• Content Count

  • Joined

  • Last visited

  • Days Won


Arishok last won the day on December 26 2019

Arishok had the most liked content!

Community Reputation

92 Decent

About Arishok

  • Rank

Recent Profile Visitors

962 profile views
  1. Generally, I like what the team is doing overall. Making some bold moves. Something had to give and glad to see some real stances on some issues. Hope it pays off in the long run. I never felt that RMT was much if an issue, but the point is that many players did. By itself this would be change for change sake, but coupled with the many other changes - then this might positively affect some of the playerbase’s negative culture. I am rooting for this game, and fully support any DECISIONS and ACTIONS that are not just reactionary. Good luck.
  2. The first thing I had to relearn was to stop touching WD, and just sail. I treat sailing with consideration of momentum. If I am coming in hot, I peel back, turn and pop a slight reverse. Its much more satisfying for me. The annoyance of prepping my anchor and brief panic to get it right is now gone. Slowing down to spot things on coast is much easier, previously I would turn to the wind, bank, or moor. This is much simpler, and I can take in much more visually before having to commit to a course change. Just wish spyglass worked while moving onboard ship. I have better control over speed if I have to AFK... I can sort out my speed and distance to not run aground before I get back. People that have complained sailing is slower... I would have to see some trials on that, as I am not experiencing it. Haven't dredged or pvp’d so cannot comment on that. Previous way was too arcade for my tastes. I understand some dislike change in general, and others have sincere criticisms. I offer my comment as I am not displeased with the changes.
  3. Want to buy a 92ql cloth armor set. Send to Arishok if available. Thank you.
  4. Ooo you said poisons. I am in. This borders Venom spell, so theres that to consider. But I am in for any flora additions, upgrades, and additional usefulness.
  5. I picked greymead for the implied challenge of being in the middle if nowhere on a huge server. Greymead was a solid starter town even 3 years ago. Huge wall, clay, and tight layout. Me and my wife were beset by wildlife constantly. We were in a constant state of dying or wounded. Everything takes longer when wounded. We kept making wounds worse when attempting to heal. Couldn't kill anything to make healing covers and our forage skills sucked. Cotton was gold to us and we couldn't find any for what seemed like forever. We had a fellow newbie hang with us in those weeks, and slowly got our act together. We also had a few other new players constantly trying to get at whatever wasn't locked down. Hunger was a constant pest. Luckily there were two deeds that had popped recently and were able to get some useful things. The three of us eventually headed to the coast in three carts. We died several times in route. Found a place, set up shop next to a mine and a guard tower. Built my first ship and stopped playing for about 7 months. Wife's character is now my mule.
  6. Well, I do agree with you, @LionIX I suggest it is optional; concurrent with deed system as it is. There is and will always be desire to do what you please in a sandbox, and I agree that the current deed system allows for that. I would not want to remove that. If the bonuses were so great that it became a “must have” to enjoy the game... it would be a bust. But I have noticed players will reach for even the smallest bonuses, even when they aren't sure it even exists. I can make a castle in this sandbox, but other than ooos and ahhhs, it functionally is no different than another. The bonuses I have suggested are specific rather that broad. Similar to perhaps having a type of affinity for a singular skill. In this way I could create something that could genuinely be unique, and survive on likeminded players. If I had a mining village, and attracted enough players wanting to grind that skill, perhaps I then could upgrade to a town. Now we have mining grind and blacksmith. Maybe we are just dreaming, or maybe we are fueling a kingdom on Chaos. My agenda is likely a city, I cater to my people to encourage growth - there is an optional goal. We have many of those already. I reach the desired number, pay the fee, now we have a monumental achievement. It has a tangible value. One that can be sold, or passed down. It could rise and fall just the same. I cannot predict what players would actually do in a case like this. I very much appreciate your feedback, though.
  7. I like the idea of that. In practice, I wonder how it plays out though. I have noticed most trolls I have run in to lately have been around bridges - coincidental or not, I loved the idea of that. Imagine a goblin hut. Chance to spawn at abandoned deeds. Green dudes just love scavenging. They stay leashed to the hut so fighting multiples might be common. Last one has a key to hut, where the nasties store their collectables. Random mid ql loot with a small chance of something more valuable. Disappears when looted.
