Titanius

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Everything posted by Titanius

  1. Hey, folks. Could someone list the steps involved in selling game silver to another player for USD? How does the other player send me the USD? How do I send him the silver? Thanks.
  2. I recently discovered you can eat your cake and sell it too. If you do a lot of foraging like me, you'll pick-up fruits and vegies with some pretty good QL in the 20's and 30's. When I'm really hungry and don't have time or patience to cook, I'll quickly pick up a dozen foods from foraging and gobble them down real quick. But if you stop the eating process when you have something like 0.08 or 0.05 of the item left, you can sell these left-overs at your token for full price, the same price as if you were selling it whole. So a pumpkin weighing just 0.05 would get you the same amount of coin as a pumpkin weighing 1.00. So now you can eat your food and sell it too. Take that, Marie Antoinette!
  3. In that case, it would be better to organize it by time first, maybe something like: With more than 1 month of upkeep: - no decay on structures or storage bin contents. With less than 1 month of upkeep: - structures decay at ....... - storage bin contents decay at 5% per month. With less than 1 week of upkeep: - structures decay at ....... - storage bin contents decay at x% per week. Or if they don't want to list the actual percentages at the token, they could list them on the Wiki, and just have a simple description at the token, like: With more than 1 month of upkeep there is no decay on structures or storage bin contents. With less than 1 month of upkeep there is some decay on structures and storage bin contents. With less than 1 week of upkeep, all decay is accelerated. (See Wiki for details.) I'm thinking the latter of the two is better. All we really need to know at the token is that the amount of upkeep (> 1 month, < 1 month, and < 1 week) has an effect on decay. The actual figures and calculations could be relegated to the Wiki. It gets the main idea across and saves room.
  4. Thanks for the clarification, B.E. Maybe they could try condensing it like: "No decay on settlement structures and storage bin contents if coffers hold more than 1 month of upkeep. 5% decay on settlement structures and storage bin contents if coffers hold less than 1 month of upkeep. Accelerated decay on settlement structures and storage bin contents if coffers hold less than 1 week of upkeep." Or something like that.
  5. I think there might be errant wording in the description of decay rates when adding coin to settlement upkeep. It says that if we have > 30 days of upkeep there is no 5% monthly decay, and if we have < 1 week of upkeep there is a 5% monthly decay. But there's a gap between 1 week and 1 month. What happens with decay during that time? Or instead of < 1 week, do they mean < 1 month?
  6. Ah, that's it. Good to know, thanks. Yes, the first was on my deed and the second was on my alt's deed, so off deed to the basher but with ownership of the building.
  7. I just found out how huge shod clubs deal huge damage against walls. In a previous post, I compared the destructive power of various tools against walls, as per below: Average Damage Per Round 0.043228712 = Longsword (starter kit) 0.006955422 = Hatchet (starter kit) 0.006934620 = Pickaxe (starter kit) 0.003663440 = Maul - large 0.003342346 = Hammer 0.003171074 = Maul 0.001977098 = Maul - small 0.001854548 = Shovel (starter kit) 0.001614268 = Carving knife (starter kit) I then imped the maul and pickaxe for a fairer comparison, with the following damage results: 0.07803006 = Maul - large (QL14) 0.01594900 = Pickaxe (QL14) Well, I just now killed a venerable hardened troll (huge guy, with the help of my settlement guard, my main and my alt all on him at once). I then used his huge shod club (QL 45) on some stone walls (QL 93) with the following damage results: Damage Per Round ... Total Damage Start ... 0.48 11.805945 ... 12.285945 07.890971 ... 20.176916 11.806639 ... 31.983555 08.153499 ... 40.137054 07.828596 ... 47.965650 10.684718 ... 58.650368 09.776732 ... 68.427100 08.340974 ... 76.768074 11.852766 ... 88.620840 11.150530 ... 99.771370 It took only 11 rounds to completely destroy a wall panel. By comparison, the QL14 large maul above would have taken some 1,281 rounds! Holy smokes! So if you come across a troll, get his club and keep it for future use. It'll come in real handy. PS... Interesting development... I just tried it on another building with walls of QL95 (just 2 points higher than the first set of walls), but with drastically lower damage averaging from 0.10 to 0.20 per round, which is about 2% of the amount of damage done to the QL93 walls. I'm not sure if this is because the club now has more than 10 points of damage to it, or because the walls' QL is 2 points higher. Or maybe a dev read my post and decided to recalibrate the destructive power of clubs. Whatever the cause, the number of total rounds to take down a wall has now jumped from around 11 to around 750. Wow!
