Arishok

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Everything posted by Arishok

  1. + 1, some mechanism to scuttle some boats and carts. Sometimes they are short term use, or no desire to fetch/sell it. Esp ship tranpos. Even for PVP have an abandoned timer? Like 24-48 hour accelerated decay? Or a week? Lol something.
  2. Done. Poll seemed a bit skewed, but that might just be from my lack of experience in this game. But, I think triangulation is way to go. Survey, interviews, and focus groups. At least one answer was humorous. Might want to guard against any flaming.
  3. Fair points. The linking was for local only, not global. Personal merchants are already so local you have to stand in a certain spot. Linking many of them in a relative area (looking at you, glasshollow), helps from the bouncing from one to another, hoping you find what you want, trying to remember details of another... ok which merchant had that dioptra again? I really like the bazaar feel, but there are diminishing returns after a number of multiple merchants. I will concede to your point on bulk goods. Massive amounts of Inventory of certain goods, especially raw goods, happens in this game if you want it to or not. I learned that very early. For every suggestion I have found to trim the fat, I have found equal opposition to those proposals. Conundrum. So, what about other goods? It would almost seem that for finished goods, its high end or nothing. Looking through the merchant ads on the forum, 5-6 years ago the pages look more like I would expect to see now. Finished goods that run the gamut of quality. Few with ultra high enchants and the like. When I started a year ago, finding cotton, wemp, even tools of mediocre quality felt impossible. Foraged and foraged, and spent what cotton I did find on healing from the wolf that attacked me while foraging. The traders in nearby town had crap players sold for coffer coin, and money sinks. The personal merchants mostly had upper ranged goods out of my budget. The system does not appear to be set up for early players selling to other early players. Can’t afford a personal merchant, forums are mostly high end goods, and trade chat is same. All of those merchants platforms are useful and great, I use them all — but there is an underserved segment of low and mid range I am attempting to address. Thanks for your feedback.
  4. Thank you very much for your assistance. Pretty much where my research was leading. So Apple documentaion suggest my machine supports opengl 4.1. Is this not in fact the case? Or simply means its available but they arent going to do anything to ensure it works?
  5. This is NOT a post about Wurm’s overall economy. This IS a post about we buy and sell things. I want to be able find what I am looking for, reasonably, within game. I want to be able to compare prices and quality when available. I don't want welfare. I don’t want to earn coin to buy a modest frying pan by selling twigs to a sundial. Before I could make food of even basic quality, i would have preferred a rare acorn to a rare 5i. I felt obliged to keep the coin, I would have sacced the acorn to feed myself. Rare finds or rare crafted goods, bulk items, buying coin, or coin drops. These are the in game method of new to even average players to purchase goods in exhange for the time of making it yourself. Which for some things, could take a LONG time. Many other similar suggestions exist on this forum, but of the many I found, they seemed bloated with many complicated changes, and new models. - Buy orders: Reuse recruitment boards to post orders. Located in NPC towns. Players can post one-time, or recurring buy requests. Requests for bulk items, or any rare mats, I would imagine might be common. - buy orders could be also be linked to each npc town per server, with posting cost. - Multiple (7 or more) personal merchants within a defined radius creates a consolidated purchase screen. Shows goods, sellers and prices in one screen. This would allow greater exposure to merchants in crowded areas, and increase competition and improve buying experience.
  6. @FranktheTank sometimes the S&I board is a soup sandwich eaten with chopsticks. +1 to you
  7. A weapon of fantastic quality, embued with especially high quality enchants, runes or the like and made by a fellow player... damn right I would want to weld the mighty huge axe of suspicious circumstance! THAT I could get behind and support. In general custom naming because I know how to right click edit would produce confusion. It would be poorly made window dressing on what otherwise would be a crap item. Think there is a learning curve in which axe head actually makes a huge axe? Imagine seeing custom names everywhere and trying to figure out where its at in the crafting menu. Like I said before... there can be other mystic arts besides religion, sorcery, and meditation... making something that is extremely difficult, or TRULY rare could be one of them. I sometimes get a kick out of looting randomed, abandoned stuff made by players I know and respect. Edit: considering the nature of attaching and enchanting that would probably negate the original singular player from uniqueness. I wouldnt support bone use, however. Edit more: on further consideration, this has really got my imagination going. I was general -1 on this whole thing... but yeah something could be made of this. I am aware there is a dark art of farming rares, I’d hate to see this swallowed up in that if implemented in any way. There is no real expectation that Id find myself the creator of such a thing, but knowing it would exist and that players with invested time, skill, mastery, and a twist of lime to create such a thing is enough to garner my support.
