Berms

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Posts posted by Berms


  1. On 13/07/2023 at 16:56, Votip said:

    create alt that will be able to sail corbita/cog, that may solve your problems

    Making things alt dependent doesn't solve this problem, it just adds another annoying dependance. Not everybody has or wants to play with alts. I know I don't.

     

    There is a wagoneer for land, why not one for the sea? or is that what people call "exploration" and "immersion" to do server hopping and sailing (AFK) just to deliver some goods?


  2. On 13/07/2023 at 22:56, Dadadah said:

    Pay someone else to do it.

    This is stupid.

    When you have to deliver goods, you're not gonma waste 30mins asking in freedom or trade if someone can do it for you, and still be dissapointed becayse different timezone, not lots of people online or willing to bring your goods.

     

    I like the ship NPC suggestion, then you can know for sure your goods WILL be delivered and won't be dependent on some random captain who promised to come 3 hours ago and still not here.


  3. On 12/07/2023 at 01:04, Tukodama said:

    Make a practice dummy to help you gain some fighting skills.

     

    Using guards from a guard tower is very helpful.  You need to call "help" in local within range of the guard tower.  If you are in range guards will respond, if not you will need to lead the mob closer to a tower.

    or just right click the monster/guard tower and call the guards that way. it's way easier and faster than having to type in local while engaged in combat.


  4. On 22/06/2023 at 01:52, Blazecraze said:

     

    Guilty. 

    I live a 3 minute ride away yet I still just as Jo :') 

     

    I think my issue with this also is that it is similar to website look up. 'Oh, its in stock' so you rush there, yet its not in stock. Did the website error? Did someone buy it before you? What a waste of time traveling. 

    Why not just make it possble to buy remotely ( so you're sure you own it 100% ), and then travel to pick up? 


  5. On 09/07/2023 at 17:19, amorfides said:

    I'll first argue for all land vehicles (including mounts). Let's say you planned a route of 10 000 tiles on flat terrain, that's 40 km. 
    On foot you'd need at least 4 hours

    On a regular horse you'd need between 2 and 3 hours. 

    On a fast horse (32 km/h) you can be there in 1 hour 15 minutes.

    On a wagon with strong horses you're there in 1 hour and 15 minutes with space to carry things

     

    Yep. And I would add that a/my unicorn to the list, which goes / can go 41 km/h, so I wouldn't even need to use this system since it  would be a much slower way of travelling ( I still would in some cases ), but it's nice to have for new players and older playes alike.


  6. 3 minutes ago, Vorticella said:

    I love this idea, sounds fun :D

     

     

    Probably not many, but we do exist! I got a Quest 2 a few months ago and in all seriousness I would LOVE to play Wurm with it. I even tried it a little, of course it was not full vr, just normal Wurm on an enormous screen via pc link, but that tiny hint of what it could be like instantly changed my mind on the subject.

     

    I guess we tend to only think of the repetitive grinding actions like standing in a mine all day, and certainly one would never want to spend ALL their Wurm time in VR, but how awesome would it be to see your deed and explore the world with that level of immersion. Things like decorating, treasure hunting, combat and community events would be much more engaging in this format. And tbh, even the grinding could potentially be better with it. Wurm requires sitting still at a desk for hours and hours in the same position. I have wrist/hand issues that force limits on my playtime because of this. With VR you have a lot more freedom to move around and change positions or even stand up to play without needing to change your desk setup. You don't even need to have a desk. This was one of the reasons I got my headset to begin with and it's been far beyond my expectations. So yeah I first wrote it off too, thought it was a ridiculous idea.. until I actually got a headset and now I'm 1000% on board with it :)

    Sounds cool indeed. I get it. I also might try want to try it at least once, but the question is always: Has wurm (and devs) have time / funds to do it ? is it a far away dream or something that could really be implemented in wurm?

     

    I personally would also LOVE to see wurm being re-made with Unreal Engine for example, because I know the realism would add alot of ambiance awesomeness to Wurm, the surroundings, etc. and the actions/animations would run smooth and look great,  But then I ask myself; would that ever happen? does Wurm has the funds / devs / knowledge or even the intention to do it? ( most probably not ). But hey, who knows.  Maybe Elon Musk discovers wurm and decides to invest in it in the future lol.


