Ekcin

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Everything posted by Ekcin

  1. hell hounds

    It depends much on stamina, FS, armour, and weapon. Generally, they are dangerous up to medium skills, after that, with a decent LT weapon, they are not so dangerous anymore unless attacking withing a pack of mobs (e.g. hidden mobs during treasure hunts). They are dangerous due to fast movement, very long agro and pursuit range, and relatively high damage caused, particularly against lightly armoured opponents. ) had a lot of respect for them for a while, right now I find them rather amusing.
  2. In fact, most players, no matter whether NFI or SFI, do not know much about legendary spawning mechanics. I do not know what "my kin" should be, personally all I learnt was from forum explanations by veteran players like OR, Madnath et alii who did not make secrets of. Maybe I misunderstood some of that, I do not claim to be an expert. As far as I understood, no more than one legendary will spawn within a month period, and never two of the same kind until the previous one died (where dragon and hatchlings are one kind each no matter which colour if I understood correctly). On longer range, it is possible that one of each legendaries, that means, dragons/drakes of each color too, exist on a server, which is sometimes the case on Epic servers. On average, one to two legendaries per month, half of them dragon/drake, are slain on all of NFI, versus three to five on SFI, plus one to two on Chaos, maybe 60% on average dragon/drake thereof. None of the servers and clusters fully exhaust their potential which would be in excess of 3*12 dragon/drake per year on NFI, and 8*12 dragon/drake on SFI, maybe more if every legendary would be detected and killed very short after spawning which is not overly realistic. Given that every dragon/drake slain provides enough material for one set circa, one can assume that no more than 50 sets exist on all of NFI so far, with 3-5 new ones per year, for an active player population of half of the 6000 ca. on Wurm *). On SFI it is about double, maybe three times. SFI has a decade long backlog of scale and hide, where even breeding of drakes (no idea whether dragons too) was present for a while. Those stacks, though one should not overestimate them, are available for the one, SFI half, of Wurm players while most NFI players haven't the least chance to get something like that unless insanely overpriced. That is the point, not any secret knowledge of "my kin", whoever that should be. *) Active player population refers to weekly unique logins, about 80% or more of them premium accounts.
  3. There are no "floodgates" except for scale and drake hides, and that would only be fair towards the normal NFI population.
  4. Ok, agreed, do it or wish it as you like
  5. The large rat is oversized, like huge spiders, and I see no real problem. The mountain lion widely has the proportions of its RL counterpart.
  6. You are missing the point. Of course many active players have characters on both servers. I have 2 f2p on NFI which mostly served as observers of the development. I did not play them for a long time, as even my 4 premium players on SFI are not equally logged in and played/grinded. I know some who started on both servers, and are now playing on only one, at least most times. The point is another one. How many of the NFI players active and vociferous on the forums are "genuine NFIers", meaning that they started with the steam launch as newcomers? That is a relevant question because this sort of players has a fundamentally different experience. Some of them, I recall Zuelatak, even tried to start their own project ("no alt deed") but vanished in the meantime. I do not want to denigrate the work and achievements of NFI emigrees (though I have a tendency to mock them). But I recall well that it took me 2 years at minimum to get a sufficient understanding of most of the Wurm mechanics and best practices, and am still learning after bit more than seven years. Therefore I conclude that these emigrees wielded absolute dominance on NFI from its beginnings, and, from what I heard and experiencesd, exploited it to a wide extent to their own advantage, not seldom - causing several panicky nerfs by insecure devs - to the harm of the whole community. That is why I doubt a bit the resistance against a consequential cluster merge. It may or may not be driven by ulterior motives. Anyway, I think those isolationists had their ways, and it is time to end it.
  7. -1 It is damn easy to demolish wooden/roundpole using mauls, even easier with catapults (up to 3 fences in one hit). Ofc., temporary fencing should not have too high ql to ease decay, but that is up to the creators. Keep such stuff to PvP.
  8. WTS logs

