namyahmas

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Everything posted by namyahmas

  1. Bumping for anyone with any experience with proxies. Found a bit of information, but it gets a bit confusing with my lack of technical knowledge. Stories of free proxies basically stealing all your information too. I'd rather not have to pay, but if it's cheap enough, I guess I would...
  2. Maybe toned down to 3-4 would be better, at least for survival's sake. I don't think a lower levelled fighter could take on 6, unless covered head to toe in plate, maybe, and with a decent weapon. They hit light, but fast, in my experience. There's always the option of leading the pack away, but it gets harder the more mobs you throw into the equation. Remember, Othob, creatures in a mine will be very close together, relatively, unless its a big mine. Maybe they could only spawn in mines of a certain size. By the way, do creatures leave/enter mines voluntarily? I've only ever seen any enter/leave when chasing a player.
  3. Sure. Have cave goblins wield pickaxes (10-30ql), maybe birchwood so no imping. Basically higher ql newb tools. Give them enough pickaxe skill so they can match a normal goblin in combat. Maybe a new "tunnel goblin" mob? Tunnelling mobs should be able to be commanded to tunnel on command, if there's a way to prevent it being too overpowered. (Extremely slow? Loyalty penalty on every action?)
  4. The modern English expression to answer this is 'ORLY?', I believe ;D This is stating an opinion as fact. Just as valid "This environment has been in perfect equilibrium for a good while now". Having said that, I personally don't mind more of a challenge. What I do mind, is damage I can't repair. Bugs, therefore, should not tunnel. I find I get a better flow going to my statements if I don't have to post 'in my opinion' at the start of every sentence, but fair enough. I should probably make sure to rage-proof my statements securely in case a fanatic picks up on a simple slip up. No-one benefits in a flame war. I believe it's as close to fact as an opinion can be, however, when the creator of the game believes it too, and starts working to change it. Note: Not an actual fact, a statement like that can never be a fact until opinions are eradicated. The cavebug damage being very very difficult and/or costly to repair brings up 3 scenarios: A. Rolf simply forgot about this fact, B. Rolf left it in as a way to drive the game's economy (shaker orbs, hiring priests, etc.), C. Rolf saw it as a non-issue. Some sort of player preview of changes would catch all 3 of these situations, and prevent an unpopular update.
  5. Possibly. The game's always been Rolf's vision though, and has progressed as such. It's only when there's a real outcry (see: homeserver raiding) that stuff gets completely removed. Normally it's just tweaked to pacify the baying mob. That said, I personally was in favour of homeserver raiding, just not the way it was implemented, as the set-up wasn't right at the time. Epic is the perfect time to roll it out, especially as people are prewarned. Lack of warning seems be the major problem with any change made. That's the major issue with most new things here. An 'Eden' server could be a good addition, but I'd either limit fighting on it, say, to 20/25 (temporary cap whilst you're over there, reverts on the other servers) or completely disable fighting, with no aggro mobs present. Obviously, a capped fighting system would require all high level nasties removed, but hey, it's supposed to be peaceful.
  6. Wurm isn't black and white. It's not "everything will kill you on this server" on one side and 'land of chocolate fountains and gumdrop rain' on the other. Freedom is not a safe haven, nor was it intended to be. Free from players attacking you? Yes. But not the creatures. PvE is not "build how you want, unchallenged by anything", it is player versus environment. This 'environment' has been too quiet for too long. Now it becomes a 'versus' situation again. I, and many others it seems, like it. Others do not, but eventually, people will adapt. "Adapt or leave" sounds harsh, but that is what it normally boils down to with wurm. Thankfully, most people adapt. People will have to adapt, because the players that have not actively sought combat in the past now find it harder to hide away from the nasty beasties. New players will accept this level of creature interaction as the norm, and wurm will live on, and hopefully, grow. My only gripe with this change, the one issue I find is normally consistent with all updates, good and bad, is the way they are thrust upon us without prior discussion or warning. +1 to cavebugs tunnelling, and all related animal buffs and changes, -1 to updates being forced upon the community. Spare some time to warn the community and get some feedback.
  7. Definitely less silly that dying to some aggro mob while trying to enjoy the game.
  8. Opening a port on my firewall caused terrain to load nearly completely. However, permanent "refreshing" is still there on right click menus. Going to look for a proxy now, cannot find anything against using proxies in my agreement. Any recommendations?
  9. Thanks, I'll check my internet usage policy to make sure I'm not breaching anything by using a proxy, then investigate that option.
  10. Since moving to new accommodation recently, every time I've tried to log on, the only thing that loads for me is a sea of water in all directions, and a few buildings/building plans/fences. No terrain of any type loads, and neither do any mountains, the world is all flat. Completely stumped as to what the problem is, the internet connection here seems fast, and I haven't changed to a new computer or changed settings. The connection seems like the only variable so my guess would be something to do with that, but it's not like everything takes ages to load, it's that it actually never loads. Has anyone else encountered this? And solved it? Thanks in advance.
  11. Yep, seems a little over-restrictive at times, but it's worth it to prevent damage by people making new accounts to grief anonymously. Your best bet would be to ask a nearby premium player for help. You could also wait for it to decay naturally, but I'm unsure as to how long that would take.
  12. Sharks don't seem that bad to me. Sure, it knocked me out of my boat when I tried to hold my ground, but all I had to do was swim back. I didn't even get hit by it, just the throw damage. Fairly easy to escape (>10kmph got me away from it). The problem is killing them, I think. Archery, maybe? (But this problem could get a whole lot worse when they grow older. Venerable man-eater, anyone?)
  13. Any wilders against this: If this does not affect your server in ANY way (read the previous posts to see why), why are you against it?
  14. Reflections

