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Everything posted by Sovos

  1. As long as this was a toggleable option. I personally don't have issues with it, but people that have framerate problems in fights may want a toggle since the skeletal horse model is more complex.
  2. Hi, I'm not in anyone's group here, I'm just here because it's absurd that you think this plan had any sort of headway in the community since it was only posted yesterday. There's nothing to stop anyone that has the ability from casting a rite, and if you wanted this to be more out there in the community then it should have been announced earlier. You know, like every other rite post. It isn't like it's a surprise as to when a rite is going to be available. If it makes you feel better to believe there's a secret wurm cabal pulling the strings and punishing these wrongdoers then sure I guess? People are going into the caster's merchant thread and leaving bad reviews because people took the high road and linked it in this thread.
  3. I get that you want to burn sleep powder and not waste it, but you went in and immediately started browbeating him because you wanted to cast it. You come off looking like this:
  4. Can quality lock be changed to actually be useful? Why does it scale off of the quality of the lock instead of just being a toggleable option based off permissions? Most people I know don't even use it because of how odd the feature is, and when you tell them how it works, they sit there wondering why it's set up that way. Not to mention that having it tied to lock quality makes this feature functionally useless on PvP since having low quality locks on anything means you may as well hang a "steal me" sign on it. If anything, it should be a number or range of numbers you define. Imagine walking up to a BSU with each shelf configured, dragging a stack of items onto each shelf, and watching as the items drop into each spot based off their quality.
  5. Both of you are swinging and missing hard at the point trying to be made here. If you want to come to the PvP server you're more than welcome to, but the changes we're pushing for are meant to make staying on the PvP server have benefits. This is aimed at the portion of the Defiance playerbase that skills on PvE and then migrates over to fight, since as it is now, skilling on PvE is faster no matter what way you slice it. Having the PvP players live primarily on Defiance is the end goal, and that's a goal that can only be reached if they close the gap when it comes to skilling speed.
  6. I'd like it so that when tangleweave is cast it blocks all spells across the northern cluster for (power/10) hours
  7. No one is complaining about it, the main issue is that there would just be a lot of work needed for rebalancing if everyone can cast spells. You can contribute to the thread without dragging nonsense into here.
  8. Wagoners sit in their lavish camps, filling the nearby chat with pointless dribble about eating and sleeping, only bothering to "transport" goods if their absurd prices and safety demands are met. Think about how much copper you're robbing from a player with no skills under his belt but 20.1 Mind Logic, one who would gladly drive his cart into the 30 slope forest with no armor or lantern for a fraction of the cost.
  9. A fair point, but you're forgetting one key difference here. Most other games don't take the sheer time investment Wurm does. You can get to max level and be ready to experience current/endgame content in most mainstream MMOs in a week or two, which is partially the reason they're so successful. You can join and contribute without necessarily being at full power, and you have fun doing it. That means it's very easy to pitch to friends, as you benefit from having higher level players show you the ropes and they can assist with speeding things along much more than if you were on your own. Now take Wurm. While you can grind faster with tools provided by high level players, the key difference is that on an older server nothing you make on that grind to the higher levels is particularly useful. Your tools, materials, enchants - all of them have little to no value when decades old eldritch skiller beings are wandering around a few decimal points from 100 in everything. Being on a newer server where lower quality items actually have a use breaks up a lot of the monotony, since people skilling up can actually be making useful items for their village or friends instead of making their 40th rope tool to imp while they tab out to play something else. Couple that with the time gap, which is something unlike most MMOs out there. This isn't the normal "Oh this person is a high level but someday I will be there" sort of comparison that you're making, you cannot catch up to these people. Their skills are the result of years poured into the game, and I can honestly say that most players will take one look at "You could be this if you dedicate a few years to the game!", laugh, and download something else. If you want new player retention, you need to focus on keeping them with similarly leveled players. You might have a few people travel to SFI, but the majority aren't interested.