  8. Thanks for your feedback. I would be open to instance ideas that didnt create a single player mmo, story driven playthrough, or a series of dungeon crawls. The combat mechanics, of course, are adaptable to what actually might work well in my example. I was interested in an idea that might flip normal group pve combat on its head. Players who would otherwise only have tool skills rather than weapon. Those with weapon skills would obviously fair well, but open a path for pve players who don’t actually engage the environment lol. A simple farmer or craftsman could actually make a difference. One variable though, how many of those players dont engage in pve because... they simply dont like to? As far as the priest angle goes, I am bemused by priests addiction to favor, and well... rope. So was born an enemy who also was addicted to that favor. Tactics would involve balancing use and replinishment, while defending the enemy’s consumption as well. Followers couldnt win with out priests, and priests would quickly be devoid of power without followers holding back the onslaught of the restless spirits. There is a risk, I believe, in creating situations that one player type is wholly dependent upon another. But something to explore perhaps.
  9. Our hardy carpenter disembarks his trusty rare Lindenwood cart and begins to dig around for his favorite worn hatchet, iron. "What a beautiful day to be alive.", he thought out loud to himself. As he made his way up the slope toward the forest, he had barely noticed the aged Brown bear that scurried off in to the distance. He had also barelierly even noticed the adolescent Bull run for his life in quite another direction when he stretched his hatchet out to fell the mighty overaged Walnut. It was at this moment he recalled his previous mistake with the cart, and stretched his hatchet instead to a nearby mature Cedarwood tree. Whack! A peculiar thing happened to our hardy carpenter; He had a thought! "Why are there no bird sounds?", he thoughtfully muttered, "An update perhaps?" But, alas, he would not let this immersion breaking question interfere! "No matter..." Whack! He suddenly found himself surrounded by thick fog. He was no longer sure which direction rested his rare Lindenwood cart. His vision was quickly obscured. No more horizon, no more blue sky. The darkness had found him. He heard a whisper. "Who is there?" He cried out to the dark. Another whisper came from behind him, "Come out!", he exclaimed while swinging his hatchet wildly. Now the whispers were all around him, torturing him. More and more the whispers grew louder until they turned to screams, raking his mind of its sanity! From out of the darkness, a wraith set upon him with her ghostly sword, and the carpenter's soul began to burn from within. He began to peel off the leather armor that once protected him from the wild's beasts, as he did not know what else to do. His skin felt as if it was melting away just as his soul was ablaze with the fire of Sol. The cocophony of screams pushed his mind to the very brink of reality. In the dark madness of pain and torment his fingers found his hatchet... he swung... he did not know what else to do. (end cheesy introduction) Since I comment on others S&Is, I figure I should pony up something. So enter... The Myrkur, or The Darkness (Libila's arrival has emboldened the restless ones...) This is an event similar in basic principle as a Rift, and containing some basic ideas from medieval folklore. Similar previous suggestions: https://forum.wurmonline.com/index.php?/topic/63502-haunted/&tab=comments#comment-626298 https://forum.wurmonline.com/index.php?/topic/138187-undead-vermin-abandoned-places-and-wild-caves/&tab=comments#comment-1415994 Other comments found here and there, but this is the bulk of what I found. - The Dark Forest. Old, creepy, and eventually deadly. A Myrk appears when certain criteria is met: Once per wurm year, a location with x number of trees growing within y tiles of one another (with a set % requiring to be of age "shriveled"), AND/OR an x number of off deed building walls that reach a set % of decay, could generate a Myrk. The former would be less likely to be "crafted" intentionally by players than the latter, but really this would come down to 2 things: Does current coding allow polling of locations like this, and if so, how many would exist on any given