Sovos

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Everything posted by Sovos

  1. Already know a few folks that have stopped playing due to this, it's painful on a pvp server when you can't really raise fightskill to actually participate in anything. We're coming up on three weeks since the revert and we haven't really gotten much to go on other than "we're looking at it". The only thing I'm looking at is people losing interest because there's no telling if and when a fix will ever come.
  2. Fishing lines in general needs to be looked at. There's no reason that you should have to process something that can't be improved a number of times to get to an end result, especially when you have to do it across multiple skills. It's tedious and complex for no reason other than to make fishing "the endgame skill". Want to make a braided fishing line? String of cloth on your hand into a basic fishing line (Cloth tailoring), basic fishing line into a light fishing line with a spinning wheel (Cloth tailoring), light fishing line into a medium fishing line with a rope tool (Ropemaking), medium fishing line into heavy fishing line with a spinning wheel (Cloth tailoring), heavy fishing line into braided fishing line with a rope tool (Ropemaking). Each time you turn this into something else, you're rolling the dice when it comes to quality since nothing can be imped in this process. Get a bad roll halfway through the process and your 50q cotton that you started with is now a 7q medium line. Just put them all under ropemaking and give them different percentages to make depending on the difficulty, seeing as how ropemaking barely makes anything anyway.
  3. Not really a client bug, it's a basic level of detail thing to use dummy models for far away things. Rendering animations on models that are within render distance but still far away (Such as animals in tree cover that would never be seen by the player) is a waste of resources and leads to performance losses with no tangible benefits.
  4. The steam servers are entirely separate from the other ones, so everyone is starting from square one. There's not really anything else to say other than that, since there isn't a good way to bridge people that have months or years worth of progress into a server full of people that are struggling to make small barrels, hence the separation. Unfortunately, it's sort of a necessity to make sure that new players don't feel completely useless next to players that have time put in, otherwise the disparity between the two would be too great and it wouldn't lead to a good experience for incoming players from the steam launch. That being said, there's also nothing wrong with people migrating to the more populated servers due to people taking extended breaks from the game. Can't expect a community to thrive if everyone leaves, you know.
  5. I've noticed that if you try to lead animals around the corner of a house, instead of pathing around it like they do with fences, they just stop being led period if you cut the corner too sharp. This leads to situations where it is impossible to pull animals out of buildings if you have a 1 tile road between structures or it being extremely hard to lead animals through narrows areas in general without them getting stuck. Shouldn't this work similar to how animals view fences when being led?
  6. PvP Change: Restricted logins on Defiance to Horde of the Summoned until an emperor is chosen.
  7. Players: Hey uh mobs spawns are way less and here's a bunch of screenshots and videos of areas that had good population prior to the patch that have been absolutely desolate for days/weeks. Mods:
  8. Communication on the progress of this would be appreciated because this should be a high priority change. Not having animals to kill has already driven a few people I know from the game, since it's gotten to the point now where fight skill for lower skilled players is nigh impossible to raise due to the lack of mobs to grind with. You don't even stand a chance in PvP, you know, the entire point of the server, unless you have high fight skill. The fact that we get zero updates on this unless we go out of our way to hound the mod team in discord to get anything is disheartening.
  9. Except the way it was done was adding 1,1,1 dye to existing dye and abusing the way dye averaging worked. This means you needed 1,1,1 dye to start with, which can still be made. It's just, you know, hard to make. You can. Grind natural substances or pay someone who spent the time and effort doing it. Being able to buy colors with marks invalidates those people who put work in to get where they are, and this is literally you saying "I will pay for dye but I will only pay what I feel like it because I deserve it". If prices are at 20s for a barrel it's because people are paying that price, welcome to supply and demand.
  10. The devs could say this is already in the game because whitelighters would never go far enough south to test it.
  11. Sure, I'll agree with that, there's always a risk no matter how minimal that risk is. You're more likely to die to a random animal or falling damage than an enemy unless you're deep in their territory. Technically correct, but unless you're building a wagon outside an enemy deed or in the water near an enemy deed I don't see how you're going to die and/or lose a boat. No, you don't. There are plenty of players that never leave their bases. Who do you think makes the weapons, armor, food, and materials that many of the fighters use? If you go walking around outside of your territory, then yes you're most likely going to get jumped but you need to be very deep in enemy territory for this to even be an issue. PMKs are not liked for a majority of reasons. Making one specifically to get wagons without actually participating in PvP would likely get you flattened because you're taking land and potentially players from the other kingdoms. One group that was dead set on making a PMK from the start (Even though they aren't implemented on Defiance) was wiped off the map once their kingdom found out their intentions. Comedy increased by 0.0058 to 12.7193 The big takeaway is this keeps circling around to profit and making money which is odd, especially since you can't even sell these items on NFI servers. Everything in PvE revolves around silver since it's the only real "endgame"; most players there assume that anything and everything they can't do can just be bought, and if you tell them that isn't the case they make threads like this.