  10. This is the argument I always see ignored when it comes to these discussions. New players are utterly outclassed and useless compared to any established player that has years of playtime under their belt, and to be completely honest, being nothing but a burden isn't fun. They can't carry as much, they can't queue as many actions, they can't work as long before running out of stamina, they can't craft quality materials. The pitch of "oh there's nowhere to settle that's why people don't go to the southern islands" is naïve at best. If people knew enough about the southern servers to assume they was nowhere to settle, they would also know that starting fresh on a server that's been up for a few years is not going to offer the same experience as starting fresh on servers with a newer group of people.
  11. You didn't spent 5 months making the dye, you spent 5 minutes buying it. Nothing is ruined, you either need to buy 1,1,1 dye at the actual price that it is worth or grind natural substances and make your own. You're mildly inconvenienced at best. But judging from your posts, it seems like you're less concerned with painting the knarr black and more concerned with painting yourself as a victim.
  12. You mean you did it countless times before they fixed the exploit. You know, the exploit that let you stretch 1,1,1 dye and copy the RGB values where you normally would have had it shift to grey? The one you said you didn't do? That exploit?
  13. Just because you don't agree with the answer doesn't mean you can keep demanding more responses. This isn't a department store.
  14. This is you just refusing to read what multiple people have explained to you because it doesn't align with your perceptions of how this works. No one is saying you exploited, we're telling you how QL factors in when it comes to mixing dye and that vast differences between your two batches cause the entire thing to shift towards grey. You purchased dye and you want to dye your boats, however you have two different QL batches of dye with the same RGB values. These are not equivalent items, the same way that a 10QL cotton string and a 90QL cotton string with the same CoC cast are not equivalent items. If you want to dye something black then you'll either need to mix the dye you have and live with the grey shift due to the dye averaging out or you'll need to source more high quality 1,1,1 that can be mixed properly.
  15. Lower quality dye shifts towards gray as it is combined, so while dye can have the same RGB values, the quality difference will cause it to shift to 2,2,2. The only reason you're even noticing this is because legitimate 1,1,1 dye would never be such low quality, leading to a specific case in which you're ruining your own dye by combining it as the internal dye mechanics work exactly as intended.
  16. The Wurm economy is like this: New server opens, new characters made. People rush to carve out their niche and make crazy silver selling in an open market. Other players catch up and prices stabilize. Buyers purchase a handful of items that will last them for months or years with proper care. The market becomes oversaturated with goods from competing sellers trying to keep silver flowing in. Prices crash due to lack of buyers, most items are barely worth the time put in to them. People complain. Following the Eve Online model, which also has a primarily player driven economy similar to this one, I think that there should be a chance for some of your items to either be destroyed or degrade when you die. People are going to complain about it, but you cannot have a balanced economy when there is nothing taking items out of circulation. The only item sinks that exist are decay, which hardly affects anything on a deed, or players forgetting to repair; compare that to the sheer amount of items flowing into the market and you'll see just how lopsided it is.
  17. I agree, one minute is a bit excessive, but we don't want it to be too fast either. Could just make it that when enemies aren't in local the timer is significantly faster and keep it at the current one (Or maybe shortened to 30-45 seconds?) when they are. Semi-related, but gravestones should render from further away. Even at the highest settings, they seem to only pop up if you're within 5-6 tiles of them. I don't know if this is a level of detail oversight or not, but it makes both finding your own body and finding an enemy body even more aggravating than it needs to be. If this is by design, then gravestone loot timers should be decreased independently of the above change since obfuscating the location of bodies delays picking them up just as much as a timer does.
  18. That doesn't really mean anything. This isn't like WoW where 15 years of content means multiple expansion packs put together by teams of dozens of people. I came back to this game after playing almost 12 years ago and most of the changes that were made just fleshed out certain skills. Cooking is more complex, carpentry has more items to make, houses can be multiple stories, fishing is...let's not talk about it. But outside of rifts and jackal, which are not in the game, there's really not years worth of content here. You can experience all of the skill changes in the first month easy, since it's part of normal progression. Once you're past that, you're where we are now. Biggest thing I'd like to see is some dates on this roadmap, otherwise it's more of just a roadsuggestion.