    Maybe some sort of "magical areas" (stay with me) could do the trick. Smallish areas (6x6?) dotted about the place that have a massively increased tree growth rate (fully grown in a day) and where trees do not get old and shrivelled. No building allowed. Trees automatically start to grow in place when old ones are cut down, and young trees cannot be touched. Only around the started deed. Maybe indicated by different coloured trees/grass? Could have a similar sort of thing for areas to forage/botanise on.
  15. Reflections

    I think the main objective should not be to make wurm (significantly) easier at the start, just to make it less confusing. The tutorial is a good step towards that goal, but the fact that there are trees about, and seemingly terraformable land, that cannot be accessed, just generally makes it a bit more confusing. At least if there's a shanty town, most people can see that they have to walk to find trees. No matter how ugly the shanty towns are, they give space for newbs to live, conveniently next to their starter food source. The main issue that needs to be dealt with regarding this is decay. If the shacks take ages to decay, then the shanty town has no other option but to expand. If shacks start to fall down and free up space, then hopefully there'd be enough free spaces opening up to limit the spread of the sprawl.
  16. I think the point that he's making is that the game needs to be more accessible to casuals, who might only jump on for an hour at a time, rather than the people who can sit there for 8 hours at a go. More players of any kind = more money.
  17. +1. Also, +1 to the addition of tree stumps being removed when any digging/flattening occurs nearby, like crops. Of course, have an option to manually remove stumps if you don't want to ruin the terraforming. Maybe throw up a new topic detailing this?
  18. Wait, since when was acquiring all those skill different on either server? And as for the horse and scale, well that's not coming over with you. Bare bones:Once you hit 70 skill, any extra skill you gain is tied to the server you are on. So after the initial reduction for transferring (back down to 66, say, that's it. Freedom is easier to gain skill after 70, but none of this skill can travel over to wild with you. Thats how I understand it, anyway.
  19. The cut would be the same as it is now. Of course, I'd have to know how many freedomers roughly have a significant amount over 70 (enough so that this new scheme would be majorly detrimental to them). As it is, it seems there's effectively a hard cap now, given how hard it is to go up. So if they do decide to go wild, they'd be in a very similar position to if they decided to go over now. Then again, I don't know what would happen to exiled wilders, but I can't see their situation being handled all that well, if suddenly their wild earned FS becomes marked down as freedom FS. If handled well enough though, I don't see why it wouldn't work perfectly.
  20. Because you don't have to take any risk at all to get from 70 to 90FS if this were to be implemented. You say there's a reduction in FS when you cross servers, but that will still put you over 85FS. All covered in the OP. I'd have thought a restriction of some sort like that would be obvious anyway. We don't want to unbalance your side of the game, we'd just like to improve ours.
  21. If you stick around long enough to hit the cap, then you've stuck around enough to research what server to play on. Having a slightly easier time gaining FS past 70 doesn't seem like a legitimate selling point for the wild server. I know an evenly split player base would probably benefit wurm the most, but there's issues that prevent people going wild that a little bit of easier skillgain (when you've already got to a high level, mind) will not fix. It isn't a lure, it's just something that only belongs on wild that is on freedom also. That said, we are sharing all changes, so I understand if it doesn't get put in, but still. Why can't we get to the highest skill fighting the environment on a PvE server?