  8. Yup, Finn. That sounds quite right. I noticed the randomness in the little testing above. Sometimes the decay hit once a day, sometimes twice a day. But usually each decay hit was a steady 2.xx damage points (in the case of the pelt in the chest), and with each hit dealing just a little more decay than the last, so giving a slightly increasing decay hit each time. So it isn't completely random, as there is a pattern to it. Anyway, the point of my little test was to find ways of stopping decay. I found that leaving certain items on the ground of a deed stops decay, while other players have added other suggestions like the bank and inventory. All around an information gathering experiment.
  9. I guess we all get the picture. So I won't be adding new data after the above. Happy damage saving everyone!
  10. By now I'm guessing no one's really very interested in this experiment anymore. But in case anyone finds this useful... Day 4 Total damage to pelt on ground = 15.01 (0 decay in 4 days) Total damage to pelt in chest = 29.98 (11.92 decay in 4 days) (damage is accelerating, starting at 2.25 points on day 1, rising to 4.99 points by day 4) Placed new whetstone in bank this day Day 5 Total damage to pelt on ground = 15.01 (0 decay in 5 days) Total damage to pelt in chest = 32.61 (14.55 decay in 5 days) (damage decelerated, rising by only 2.63 on day 5; daily changes appear to be random within a certain range) Total damage to whetstone in bank = 0 (0 decay in 1 day) Day 6 Total damage to pelt on ground = 15.01 (0 decay in 6 days) Total damage to pelt in chest = 35.34 (17.28 decay in 6 days) (damage rose by 2.73 on day 6) (I may have skipped a day in day 4, making 4.99 actually 2-days' worth of decay) Total damage to whetstone in bank = 0 (0 decay in 2 days) Day 7 Total damage to pelt on ground = 15.01 (0 decay in 7 days) Total damage to pelt in chest = 41.16 (23.10 decay in 7 days) (damage rose by 5.82 on day 7) (on some days decay is added twice, 12 hours apart; thus the large decay today and day 4) Total damage to whetstone in bank = 0 (0 decay in 3 days) My deed has over 40 days of upkeep left, so the decay is not being affected by a lack of upkeep. I'll add a few more days to this just for the record, for future reference if anyone is interested in statistics like this. Oh, and I changed the title again, since the whetstone in the experiment bit the dust a while ago.
  11. Hummm.... another update required. On the 3rd day, the whetstone on the ground finally succumbed to decay and disappeared overnight, probably because it can't take very much damage to begin with, so it wouldn't take much to obliterate it. It was doing fine for 2 days, but finally bit the dust. So ya, I guess keeping whetstones in inventory or bank is better. The pelt (also on the ground) is still without decay after 3 days, still holding 15.01, while the pelt in the chest took 2 more points and sits at 24.99. I'll be looking at the pelt to see if it too will take a hit at some point like the whetstone did. So far so good.
  12. Not a problem, Ayes. I wasn't questioning your method. I was just adding what I have found as yet another method of saving damage, not as the only method. And I'm still writing about whetstones, having added pelts to the conversation because another member had mentioned them too. As a final qualifier, I have changed the title of this post to include pelts. OK. Now that that's out of the way, on with more data. A second day later, and the pelt in the chest took another 2 points of damage and is up to 22.61, while the pelt on the ground has not taken any damage and is still at 15.01. And the whetstone has not taken any damage either over the past 2 days on the ground. Well, I guess I'll leave the testing there. I'm sure we can all extrapolate what would happen going forward. Happy damage-saving, everyone!
  13. Yup, Armyskin, that's exactly what I found just now. And I'm happy to share this bit of news... I have two mountain lion pelts - 1 in my large cedarwood chest and 1 that I left on the ground on my deed. 24 hours later - the pelt in the chest took 2 points of damage from 18.06 to 20.31, while the pelt on the ground didn't take any damage at all, but stayed at 15.01. Similarly, the whetstone I left on the ground next to the pelt took no damage either. I'm going to run it a little bit more for confirmation, and report the changes here soon.
  14. Actually, I experimented and found something really neat... I dropped the whetstone on the ground on my deed, and some 2 real days later, it took no decay. It was 0.02 when I dropped it, and it is still like that now. I'm going to try this with my pelts too, because, as Wargasm noted, they're a problem too. I'll report back a few days later on the pelt's decay.
