I take ownership of any bias here. Cleanse: I love spreading grass quickly, and maybe it could also spread the biome of the tile it's used on at higher channeling. Useful for terraforming projects or spreading rare or otherwise difficult-to-spread biomes like tundra. Ward: Apply to normal monsters in PvE. And/or a temporary spell AoE damage reduction. Potentially useful in PvP and rifts. Quality of Life changes: Lawns could work like pavement, with the same ability to place on corners and make diagonal paths, as well as conferring the same speed benefits of gravel, and allowing one to make more natural-looking paths that even a priest of Fo can make. A timer when snuffing a fire. With the fishing update, we have seen interesting new details like the tacklebox automatically sorting items into its sub-containers, and fishing lines connecting the bobber to the rod. One could also apply these to things like leading animals and Bulk Container Units. Right-click someone to heal them normally using bandages. This is really nice to have with healing spells, but I feel it was not fully implemented where non-priests are concerned. A standardized way to repeat your last action. Whether it's firing a bow, using a ram, or healing a stubborn bruise, some actions just need an easier way to do again without having to set a keybind or queue in advance all the time. I don't know what else to call it, but clicking on the "meta-item" of a group as seen here: could highlight all the items in that group for easy combining. No need to scroll and shift-click!
  11. I would like to point out that Frankthetank's spatula picture does not appear on the relevant wurmpedia page. That aside, here are my screenshots for the day! With the help of my good friend Puay, we managed to get some decent swimming and drowning pictures: Swimming: Drowning (with bonus blood!): As well as some items that could use a touch-up: Fired Key Form Clay Shaper Crude Knife Crude Axe Crude Shovel Crude Pickaxe We hope you find these helpful.
  12. The client was already beginning to chug along at 10-20 FPS, with noticeable pauses between screenshots leading up to the crash.