Vaelir

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Everything posted by Vaelir

  1. This is a copy paste from a suggestion I made in another thread which gained some traction, to discuss the topic solely. Essentially aimed at increasing the level and difficultly of PvE by making the tracking skill more fun & interactive and useful for hunting mobs, either individually or in groups. The Initial Idea: The idea is that we could make monster "spawns" a trigger event specifically a result of tracking. For example, if you track for something eventually you trigger a spawn (creature spawns) a number of tiles away. So you get a fight on your hands. With a bigger rework this could lead to a progression based track, similar to archaeology caches, such as a hunter getting more and more spawns the longer you keep it going (in a single session). So you stumble upon a troll, track a camp with 2 more trolls, eventually find a cave entrance with a miniature stronghold of 20+ trolls. But only if you keep on their trail in a set amount of time. The player has the choice of when "enough is enough" and its getting too hard to continue on the trail, or can invite a hunting party. To prevent players tracking and "spawning" larger camps on new players we could add that the monsters spawned as a result of tracking are only aggressive to the tracker or anyone who attacks first - to prevent a stronghold spawning on a newbie in the area? My own opinion on this is: +1 to anything that makes PvE Interesting, I've found it mundane trying to find trolls etc to fight and skill my FS. -1 to anything that would impact newbies negatively. Implementation Suggestions: Make sure spawns are tied in with fight skill and tracking, and make spawns away from start towns and highways. A further option would be to limit how far these spawned monsters can walk from their camp, keeping them close knit to return with a friend when things get tough, but also ensuring a swarm don't wander toward new players. In my opinion tracked creatures should also be related to the terrain where possible for added Lore and immersion, trolls when rock tiles are within X distance, wolves/bear requiring forest (tree tiles), crocodiles, anaconda in desert etc... Graphics for Stronghold or small mob camps would be a nice addition too ^-^ In terms of rewards, I don't think we should add anything new other than what is butchered, but there is the opportunity to then take this further and have 95+ tracking, who clear lots of difficult mobs eventually spawn some kind of boss. (eg. Kill a Troll Stronghold, find evidence of another potential tribe to the north, where there's a Champion Troll and more of his friends). Possibly up to a Troll King for example, or Forest Giant protecting his wolf friends (which were coming in huge packs later in the content), obviously a rare spawn and requiring insane 95+ tracking skill. Removed Uniques from the scope of this suggestion following community feedback, however new "tougher than champion" monsters would be welcomed, as would "clues" as to a related Unique's location on the server. What do you guys think? I'll try to keep track of other ideas that the community like in this post too. Additional Suggestions/Responses: TBD - Add your views in the thread and I will collate here if they gain traction with the community!
  2. In fact ensuring tending is required for maximum yield QL (max based on farming skill) would likely help the veggie market as less 100ql crops would be farmed if people didn't put in the effort required?
  3. Like the idea of the "deploy" option, and a speed penalty could work to limit impact on the market, as could other methods such as ensuring that tending was imperitive to getting a good yield - maybe tending increases QL of yield in addition to quantity rather than always being a 100ql harvest? - that way high ql veggies for saccing would require a rake and some level of manual labour to see good returns! (I think raking each field daily to ensure 100QL makes sense, if you leave them and only come back to harvest in reality QL would be poor due to disease, birds etc... crops need attention!) That way you cant just get on a 30km mount, sow and harvest, as you'd get crap QL, maybe as low as 30-40ql with 0 tending?
  4. I do really like some of the ideas in this discussion thread (not the cave bugs spawning during mining). I'd like to see each mob be given a "spawn location" which fits with their lore, wolves being in the forests and in packs, but also a proximity based attribute, such as they stay within X tiles of their spawn. X could be made larger in different seasons, or day/night for particular mobs. Keeping trolls closer to mountains (but not out of reach) and crocodiles/anaconda closer to sand should help the "newbie" players as they at least can make sense of where "not" to go. Maybe we could fix the "all mobs try to go north and up mountains" problem through this proximity setting too. If it spawns in a forest, it stays in the forest etc... Spawns could come in two's, and result in "breeding" or more spawns if they are not culled - up to a limit to prevent walking in on 50 trolls. (Unless managed into some kind of troll stronghold event). +1 for making tracking more useful for hunting mobs, maybe we could fix the "all mobs try to go north and up mountains" through this proximity setting too. Perhaps, to aid hunters, we could make the "spawns" a trigger event specifically a result of tracking. aka, if you track for something eventually you trigger a spawn a number of tiles away. So you get a fight on your hands. Perhaps with a bigger rework this could lead to a progression based track, like a hunter getting more and more spawns the longer you keep it going (in a single session). So you stumble upon a troll, track a camp with 2 more trolls, eventually find a cave entrance with a miniature stronghold of 20+ trolls. But only if you keep on their trail in a set amount of time. This could make PvE pretty interesting, there are so many possibilities! Note if it is based on tracking we could add that the trolls etc.. are only aggressive to the tracker or anyone who attacks first - to prevent a stronghold spawning on a newbie miner? +1 to anything that makes PvE Interesting, I've found it mundane trying to find trolls etc to fight and skill my FS. -1 to anything that would impact newbies negatively. Make sure spawns are tied in with fight skill and tracking, and make current spawns proximity away from start towns and highways. Deeds are fine, by the time you have a deed you should be either ok at fighting, have a spirit guard, build a guard tower, or not have deeded in a dangerous place!
  5. Just to build on this point of "very low produce" the intent here being that mass farming/markets shouldn't be affected by people who ONLY use the device to sow and harvest and never tend their fields. (ie. no tending and you get 1 maybe 2 yield)
  6. As an engineer I would like to see some level on ingenuity added into the farming system, we have carts and wagons in the game and warmachines, so why not some contraptions which can be pulled by a horse/cow/bull to aid farming? I'm thinking along the lines of making the mundane activities a little more fun, speeding up things like sowing, but not making Farming become too easy to mass farm or skill gain. For example, I some kind of contraption made with 2 ropes, small wheel axle, shafts, planks, maybe add some scythe blades in for fun, and a bucket, which would be used as a "hopper" to add in the seeds to be planted. Then hitch a domestic animal to the newly engineered device and lead or ride the animal through your dirt to either "cultivate" (if passes over grass/packed tiles) or sow (if passes over dirt tiles, and seeds are in the bucket) spreading seeds to the tile the player is on and one either side? I do not want to effect the wurm economy too drastically, nor skill gain, so would not do this for "Tending", but perhaps it could be implemented for "Harvest" with the amount harvested been scooped into the device too into a form of bin (made from the planks). The Harvest amount would be linked to the amount of "Tending" the player had manually done (as they do today), and would provide low skill gain. Basically, making the sow/harvest operations a bit faster, but low skill gain and very low produce if no tending is done. I think this would make it a little more interesting, and fun, whilst speeding up the sowing and harvesting elements which can get quite boring. I admit, I haven't thought through the details to a great extent, but I believe crafting a wooden device, hitching, and adding seeds (like in the chicken coops) is all existing functionality so shouldn't be too difficult to implement? (Maybe sowing as we walk over a tile would be trickier for the dev team?). In terms of being a sandbox I'd already have invented such a device if I could only use my carving knife to make a few cams to add to a shaft! There would be further room to improve the design, for example having the blades as something we attach like in the new fishing system. Eg. adding scythe blades or trowel blades to harvest (depending on type of seed), small buckets (with seeds) to sow. Any thoughts or further suggestions? Apologies if similar has been suggested in the past.
  7. fist bracelet, seryll -- 75 QL. Increases parry chance with fists. https://www.wurmpedia.com/index.php/Rift_Jewelry "This bracelet has a fist symbol on the top side. It is very stable and has much energy left." Open to offers
  8. Sold

