Chubby

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Everything posted by Chubby

  1. Trait Speed Tests

    And that's one of the broken mechanics they need to fix real soon. The fact that 5 speeds split into 3/2's shows how important it is to have mixed traits and the current system not really giving you that option is a complete failure and is why breeders left in droves...because they broke it. That's why we need to more testing to find out exactly what these traits do so we can know just what extent they broke it so they can fix it, and in the meantime properly breed to work around it until it is fixed. Splitting up necessary and complementary traits into various categories is a great idea, especially with the creation of output traits for milkers. Making these necessary and complimentary traits into various categories then making so you can't intermix them is the problem that needs to be solved. The whole idea of adding and splitting these traits is to make customized breed for individual needs and not being able to mix them breaks that entire concept at the root.
  2. Trait Speed Tests

    So you haven't tested anything? Thanks 3 draft traits specifically mention mounted weight limit increases. 1 negative trait that reduces mounted weight limited I have tested a bit. not enough to full results but enough to find out if draft traits matter when mounted and yes, they very much do, and it's very much associated with weight, as I tested naked and loaded to max with dirt (about 13 for me at this point naked) Since weight matters, how speed you lose on hill when pulling or carrying that weight matter, which I also found it does matter. To what degree it all mattered I don't have enough animals to determine exactly, but it definitely matters. That is what needs to be tested. Speed traits, how fast it can go. Draft traits, how much weight it can carry or pull (which indirectly effects speed, cause the more weight you put on it the stressed it is and so the slower it's it's going to move). So an animal that can handle a lot of weight is going to do better on a hill then an animal that can't handle any weight. And yes, I have tested enough to confirm that this is true, but again, i dont have enough variety to test by how much, which is what I'm asking the larger community to help look into so we can understand it....not brush it under the rug and pretend it's not a thing because it's not understood.
  3. Trait Speed Tests

