Synjor

Bug Tester
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Everything posted by Synjor

  1. "Jadewood Grove" has been disbanded
  2. The only thing I don't want to see uniques turned into is another point system. Loads of good ideas in here and in other threads to change things up while keeping the same feel to the hunt. A few ideas I've heard or come up with over time that go along with what was suggested by others here... Some random amount of time after a unique has spawned(7+ days,) have messages appear server-wide alluding to them being out there somewhere. (You hear a distant roar, You hear distant, loud stomping, The goblin gangs seem more organized..) Allowing uniques to spawn all across a server would go a long way in preventing them from being routinely hunted for and found. For example, Melody has a number of mountains on the outskirts of the server that sit uninhabited, trafficked so little that I've found Auld Lang Syne's from the previous year, nearly decayed away. Spreading uniques out more will lead to more people finding them Implement rare steps to treasure maps that lead players to high mountain tops, where they find themselves attacked by a Hidden dragon or hatchling when they go and dig up its hoard of treasure. This would allow players another avenue of encountering uniques without spending time mindlessly hunting for a spawn. With Goblin Camps (hopefully) coming out, add a chance for a goblin leader to be included in the group. This further incentives players to hunt for and participate in the event. Doing this would also give an obvious way to further use the Camp system, adding Troll Caves, Giant settlements, Dragon Dens, etc. Tome fragments could be dropped in treasure maps, and from uniques the fragments could be distributed by rolling based on damage done, as there seems to be a system in place with the rift rework that allows damage tracking Reward a random non-marks tome when a player 100% completes their standard journal (basically Personal Goals reward lol)
  3. They're reverting the change https://forum.wurmonline.com/index.php?/topic/198723-change-back-warhammer-skill/&do=findComment&comment=1971680
  4. Don't believe it was ever stated the build requirements were lowered solely for testing. The reduced material count was done as the colossi are temporary and it'd be insane to expect multiple entire colossi be built for every rift
  5. Unless something was changed after testing, it only requires bricks and clay.
  6. Why not add a craftable Warhammer. Don't really understand why they're being made untrainable so the skill slot can be recycled when there are a fair few other skills with little to no realistic use to recycle instead
  7. this and/or just guarantee a med tick every valid meditation
  8. I really don't foresee anyone being upset about fletching being easier, so why try to balance things to keep it in line with imping individual arrows? I would just make bundle imping the new norm; players can imp individual arrows if they want rares, otherwise just imp bundles.
  9. Epic structure "Despair Fist" #1430,363
  10. Rite of Spring

