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Cipacadrinho last won the day on March 11 2019

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  1. I think it should explain the core gameplay features of wurm: - to perform an action you must first activate (not equip) a tool/object etc then choose an action from the right click menu or a keybind press. Make it really clear that any action usually needs a tool and a raw material. Then quick show of the crafting window and most importantly how to use the crafting window to open the objects list (bottom left corner) then type the name of any object finalized or part of a bigger one to find what they need to start it and what other subparts are needed. Could make as example a wooden staff. So you would type the staff word in the search box navigate and find the wooden staff then use the carving knife(?) on a log to make the staff. And that would be to show how to make a simple object from a tool and a raw mat and finding what the recipe for it is using the search option in the crafting thingy. Then look for spear in the search thingy so you can show them multi subparts items work so they can see it needs a staff (wooden or metal) but also a spear tip thingy, but you dont know how to make a spear thingy so you double left click on it and is gonna show you what tool and raw material you need to make a spear tip (anvil + glowing lump). And once you make it you go back to spear and just make it using the wooden staff and the spear tip. - quick tutorial on how to find and use a mailbox and make sure you touch upon weight/volume and rune impact on what can be mailed and received thru mail. Also mention something about wagoneers as the mean to mail bulk heavy stuff. Explain Trade chat a bit then finish the vid telling them that CA_Help is literally there to help anybody at anytime and no question is dumb. If you dont know ask there. - Then make one to explain that all objects can be interacted with but metal related ones need to be glowing and have a lump glowing too in order to create or improve. Since it has potential to be a short episode just explain how keybinding works, how they can change thru the menu or console commands and also that they can keybind more than just actions they can also have (/weather /uptime /balances /who /help /guards!) - basic explanation of survival by explaining all water sources (ocean, lake) are drinkable then show how to cook in a pottery bowl a simple meal/breakfast, then show how to make a clay bowl turn it into a pottery bowl then make a knife and process the ingredients (chopped minced grounded etc) to create a meal that also gives increased affinity timer. - basic explanation of the improving system (usually you need 5 items some of them being raw materials some tools) then explain repair and decay. Make sure you explain atleast 5 times during the short improving tutorial how item scaling works and that any new player spending 2-3h imping their longsword to 30ql or leather jacket is not wasting their time doing that and the item scaling makes those items viable. Mention the imp cap formula so that they dont think: oh i have 10leatherworking skill i can only imp to 10ql, but only mention it once we dont want them to get scared:) - then go into gathering professions so you can show how to deal with a slope, how mines are 2D and how come they hit a tree and died to bees then explain how to have animals taken cared of and hitched to a vehicle that is used to move the raw mats to the imping and storage buildings and explain how storage stuff works and a small demo on how to make a storage shack. Make sure you explain that the ql of the raw material is usually a hard cap on how high you can imp an item with the exception of leather. - then explain how in order to move large quantities of stuff you would want a boat and explain how they work. - basic explanation of body characteristics and religion, mainly touch upon the effect of mind logic on action queue, body stam and str on not dead and follower bonuses for each religion (just tell them to be vyn for 10% xp is ok) Really important to explain and make the distinction that mind logic decides what their action queue cap is but body stam decides how many they can perform and make sure they know completing an action out of stam is a 90% hit on skill gain. You are not allowed to show or talk about combat and pvp just say an overhaul is in developement no eta.
  2. No matter how many chat lines they add up they will still become repetitive so i think the solution would be to make the wagoneer guild be one involved in mistery and a vow of silence....all the members have sworn to never speak again as to never risk revealing any info about their cargo and destination. There, no more chat lines needed or have local light up by their pesky lines.