    Fantastic work so far with what the Op, and most of us, had available at the time. What I would like to see is more draft testing. How do bulls fit in now, if at all? How does draft vs speed work on grades, especially under load conditions? I'm the alliance farmer. I actually farm on 4 deeds and live on a fifth, and might farming on 2 more deeds soon once surfacing work is done. As such, not only am I pretty much tied to my wagon all day, but I spend probably a good 60-70% going either up or down 15-20 slope grades. Now wemp, veggies and cotton are not close the heaviest things you can put in a wagon, but weight is weight. I don't particularly need speed. In fact I don't really want speed. yea, strange but not really. I drop my stuff in piles while im farming , then use the wagon when I'm done to pick it up. Many items, when it's not a crate can often be hard to spot, as such a fast wagon is not really desirable. I want to go faster ten I walk, but I dont need a 35km wagon. 15-20 is fine. What I do need is something that can hold that speed when going up hills with a fairly decent load. I'm curious how well draft traits play into that and which animals are best for pulling up hill. Not just the fastest, but the ones that come closest to maintaining it's flat speed (and yes, I do realize they will all lose speed, but I'm betting some, with proper draft traits, will have less loss then others). I don't even know if draft traits have such an effect, but I would assume they would to some extent seeing how they made the move to add weight as variable to begin with. weight really doesn't matter too much until you pull a hill. That's where weight really matters. My guess is, once you start pulling weight on hills, bison will fall off quickly and mules and bulls will come ahead. Bulls are slow, but they are very very strong animals. I would guess they would be the ones with the least amount of loss, even though there overall speed is probably lower then the rest, especially on flats, with mules probably still being overall faster in general, but having more loss on the hill. Like the bison vs mule, on uphill grades, bull or mules depends on whether you want to invest in getting top quality mules, and shoes to overcome the gap. But all that's just a guess. I would be interested in testes of drafts traits effects on loads uphill on various animals, and not just who's fastest, but who has the least loss of speed. Also if any effects of mixed speed and draft on riding animals help or hurt once you start adding weight like items carried, armor and weapons and such. Would seem to me that, if you travel light a pure speed horse would be beneficial, but if you travel heavy, like while hunting, you might want a more trait horse to handle the weight. lower overall vs a pure speed, but it can handle the extra weight better to maintain that speed as you take on more weight and go over hills.
  4. I just hit 70Ah a few days back and seeing strangeness with the timers. Animals I have never bred saying 50 and 60 + hours to breed. Females that have given birth in less then the last 24 hours saying anywhere from 60+ to 120+ hours. Males, although largely seem OK, occasionally have 50-60 + hours. I watched one horse [01:54:15] You can breed them again in 92 hours. [01:55:50] You can breed them again in 82 hours. [01:57:39] You can breed them again now. 92 hours to ready in....3 minutes and 15 seconds? Even if it's supposed to be Wurm hours, that's not even close to correct. Sometimes the Examine the the Inspect are both in sync, many times they are not with no real preference. I inspected one and said it was ready, then examined and said 109 hours. The next horse I inspected said 40-some hours (don't remember the exact amount) yet examine said it was ready. Now we all know you can breed females 24 hours after birth (with the exception of the occasional not in the mood rng roll) so why is any of them above 24 hours at all? Is there now a surprise mechanic simulating peak fertility cycles or is it just a straight up bug? ***P.S., While we are at it, can you guys pleeeeease fix the all the "they/them" typos. It's singular. You are only examine one creature at time. It, he or she.
  5. My alt deed, located on Poco's old deed site near Sloping Sand, has finished digging through a shallow (8 slope) 3-wide canal. The highway has been re-routed around the north side of the deed, and the cateyes over the hump at the old market have been straightened out (no more zig zag). I still have lots of clean up work to do, and to re-slope the banks (particularly on the east side). The original waystone was moved over a couple tiles, while a new one was also placed near the bridge for any future expansions of the highway system via northwest over the hill to Lake Wyvern if anyone ever decides to. **Thanks to Barricade for setting up the bridge for me.** Reed seems to growing quit quickly on it's own in the canal. Already have 8 tiles of it so eventually it could look like a swampy inland river. My first character was on Release may years ago shortly after it's release, when the area was rather built up and fairly active (and Sloping Sand was a swamp).. I always wanted Poco's spot and to build the canal. It's need has long since passed, but I now have the spot, and still need it for my own purposes to transload to/from my main on Xan. There's two old shafts running very close to where I dug on either side, so I don't think I could dredge it for deep boats without hitting rock (and likely Ill be the only one using it and I don't have a deep boat anyway). I'm surprised as it is I didn't hit any even going shallow, as the guard tower sits on top of one shaft.
  6. Step one, find a newb Step two, point to a hill you'd like to be a meadow Step three, tell him to go skill woodcutting Step four, enjoy your meadow
  7. I have an expanded idea off that one. carriage routes were often established along mail routes. it was actually their main income, not the passengers. They often also carried payrolls and tax money. So, we have a highway system. So they can add an NPC carriage system that uses the highways to distribute the Kings coffers to the tokens. Add the ability to be able to stop one of them and attempt to picklock the chest. When one is stopped the nearest guard towers sends out men to stop the robbery. If you out in the middle of no where that could take quite a while. This would encourage players to also build guard towers along their highway if they want their coffers to remain filled. Now, if/when you pick the lock (and you have to do it on site, no taking it away to a safe place) you get a chance (not a guarantee) of getting a small share *not a the full share, can't rob Wurm blind Maybe a 5 or 10 copper coin with an even rarer chance for a 20c or even a silver) of the token coffer, or more often some other item. If you get caught by the guards you respawn on Epic for a determined amount of time by the guards, dependent on how many times you've been caugfht before (accumulated) Epic now becomes a PvP Penal Colony, lmao.
  8. Yes! dog sleds. Personal transport, especially for new players and explores. can carry a couple backpacks (but less then a cart) and slightly faster then on foot, but with a faster stamina drain. Used with dogs . Best bred dogs will have higher stamina or speed or strength, like horses. Could also introduce a cross breed dog with wolves that give a nice buff to speed, endurance, and strength for high end breeders. Wurmitarods every winter!
  9. Now this idea is for top end breeders. Add Mules and Hinney's to the game. https://en.wikipedia.org/wiki/Mule Mules are a cross breed between a horse and a donkey. They are generally sterile and cannot reproduce. They are highly intelligent and very strong and were often the preferred animal for wagon trains. They weren't as quick as horses, but their strength made up for it on grades, but their size made them far faster then donkeys or ox. So now this would mean adding Donkey as a wild animal. So a breeder would first have to find and breed a top end Donkey, and a top end horse (which we already have plenty of) in order to breed a Mule. Now breeding two different animals can be tricky thing to get excellent results Since Mules need to be breed (not found in the wild) and good ones need high end animal skills and a lot of luck, and they are sterile, this would create a great end game breeder content while giving the economy a boost. Well breed mules, if stat'd correctly would be the preferred animal for wagons, and for explorers (maybe give it a stat so you can ride it up slightly higher slope then a horse). This, I think, would create a new market, one that engages high end breeders with a challenge not only to reproduce (pun), but to do so consistently on a high stats level.
  10. Esteron update. These deeds are no longer in existence. (South Esteron) Lotus Outpost, Tirol, Firwood Coast, Irule Farms, Simplicity. ***Southern Comfort and Meander are still up, but seem abandoned. (East Esteron) Esteron Market, Borderlands, Black Rock Isle (North Esteron) Tai Ausbick, Morrowind, Wildelyn, Vanilla Harbor ***Yatesport is still up, but seems abandoned (West Esteron) Rusty Harbor Essentially, there is no one south of Esteron. There are only four deeds in the south (two not on the map) and they are abandoned/inactive, apparently. Everyone is East, Northeast, and West of Esteron.
  11. I'm looking to help build a connection to Esterion. The issue I have is currently I am unable to re-Prem at the moment, so both my toons will be going Freemo soon. As such I won't be able to do the waystone/catseyes, but I can build and prep a road otherwise. I believe the southern route around the mountain to connect with the work Yetian and his group were working on is the best route. Many roads already exist, just need to be improved, only a couple of deeds along the route to work with (or around of necessary) and plenty of good land with easy access to the ocean for future settlements. The thing I would need to know is if there are Prem'd players in the area interested in this who could provide and install the way system as I go along, and maybe help out on difficult situations (like a bridge if it becomes necessary...I see one spot already where a small bridge would be a better option.). Just to be clear I'm not asking for material donations. As i said, Ill be losing Prem soon so donating cats eyes to me would be useless as i won't be able to install them. Im asking for interested parties to be able to install them themselves once I finish a segment of the road. I can make my own pavers as i go along for the road, so no need for bricks or dirt either (unless we need a bridge, but then again, Im asking for help with making it, so any material would be to those actually making the bridge, not me).