  7. Wurm VR? do people really wanna see Wurm in VR? how many people playing wurm even own or do something with VR?

    I'm really baffled at the idea that Wurm VR might niot be some silly meme 😅

     

    But on a serious note, I like your idea's. and yes , we can do cool stuff with AI these days.

    The question is , is it something for the outdated wurm? I mean... not to be rude to the devs, they are great and hardworking, but how many silly little bugs haven't been fixed for years? Do you think this will EVER be a priority for the devs to pick up?
    Don't we have enough bugs to fix and expand what we already have first? 


  8. 54 minutes ago, Finnn said:

    Can you travel now on your own without the help of somebody else - no;

    Can you automate anything which is not bannable by tos - no;

    Nice argument, but you're probably aware the highways aren't just straight lines, how much do you press these A/Ds then?

     

    You're saying nay to my reply with my own arguments, it's shockingly confusing if you read anything.

     

    For a symbolic price you'll be able to scout and get around whole map, this is not ideal, summons let you see only point A and B.

    Automated bus-ride allows a few too many options to abuse.

    Ehhh....I travel "on my own" ALL the time. have been all around the map, all corners. so yes, I can. :D

    can you automate anything which is NOT bannable by tos? - Yes, The wagoner. its an automated system which delivers goods.

    The same exact system could be used for players.

     

    and may I know which "few too many abuses" you're talking about? 
    How can it be abused by players? Really curious to know. Sitting actively/AFK until you arrive somewhere? you are doing exactly the same if you embark as passenger on a cart. Wurm doesn't have enough (active) players so finding someone who wil bring you to any place on the map whenever you want for a  "symbolic" price is pretty fictional.  Would you ride me around for a "symbolic" price? if yes, I will be PMing you everyday and you will be busy driving me around the map as my driver ;) .


  9. 11 hours ago, Finnn said:

    yes, maybe, but will be symbolic for automated way to travel and scout around the map.. at decent speed to not be killed by creatures, it's too much not wurm world content, lets you see things without putting any effort;

    reaching places, this is already a thing with summons and recalls home, etc.. you could get another player to "deliver" you somewhere as you just watch or you're afk, but that so far involves another person, this is something else...

    personally 

    -1

    which effort exactly ? The occasional press on A or D to change direction? 😂

     

    "reaching places, this is already a thing with summons and recalls home, etc.. you could get another player to "deliver" you somewhere as you just watch or you're afk, but that so far involves another person, this is something else..."

     

    How many people have "recall home"?

     

    And I didn't know wurm had players offering taxi service around the map.

     

    Sometimes I feel like some people want to be nay sayer just for the sake of it.🤷🏻‍♂️


  10. I wouldn't mind an on-screen message, just like the one you get when sleep bonus runs out. Its easy to miss messages in event window if you're not actively looking or spamming any action for skillgain/imping.

     

    EDIT: I would still want the event message but + onscreen message. Just like with sleep bonus.


  11. On 02/07/2023 at 13:50, amorfides said:

    The different tiles sound fun and would give a more varied experience when traversing nature in wurm.

    But the spreading mechanics are either not explained enough or are too extreme.

     

    Because the way it reads to me at the moment it sounds like one would overgrow the other. The way i'm reading it now, natural (regular) grass won't exist anymore. 

    Also wondering how lawn gets into this mix and hay collection. 

     

    I don't understand what you mean with +1 item with foraging in certain area's :)

    Personally I never got why people bother to make hay and hay stacks. enchanted grass is a thing and it saves you lots of work. others and I would happily enchant it for free,  heck I ask random people in local when travelling if they want a free tile done and I do it 😁

     

    Mounts gotta eat!


  12. 18 hours ago, Miretta said:

    Travelling longer distances could be made easier by having a system similar to the wagoner but to "transport" players instead of goods.
    It would help those who are "directionally challenged" but also to help people come together easier.

    I could imagine this working 3 ways: 
    1. a sort of teleport with time passing/loading screen based on distance travelled, advantage would be, that it would be safe. disadvantage is that it might reduce player interactions during travels and make it "too" safe and it's not very immersive.
    2. similar to the current route system, you could go and plan a route and then you could turn on auto-travelling, similar to auto walk but it would follow the path like a train on rails, you would still actually travel and would have to fight off creatures if too slow to outrun, but it would be more immersive and might also allow for interrupting the auto-travelling.  (user input like pressing forward would stop auto run and allow for stopping for fighting, evading mobs etc.)