  12. Would it though? Whenever there's something on PvP, history shows that eventually someone on PvE wants it ported over solely because they want whatever it is without putting themselves at any risk. They want artifacts, they want kingdom towers, they want to lockpick, they want to steal, they want PMKs; the only thing that remains consistent is that they want all of these things but only if they are specifically tuned to their playstyle. Some of the things they've asked for previously have ended up ported over, which only leads to more complaints when it ends up not functioning correctly due to it being designed around PvP (See: Libila followers on PvE wanting spreadable mycelium versus non-followers shrieking at them). So in reality, it all comes down to "All of these items that everyone can infinitely create eventually end up worthless because there is zero threat of them being lost or destroyed". Instead of looking at the core problem of there not being an item sink to take things out of circulation, the solution you're saying is "We aren't making enough money, we need more items to pump the economy for a month until those items are worthless as well and we're right back where we started".
  13. You made a pretty big jump from "Let's keep it separate" to "I want kingdoms". Kingdoms don't exist on Freedom, that's where the name comes from. Not to mention the vast majority of kingdom mechanics don't make sense in a setting where you can't do PvP actions, which would lead to more threads from confused people trying to figure out what does and doesn't work on each specific server. The best way to avoid all of this is the way it works now: Want PvP stuff? Go to PvP. Want PvE stuff? Go to PvE. Want to do both? Use a portal, your PvE and PvP skills will transfer between servers but your items stay on the server they were made on.
  14. If you're so familiar with RPGs, the idea of items being locked to characters shouldn't be a stranger to you. You should know that not every situation can simply be bought out of, choices you make with your character affect what that character can do in the long run. In this case, you choose to refrain from PvP which is fine, but because of this choice you don't get PvP exclusive items. You can't have it both ways.
  15. Corruption should be nothing but beneficial to followers of Libila, if anything the trait should make it so horses can graze normally as well as on mycelium, not one or the other.
  16. Boy do I have news for you, you get your very own kingdom wagon with Freedom regalia on it. There you go, enjoy.
  17. Anchor damage

    A very popular mooring anchor design is a hunk of concrete with a rope tied to it due to both it being inexpensive and relatively durable.
  18. Honestly out of all of the dumb tricks to raise skills, I'd imagine channeling would be the easiest to figure out for a brand new player with nothing besides information from the wiki. "Hmm, I can only cast when I have favor, and I get favor either from saccing or from natural regen. If I link to someone else, I can take advantage of their natural regen in addition to my own, so why not link as much as I can?" Compare that to the shipbuilding method of "Make oars, imp oars with logs, put oars into a BSB, pull oars out, oars reset to logs for imping, repeat" which is unintuitive and only known to players that understand how specific mechanics with BSBs and imping work. That being said, almost all of these supposedly Illuminati tier grinding optimizations can be found by googling "X grinding guide wurm", replacing X with your skill of choice. Even if you don't google it, most players specializing in a skill will outright tell you the best way to grind it if you just ask them.
  19. I feel like there's some clarification needed here and posts like this can muddy the issue a bit. There was an exploit, but the exploit was not using linked battery alts within the normal constraints of what the game allows. It's been done for years because using battery alts is simply the most effective way to grind channeling, to the point where many guides written by players suggested it as the preferred way to do so. Does this favor players with the income to support battery alts? Of course it does, in the same way that someone with an army of premium alts can make many menial tasks (Such as mining or terraforming) exponentially faster. The wording should have been clear that while the patch was performed to fix the exploit (Linking more priests than you were supposed to be able to at a given time), it also addressed grinding of channeling via linking until an alternative solution for channeling could be found. Instead, the post was overwhelmed with a large number of people assuming that the act of linking in accordance with game mechanics itself was the exploit. This leads to threads like this where people assume that anyone over X channeling must have performed some sort of exploit as opposed to grinding via the previously valid method.