    Skull Mask, Oleanderwood 1s, if so COD to Vaelir? No longer interested as a friend gifted me one!
  9. 90ql Rare Scythe, silver N96LT96C99MS97 12,50s 10s Please COD to Vaelir if still available.
  10. WTA Rare Mask of the Shadow: For reference, it does glow! Starting Bid: 8s Min Increment: 25c Buyout: 15s
  11. +1 Trustworthy, bought 20s via paypal :) swift delivery!

  12. If you didn't send this order please don't I need to prioritize another enchant, will keep you posted once I decide whats more important for me (Edit, was in referral to this original post, many thanks for the work on my studded!)
  13. Mailed you Rare Studded Jacket & Rare Studded Sleeve for imping to 90 and aosp 90 casts (please imp first to reduce chance of shatter) Thank you!
  14. Thanks for the feedback all! It's good to know the information about the rolls & I'll update shortly to reflect this
  15. Hello Wurmians, I created this spreadsheet for personal use a while back and recently shared it with my Alliance and the CA Help chat. It is based on the formula available on wurmpedia and regularly referenced in the CA Help chat. I believe it is self explanatory but you basically fill in the blue fields to work out either the optimal ore type to mine with your skill and pickaxe QL or alternatively use the other calculator to work out the best QL of pickaxe if you want to mine a specific ore! I figured it worthwhile linking here for the wider community, any feedback would be appreciated! But feel free to download a personal copy if you want to tweak it to your own taste, otherwise just fill in the blue fields to make use. Note: The "guide" part of the spreadsheet is somewhat opinion based and there are likely many other alternatives! ^-^ A Note on Vein Quality/Prospecting: Skill can only be gained when mining ores under 39 QL, however ores mined at the "cap" for their Quality (such as mining a 35QL ore from a 35QL vein) could have rolled higher than 39QL (such as 60QL mining action) and so would not provide skill gain - but would be capped by the quality of the vein and therefore result in a 35QL shard/ore. In addition to this, you won't get skill for any ores mined at 1.00 QL either as that is considered a "fail" action. The equations provided in the spreadsheet therefore focus on maximizing the amount of shards/ores mined between 1.01 and 38.99 QL, whilst also preferring longer actions for more chance at a skill tick. Note that is is still recommended that one should always mine ores which prospect as "Poor" or "Acceptable" as this leaves the higher quality veins for you to mine with a better QL pickaxe when you want to mine higher QL shards/ores to use. https://docs.google.com/spreadsheets/d/1p_1hjgJcxYYicJlHbVVN2UU10DsVd6SvFlUudXCbYnw/edit PS. If many people are using the spreadsheet at once it is likely to be frustrating so I would recommend downloading a copy and I will update this post if a new version is ever released (unlikely unless lots of constructive criticism or updates to how the mining skill is gained in wurm). You can also open the google docs version & go to "File - Make a Copy" to have a copy of the google doc version saved to your google docs. If you would like to see more spreadsheets like this, feel free to ask and I may be up for it! Also I am totally cool with anyone else making similar or even using this as a basis for the other skills. Enjoy and Happy Mining! ? V
  16. Great Service! Sent in 4 tools for enchants and had them all back enchanted within 20mins of requesting! 100% recommend
  17. Horse shoe, iron QL_90 WoA_99 3,2s Horse shoe, iron QL_90 WoA_99 3,2s Horse shoe, iron QL_90 WoA_99 3,2s Horse shoe, iron QL_90 WoA_99 3,2s COD to Vaelir Please
  18. saddle, leather 90ql WOA96 - 2s50c COD to Vaelir Please
  19. Very pleased with the quality of service! Many thanks for the lovely set!