  3. That is the best news possible and most important since any ideea or bug needs manpower to be implemented/fixed so this is great! I really hope the team will manage to attract talented hard working devs by offering pay and i hope you will consider giving paid contracts to some of the existing volunteer devs in order to increase the time they can actually work on Wurm everyday, as i would imagine the volunteers devs have to go to a paid job then come home and work on Wurm during their spare free time which is never ideal but is very much apreciated. I also hope talented hardworking and passionate devs like Sindusk will get hired, i know there could be some reservations from the dev team regarding such a move but honestly the players as customers dont care, we want good content to be added constantly and he can definately help out with that. Overhauling combat to have more emphasis on player's actual input and participation is something we cried for a while and am gratefull is being worked on and with added incentives to exploring the map it will definately help motivate people to leave the deed more often and have some active fun while taking a break from the on deed skill grinds. Idealy i would want combat to feel real time but that would imply a drastic change from a Wurm second to a real life second which i dont think is possible considering it will affect time passing and seasons etc but for me personally getting into combat making a choice and then having to wait for a wurm second to pass to see the effect of my choice/input is less than ideal and it also promotes weird tactics like circling each other in pvp moving in and out to get a hit in can get old and feel draining. Definatelly excited to get more feedback on the screen/UI while in combat and not have to read the combat log window that is excellent news! Also making special moves more viable is a really good move in the right direction as it would give the advantage to an active player vs an semi-afk one. Right now if you are out woodcutting digging etc when you get attacked by a mob it feels almost annoying because now you have to sit there and wait doing nothing untill you stop missing and the mob dies while you dont have to press any keys and then ahve a sigh of relief and go back to grinding. By making combat more player input oriented and maybe by giving an IN_COMBAT modifier to keybinds you could make that transition from skill grind to combat more fluid and seamless as you could have a key assigned to an action while out of combat (for grinding) and another combat related action while in combat (say you have X on improve out of combat and special_move1 while in combat). So lets say you would want to add a keybind with the console you could press F1 then type: "bind x improve" and then type: "bind_in_combat x special_move1" or make it more simple like bind and bindic etc. and then the game will check if the player is in combat or not and based on that will perform a diff keybinded action for that keys. The wurm second vs real life second could still make that system feel a bit sluggish as you would ahve to wait up to what is it 8s? sometimes to get the in_combat check or could tie it to some action in the combat log.. say you get a: "moves in to attack you" message in the log so then the game automatically tags the player in combat and activates the combat keybinds even tho the wurm second has not passed, to make the transition feel more instant. Finally, account system is bae!:)
  4. So if we answer the question about stuff we would like to see more on the stream with: pvp then Retro is gonna go solo roam pvp or is more like a general will see what he can do from the feedback kind of thing?:) And yes i know he would probably not be inclined to do it because his preference is pve and does not think solo pvp is fun or viable but that is kind of the point and hopefully would lead to an interesting discution.
  5. The only thing i could think of is that they don't want people to lead a cart in pvp with their mates as passangers then climb a dirt wall of an enemy deed so that the passangers dont lose any stamina? But that can be fixed by disabling climb mode while leading a vehicle.
  6. That is a good point. Wurm should provide people with the tools necessary in-game. Is not going to decrease the difficulty of the game if you only need to use a 3rd party website to get the result you are looking for it is only going to make life harder for newbies. The difficulty is still going to consist in the time and effort spent on gathering the cooking materials and prepparing the ingredients, the cooking itself should be extremely clear so that people, veterans and newbies alike can have a clear result in what they are about to cook.
  7. Hi! I was wondering if you could use the prospecting code (where you get more detailed info the more skill you have) to make it so that cooking skill can be used to determine the affinity of a food item before being cooked. Basicaly the goal here is to use Lore and depending on the skill level of your cooking to get an accurate result about the difficulty and the affinity that meal would be and for like 90+ cooking even make it be guesstimating how long the timer would be or something.
  8. Hi!:0 I was wondering if you could add an option in settings to enable Faith Bonus to show in the buffs bar with the power number on the icon? I know one can use the hud settings -- spell effects to enable that window but this would be a good QoL addition for many priests in my opinion.
  9. The way i see it we pay for premium time thats it. The loyality program is a bonus they give to the customers and should not be looked at like a shop per say.
  10. Maybe they worry ppl would just get the vehicle lead then hop on their fast mount and go 40km/h but that is not a problem as long as they make it so vehicles can only be lead if they have animals hitched to them (all slots filled) and the player issuing the command is on foot only. They dont even have to make it complicated just check if the vehicle has full hitch and the player is on foot then just activate the Lead option when right clicking the vehicle just like you would do with a mount. L.E. And then use the message "You cannot do that while mounted" like you get if you try to forage/botanize while riding.
  11. Imagine having your crate with dirt window open but can't take the dirt from it because the vehicle is now half a tile too far away:) Imagine going on an archeology rampage and not littering the place with fragments because now you can put them inside the vehicle following you. Could also make it that a special animal trait is needed in order to lead it while hitched to a vehicle to switch the meta to 60 AH but it might gate out new and casual players. Also could just make it that a new vehicle is needed, something between a large cart and a wagon but i would imagine alot of ppl with rare large carts or wagons would not like this solution.
  12. Hi! Can we please be given the option to lead animals that are hitched to carts and wagons? It should work the same as leading an unhitched animal and in order to have the vehicle follow you around you should need to lead all the hitched animals to it. So 2x for a cart and 4x for a wagon but nobody will cry if you just make it so that only one hitched animal need to be lead because i would imagine that would be more newbie friendly (no need for multiple ropes or halter rope) and would be easier to code? The reason for this request is that people could go around on foot, woodcutting or diggin or mining and lead the hitched animals to a cart or a wagon so that they can put the contents of their actions in the crates inside them. Also if you want to drop dirt could be helpfull do to it on foot while you lead the cart/wagon with the dirt inside and is following you around. It would be really nice not having to backtrack all the time to go get your vehicle then retrace your steps from pile to pile to decide what you are gonna put into crates. This way it would be easy: you cut mine or dig... look in the pile... get what you want in the vehicle crates and move along while the vehicle follows you around.
  13. Yeah i agree. I made a saddle rack, tried to store the saddles with bags in them, did not fit, put them back in the large storage thingy, saddle rack is sad now.
  14. Give BL equivalent of 10% extra xp on 95% of skills. Also: