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About Evilvision

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  1. I will be staying on WO. I think they should stay separate forever. First thing we would lose is alts. losing alts also means a loss of revenue for Wurm. I know I would not play my toons one at a time so I would just drop to one and probably consolidate down to just one deed while I am at it. I agree that new players would want some nice fresh servers to play on. Lets keep in mind though that 6 months after the steam launch all those pristine untouched lands will be no more so the cycle will continue of people complaining about untouched lands. There is one complaint that I cant wrap my head around is the people who keep wanting to consolidate servers. Why would you want to live on top of each other. I have no desire to have a lot of people in my local listening to emotes all day. You know all you server consolidators can get together and just plop your deeds on top of each other now and get the same results.
  2. I want to say I sit here and say to myself that I could care less what Wurm does on Steam but I am concerned that eventually we will stop getting patches and updates because maintaining 3 sets of Wurm is too much and Steam is the priority. Perhaps we will be told we have to merge over or even worse leave our homes behind if we want to continue to play. Yes they have stated they would keep the servers up but fact remains that could change in time. For all we know this could be the plan anyway slowly shutting us out until we have to switch. Yes I am probably jaded but real life has shown me this "Tell people what they want to hear and then do what we planned to do all along but slowly" scenario many times over the years. Why would I resist playing Wurm on Steam you might ask? I cant see Wurm holding the interest of people drawn in from Steam unless skill gain was adjusted stupidly high and imping was made damn near instant and even then its probably not enough. I cant count how many games I have played where crafting was damn near instant and material gathering was almost a joke and still people complained it was too hard. That is the kind of Wurm I don't want to play or else I would already be playing WU and not paying a monthly fee. Perhaps I worry over nothing. Time will tell.
  3. Pretty sure this will just be small servers grinding out missions and praying then people come from the larger servers cast it and leave so we can go back to grinding more missions and prayers for that "someday it will be us cast".
  4. This. I dont see where it should offend anyone to let someone who just started to have a chance at finishing it. Not like its hurting anyone.
  5. I did a fair bit of fishing last night . The toon I used did have 90 fishing. I used a professional rod that was 69 ql and the steel reel was about 65. The heavy braided line was maybe in the 50s. I did get 94 ql twigs and I think 50ql steel hook. I used a 50 ql net to catch my bait in shallow water and would catch several fish each go. I think for a new person the fishing net alone could keep them fed. I went out in the boat and caught quite a bit of fish. I see several people here talk about the click and to be honest I didn't even pay attention to where I was clicking when it said I got a nibble. Not sure how much that matters. None of my stuff ever broke but I did repair the reel and hook as I was fishing. Some of the issues I had was the ql was way lower on average than the old system. I never caught a real hq fish. The ql was all over but mostly real low using fishing rods. The catfish I caught was a lot higher average than the old system though. The fishing net skill gain is beyond sucky. You can cast many many times and even catch lots of fish between skill ticks and that's on all 3 toons with 1 , 60 , 90 skill. After catching 21 fish and many many casts on deeper water for clams my 1 skill toon had 2.13 fishing. Using the fishing net in deeper water would bring in clams. When you open the clam you get things like large nails, bone fishing hook sometimes seafood meat. This seems silly unless its some kind of treasure system where you will eventually get something good then it makes sense. Even got a rare clam but the toon I caught/opened it on only had 1 fishing skill so found nothing inside. Getting clams were pretty rare. I never caught a fish in the deeper water with the net. The ql of the fish from the nets were more in line with skill. You could see the different averages on all 3 toons was about 20-30 ql below skill. Getting fish above 80 ql was pretty rare on my 90 toon but I think it was pretty close to the old fishing system. I did like the fact that as far as you can highlight a tile you can cast the net on it. No too far away messages to worry about. To me it seemed like skill gain wasn't great on spear fishing either. Flies were easy to get but I never found any wurms. bait fish was easy also. Fish bits from fileting was kinda common. I think the fishing lines should maybe be impable. Making braided line you will start with a 98 ql string and by the time you go back and forth between cloth tailoring and rope making the ql flies down. I am guessing having 90 in each skill will help mitigate that but I am betting you would still have to spam lots to get a handful of hq strings. Today I tried with a creation ql basic pole and line. I used a twig for a float and a wooden hook. First cast was with a fly as bait. but doesnt look like you really need bait using just a basic setup. It is very brutal on creation ql hooks and even decent ql floats. I think some frustration comes from wanting to fish but you see all this gear and you feel overwhelmed because there is so much to make and you just want to go right out and do it. I have decided to put fishing on hold until they tweak it and I can take my time to make all the gear and then i can just fish leisurely.