  15. Small note here... whetstones decay away to nothing in just a matter of 5 to 7 RL days, even when in a cedarwood chest on deeded land. They're stone. They should last longer than tools.
  16. Hey, all. I just wanted to point out that when destroying walls, the destructive power of tools and weapons need to be rebalanced. I ran the following test on a stone wall of QL 93, using each item 5 times, and then took the average of the 5 strikes. They are listed in order of most to least destructive. All made of iron. 0.043228712 = Longsword (starter kit) 0.006955422 = Hatchet (starter kit) 0.006934620 = Pickaxe (starter kit) 0.003663440 = Maul - large 0.003342346 = Hammer 0.003171074 = Maul 0.001977098 = Maul - small 0.001854548 = Shovel (starter kit) 0.001614268 = Carving knife (starter kit) The mauls were all newly made and were of QL 1 (not imped at all). If imped to higher quality, they would likely rank a little higher. Now the problem I see with this is that there is no way a sword can do more damage to a stone wall than the other items. And it does so by far, too, about 6 times more damage than a pickaxe. I would say the pickaxe should be at the top of the list, seeing as they are used in mining. Mining naturally made stone walls is harder than tearing down constructed brick walls. So a pickaxe should not only be at the top of the list, but should deal a lot more damage than the rest. Update: I imped the maul to QL14, and made a new pickaxe which I imped to 14 as well: 0.07803006 = Maul - large (QL14) 0.01594900 = Pickaxe (QL14) We can see the large maul rising quickly up the list with imping, and the pickaxe too. But I still believe a pickaxe should deal more damage to a wall than a maul of similar quality.
  17. Where do we go on the forum to report a player who is deliberately griefing another player?
  18. Hey, folks. Just a small tip here for new players who still do a lot of hunting for food early in the game. It's a little annoying having to chase the more docile critters around, like cows and sheep and chickens that tend to run away when we try to attack them. It's a lot quicker and easier if we select the critter from a few tiles away, then click the "Attack" button in the toolbar, and then approach the critter up close. Doing it this way we get our first strike on them before they have a chance to run away. Faster and easier kills. Just a minor tip.
  19. I drink and eat more than I move items around the room, which are binadable actions. Even "track", "secure", "rotate clockwise", "preach", and "absorb" are bindable actions, which are used much less than eat and drink. So why not eat and drink too? Let the players decide if they want to use them. Not all hotkeys are used by everyone. But those who do use them find them useful.
  20. I'm surprised there isn't a hotkey for "eat", seeing as eating is one of the things we do most of all. Going through the menu to click "eat" on each food item's menu is a drag. I suggest making "eat" an action we can bind a key to. Then all we would have to do is hover the mouse on a food item in our inventory and hit one key. And maybe the hotkey could be made to work on both "eat" and "drink", so we could use the same hotkey to trigger both the "eat" action and the "drink" action, depending on what the mouse is hovered on, food or water. That way one key could take care of both.
  21. Thanks, folks, for the feedback. Ostentatio, the skills display would keep the two decimal place format it currently has, and wouldn't change to whole integers. So in your example, 19.95 would remain 19.95. It wouldn't round down to 19. And something like 20.095555 would be rounded down to 20.09 instead of the current rounding up to 20.10. It's minor, but since there is an actual coding command that causes rounding up, it may as well be written to cause rounding down. I mean, if it's going to round anyway, may as well be in the more useful direction. To the closest x.xx already achieved. Just playing some idea hacky-sack, I am. Just chatter around the watering hole.
  22. Hey, just wanted to point out that the way skills are rounded up to the next x.01 doesn't count, because you can't unlock a new ability until you hit the full required number in skill. For example: You need 20.1 to command a large cart. When I had 20.095108, the display rounded the number up to the next x.01, which is 20.10. So I went to my large cart with horses attached, but couldn't command it; it just told me I need 20.1 mind logic. So I hovered my mouse over the mind logic display and realized that even though it read 20.1, it was really still just 20.095108. So rounding the skill number up to the next x.01 doesn't make sense. What's the point? You can't unlock a new ability until you reach the whole number, in this case 20.10. So it may as well just keep reading 20.09 all the way up to 20.099999 and then roll over to 20.10, instead of round up to 20.10 when it is still at 20.095xxx. Minor point, I know. But there's just no point rounding any skill number up. Because nothing unlocks until you reach the exact number required. Rounding up is meaningless, and at times misleading.