TheTrickster

Members
  • Content Count

    1194
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by TheTrickster

  1. Sklotopolis - PVE

    I have been on the Liberty server for a week or two, and must say I am enjoying the frontier feel. I actually get to places that seem untouched rather than feeling like a tourist. The default start point still has a lot of wilderness but is also somehow crowded. The portal to the southern spawn point is handy, and the area is much less crowded. However, I think the two portals are oriented 90 degrees apart and it seems to have messed up my sense of direction completely. My deed is due west of the southern spawn camp but in my head I keep thinking of it as NS. However, I reckon the bounty for guard towers has resulted in far too many towers. I can't even really use them as landmarks, because they are just everywhere. McDonalds would be jealous. The live map is hard to read at small scale without turning them off. I think the skills and timers are well balanced. I don't know about the economy yet, but the kill & bury bounties seem reasonably fair. I am already spending too much time on WO, now I either have to divide my time (WO and two WU servers) or invest more of it. I am hooked, though.
  2. I like the map, and the mixed landscape. Although, I must admit I moved my deed not once but twice. The first one was because I was too close on the west side of Falling Trees, which must have fenced in well beyond the deed boundary (which I don't understand for free 81X81 deeds). as after I had set my deed I looked at the layout map of it and a chunk to the east was fenced off. I moved uphill and started yarding up some livestock and then the lure of altitude and panoramic view drew me to the top of the world. I am going to have my hands full building a navigable road that isn't an eyesore up to my deed, but the lookout will be worth the trip. The burn bounty seems a bit high. I have really not gone hunting or anything, simply dealt with agros as I come across them (at least until I got my cart built and the "engine" in, so I can just blow past them, although charging through thick firs at 30-something had me blinking like Benny Hill) and in only a couple of days I have gold in my account. Actually, I don't really know how the economy will be effected long term. Silvers are extremely easy to come by so people wouldn't mind spending, but skills ramp up incredibly quickly and actions take little time so I am not sure if there will be a market for anything. Time will tell. Not a lot of people on yet, but that I think is the bane of Wurm in all its formats - the player base is spread across a large number of servers. Having fantastic equipment in the starter town is a very nice touch. Well done. (Although I did forget about the small anvil in inventory and had to go all the way back to return it. Wouldn't happen if it was used on the ground the same as the large anvil.)
  3. Yes leading hitched carts and hitching one animal to small cart for leading only. I would also like to see the small cart hitchable to other domestic animals, chiefly available are sheep and pigs. Why are they no goats in Wurm? We need goat-carts.
  4. Or zonalize the creature spawns. This already happens somewhat with other creatures (crocodiles, tortoises, scorpions) so have the area near starter towns spawn more rats & wildcats, with wolves not far away and keep the bears and other tougher agros spawning further from the starter towns. That way the starter town would not just be like a walled city where everything is provided within the walls but step outside and it's lions, tigers and bears, oh my! It would be the safest place, with the safety dropping off as you move further away. Newbies could stay in town for a couple of days, venture into the close surrounds to get a taste of risks while still being able to supply at the town, and when they are ready venture out into the wilds.
  5. Maybe for "more use" it could be fill rather than just a surface. Basically black dirt.
  6. What about a delay on the additional info. Hover over:- the character name displays instantly. Maintain the hover for say 2 seconds (for example): - the titles and honours. The result from the op would be "Beastwolf" for two seconds and then the rest as displayed. Or maybe on hover, display the name and titles, and then on maintained hover display the honors. The result would "Arch Mage Beastwolf the Mental" Or or, have a nickname. The character's nickname would by default be the basic character name, but would be changeable. The nickname would be the basic display and the full name as per the op would be on held hover. This would also facilitate a level of name changes that people could be fine with, their nickname is the display name on hover, but everything else uses the actual character name. For example a character named Geoff might have the nickname "Shorty", "Geoff" is what displays in chats etc and there is no getting away from that, but face to face you would see when you hover "Shorty" and then "Geoff". Or not.