server? This idea originated form the meditation paths requiring "criteria" to be activated. - A Myrk forms over several days, beginning with the server wide announcement: You hear rumors of a tainted forest near Greymead. Over the next 24-48 hours it would generate fog and periodic shrieking at its location. If localized weather is not attainable at this time, the whole server could be engulfed in Fog. This would create: confusion, a desire to end it, and unending complaints in the forums followed by promised ragequits. If a traveller enters the area prior to maturation, they get a "Creeped out" debuff, and begin hearing whispers, or seeing things that aren't there. Within last 18 hours prior to maturation, small specter critters begin harassing our campers, complete with maniacal laughter. At full on poltergeist, you don't want to be there alone. Graphical effects that could afflict players on the client side are unknown to me, but lots of ideas spring to mind (indistinguishable voices, screams, hallucinations, nighttime effect while in zone, etc). -Enemies to be faced would be many we have seen before, but with a the spiffy spirit templar skin. Tower guards, trolls, goblins, bears, the deadly pheasant wraith! I have no doubt GMs and DEVs can find a multitude of things once living that would suffice. Bonus points for dying the glowy skin dark. Now here is the part where I truly reach into my deep pocket of "I don't know what the hell I'm talking about": Combat: Like our hardy carpenter, charging in with the full plate of metal and a 2 handed sword of spite, will not improve your battle prowess much. - Sorcery fairs very well against specters. Priest Spells do very well against specters. As these restless spirits cause internal damage and ignore armor, speed is your defense in avoiding the ghastly blows from ghosts. But speed is also your offense. What are you best at? Shovel? Hatchet? Mallet? Sword? Once a tool or weapon has been BLESSED, it does consistent damage, only modified by how quickly you can swing it. This is where those more knowledgable than me will point out... this tool/weapon/branch has a base speed of x, with woa would do y damage, divided by zero ... etc... etc... (but that is what needs to be discussed if this idea has any merit). Another interesting thing about specters, is they want to devour favor. They want the favor of the gods to move on from this plane. But favor has just whet the appetite of these otherworldly haunts... once that has been drained, your life force will have to suffice to satiate them. Followers might do well to lead the vanguard while favor heavy priests are seducing these ghostly beings with their favor fused smite. But what shall we do while our priests quickly run out of favor?... is what you might be asking yourself right now. Each specter's death spills the favor/karma they devoured. You must finish them off to continue finishing them off (this, too, would require more fleshing out to ensure a balanced challenge... even.. dare I say... defeat!) Another element of defense... The Ward. Wards are created by PoL Enchant. The drawback: nothing goes in... nothing goes out. My concern is an abuse of this, particularly prepping prior to battle. But... instead of ramparts... a row of enchanted grass... maybe not too bad. PoI get in on it too... they don't see hallucinations! Ending the Myrk would require casting blessed/dispel/some other neat interesting logical spell on a corrupted altar that appears after several waves have been vanquished. Sure, you could sit and milk it... but more wraiths will pour out... much stronger than before... you will eventually all die. Mwauhahahah. No loot for youuuu! And all those who participated would have this nasty head wound that would last for some time. Eventually, the Myrk would collapse under the weight of all of its evil doing. Better luck next year. Loot... loot... loot... what is there to gain from this, beyond removing what is undoubtedly not going to be accepted: Fog. Rift loot would be redundant, and well, not make sense. No bloody tomes! ok... what about Source Shards! I wonder what would happen if you dropped some in a forge, or used a chisel on it... or put it in a sandwich...
  10. just brainstorming names here... -Troll Piss (moonshine) -Goblin Blood (bloody mary) -Cup o Enki (coffee) -Retro's Death Tab (boilermaker) and so forth and so on...