    Sending tomorrow, apologies for delay.
  9. weapon scabbard has been proposed repeatedly, so reluctantly +1, the mechanic of drawing the weapon still to be discussed. As to the aesthetics, I agree to Simyaci, let us leave it to the graphics department.
  10. There is a MRTG for creature count.
  11. The whole suggestion is crap. Instead of fiddling with animal count on deed, Cadencers may lift their butts and get animals from the other two servers if a problem exists at all which I doubt somewhat. Typical His A*holiness Darnok crap who "don't care how many animals someone has", only wants to kill half of them. Too stupid to even deserve a -1
  12. True. Especially the "NFIers" represent a class of Freedom emigrees who established domination over steam newbies.
  13. Just to mention that practically all "NFIers" screaming over the outlook of a merge are alts of Freedom veterans who colonized and dominated NFI sheeple from the steam launch.
  14. -1 to that. There are not few players with great buildings who just forgot upkeep, or were RL distracted. Emoo one of them. Buildings decay fast once a deed dropped unless the player is still on the server.
  15. [22:02:12] The wood scrap will take damage if the campfire is lit. (x20) Generally a good idea to warn e.g. when dropping the supreme rope tool into a furnace, but this seems to be bit over the top. Maybe better allow "locking" of items of choice preventing them from being burnt, sacced, put on lava etc., with a warning when dropping or throwing.
  16. Everyone pompously speaking about "The PvP/E Community" is nothing but a fool.
  17. We do not know now how the portals will look like. An idea would be to make the existing Epic portals on SFI, and Defiance portals on NFI universal PvP and cross cluster portals, similar to that one on Haven. Advantage: no new portals necessary. Disadvantage: messy rclick window. Open question: Can one portal between servers on the same cluster, with/without item transfer? We'll see.
  18. -1 All that does exist in Wurm as player craftable, shapeable, surveyable. No need to deteriorate Wurm into tripe A theme park area.
  19. +1 conditionally. It might be not possible to demolish if it contains something. The owner should always be able to unload. Maybe the possibility to bash woul be better, agreeing to Gorgian. Categorically -1 to any bashing or demolishing of other players' vehicles.
  20. It occurs repeatedly that players mistakenly escalate privileges on their vehicles, be it carts, wagons, ships. The recent management window is highly unsafe. It has repeatedly caused vehicles, in particular ships during public events like slayings and impalongs, being "looted" by players who apparently systematically search for such vulnerabilities. Only the management privilege excludes the options "Available Groups" and "Everyone", where the "Available Groups" is the most dangerous as it looks inconspicious but effectively opens up the permission in question. Access Hold as well as Can Command must not be available to other groups than "My Deed" and "My Alliance" just by clicking or misclicking the checkbox. At minimum, a warning about the privilege escalation has to be issued. Independent from that, I think that scavengers systematically checking vehicles or other containers for such vulnerabilities should be banned.
  21. -1 to all. Rivers. or water tables a different levels, would completely break Wurm's basic architecture, and be close to impossible to implement. Btw., I never had troubles to find resources, "worst case" had to roam out a bit. New servers only because of some players too lazy to roam out and prospect is a no brainer. A rod of transmutation for some marks or silvers could do it too.
  22. WTS logs

    Stock updated somewhat.
  23. I must say that I hated the old fishing as it did not give any advantage to me, being some hundred tiles off any coast. The new fishing (net fishing) allowed me to finish the "catch 900 fish" of the old personal goals, and I liked and still like crafting fishing equipment. But I saw no point to abandon the old ways, nanny forcing old players to the new system. The same sh*t with foraging and botanizing, where the replacement was even lot worse with killing higher level progress. So yes, other than foraging and botanizing, the new fishing is playable, it does not require to get dead drunk to progress beyond skill 70. Nanny forcing is evil in both cases though. +1 to the proposal.
  24. First I must say, when paying attention to the seasons, collection of snowballs from snow piles is not significantly harder than the old ways, even more relaxed, though to my impression here on Xanadu, there appear to have been less snow piles this winter than before. That, if not poor rng in my area, should be looked into and corrected. Generally, in comparison, snowballs in the old scheme started in the third (Wurm) week of Silence starfall, but took up to significant amounts only in the fourth week, and the first two weeks of Diamonds, then ending abruptly. That spelled only 3 RL days for snowball collection. Complaints about missed snowball collection in chat were usual. Now, 8 snowballs per pile are available from first (very few piles) and second week, and end in 3rd week of Diamonds once greenery returns, from then on 2 snowballs per pile only, but persistant for about 2 RL weeks. So core snowball season (8 per pile) is extended by at least 2-3 RL days to nearly a week, general availability over at least 3-4 RL weeks, with snowballs available on greater heights the whole RL year. What is still wanting a lot, is a reduction of snowball mailing fee, which (1c per snowball) is prohibitive. It should be reduced to 1-2i per snowball, allowing to trade an icebox full for 1-2c. That said, I liked the old ways more, too. Same with for-bot. But similar to fishing, devs seem to stick to their gaffes.