  7. Except trees all throughout the map would be decidedly unnatural. I find trees trees and more endless trees very offputting. IRL I have a heavily forrested 40Ha block and even with its "weed trees" (self seeding and growing thickly) just the other day I identified over half a dozen large clearings at least 30mx30m (i.e. in Wurm scale, 5 tiles by 5 tiles) with clear "corridors" throughout the entire property of 3 - 4 meters (i.e. 1 tile wide). In real life, trees grow in patches, small ones are called thickets and copses and spinney, larger ones are woodlands and forests. Give me a variegated landscape any day.
  8. Short answer, no. They both invalidate the action. Thing is, though, we all know that the votes are by and large only for the rewards so the votes are essentially ignored. Commentary, on the other hand, purports to be an actual opinion or experience. If there is a plain disclaimer that this is a paid action, we can consider that and decide whether to disregard the opinion entirely. If the opinion is NOT offered with a plain disclaimer, then it is being presented as genuine when in fact it may well not be. Having said that. I mostly look at the OP and the bare listing of features, mods etc. So the opinions don't count a lot for me. I haven't tried this server yet, but I am now seriously looking at it. As long as it isn't too crowded (not so much population but land and resources locked behind deed permissions or just plain fences) I think I would like it.
  9. 1. Cows know time, and will come for milking once they know the routine even if they aren't called. 2. When I was a kid, my Dad would whistle the cows up. They didn't all respond to the whistle but the ones who didn't would follow the ones who did. One cow would actually round up the others, and walk around them to the far side them come straight back through them. 3. Yeah, cows can swim, but some of them do sometimes seem to forget that.
  10. Maybe that's the upshot of this. Somehow it feels, incomplete. I know IRL I could make a crude still out of an open vessel (like a cauldron, but probably a kero tin) and some metal sheet. Basically something to cause evaporation and something to cause condensation. Alcohol etc can be tricky but distilling water is almost a "no technical skill required" scenario. For a debuff, I would say it should be slight, but cumulative, and offset for instance by drinking fresh water - and slow recovery over time anyway. A bit like injury and the stamina bar, offset by treatments and slow recovery over time. Drinking the water shouldn't be a problem unless it is done repeatedly.
  11. If you are going to use up electricity running your computer when you aren't using it, this is a much more worthy use of its time than blockchain mining.
  12. Separate salt from salty water in Wurm is not sensible. Currently, if I understand it correctly, one can boil salty water in a cauldron and recover both salt and water separately. I would understand boiling it dry and recovering salt only, but separating and recovering the two is a distillation process, and Wurm does have stills with their 2 containers, for the distillate and the residue. I would suggest that distilling water allows recovery of both salt and water, but simply boiling in a cauldron should result in zero water. Of course, this would all be more relevant if salty water was in some fashion different to fresh water apart from the ability to recover salt. For example, salty water should be unable to fill the thirst bar fully, or should reduce stamina or nutrition or hunger bars. On the other hand, it might be better at tempering. It would be good to have a dynamic where fresh water has a reason for existing beyond "you can't boil it for salt" and salt water has a better reason than "you can boil it for salt".
  13. Actually, that makes a kind of sense. A key place where the rot sets in is in the bark, so removing the bark from timber reduces its susceptibility dramatically. Also, a log will retain a lot more moisture than the same volume in planks, so again is more susceptible to decay than the planks. It does provide a logical basis for log walls and roofs decaying more quickly than the same structures made from cut timbers.
  14. Were the other wall types sorted out? Would log cabins be back on the agenda?
  15. So, should I continue this thread or necro that one? I don't really mind either way. Scratch that, I already necroed it. But will continue this one anyway. Aha! That thread has a pasted link to an earlier one again, only a couple of weeks earlier. It is interesting that the dev feedback was that it was being considered and would probably be implemented at some point. We obviously haven't yet reached Some Point.