    3. Through a new item or through the wagoner, there are set times when "caravans" come through which can take players with them. Kind of like a busstop or a train.

    Option 1, please no

    Option 2 could be possible.

    Option 3, yes please.

    And as @Kimpaaasuggested, it should be possible to buy and place on deed and players using it having to pay some coins. ( not much, maybe 1 iron per tile? )

     


  13. 5 hours ago, Xallo said:

    I think a better solution to the affinity system would be to tie affinities to particular foods that are the same for all people (and buff timers so that they are relatively even between the foods), that way we're all not eating pizzas and sipping unfermented moonshine (which is stupid - drinking unfermented 'shine??).

     

    Then, adding a new skill would be as simple as replacing/adding foods to that new skill. It would also make it easier to stack up on foods for example, at Impalongs, where you can make a stack of smithing affinity foods for all the smiths, etc.

    Great idea since this would actually encourage players to find recipes and make different types of food.
     

    I looked up the wurm recipes excel sheet today and was kinda bummed that we have so many recipes ( great ) but no one really uses all of them since there is no good use for them. Most eat pizza's / breakfasts / meals and get done with it.

     

    If different foods give different (fixed) affinities , then for example, I would have to look up how to make "Chocolate Nut Spread ( aka Nutella :P ) to get affinity for "digging".

    I'm playing since 2014 but never bothered to look up or make all the recipes. there's nothing that would motivate me to do that.

     


  14. 6 hours ago, Muse said:

    I was listening to Dracaa's stream video from last Sunday.  @Dracaa and @Madnath were discussing many interesting things.  One topic included the idea that adding more skills than 138 would upset everyone's food affinities, meaning that no more skills could be added to the game without first removing one and then replacing it.

     

    I think this should be discussed.

     

    I think it should be straightforward to 'double up' the skills affected by affinities - matching up to two skills to each affinity.  That would give up to 276 skills, with each affinity pizza boosting up to two skills - the old one and potentially, a new one.

     

    If each of the 138 food affinities points towards a skill, then it should be possible for each affinity to also point to skill [affinity+138] as a secondary skill.

    If the skills need to point to food affinities, the 276 skills could point to affinity [skill%138].

     

    Am I missing something?  I am sure I must be. I haven't had my coffee! ;) 

     

    I find it hard to believe that the existing 138 affinity system can't have an additional 138 skills mapped onto it.  Invisible blank placeholder skills which are not displayed, and have no effect could be used where there is no secondary skill yet - until we have 276.

     

    How about up to 3 skills per affinity? That would be up to 414 skills.

     

    Please feel free to comment below if you've looked at the code or have some additional insight.

     

    Also everyone - does Wurm have enough skills, or could it use some more?

    Please feel free to add your ideas for new skills below! :D

     

    I think wurm should improve existing skills.

     

    example: we have taming. Great. we can tame (most) animals.

    We can tame cool stuff from dogs, to wolves, bears, Tanky tortoises and fast unicorns.

    But the current taming does not encourage us to use the taming skill.

     

    - We can tame dogs. lovely pets. why can't we use our little friends to "sniff up" or smell / track things like for example unfinished fragments, other (live) animals nearby like that troll behind your house or "dig" for "sealed bottles" at the beach? these are just some examples. 

    For now, taming a dog is useless. it's attack and defence are bad and it constantly needs meat. why would I tame one except for decoration in my garden?

     

    - You can ride on crocodiles, you can even have a friend embark as passenger. great!

    You can even do that on water, this croc is like a hovercraft :D.

    but why would anyone do this? You will be going about 5 km/h. what's the use of this?
    I don't expect crocs to go 20 km/h but something more than what we have now would be great.

    How cool would it be to "sail" on a croc with a friend on lakes / oceans, killing some swimming bears and landing on land to kill land animals.

     

    - We can tame an unicorn, nice. these things are fast. but is it a great experience ? No.