  8. @EtherdrifterI appreciate the further explanation of your position. I wasn't following you quite accurately. I agree with what you are saying, However, I do like the mechanic of runes. That they themselves are gated behind challenge, limited use, dependent upon multiple skill sets, and not guaranteed. Having said that, they are arguably in place as a circumvent to priests while priests are still hamstrung from the basics others enjoy. The lonely class in a classless system. Each attempt I explore to imagine a change to this scenario inevitably results in a butcher knife cutting off huge chunks of player base. This is a mess that was created, and players have invested heavily in to this mechanic as the structure was provided to them. I still stand by the position that spells should not be universally achievable without commiserate sacrifice, and I am considering Ether’s position that the change has already begun.
  9. Yes! That would be a nice improvement. The pillars now seem so oddly... limiting.
  10. I found something about that... "The original deed system was a fairly straight forward affair and gave you a limited choice of sizes and either a Homestead or Village style of deed. Distances between deeds had only two options, you could choose between three guard types, and with some deeds you got a kingdom trader contract. And that was it." Well, for what it's worth, the idea is to co-exist... those who like the current system, and those who want an environment/opportunity to offer something different without interfering with one another. I certainly cant predict what players would do. Thanks for feedback!
  11. So we have weapon skins for combat achievements. How about Architecture skins? Tiered at 30, 60, 90 Carpentry/masonry skill. Either enhanced versions of the stock versions - such as elaborate carvings, unique trims made from other materials, etc... Or just architectural styles, viking, greek, asian? I would love to have a longhouse with a nice roman temple nearby. Or would that gaudy up wurm?
  12. @ArthurHawkwing I, too, buy premium through CC, and even my silver. I had bought player sold silver once before, but not anymore. I make well enough money irl to have no qualms about spending it to further enjoy this game. So the savings are negligible. On point 4... Something along those lines I had gleaned from other games, and other players ideas: So, with that, consider everything about deeds remains the same but with the following additions: - Villages, Towns, and Cities. - One a population of a deed reaches x number, a mayor may upgrade the deed to a “Village” - One time fee, that might also increase upkeep, that is permanent until disband. - Villages are allowed a single “focus” from harvest/nature skills (farm, mining, AH, woodcutting, fishing, etc.) - A focus offer a tangible increase to a category such as XP, action speed, or other suitable bonuses. - it scales up over time, and decays once pop drops below minimum. - Town is the next upgrade, and offers two focuses: an additional harvest or one harvest and one crafting skill (blacksmith, carpentry, cooking, etc) - City is final stage. Considerable cost and pop requirement. (Perhaps similar to founding kingdom) Offers three crafting focuses, and ability to build a monument (war, knowledge, religion, etc). - monuments could offer a unique area of effect bonus - adding a requirement to “fuel” the monument could offer new conflict. Cities could be marked on map, and perhaps a teleport location for new players similar to starter deeds These could be optional upgrades while leaving current system in place. Anyway, that is one example of perhaps encouraging purposeful deeds that aren't one player dust towns. I cannot sort out a manner that would make sense for kingdom quite yet. One idea is deeds in a kingdom, linked by highway, could have linked merchants. Village merchants are like they are now, but town merchants are combined with the villages associated with it, up to city, which link to towns (and by extension) the villages. Probably would be best to limit them per level. Since Chaos has no lively markets, and kingdoms aren't allowed on KI, then this is just a thought experiment. If you cant tell, I am off work but cant get in game. .
  13. At a minimum, 6g a month on Indy and 9g a month on Xan. I have no idea what other feature pulls out that much miron in Wurm on a consistent basis. If that is the largest, then it must be a smaller group than thought paying for premium through coin.
  14. Not sure this the place to continue this discussion, but... 1st 1s upkeep included with premium + additional premium citizens add to upkeep (addl 1s) and on and on - else you will further encourage hibernation and one man deeds.
  15. You know I have wanted to put together a roving expedition since first coming to Wurm. Plan a sail date and hit a location, set up a bunk house, etc. stay for a week or two. Arch the area, hunting to get more freedomers in the killing things game, and restoring areas - removing useless roads, fixing jacked up terrain, etc. then plan a sail date and start over. I can be a flake at times so never committed to trying that. Lack of decaying locks eats at my soul. There is increasing conversations from players about deeds, and retro alluded to internal discussions as well. I have a draft similar for some compiled ideas. Bottom line - better incentives to be near one another, but not beholden to the king of the token. I believe deeds should be a mid-late game goal, not out of the gate. System isn't set up for that.