  16. Down here we had a method called "Pug and Pine" which was pine poles standing in a ditch and then chinked and rendered with lime mortar. The "poor man's version" (egads, what a concept) used mud or clay if available to chink. Come to think of it, why doesn't Wurm have limestone?
  17. The most basic house form - a log cabin. Should be buildable with only logs, in the way that palisades are built with only felled trees. (Maybe pegs as well, but essentially an all-timber construction, without nails etc). The next most basic, weatherboards (basically horizontal planks with each lapped over the one below - just in case that is a regional term). A very basic rustic form is posts made from logs planted in the ground and the boards nailed (or sometimes wired) to the posts. Roof can be shingles, or more boards. These would both be resource intensive, but it is the most readily available resource in the game (after water) and it would require little in the way of tools (hatchet for the logs, carving knife to make a mallet & pegs if needed and in the second case a saw to make planks). It would need only basic skills of woodcutting and maybe carpentry. New players could get a basic shelter up quite quickly, which might make them feel more invested in the game.
  18. Global warming. Actually, I find the winter effects make it much less immersive for me, because it is even less like anything I see around here. The trees are odd enough, to me, but we do have conifers and oak, and at least in my region citrus trees. Would be good to see the odd ironbark or cabbage gum, though. Aaah, after a big storm, all the grey peeling bark is gone and the trees are a glorious reddy-orange (the trunks, not the leaves). If Wurm had an antipodean-themed server, I would move there.
  19. Yeah, that would be good. Having the full description only on Examine would be fine. (I would also like to rename horses, and do away with Old and Fat descriptions in the name.... they cut a bit close to the bone )
  20. So far, my favourite possession is a Hatchet that Angelklaine sent me just to help. I am still low skill, and working at grinding up my body strength, and my woodcutting skill. That hatchet has turned a a few groves of trees into kindling (campfires should have a super-size model called "bonfire" for once you get past 100kg of fuel ). I should give it some kind of epic name, something like Sgriosadair or Anakula.
  21. Objects should show user-assigned names before the description instead of the current format which places the name at the end. For example, if I have made a weapons rack out or lindenwood and rename it "Tools" because that is what is going in it, then it should display as "Tools, weapons rack, lindenwood" instead of "Weapons rack, lindenwood, Tools". Likewise if I have designated a BSB for dirt, then I don't need the description to say "BSB, cedarwood, "Dirt"". I already know it is a BSB because I can see it, and what it is made from is of low importance, but the priority for me is to know which BSB has dirt and which has e.g. stone shards. We name these things to make them simpler to work with, but the names are relegated to after the stuff we can see without even a mouse-over. If I call my huge axe "Giorradair" then I want to see Giorradair first and after that the description that Giorradair is a huge axe made of steel. This wouldn't be hard to implement. I expect the format is already something like object, material, name and a null name simply doesn't display. All it would need is a reorder to name, object, material and a null name simply doesn't display.
  22. Every time I run the client launcher it re-downloads first. I am using the "pick a client" launcher and running live-low memory (trying to isolate lag problems).
  23. Not used in Wurm, and usually not a character name, but for ship names used in competitive play I like to give a name that reflects purpose. For passive tanks intended to draw fire (while a different ship was basically 0 defense but with ludicrously overpowered weapons) I liked to use "wooden duck" and "anvil" as the names. It always surprised me that people still went for them, when the names should have been a warning. In one case, a lifeless decoy that draws you into the killzone and the other being the place where you get hammered. (The offensive ships would get names like Elmer and Hammer). I remember in one game you could label gear, so I set up heavily booby trapped locations with dropped items tagged "No, really, don't come over here." and "fair warning" and "nothing you want" and such.
  24. I don't see the problem with that. I would have thought that "going actually out for the distinct mission" is what is meant by "participate." I must be missing something.