    Ride your unicorn in the wild for a while and you will be a mob magnet. every lmob wants to kill your unicorn as fast as possible. why? why does a tortoise chase my unicorn? does it need unicorn meat? or does it wants to punish me because I chose to use a unicorn instead of a horse, or is the tortoise jealous that the unicorn is my pet and he is not :)

    Then one would say : "Put some barding on the unicorn",  ok , cool.. decreased speed but oh well.. but wait, we can't. you can't equip your pet unicorn with barding. he is just a defenceless target everywhere you go  : /

     

    - We can tame Hell Horses. also great. looks cool and it's fast. but look out, it might starting attacking you randomly! why would anyone tame it?

     

    - We can hitch animals like brown bears on a cart. awesome. but then you have requirements like "it needs to be aged or else it will untame". if it goes untame, it will unhitch and there you are with your cart on the road, without any animals to hitch it. but wurm punishes you for using a brown bear instead of a normal "mount" because...it can lol. Also if you want 2 brown bears hitched, you will need to bring a friend that can tame a brown bear and hitch it to your cart. yea, nobody will do that. ( brings up the discussion of having the possibility to tame more than 1 animals which is entirely another topic ).

     

    -We have "stealing" but it's only for PvP. Why? I'm sure we can come up with exceptions where you look into people's pocket with a high risk. or maybe pickpocket from guards from other people's deed. 

     

    - We have archery but how many people actually use it? 

    why not combine tracking, stealth and archery to hunt for mobs?

     

    1) you "track" an animal, lets say an hell hound. ( tracking currently is either useless or limited )

    2)  you use "stealth" to creep up on the hell hound, behind him. ( who knows how stealth exactly works lol )

    3) you use "archery" to shoot a first arrow which gives increased damage ( because you're in stealth and attack unexpected )

    and then you finish him off with more arrows or your melee weapon.

     

    We have "stealth" skill, but nobody knows how it exactly works. I have tested it with somebody else.

    Sometimes when in stealth, others can see you and sometimes not. nobody knows which factor decides that.

    I have almost 30 body control but a newbie character could just see me while somebody else could not... wogic :P

     

    I can give 100 more examples but I think you get the idea. Current skills should be improved or expanded in my opinion before we keep adding new ones.


  15. On 01/04/2023 at 19:57, Finnn said:

    bind q activate

     

    activate exists, it's just not listed anywhere as quick-keybind option, same with examine since it's menu icon, not option, you cant right click and keep some key pressed to quick-keybind either

    there's drink keybind, I think there's eat or nibble or whatever.. some keybind was added some time ago

     

    activating something and pressing eat/drink keybind at random screen space seems unnecessary, it's easier to point over the item and drink/eat than activate and then do extra actions, isn't it...

     

    as to restriction to actions based on tool/s ... hard pass....

     

    lets just dream about a distant future where UI and client mods to what's visible and where on the UI alone is possible, where players could revert to default and redownload it transparently(when they mess it up..) and also modify their own JSON or whatever menu per tools/action/etc...

     

    then.. anyone could utilize exactly that kind of behavior, default actions per tool, sort actions by most common use and remove actions they never use or rather move them somewhere else, like path abilities wasted often while farming, etc

    a bright new day far far far in the future of 2030 maybe, we'll see

    The activate item keybind does exist. you just have to look into the in-game keybinding, and not the client when starting wurm since some keybinds are missing there. It's there.

     

    I think what @ShinWolfarddmeans is something entirly different than just a keybind to activate items.

    He is talking about a default action WHEN an item is activated. 

     

    -If I activate a rope, the default action when hovering over a horse should be "lead".

    - If I activate a stone brick and hover over an unfinished guard tower, the default action when hovering should be "continue (building)"

    - If I activate a hatchet and hover over a tree/bush, default action should be "Cut down" ( This works )

    - If I activate a sickle and hover over a tree/bush, default action should be "Cut sprout (if available)"  or "Prune".

     

    These changes would cut the required actions to do simple stuff and save you some time and key/mouse presses.

     

     

    "CAN WE JUST GET A SYSTEM WITH ACTIONS AND KEYBINDS...

    TXT/INI/JSON file with action/keybind or anything like that.. if we lack something to just add it ourselves?"


    If the above can be done easily, I agree. Let's do it because I don't think any dev will pick up these keybinds when there are tons of other (new) bugs to be fixed.