Czartemp

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  1. ----- Operating system: Linux (arch: amd64, version: 4.13.0-1-amd64) Java version: 1.8.0_152 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.152-b16 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] ----- Startup Phase - Preparing terrain... WARNING: Unable to compile pixel shader (shader.rain.fragment): class.a6wJHQZGI1: 0:18(5): error: could not implicitly convert operands to relational operator 0:18(5): error: LHS of `&&' must be scalar boolean 0:18(22): error: could not implicitly convert operands to relational operator 0:18(39): error: could not implicitly convert operands to relational operator 0:18(39): error: RHS of `&&' must be scalar boolean 0:18(56): error: could not implicitly convert operands to relational operator 0:18(56): error: RHS of `&&' must be scalar boolean 0:22(17): error: no matching function for call to `clamp(vec4, int, int)'; candidates are: 0:22(17): error: float clamp(float, float, float) 0:22(17): error: vec2 clamp(vec2, float, float) 0:22(17): error: vec3 clamp(vec3, float, float) 0:22(17): error: vec4 clamp(vec4, float, float) 0:22(17): error: vec2 clamp(vec2, vec2, vec2) 0:22(17): error: vec3 clamp(vec3, vec3, vec3) 0:22(17): error: vec4 clamp(vec4, vec4, vec4) 0:22(17): error: int clamp(int, int, int) 0:22(17): error: ivec2 clamp(ivec2, int, int) 0:22(17): error: ivec3 clamp(ivec3, int, int) 0:22(17): error: ivec4 clamp(ivec4, int, int) 0:22(17): error: ivec2 clamp(ivec2, ivec2, ivec2) 0:22(17): error: ivec3 clamp(ivec3, ivec3, ivec3) 0:22(17): error: ivec4 clamp(ivec4, ivec4, ivec4) Execution aborted at connection 0, iteration 0 Run time 0s, local time Wed Nov 08 21:56:29 GMT 2017 Destroying game window ====== CLIENT CRASH ====== Unexpected crash while playing java.lang.NullPointerException at class.ZfZGKmI9ps.<init>(SourceFile:86) at class.ZfZGKmI9ps.FZOk5L6Gfy(SourceFile:61) at class.zOGyKXqI17.<init>(SourceFile:354) at com.wurmonline.client.WurmClientBase.run(SourceFile:38279) at java.lang.Thread.run(Thread.java:748) Exiting Wurm after an Error ----- Couldn't see anything else useful.
  2. As title, make small anvil work like large anvils do. I can't think of a good reason not to since crafting window was introduced. It annoys me when I drop something near my anvils that they turn into a pile. And, you know, immersion or something, it's weird to carry an anvil to use it.
  3. Some Epic Things

    Look at the graphs, some skills require more time investment on epic to get to certain skill levels. The formula is an attempt to combine the advantages and disadvantages of epic skilling into one rough estimate that can be applied across all skills. We gain a little on some, lose a little on others. In an excruciatingly calculated transfer, probably requiring data the servers do not keep, we'd be seeing both nerfs and buffs. Instead we're getting 1:1 on stats and meditating (still a nerf), and a blanket 1 size-fits-all nerf on everything else, with potentially a temporary 3x boost as an apology for all the nerfing and potentially gimped character builds. It's a decent compromise.
  4. Some Epic Things

    So is everyone just ignoring Budda's formula now? Everyone is still talking like we are getting 1:1. Or is the maths meaningless, and you won't be happy until someone with 90 on epic is sent to freedom with 45? Cos that is definitely how it works, for sure.
  5. Some Epic Things

    Interestingly, I suspect that is one of the skills that is harder on epic, would need dev to confirm, but it could be said he got the title on ez-mode. Edit: well should say I was pretty sure, not so sure since concrete was introduced.
  6. Some Epic Things

    So@Buddais just making ###### up?
  7. Some Epic Things

    If the epic community were more like the freedom community we might say something along the lines of "your fault for choosing the wrong cluster".
  8. Some Epic Things

    Lock up your daughters!
  9. Some Epic Things

    See ya later grumps, we'll try to recreate the aff community somewhere on the other cluster, if (when) you get the itch again.
  10. Some Epic Things