  6. This seems to be broken atm.
  7. I like the level of complication to fishing we now have but I think they should throw the old method of fishing back into the game for the people who want fish but do not want to jump through the hoops. Just limit the type of fish the old way can catch.
  8. yeah I couldn't climb up a 40 slope at all.
  9. I made the mistake of putting my journal on one for a couple of days and came back to find pages decayed. I was very sad because it reminded me of how my armor, bows and weapons decayed so much in their proper containers also.
  10. Yeah raising upkeep would cost the game to lose way more silver in my opinion. I know I would just let all my deeds go except for maybe one. What they would make off a increase on the one deed left would more than likely not cover the loss of what the other 3 earned them. Very likely I would start dropping premium on at least one toon to help cover deed cost. I cant see that being a win if other people start downsizing also. Introduce more cosmetic/decorative items into the cash shop and bring all that crap down to a reasonable price. They are virtual items that cost 0 for code club so anything they make is profit. I would bet that items like Wagoneer would make way more money priced at 3 silver than 12 silver from sheer qty bought. I have to say no to skill decay if it was implemented how it was in the past. If I remember right if you didn't use a skill for 2 weeks it took a .25 hit that really sucked if you were busy digging etc and didn't get around to doing blacksmithing. I was pretty sure it was bugged as there was times I got hit in less than 2 weeks and for amounts greater than .25. It also sucked to have to do something in each skill just so you wouldn't lose any. That was a chore all on its own. I might would be onboard with skill decay if not prem and logged off for 6 months but undecided. I still feel that account selling has had a negative impact on the Wurm market. In most games when someone stops playing so does their toon. This allows a new group of people to thrive in games marketplaces until eventually they stop play and other people step up to fill the void. A cycle of attrition. Most games eventually hit a critical point in their markets where it just goes stale and the game has to add new skills/items and or increase game caps. Account selling has just allowed us to reach that point a bit more quickly. I realize that undercutting is valid in a market system but I think people have taken it too far. Wurm has always had a staple of items that the price was always stable at. Dirt, bricks, mortar, clay, sleeping powder. New players could make a bit of coin on these bulk items or from selling their sleep powder. Watching the trade channel I have seen all these items go for 50% or more less than traditional standard prices. Some people say that all these people undercutting will eventually tire off providing this stuff for so little the prices will go back up. That might be partially true but there seems to be always someone willing to sell for even less. Once buyers get accustomed to paying low prices they refuse to pay more.Enchanted Items seem to sell for less than half of what they should and you cant even charge for the 90ql imp it seems to just be expected.
  11. Would it be possible to add in the future the ability to load a saved recipe back into the meal maker.
  12. Channeling, Soul Depth, Soul Strength, Religion and Praying should all be factors in a cast. We already have village teleport for new players so I see no need for a teleport spell. If you insist on adding it the cooldown should be super high like 2 weeks because making it a high favor spell is nothing when it takes all of 20 seconds to chop up 100 favor.
  13. Sigh, This kills over 33 meals for me. It wouldn't be so bad but I do 15 ingredients without any foraged or botanized items . Sometimes it generates what I want fast and other times lets say it can take a while. Checkbox for no foraged or botanized items would be awesome or they could put the value back to what it was.