  11. Perhaps I was misunderstood. I do not see Tomes as useful in this regard. A 60ql frying pan might be useful to some, however! The same some who might not have enough karma to turn on a lamp, much less cast a wall o' fire. I wholeheartedly agree with NO tomes in the new journaling system. Just a rehash of the old if it was added.
  12. - consider replacing the “one of these things are not like the others” endurance sandwich with a tasty beverage. I know I prefer my sandwiches in the middle of a 5 mile run, but wurmade might work too. Create a viable market for flasks! psssss. perhaps coffee could restore exhausted fatigue. At least let our beverage makers earn a coin off the botters.
  13. The market chat has been very active. The Market forum has sellers I have not seen in months... The numbers of players consistently in game looks high (seasonal, I get it). I love running into many different players after long stints of empty sectors... Hanging around the awesome new Haven's Landing, seeing the new hovels pop up, helping some newbs get their bearings, older players filling needs as they arise. Observing a team dig a new useful canal, other area development... The EVOLUTION of fishing, and priesthood. The overall player participation in learning, critiques, and figuring it all out... Seeing the staff help people down off of the far from perfect broken last ditch personal goals... The remaining mystery of the Knights of Seris... Developers make the structure, players make the culture. Whats OUR culture? This just seems absurd. But anyway... where's MY shiny new compass?
  14. The journaling system seems like a good platform to provide new characters with something USEFUL along the way. Seems like adding tomes to this would recreate the mess of the personal goals system. Rifts seem specific in their purpose. I have noticed the cold, efficient method in which they are often dispatched. Sometimes quelled quite swiftly. The loot is specific, not jealously guarded, and provides useful items back into the world. Tomes, most likely, would disrupt that entirely. I could only imagine how the area could be fenced off by whoever called dibs. If you think like a bandit, I am sure there are more ways one could envision to benefit their select group alone. 3 very interesting "mystic" arts exist in this game... priesthood, sorcery, and meditation. The mechanics of acquisition and use are distinct, and unique. To me, these are the real hidden gems of Wurm, and should be protected from becoming common. The recent priest overhaul seems to have made Priesthood move toward normalcy, and just a few weeks in, many suggestions here and in Global are asking for even more normalcy, and to make priest skills.... easier. Are we really moving to Wurm: Priests & Impers? This is not to say the overhaul was not a good thing overall, but I am speaking only about what appears to be the encroachment on ANY value of NOT being a priest has. This is low level compared to sorcery, but the mindset is the same, no? Archaeology has potential to becoming its own mystic art, as do many other skills, in their own ways. From Restoration, Missions, Astrology, Books that could hold many pages of unknown origin... there has to be a more engaging, and creative way than just... crude drops. Protect the Arcane from becoming Mundane. If everyone gets to be a jedi... what's the point in being a jedi?
  15. well with all that the other author had suggested, I thought it was notable how the plow took so much opposition. With the in depth changes to cooking, then fishing, then priests, and personal goals... farming seems left behind in general - but so do several other mechanics. It seems there is a long range plan to move this game into something else, and I can appreciate any silence from DEVs until something is concrete for each evolution. Saying things that may never be, or cause panic, would be a bad thing. There is a distinct line between DESIRE for mechanic changes in a lot of areas, and the OPPOSITION to those changes. Flesh out the argument more... maybe it can fit.
  16. MacBook Pro (Retina, 15-inch, Mid 2015) 2.5 GHz Intel Core i7 16 GB 1600 MHz DDR3 AMD Radeon R9 M370X 2048 MB graphics Intel Iris Pro 1536 MB ================ Using Modern Renderer... Can not see new water update. Have all settings maxed, game runs great, and looks great. Runs around 30-50 fps. Can see the water update on windows side (bootcamp) with same settings, but game doesn't look as good, and runs poorly. Any advice?