    May want to do the cast before the site ends, if I'm not mistaken they give a huge boost of progress to the next rite
  11. Site is up to 85 power! Swing by if you're looking to rare some stuff ;D
  12. You do realize everything in the update had to be given the okay by the lead devs, right? Jaytoo didn't just up and decide on everything himself and push it into the game. If you stopped fearmongering over a carefully thought out addition to the game and actually made an effort to explore the update during testing, you would see that fo priests will struggle to "dominate" rift point totals with the rework. Wurm is a game revolving around time dedication and Jay made good considerations when ensuring the bracelets take a proper amount of time to earn when compared to the traditional creation/imping rare grind.
  13. Bump Oh also allow them to be owned on every cluster, no good reason to limit it to one.
  14. I would suggest allowing players to work on any of the colossi, but add a flat difficulty increase for those they're not followers of. I also feel the current material requirements are a bit high, or at least may be for some of the smaller servers. Would it be possible to have varying mat totals between servers based of average population, or even better previous total rift participants?
  15. +1 never understood the reasoning behind limiting it to one cluster
  16. You can only build the colossus of the god you follow, but once they're built everyone receives their buff during the rift.
  17. Crap, I didn't really think you'd go for the croc idea, now I have to breed some!
  18. Look at it this way. At current rates, it will take a player around 10 hours of gameplay spent at rifts to earn enough points to purchase a bracelet, giving them one guaranteed successful rare roll. Keep in mind, this will likely take them a few weeks to do as rifts are time gated and also require more involved gameplay than most other activities. Now, assume another player decides to ignore rifts, instead opting to spend 10 hours of optimal gameplay imping their target item in an effort to turn it rare. Odds are, they will wind up succeeding in turning their item rare within those 10 hours. If they're lucky, they could get multiple rares in this timeframe. This can all be done in one sitting and is far less intensive gameplay when compared to rifts, while sat comfortably on deed. So, the first scenario required the player wait a longer time, put in more active gameplay, travel to rifts, all just to get ONE guaranteed rare roll. In the second scenario, the player was able to complete their grind in one sitting, do something relatively afk, without travel, with the possibility of achieving MULTIPLE successful rare rolls. There is a considerable time and effort trade-off here, which earns the player a guarantee they will rare their target. I hardly see how that's game breaking, and that's coming from someone who has spent hundreds if not thousands of hours rare spamming through creation and imping my things.
  19. This is the route I'd go. Allows people to purchase the reward and still use it to decent effect and have the option to have it imped with high ql seryll to get everything they can out of it. Having to re-imp as well as pay to recharge would be a bit much imo, although I don't know what the cost to recharge actually is atm. How many rift points does it take for an artisan ring recharge?
  20. The prep isn't half the content. It's simply an additional way for players to get points if they can't handle the combat or for those who can't attend the actual rift due to time issues. You're more than welcome to still come to the red beam at this hour, murder, burn hearts, gather resources, go home.
  21. To add to the apparent importance of being able to imp the jewelry rewards, it seems artisan rings for example have different powers associated with their QL, which players have no control over. I have 3 rings each assigned to carpentry, with slightly varied QLs. 82ql has a bonus of "Artisan Ring Skill Bonus of 0.08288839," 86ql "Artisan Ring Skill Bonus of 0.086913355," 87ql "Artisan Ring Skill Bonus of 0.08738547." It seems unfair that I can receive a slightly less powerful ring for the same price. Either force the rings as 100ql to ensure it provides the .1 bonus or allow them to be imped. Similarly, the power of shoulder pad effects is tied to their ql. So while i expect to receive "up to 15% chance per pad to not consume the off hand swing in a combat round," instead i get 12% on one pad, and 13% from another. This issue is offset some on shoulder pads as they're now impable. One complaint i have regarding the Fo colossus bonus, is that in the event you've taken a large amount of small wounds from a caster or warmaster using ice/fire pillar, the Fo blessing heal tends to target an extremely small wound rather than your largest. This may end up frustrating people as they may be counting on a nice heal to come only to find Fo decided to cure their frostbitten toe rather than their gaping head wound. Artisan rings and other rift jewelry don't actually count as jewelry when trying to enchant them with things like Nolo. I'm assuming this is intentional to force players to choose between enchants vs skill bonuses The model for Socketed rings placed on the ground and when equipped on the character show an emerald on them, even when empty or with a different gem socketed. The god colossi disappeared as expected when the rift closed, however their associated beams did not. Relog might fix, haven't tried yet. Gathering from rift nodes with 90 skill and 90ql blank tools averages 40ql mats, having access to some 90ql really is a great change. Thanks for that New rift spawned, unfinished colossi spawned properly and can be seen from a good distance now. Mobs began spawning instantly and trees in the area weren't destroyed like they usually are. I assume this is just due to the test server?
  22. I do like the colossus idea, however I don't see anyone actually completing them at their current 2k material requirement. Perhaps cut it down to 500 clay, 500 bricks, then allow people to improve them for points if you're concerned they'll be finished too quickly preventing others from benefitting from the creation points. Successful imp could give a 25% chance for a point? Tested multiple aoe spells and made sure they don't result in any crazy participation point gain. I agree with those in the thread who've said shoulder pads should be impable. If it's going to be possible to roll a rare+ pad from the shop, it should be possible to also make them rare+ ourselves by putting in the work, especially since there seems to be bonuses to the effects provided by a rare pad. Same thing for the jewelry, please allow us to imp them. This would give more use for high ql seryll. Increasing the ql cap on rift nodes is such a nice change. no more fighting over the turret corpses if you want the higher ql stuff Could one of the socketed rings provide a combat bonus again? Even just keeping the CR bonus from a ruby socket would be cool [19:59:36] Test MOI For bracelet of inspiration proc. [19:59:36] You have a moment of inspiration... [19:59:36] A bracelet of inspiration is useless and you throw it away. [19:59:36] You damage the range pole a little. Imp failed, didn't result in a rare. Was wearing two bracelets and it properly only consumed one of them. Continued imping and successfully rared, losing the second bracelet as expected. Used another bracelet on the rare range pole, and it was bumped up to fantastic. Uhhhhh Used another bracelet on a plain range pole, it instantly jumped to fantastic. Something is going wrong, unsure if it's due to the "Test MOI For bracelet of inspiration proc" Did it again, another fantastic For the skull shoulder pad, would it be possible to also have it cut down on the "wind-up" time for dualwielding? Currently, offhand weapons don't attack until you're a good 20 seconds into combat, essentially making them deadweight for much of a fight. Any way this wind-up time could be reduced or completely removed while the pads are equipped? (this wouldn't effect pvp as shoulder pad effects are disabled on those servers)