TheTrickster

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Everything posted by TheTrickster

  1. Sorry, I don't like it. It is only really a QoL enhancement for minmaxing, especially the notion of having a massive furnace with an integral refrigeration unit, all to enhance bulk grind. There seems to be a suggestion that these will also integrate anvil functions as well. What that is suggesting is not actually a foundry but an ironworks. Foundries generally produced cast items, not forged items. Given the notional time period / tech level of Wurm an industrial stand-alone factory foundry in one object is way too advanced as a technology - we don't even have those right now. We certainly don't have something that can achieve crucible temperature within a few feet of something that can instantly drop glowing metal to room temperature. The game already allows for a foundry - just that you have to actually build the components for different parts of the process. Yes, there is a need to limit the number of furnaces on a tile - rightly so. If perhaps you were to be proposing a different kind of metal-working furnace, that produces cast items - i.e. can't be improved - then I could get behind that. Likewise, I would like the idea of a large crucible that could be placed in a smelter/forge to create larger quantities of alloy. Throw in quantities of lumps and let the process turn them into alloy lumps - a bit like a smelter turns ore into pure lumps. Not that it would affect me much as it is something I simply wouldn't use. True, I don't like it, but I wouldn't care much if other people used it - any more than I care about people spamming thousands of items to get rares.
  2. that. A little background would be helpful.
  3. Then, if you are unlucky enough to die - or because you are accustomed to premium and not thinking about the jeopardy, you go on a unique kill, or play lawn darts, your 10+ years invested into character development would be wiped out completely. You woulld then likely rage quit, and come to the fora and complain bitterly and wind up banned and then you would hate the game and anyone officially associated with it for a very long time. Wurm would have become a weird kind of ransomware.
  4. Sorry, I have qualified that. It was meant as a joke. I have a rare bed, and there is a persistent but baseless myth that these sleep extra people. They don't. Note my portrait. Rather than a smiley face, I have a pokerface. My humour tends to be dry and I do tend to deliver it pokerfaced.
  5. Can't see a reason for an actual mechanism in the game for this. "I think it would be a great thing to have," isn't actually an argument. There is nothing stopping anyone from role-playing this. You could create rings and "engrave" them by renaming. Set up house together If you want a wedding, I know a guy with a shiny wagon you can use as a carriage, and I have some truly nice-looking horse-tack, and our alliance has horses of every colour. We could do a package deal on hiring out. I can even sell you a bed that sleeps two.* *A bed that is rare. It has been a common myth that these sleep two. They don't but are the closest you will get.
  6. Disclaimer: I won't be un-ignoring again, so I am interpolating based on quotes and responses. It seems that the suggestion is to switch out skill-cap for permadeath on free accounts. Wurm seems to be built on the premise that a character will die, possibly quite a lot, particularly early on. In my first day or two of Wurm, I died at least 5 times. If I had to re-do my character's appearance (and only that) every time I died, I would not have done it after even the first death. This mechanic would drive toe-dippers away in droves and make Wurm a complete joke. I am an explorer and adventurer; not a hardcore builder or weapon smith or <shudder> min/max grinder. As a result, a lot of what I do in Wurm does nothing for any skill or attribute gain. By the time I started to bump into the free player skill limit, I already had a very good idea of Wurm's gameplay and what it offered me. Sure, I think there is scope to improve the free-play experience, but switching out skill limit for perma-death is not "improving" anything - it would be a terrible and foolish move. I know that to me it would feel extremely cynical and money-hungry and I would just uninstall such a game in short order. It would pretty much cap Wurm's player base at pre-existing players. Consider the case of an account that has been premium for years-on-end but for financial reasons a player has had to let premium lapse for a brief period. They would be better off not playing at all rather than playing non-premium and risking their long-developed character to permadeath should they play and somehow wind up getting their character killed. A game which incentivizes not playing is the antithesis of good game design (insert Wargames quote here).
  7. For a WU server/cluster, sure; but I think no for WO. On WO the whole no-class thing was certainly a major draw card for me.
  8. Frankly, the timber type should be reflected in the "base" colour of the wall, anyway.
  9. Yes. You get to choose what part of beds and boats get dyed, so a wall that is defined by having two type of material is an obvious candidate.
  10. OH&S. It's too heavy to shift without a telehandler driven by a licensed operator.
  11. If you leave it out, eventually it becomes moldy. Same difference 😂
  12. +1 but only if we can do it the other way, too. I could have a million logs sent in, and get back a bunch of really nice furniture.
  13. Maybe a harvest that leaves the crop in the field, ripe or nearly ripe.
  14. KILTS! EDIT: And the various accoutrements for them - sealskin sporrans included
  15. Yes. Vehicles need slots! A slot for lantern pole or hook that is only available when the vehicle is over a certain QL. Or just a slot for a hook so that once you attach a hook you can install a lantern. Give hooks a bit more to look forward to than a tool belt. (also slots for other things like mooring anchor for boats, water barrel for wagons since its in the model).
  16. @TimHaus These are good suggestions, and have been made many times before. I would suggest you do a quick search and maybe link those other suggestions here.
  17. Something you can drop, place or plant that can hold a lantern at working height. The idea is it would be something portable and would be used temporarily, as opposed to lamps which are generally set up permanently or at least long-term.
  18. It's also a handy way to shortcut long journeys on Indy or even Xan. Say you want to sail from the north of Indy to the South, but both on the east coast. Sail east to any 8x8 then south then west again back to Indy - cut your travel time by close to 50%. For Xan it saves almost 75%.
  19. You can put a whetstone in your backpack so the damage number isn't orange, but otherwise, yes across the board for this. Whetstones, pelts, ceramics - not really improvable but should be repairable. Tents - absolutely should be repairable, AND improvable (and really should be tailoring, not FC, while we are at it).