Agatino
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Posts posted by Agatino
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So, now that there are details about the Steam release available, let's hear about what really matters: the event that is taking place to celebrate the launch.
Does it start at precisely the same time as the Steam launch?
How long does it run?
Does it function in the same way as the last one? -
Yeesh, really painful names. Glad I wasn't planning on joining them.
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46 minutes ago, Platyna said:I would prefer if you ceased to post such comments, they bring basically no useful input to the matter we discuss here.
I mean, you're clearly not taking what anybody is saying seriously. By that token, nothing anybody is posting here could be considered 'useful input.'
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-1. It's baffling that a loud minority thinks it's okay to gatekeep and screw other players because "they played longer than me, how dare they!"
Entitlement personified.
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3 hours ago, Skatyna said:did you try? get ropemaking 80 to 90, then come back to re-post. i might be retired by then lol.
...Are you trying to skill ropemaking via creation? That is literally the only way your post makes sense.
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2 hours ago, Amata said:If you are totally against any kind of "erosion" at all - can you propose some other way to expose new players to the look and feel of "exploring and taming the untouched wilds"
jackal
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3 hours ago, Minnie said:Whether or not they’d be discouraged over the existence of sleep powders is an unrelated question. Doesn’t advance your argument nor diminish mine.
rofl
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38 minutes ago, Minnie said:So... newbs should have to buy a bed or accept it as a gift, instead of making it themselves (thereby gaining skill). But...it’s important to incentivize and reward skilling. You see how those two points don’t quite play nicely together?
There are already plenty of incentives to improve your skills. And players who improve their skills are already rewarded in myriad ways. We are talking about one item (ONE item, out of hundreds) that a new player can create on their own (not buy, or accept as a handout), and get the same benefit as everyone else. Take that away, and new players will be that much more likely to get discouraged and quit.
If you want more SB, bust out a dollar and buy a powder.Or they make their own and lose absolutely nothing, because they would gain exactly what they gain right now. It isn't rocket science.
And let's clear the air--you would get discouraged and quit. Most players would think "oh, that's a nice bonus. I need to acquire that." if they even realize what sleep bonus is. Instead of projecting your entitlement upon others, take a step back and look at the situation objectively: if anybody was to be discouraged, it would be over the fact that one can, as you suggested, spend money directly for more sleep bonus, as opposed to acquiring an item that allows one to do so. A situation where money directly translates to far better skillgain.
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11 hours ago, Minnie said:But it DOES penalize the poor newbs if they're getting less SB than higher-skilled players, regardless of how that result is achieved.
It's good that there are a few game mechanics that operate the same way for everyone, regardless of skill level. Shouldn't be more than a few, as those who put in the necessary work to gain skill should of course be rewarded. But Wurm can be a harsh world for new players. They're less likely to get discouraged if they don't feel like they're at a disadvantage in every conceivable way.
Oh no! Someone has the option to obtain a superior item from someone else, just like with everything else! How will they ever survive?!
It's almost like there should be incentive to obtain better items and to improve your skills, and rewarding those that do somehow isn't a heinous act.
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+1 to fixing this.
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If you want the terrain to look natural, fix it yourselves. Otherwise, don't try to ruin other people's hard work that could have potentially taken them dozens of hours.
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SpoilerI'd be interested to know how many of you would be whining if this were implemented and of the unnatural landbridges and islands were to disappear.
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I like how I've watched this thread since its inception and dissenting opinions are regularly deleted.
That's a sure-fire sign of success.
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22 hours ago, Wargasm said:Agatino, there could be other factors at play, such as domain bonus, armor penalty, etc. The journal is not to blame
Yes, because despite grinding a priest to 94 channeling, I'm clearly too goddamn stupid to notice a gigantic buff (re: debuff) icon mentioning a penalty. Much less awareness of basic systems such as domain.
You also might want to re-read my post again, champ. Nowhere did I mention that the "journal was to blame" for anything beyond ****ing the casting economy.
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4 hours ago, Etherdrifter said:Really? I am landing a fair few 90+ casts on LT with only 81 channeling. What are you trying to cast exactly?
94 Channeling on a priest of Vynora trying to cast CoC/WoA/Nimbleness, and it takes an act of God to land >90.
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On 1/13/2020 at 6:27 PM, Etherdrifter said:2. Magic efficacy needs to be linked to skills other than channeling, and to give ticks for those skills. At the moment, grind faith, grind channel, insta-priest powerhouse. Channeling needs to play a strong role (maybe acting as a hard cap to spell power?), but it should not be the only role. Link healing spells to first aid, link enchanting spells to weapon/armoursmithing/jewellery smithing. Make them something to grind in and of themselves.
Huge -1. This is only true when you approach 99+ channeling---heaven forbid you're 90-95, because casting still ****ing sucks, and all the casting power journal entry really did was shift the ceiling higher, rather than raising the floor by an appreciable degree.
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On 9/8/2019 at 7:57 PM, Ayes said:The only advantage a 7 queue which 60+ mind logic will provide is if you want to divert your attention elsewhere while this extended time limit winds down.
Congratulations--you apparently got the point.
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5 hours ago, DevBlog said:Note: The Jackal skill transfer is still disabled until further tweaks and testing.
How about the punishment for anybody who abused it?
Does Code Club secretly have *more* new servers already created and ready to launch?
in Town Square
Posted
It's definitely on you if it takes you 10 years to get PvP-ready. A decent player would be good to go in a matter of months. A dedicated player could be ready in as little as one or two, barring meditation.