  19. This mentality needs to change. You need to think about this from the perspective of someone just discovering Wurm for the first time, because those are the sort of players that will be coming in through Steam. Unless you want this to decay into yet another server of veterans serenading eachother with tales of how they watched number go up five decades ago to the other 7 players online, these are the people you want to get hooked on the game. Maybe back when Wurm first came out these were valid points, but the base game is 14 years old now and some of that age is starting to show. The game does have it's niche and that's why we're here, don't get me wrong, but when the bulk of your time is spent tabbing in every few minutes to queue actions while playing another game instead of actively doing anything there's a problem. There's more and more games these days that offer a similar experience to Wurm with less barrier to entry; if Wurm wants to demand such a large time investment then players need to feel like they're getting the most out of the limited time they have to play in a day. Sleep powder from hunting means player spend less time sitting on deed, both due to incentivizing hunting and speeding up the time they're actively grinding skills, not to mention more players roaming means more spontaneous pvp. More gear and faster improvements means less time is spent by the kingdom smiths imping, which means faster regearing and more frequent fights. That being said, having a random amount of gear be destroyed or deteriorate when a player is killed would be good alongside these changes, to act as sort of an item sink and prevent items from staying in circulation indefinitely. So I do agree on the item snowballing/stockpiling.
  20. I think this could be fleshed out more if they look into the BL/WL priest balance for the 3v1 god situation. Getting a combat focused and not combat focused god for BL would make this sort of thing easier to tackle, since right now Libila needs to be a jack of all trades to keep balance.
  21. In all seriousness these are great steps. I'd still be all for a flat bonus to skillgain across the board though.
  22. Don't do this. On a more serious note, if you had the honey active while harvesting, you likely hit a hotkey to pour it out. Apologize to those poor bees for wasting weeks of work and be careful what you have activated next time.
  23. While the idea of three kingdoms does mean that raw numbers aren't always going to win out, it looks like people just jump to whichever of the two WL kingdoms are stronger on paper. You end up with one kingdom starved for people, and the other kingdom in a position to pick on the weaker one even more than before. Switching to a BL vs WL system would resolve some of this, but it raises a few issues, like you said. How would the current terrain on Defiance be handled? Would both starter islands retain their protection or would only one be used? How would existing deeds factor in? Would everything switch over to the new kingdom? What about guard towers? Converting those all to one kingdom may not be the best option from a numerical standpoint. How would gods be balanced? It's been brought up before, but this sort of change might be the catalyst needed to split Libila off into two deities, one combat oriented and the other support oriented. Having to balance WL spells against Libilia's "Lorewise there's only one of me and this doesn't make sense but mechanically if BL couldn't do this it would severely imbalance things" leads to a bunch of odd spells and situations. Being able to balance Mag against BL_Combat_God and Fo/Vyn against BL_Support_God would make it easier to get some of these nuances worked out. Would there be any plans to expand alliance powers in these larger kingdoms? Offices and titles are great, but Wurm is severely lacking when it comes to permissions for alliances. Being able to manage permissions in an alliance based on village as well as have restrictions and logs for things like the alliance annotation map shifts focus more to actual fighting rather than obnoxious metagaming and infiltration. Not that it doesn't have a place in games like this, but much of it is only possible due Wurm's dated permissions systems that lack any sort of auditing capability whatsoever.
  24. This entire guide illustrates how bad distilling is. A 20L distiller takes about two hours to process everything inside; I know wurm is all about things taking forever but this makes even less sense when time in game is orders of magnitude faster than time in real life. It'd be the equivalent of distilling something for days at a time, which is absurd.