    The formula feels about right for normal (more variable difficulty skills). If I'm understanding correctly, this will be applied across all skills, even the ones that take longer on epic? And the 3x to epic max is being considered as compensation for nerfing skills that should probably be buffed in a fairer world? Hmm that sounds pretty reasonable, if it can't be done on a skill by skill basis. ... not looking forward to more meditation though, even with 3x
  11. @whykillmeI was about to reply then Gary did along the same lines. Sometimes I think you understand the tick rate problem, sometimes not. Baking and beverages aside, since I haven't properly tried a grind since cooking patch, how do you raise the difficulty of these actions? To get 2x skill we need the same tick rate as freedom. How would you raise the difficulty of milking, prayer, religion, repairing, locksmithing, metallurgy beyond what you can do on freedom? Let's assume that's true. We'd get that tick rate up to 70ish.
  12. From my own experience I was saying for a long time that meditation was harder on epic to 70 and was laughed at by jeering fools. Finally the word of God has confirmed that. From my own experience allow me to share my experience with the rest Much like meditation characteristics are easier to 50 then slow down considerably, even with double tick size. It's no accident that 70 body is so rare on epic. Firstly 2x is a _theoretical_ maximum. To truly be fair, you would have to know how these skills were raised. A flat nerf might mean a few weeks to a grinder or years for someone else. Secondly I disagree with quite a few of these you have marked as "easily" changeable difficulty. The following are horrendous skills on either cluster, whose difficulty maxes out quite early on Baking (not certain now after the cooking update) Beverages (not certain now after the cooking update) Milking Prayer Butchering Religion Repairing Locksmithing Metallurgy - this one is the worst of the worst. I'd put money on these being harder on epic beyond 40-50 something. Beyond that I broadly agree with the list - easier on epic until very high levels. Woodcutting I would say is easier on epic until about 75 actual, then becomes a tickless nightmare, probably harder on epic after you are ticking at the 90 rate. This almost never happens lol. Not even when epic was booming. However with imping skills you have a case for saying they are much easier, not all the way to 100, but easier until pretty high levels. You can't base your nerf by pretending that everyone on epic has a friend who stashes skilling items at ideal skill levels. Most of us still around are and have been on their own for long stretches. Something else too, 90+ improvement skills aren't all over the place on epic. Many, many people don't go past 75, because that's more than you need with the curve active. Fear us epic players flooding the market with 70ql weapons. Fighting was never on a seperate system, that will be 1:1. Though a very anal player might want to make a case based on harder epic mobs hehe. Weapon skills I suspect are easier all the way to the top on epic. Shield skills I am not certain about, probably irrelevant after they created a window of opportunity by nerfing afk training. Stances feel slower on epic especially past 50. Meta skills nope, excepting the ones that can be raised directly. They seem to operate in a similar fashion to characteristics. Suspect harder on epic past the mid-levels. Some of the other ones you mention: Paving (2x?) Suspect easier on epic until the late 80s Coal-making (2x?) Way harder on epic to any kind of decent level, even when burning logs to 1ql. Natural substances (1.5x)? Ditto, way harder due to lack of options. Lock picking (2x?) Not sure myself, this one was never on the curve, but might have been affected by it like meditating. Even if it was, it just meant a few more lockpicking attempts for epic players in that 10 minute window. 1:1 most likely, despite possibly more cursing at your trainer chest for epic players who went high. ---- The nature of the system means flat nerfs and buff aren't fair. Take meditating as an example. Someone with 40 on epic probably "deserves" a nerf going to freedom, maybe to 30 or 35. Someone with 70 on epic would get a buff going to freedom, probably to 80 or thereabouts. I would expect something similar for all characteristics, not just stamina, and many other skills on top of that. What would need to be calculated is that point where grinding on epic becomes a disadvantage. For some skills that probably isn't until 90+ actual, for others its a lot sooner. It's easiest to understand this looking at the higher end and why epic players were so upset that 100 titles first came to freedom only. Have you ever raised a skill to 100? Recall the tick rate at 99+? More often than not, we skill at that difficulty for 9 whole points 91-100. Recall the tick rate at 99.99? That's us for the whole last point. This topsy-turvy system pervades epic skilling to differing degrees on different skills and there is no simple formula available. It's a serious bit of maths, maths that would require a lot of guesswork and assumption regarding play styles, tools/enchants used and presumed knowledge of the game. If the devs are really trying to figure this out, I don't envy them.
  13. It was an interesting experience. I was tinkering away at the forge when I heard a booming voice from the heavens. <Enki> Greetings! Confused, I looked around and saw no one. I thought for a second that perhaps the mysterious voice was further away than I first imagined and talking to someone else unknown. As a precaution I went upstairs to fetch a two-handed sword to investigate and found a terrifying visage standing in my bedroom, right next to my bed. <Enki> It's time for Random Enkounters! said the mysterious figure. Although it was not what I first feared I think it is safe to say that introduction is now permanently ruined.
  14. I'm sceptical of this new epic direction, but a new map would sustain the momentum for much longer and create yet another land grab.