TheTrickster

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Everything posted by TheTrickster

  1. So don't involve GMs. Activity tracking is already a thing. Simply have an action available on off-deed vehicles that have not been accessed in x amount of time, something like "report as unclaimed". A 30 day timer is started, and in that 30 days every user with a reported item gets a message upon login along the lines of "your vehicle is scheduled to be towed" (a bit similar to the premium-ending one). Every 30 days, the server polls for vehicles whose timers have expired and teleports them to the holding/claiming area for that server (or the nearest one for a big server that might have more than on). This also triggers a log-in message along the lines of "Your vehicle has been impounded, please claim it from ....". There, done. An easy, automated way to get rid of cluttering vehicles that doesn't grief the owners.
  2. Nope. No. Uh uh. Insufficient! The DevBlog post last month had only the merest of bugfixes and then waived a shiny at people. This month there is nothing else other than the shiny on offer. You aren’t even offering to give us something pretty to mollify us for your lack of communication – you want us to buy it from you! Apart from pseudo-comms acknowledging the lack of actual comms and waggling some vague benefit (ooh, roadmap! bah), we have had no more actual meaningful communication. It seems it may be sufficient to turn the heads of some, but, really, how many and for how long? If you are reduced to this in order to tease another few Euros out of quondam loyal customers, things are grim. Since this is part of a loyalty program, how about demonstrating some flowing back to your paying clientele.
  3. <snark> yeah because major life disruptions only ever come with sufficient notice to get everything in order first and everybody's computer automatically gives a warning ahead of time when it is about fail totally. </snark> I am all for cleaning up the clutter, but there are means available that require neither destruction nor confiscation.
  4. This gets a firm NO from me. Far to easy for juvenile social behaviour.
  5. It isn't the one player that people seem to think, though. See above. (Of course, I am happy saying all this from behind an ignore filter so I never see the actual posts).
  6. Sorry, but that they were all bunched together like that is not Darnok's fault. I mean, yeah, there is massive quantity, but in this case it was all in the same place because it looks like someone open up Darnok's activity and systematically posted a minus vote on everything. While it is true that they couldn't all be promoted if they didn't all exist, it was made into a wall of Darnok by someone else.
  7. Same here. In fact I have found some wonderful areas on Cadence that I WON'T be identifying to put on a map, simply because IMO they are better as discoveries not destinations.
  8. As an explorer, I say maps are for tourists. 😄
  9. I spent a year in game getting to the point of making a knarr for myself. I recently had a few months off for a variety of RL reasons. I would have been appalled when I logged back in if I discovered that my boat, my cart, all my pretty horse tack and my rare, enchanted and/or skinned tools and weapons had either been destroyed or stolen. It would lead to massively prejudicial rage-quits. It is basically declaring to other players "If you do not play as often as I decide you should then you are not welcome to play Wurm as a continuing player." Pretty much the antithesis of "sandbox".
  10. Well, me. Also, probably the person who invested time and probably money in making or acquiring it in the first place. I am all for anti-clutter mechanics to deal with abandons, but care needs to be taken regarding fairness.
  11. At the very least, create sub-fora in suggestions so that whole classes of suggestions can go together. I have no confidence that developers are reading any part of the fora lately.
  12. -1 to this suggestion. Spawn towns should have holding yards (or marinas for boats) and unclaimed/inactive clutter moved there by GM based on a request and a confirmed lack of activity. If the inactive player returns, they can lodge a ticket to either a) locate their vehicle so they can go get it or b) have it returned to a suitable location for them to pick up. If they don't want to lodge a ticket, they could just go to their nearest spawn town and look around, but that is assuming that it is the right one and that it won't be a needle/haystack proposition. That would help ease the clutter without greatly disadvantaging those who have to be away (or are just staying away until they are confident the game's development cycle is ongoing).
  13. So, we buy the company and give them their orders?
  14. I think Darnok already suggested a lot of this...
  15. Combine multiple combinable items by right clicking on the list header and selecting "combine" instead of having to either activate one and combine each other one into it or put them in the craft window to combine them.
  16. Let us use ladders from anyway within 1 tile (i.e. anywhere on a 3x3 area) and not blocked by walls etc. (Disembark, anyone?)
  17. And make "You are not allowed to do that" only EVER apply when the issue is a permissions issue, not a length-of-your-reach issue.
  18. Only allowed one heart reaction, unfortunately. Very nice work.
  19. Okay, with this, after consideration, I am in! In fact, I am going to suspend completion of the inn and try to get a procurement office finished before The Storm gets to Redmyst.
  20. We need @Zexos (I think it was) to make another video.
  21. Make fibre resources work like metal resources. Like so; vein -> ore -> lump -> crafted item/component resource -> fibre -> yarn/string or rope -> crafted item/component Okay, this one might not be so stupidly simple to implement, but it would open up so much. With metal objects, there are already some objects that are gated by metal type, so that would still be possible. With metals, the major determinator on what you make is what you use to process it. Apart from gated items, you can make the same object in a variety of metals, and the choice of metal effects various things, most relevant in this case being durability (resistance to dmg in various ways) . With this suggested change, for "soft" items what intermediate/basic item you make would be dependent on the processing, not the original source (e.g. cotton or wemp yarn to make cotton or wemp cloth, rope from cotton/wool/reed fibre). <signs off, muttering something about mulberry trees and silk worms>
  22. Work on bulk materials directly from containers. e.g. making bricks from shards - add the shards in a bsb to crafting window alongside the chisel - make bricks. If it's too hard to have the bricks appear in the container, make them on the ground in front of you (like a bunch of other stuff).
  23. Work with/on ALL massive items on the ground without needing to pick them up. e.g. Nobody really holds a tree in one hand to carve it into something else with the other. e.g. Nobody except Wile E Coyote wants to hit anything with an anvil (even a small one).