HexD

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Everything posted by HexD

  1. Mikeyyaya/Blackdog

    Guy's a legend, always super chill. Let me in HK back in the day, pioneered the Hate path with Taya, OSP and me. Defended against a flotilla of JK filth, then years later, as my journey began on Epic, Mikey took me and some other villagers raiding deep into enemy lands where we slew the enemies of Libila and returned home where he gave me the choice of the spoils! Always putting others first and never left his allies to save his own ass, a solid guy! I hope life gives you some more good times Mikey, you deserve them. Thanks for being a good dude! (OG Beardyman incase you forgot in your old age)
  2. I really like and appreciate this level of professionalism and consideration with regards to downtime/update progression. Thanks to all involved, good stuff!
  3. I believe the light from is transferring between servers (Cad > Def). My two alts cross with no light when they spawn on Defiance and my main which has the runed jewelry spawns with light even though not wearing the item on Defiance. I have a powerful light everywhere I go but my character emits no light to others around them. Leaving the cave changes nothing but leaving the world will reset it.
  4. Amazing!! This is going to be so much better, can't wait for the fully featured version. Great job!
  5. Twp separate instances, both whilst on my horse, both while going up slopes too steep to walk up on foot.
  6. Has 'Hexd' signature on all pieces. Price: 5G
  7. Name: Hexd Gender: Female Path: POK 11 Religion: Nathan Titles: 193 Karma: 52966 Money: 0 Tomes: Smoke from Sol Red Tome Blood of the Angels Green Cherry Green Tome of Magic Black Tome Blue Tome Scroll of Binding Libram of the Night Slime of Uttacha Tome of Incineration [20:14:44] You have premium time until 9 Dec 2019 07:49:42 GMT **NOTE** The account comes with no items as part of the sale. However, I may throw in some basic items to help relocate. The dump: https://niarja.com/universes/Online/clusters/freedom/skills/PayPig Payment will be accepted through PayPal as a goods or services payment. Price: €800 Don't post your opinions, they're yours, please keep them to yourself.
  8. Simulacrum

    So I was being my usual amazing self when I noticed an odd marking on my rock face, exhibit A; At first I was sure vandals had broken in and graffitied my rock face but then, whilst trying to capture a photo for evidence, the markings moved! All became clear! It was a sign from Libila, she has chosen me! I am the one!! Unless science wants to say otherwise?
  9. I endorse this young lad, give him your money.
  10. Nexus Gates

    Making them far away from everything and hard to get too, kind of defeats the purpose. Not sure what you're imagining but the events wouldn't alter starter towns terrain or trees or anything that drastic like an actual rift does. Instead some passive mobs will be floating around, a few nodes placed in convenient places and a couple wells/altars. They could even be persistent things placed by dev team and just used as needed, rather than randomly spawned each event. I say 10000 because I think, too low of a number and having players recharge them too often would become a chore and players would resent it. Although, your idea about the gates requiring a charged token would solve that. Tokens requiring a special energy infused by priests would be good. I definitely think the energy sources should be at starter towns though, that's very important. It brings players to the starter town creating activity. New players will spawn in, probably speak to a player in local, see a veteran looking shiny and become inspired and so on. Back when I started, Newtown local was packed, any issues, I just asked in local. Now days we have a global server help chat and even that's bit dead sometimes so bringing life back to starter towns is very important, giving players a reason to be at starter towns is a great way to do it. A combination of both works too, 1000 uses on the gate but players are still required to have a token, token being the steering wheel on the network and the gate being the wheels.
  11. Nexus Gates

    So I was talking with someone again and it was brought to my attention that maybe people wouldn't want to charge a gate because there's nothing init for them, my answer to this was, share the prize pool of rifts. For participating you get moon metals and all that other jewellery and stuff. @OdynnThe gates wouldn't be so quickly drained. Maybe with 10000 uses before needing a recharge. @FlubbI do like the idea of people just being able to go a gate and actively charge it without an event. I switched to the event idea as to bring activity to the game for the community but yeah, I like either idea. People could grind their priests there, newbs could get some skills toiling away on the nodes and players looking for a tougher monster to fight it'd also create activity at starter towns, making the world feel less dead. Perhaps making an event out of a boss monster that spawns after killing so many smaller ones, something to bring people together. Physically activating gates before use is a good idea too. Yeah Vessel makes sense, I thought Altar because it doesn't really have much of a use.
  12. Nexus Gates