  17. Lol I am beginning to think this was an overt hint. Mr. Benth, I presume?
  18. +1 to general idea Plus, cod piece for unique helmet
  19. Karma seems largely irrelevant for non sorcerers and noobs. Whats good for noobs is corpse retrieval and teleport home. But plenty of noobs might find most missions outside thier range. Lots of skillsets that they wont possess for a while, including cross country hunting. What rewards are good for new, mid, and late players? Instead of one reward for all, rewards/difficulty should be relative to skill levels? I like the SP overflow in to powder, but I can quickly see that wrecking SP value as system gets manipulated - (alts loaded already with max SB). One coveted item is source. It can be difficult to locate, and locked down when found. Source salts or crystals as reward? But... that can be easily hoarded in large numbers and wreck markets etc. In another way, that might allow some to enter a marketplace that they lack other skills to compete in yet. If the results of missions were more relevant to me, I would be more inclined to actively pursue them. Right now, depending on my SB amt, I might do it based on ease or likelihood of completion. As an after thought, adding from a comment I made on another post, incorporating mission chains that build on one another in the form of a hero/antihero mission chain. Missions that may cancel another out to thwart an end result of a specific god while promoting the end result of your chosen one. Or an over arcing chain that requires clever thinking or high level skills to complete. These may take you from one server to the next, utilizing a wide range of skillsets. End result may require a herculean effort that results in a hero/antihero status depending on path you took. I am thinking in terms of hercules trials, or the odyssey. Also, - priest specific missions - missions that only appear to players above or below a specific level in a skill. -mission for meditation with skill reward - so on and so forth
  20. Pictish tats next update!
  21. Congratulations! To the victor goes the spoils!
  22. I dig it. Of course, Ill probably make a one room sweatshop for them
  23. One of the major mistakes SOE made with SWG was with housing. Like many MMOs land and housing is a tool to get money out of game world. They had the incentive effect of removing decay and specialized profession bonuses. As space was limited, grouping up was ideal. After Hurricane Katrina they suspended upkeep costs. It was never reinstated. Originally, in order to have a village or city it required 2 other players to build homes within 48 hrs. They later removed that. What was once bustling areas then became desolate, as players could maintain residences at no cost, and could occupy land by themselves. Huge empty cities in empty servers. Not totally comparable, but lessons learned. It is a difficult matter no game has perfected. Looking at reasons why people deed up would be useful, but encouraging one man operations toward specific types of deeds could be considered. The hermit hut, the wealthy villa, logging, mining, and hunting camps, farms, fishing villages, then more populous industrial, residential villages/towns. Production bonuses or specific item types (piers!) could be applied. For “end game” content, I think about some Final Fantasy titles as I have played and get drawn into fantasy of joined professions. Idea is by leveling certain seperate skill sets, and after attaining a set level of mastery, new skills become available. For example, high level in tracking and archery could unlock access to champion hunter. In essence, similar to sorcery, where combining spells produces a new title - look at current titles or modified ones to create not only new titles but new skills. To preserve some horizontal progression, new skills could be pseudo versions of existing skills i. e. Champion Hunter to Reveal Creatures with modifications such as once every 24 hours reducing time by skill level earned, or progressive strength of ability with increasing skill as an example. Creating whole new skill sets that could exceed current ones could severly impact horizontal progression however. In the same concept of utilizing high levels in multiple skills, missions could be added to require high levels of multiple skills to accomplish. Hero scenarios. In trying to fully grasp the religion and priest aspect of Wurm, I do not see priests as mages with sorcery present. Intended I am sure. I find this quite compelling at the moment. Something I routinely find myself pondering during the “too many gods” discussion is ancient rome and greece. Those societies, as many others, had many. Wurm has champions, of course, but I also like to expand that to ancient heros. Take any of the labors of hercules as an example. Say a hero scenario is to steal cattle from a cyclops. To reach him you might have to climb over a huge mountain, dig a long tunnel, travel through a valley packed with champ scorpions, build a ship to sail across water, then either stealth away the cattle, or slay the cyclops and take your spoils. Heros perhaps would not have to follow path of priests, nor ascend. Perhaps they do missions to spite the gods! A mere mortal showcasing godlike skill. Let imagination free. Solo, group, time limited or open ended. Its a sandbox after all.