  20. The patch was pushed back and there are once again no animals in the south. The creature count hasn't changed over the past month, so where are they all? Either animals have taken up practicing stealth, or they are migrating north once more despite the patch stating otherwise . Post-revert, the way to reliably find animals for hunting and/or fightskill is one of the following: Roll JK/MR, look outside. Roll HotS, go north and see how much FS you can get before someone with 70+ pops up. Can you hunt in other areas? Of course you can, but hunting in the more sparse areas means that your own horse is the only animal in draw distance more often than not. The amount of time spent wandering around through the barren southern biomes seems a bit skewed when animals are lining up for the slaughter in the north.
  21. Here's a combo of a few ideas. Altars act as batteries and hold favor in a pool, with the maximum amount possibly scaling off of their quality. Items sacrificed into an altar add favor to this pool, which can either be instant or over time. A nearby priest can use an action to link themselves to the altar, which fills a priest's favor to their maximum amount as long as they remain near it. Favor can be siphoned off of the altar pool into gems for use out in the field. You could always reduce priest favor regen slightly when outside the influence of their specific god if you wanted, shifting more emphasis onto gems for roaming.
  22. Current situation: You need 320 favor for 4 casts, you sacrifice 80 favor worth of items before each cast. Situation A (Speed): You need 320 favor for 4 casts, you sacrifice 640 favor worth of items and receive 128 upfront, 320 within a minute or two, and the remaining 192 within ten minutes. The favor over your cap is wasted. Situation B (Conserving saccables): You need 320 favor for 4 casts, you sacrifice 320 favor worth of items and receive 64 upfront, 160 within a minute or two, and the remaining 96 within ten minutes. So on paper the idea sounds good, but you're either A. sacrificing more than what you need to get the casts done in a reasonable amount of time or B. sacrificing only what you need to do the casts and then waiting around for the last of the favor to show up.
  23. "Thanks for the input, however you've clearly never seen a dollar in your life you street urchin" All officially supported transactions deal with silver, which is a traceable resource in-game. You buy silver with whatever currency you like, and then the silver stays in the game before exiting via deed payments, trader transactions, etc. There's no mystery as to where it's going if a dispute arises and needs to be dealt with. Let's compare that with transactions outside of that: The "4th dimension" here is having something Wurm controls (Accounts, services) being sold for something Wurm doesn't control, currency. Disputes here are much messier, meaning now you need an actual process, you need people to handle it, you need to figure out what banks you can work with. Let's say they use the Steam marketplace since it resolves those issues, right? No, now they need to link the Steam marketplace with both new accounts and accounts made on the website. Once that's done, they need to develop a framework that allows things to be sold in a sensible matter. But what is a sensible matter? Buying an item? Where does it go while it's being sold, does it disappear? Is it affected by decay? Is it allowed to be modified? How does it get to the buyer? Buying an account? How does the buyer get the credentials? What's to prevent the original owner from reclaiming it? Does the Steam marketplace need to have access into the Wurm account database to do this? What are the security risks of giving an external marketplace access into an account database? Buying a service? How do you list that on a marketplace built for displaying bulk amounts of similar items? It doesn't work and its a ton of extra overhead for no real benefits, especially when most of the community is glad to see it gone.
  24. Infrastructure is one thing, but the skill gap is going to put a lot of new players off. I'm not really sure of a good solution for it because there isn't one that's going to make both sides happy, but one is essential if the established servers want to remain a viable attraction to incoming players. Epic didn't really work for longevity so while I feel it's a step in the right direction, it isn't the end solution. I feel as if your posts are getting a bit out of hand, instead of discussing the topic you keep circling on these odd tangents about everyone being supposedly unhappy. If you're set on doing that then it isn't my place to correct you, however it's really starting to derail the original point many people are making.
  25. I'm not really sure where you're pulling this from, but I'll break it down for you. The main reason you see so much pushback is because all of these well-established players want the benefit of having new blood flowing in, but when it comes time for suggestions on how to get them there it always revolves around trying to funnel them into the old servers instead of trying to understand why the new servers are more attractive to them. Are you a new player and want an active server? Go to a new server as they currently make up the majority of the current population. Are you a new player and want your skills and crafts to be practical and relevant ? Go to a new server where the majority of players are still low level. Are you a new player and want to make silver to pay for premium? Go to a new server where the demand is so high that you can easily make 5x as much for the same actions on the older servers. Established veterans do not want to see their server forgotten, but the core issue is that the majority of new players coming in are not going to be interested in a server where they're not useful. And no, don't say "well they can surface mine or dig dirt for me on my server with 23 people on it" because that is simply consuming them as a resource to further your own interests without taking their enjoyment into consideration. If veterans want new players interested in the older servers, there needs to be a tangible benefit that outweighs the three points above. That's it.