    The event spawns the nodes, monsters and the wells, much like a rift event would. Players collect energy from the various sources and have it consumed via the wells where it contributes to charging the gate. The mechanics are very similar to current rifts, only the manner in which they are used is different. Crafters would gather energy from the nodes, fighters would hunt the monsters which are passive until attacked but are quite tough and priests can funnel favor into the wells to supply energy, perhaps priests need to funnel their favor and need to use the energy gathered from nodes and monsters as saccables to replenish their favor. Was talking to someone and we discussed there needing to be an element of danger/complexity. The energy could come in multiple forms, like red, green and blue for arguments sake. The event will randomly require a specific colour that changes throughout and if you harvest the wrong colour, you get zapped. The more you get zapped the more damage you receive, so maybe on your third zap you'll die. The gates would be a network between all starter towns on freedom. I like the idea of the monsters being of the spirit world, like ethereal beings hovering around. As for the technological aspect, the gates would be magical, simple rune circles on the ground or stone arches, nothing too crazy.
  13. Freedom cluster starter town gate network for fast travel that has to be maintained by players community events. Gates will use power every time they are used and when they are low, a message will announce a charging event will trigger soon and another message on the final use announcing the gate has powered down and a charging event has triggered. Once powered down the area around the spawns some sort of energy nodes, energy monsters and some energy wells. These three things are the sources of energy for the gate and each one suits a different player type. Nodes: Are harvest able nodes that use a random skill, mining, digging, woodcutting, that sort of thing, that provide energy crystals Monsters: Killed and life force collected. Wells: Used to sacrifice energy crystals, life force and also has a ability to channel favor from priests directly, using the 'Altar' spell or something. All I got for now, seems I got distracted during this idea.
  14. A bind for 'Retrieve'. Retrieve will empty a corpse of arrows without the need to open it. Maybe, have 'Retrieve to' option that will allow defining the location of where a retrieve action will placed retrieved arrows. For instance, to an equipped back/hip slot container or just straight to inventory.
  15. And if combined with Killroth's suggestion it would even create a market for useless rares too, since players could buy/sell them for vanity point saccables.
  16. I never thought of it like this! That means everything currently used to make money is susceptible to abuse and we ought to remove it from the game, right? If making something can generate money and we've established things that make money can be abused and we don't want abuse, we should not have them in game, right? That's your logic here? You realise you're arguing a point that is already abundant in Wurm, and is actually one of it's unique selling points? Players can openly trade and make money, which invites all levels of abuse and yet we still persist with it because for all the negative there is more positive from having said mechanic. The effects of this would far outweigh the down sides of it and using some forward thinking would be very easy to police/prevent abuse. I'm done explaining, you either get it or you don't.
  17. Non drop items like sleep powders don't appear to the trade partner when I trade with another player, but they do when I trade with my alt. It has happened before with my alt where the items wouldn't show but upon trying today it was working. All other items as far as I tested seem to appear as normal, if I add non drop items into the window first, or after a non, non drop item the result is the same for the other person, they only ever see the non, non drop items. People can trade with me fine, only seems to happen when I trade other players.
  18. Not sure you've understood/read all what I've said. Normal players making books will make money for their effort, but players using alts and macros and alike aren't going to make money enough to justify the use of alts and macros and alike.
  19. No, what this would do is provide new players with a much more passive way to begin the game increasing the retention rate and sustaining an already declining player base. Most of the new players aren't looking to spent real money on this game and even more of them won't grind the methods we currently have to earn enough money to pay for prem, providing ways to support them earning money and gaining skill whilst rewarding veteran players for supporting newer players is a great system as one feeds the other. You look at it however you want, but it's no different than a person employing 5 alts to spam bricks to sell whether they macro it or not, that's why we have GM's to police the game. Well the only difference would be this idea would limit the amount any one account could create but there's nothing in place to limit a players ability to spam bricks, mortar, concrete or any of the other mass produced items which are currently supporting new players and veterans alike. @FranktheTank
  20. Sure, but if we make it in such a way that the price it cost of creating a book in various forms like premium, time and skill required then people looking to utilise multiple accounts for profit are going to find them selves unjustifiably overworked and/or underpaid in regards to what their return on the books will create. So the books will have value to a player looking to impart their knowledge gained in exchange for a few coins as a side venture not an eJob and the books will have value to newer players looking to gain experience in exchange for a few coins but the books will not hold value to people looking to use them as a market to monopolise. If you think of it like this, if it costs 1s per book for example and the most books any one account can make in a month is 4, but it costs 8 euros a month for premium then the cost of producing the books is more than they return and in the eyes of any one with good business acumen, that's a bad investment, yet it still has value to those not looking to exploit the mechanic. Maybe I'm misunderstanding your point, I'm quite tired.
  21. There'll be a market for the books and they'll fetch a fair price, I'm sure but I think with the suggestions above there won't be many, if any people trying to run multiple accounts to turn it into a revenue stream because the return won't be worth it compared to the cost of multiple accounts and having to skill them all up.
  22. Not worth spamming, there's a difference.