Lethyria

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Everything posted by Lethyria

  1. The creation chances shown are based on a decent sample size of simulations of actual creation results and are actually fairly accurate with a couple of exceptions (particularly effective skill or difficulty over 99). As for your example table, here are the probabilities of achieving low results like yours on 100 trials using a binomial distribution: Test Percentage N Expected Observed Probability 70% 100 70 70 53.77% 60% 100 60 55 17.89% 50% 100 50 45 18.41% 40% 100 40 35 17.95% 30% 100 30 25 16.31% 25% 100 25 15 1.11% 20% 100 20 10 0.57% 15% 100 15 5 0.16% 6% 100 6 2 5.66% Although those numbers look low, only the 25% 20% and 15% are low enough to be a reasonable cause of further inquiry but are also not so absurdly low that it could all be down to variance, also when people present numbers off the top of their heads its good to remember we tend to remember failures over successes. To back this up with a little data, my ropemaker logs for 2023, I had around 91 skill, a 90ql supreme rope tool with 99-100 imbue, repairing at around 3-5 points of damage and reimping once 88ql, probably around an effective ql of 88 on average. In game shows 99% or 98%, I created 74,901 cordage rope and failed 1,111 times giving a total of 76,012 attempts and a failure rate of 1.46% and for comparison grinder shows an estimate of 1.31% failure with the given inputs. Seeing as I did not carefully track ql or damage this all seems to be around correct to me.
  2. Rather than making farming a worse experience in terms of maintenance, how about allowing people to put effort into fields to get a higher yield/better ql out of a smaller area for those that want to. This sort of already exists with wild growth but is one dimensional I could see a world in which by fertilizing and watering fields you could get larger yields from a smaller area being a fun tradeoff.
  3. Priests are already mostly a stay on deed alt role, reducing faith is an insane punishment that would further push them to an alt role and experienced non priests wouldn't care that much.
  4. Only in k-space, in J-space there is no local and we were better for it
  5. Casting arrows is super useful for pvp, but currently venom arrows do basically nothing particularly useful. Assuming your suggested new arrow would deal crush damage over pierce it wouldn't have an impact on shooting barded horses, maybe they would be better for shooting people in some situations but shield skill mostly kills archery on players. The other option is enable venom glance rates (not sure how this would play out in pvp). The more fun option imo would be to implement glance rates for different damage types on creatures and have a blunt head (crush), bodkin (pierce) and forked head (slash) and then both arrow and melee weapon choices would matter a bit more beyond the base stats but that would be a lot of work.
  6. I agree it needs fixed, just adding context that the issue occurs immediately after each server crossing.
  7. Have you crossed servers as in the past I've got a reminder email every time I crossed server when I was near expiry.
  8. The difficulty is reasonably high I think but this is a particular oddity as they only take this massive hit once and then imp like a normal item with no bonuses (no armor/weapon/title bonus). This repair thing only occurs once, and unless I'm mistaken they don't take damage in combat so imp once and then you are done.
  9. The first repair on a new set of shoulder pads after failing the first action took a large amount of ql off at 80+ repair skill, all subsequent repair actions behaved normally. This is not the worst bug but still an odd one, I've reproduced this twice. Initial repair Next damage after a few imps:
  10. Sounds like a great set of changes, the biggest problem at the moment is the information asymmetry which randomising the spawns further in terms of time and location would help quite a bit.
  11. Prayer reset has always been 24h after the last server restart, the maintenance restart each week is at a pretty regular time so the reset time is usually based on that and worst case scenario it will go back to normal in a week.
  12. As an nfi player where account buying has always been against the rules, this seems unnecessary to me and I think me and many others would probably quit if we had our progress reset to 0, you'd pick up players in the short term but long term I don't think it would help retention. Again a less extreme suggestion is season servers but I guess I'm sounding like a broken record.
  13. I understand the concept of using a timetable but I feel that it has lots of bad side effects. Defiance could be merged separately but If you were to merge the servers one by one you'd force people to choose between giving up their deeds and moving servers to pick the cluster they want and for those who choose to live on harmony you'd have 1/3 of the rifts and uniques for 6 months. Ultimately if there is going to be a merge of NFI SFI it should be all at once with plenty of notice imo. How do you resolve epic/sfi skill differences, just delete the epic skills and give them 3x? I don't think endlessly expanding the cluster is necessarily good. Season servers that get deleted are the happy medium, new land to explore, the fresh start rush and let people sail to freedom at the end to keep their stuff.
  14. These updates look awesome, one question: will the new action system get rid of wasted rares (repairing actions or you're too busy)?
  15. I'd be against this, especially since it'd likely run into regulatory issues in a couple of EU countries and probably more in the future. Beyond that I don't feel adding straight gambling to the game is something that really adds value to the players, rotating existing skins through the shop and adding new ones would be more effective.
  16. If you do want an economy balanced around faucets and sinks in the game (i.e. not cash shop) then I think that a model that has worked well for other games is that you can buy game time tokens and sell them for in game currency on the market alongside cosmetics.
  17. I went along to the testing on Sunday and overall I'd say this update much better aligns points with the objective of completing the rift. I tried spellcasting as vyn and mag, and after the first wave I stopped as it felt like I was getting more points from fighting than I was from casting especially if I was using gems/saccables it wouldn't seem worth it if you can fight instead. This was a smaller rift and so we'll have to see at a larger one. The damage system is good for points, it really rewards stronger accounts with points if they can do a lot of damage, and you might even be able to compete with fo priest alts that just cast and don't fight. The human skull shoulderpads will also be useful here if you can afford to give up some durability. If nothing changes my plan is to take my main (fo priest and fighter) and also my vyn priest with no fight skill to see if you can farm points by just spellcasting. It definitely seems to me that fo priest fighters will continue to pull in the most points but maybe mag will give them a run for their money just on the damage front, and I'd expect to see many more people hitting 300+ points at the bigger rifts.
  18. This is correct in that its an expected 10 hours for a rare, in reality the rare chance is 52% every hour when you factor in supreme/fantastic so 9.6 hours average. The place where this truly shines is when trying to imp something rare, for example my scale pants took 49 mois to pop rare. As for how this works out you can model the number of actions required to rare an item using a geometric distribution, and assuming 12s actions and no mistakes or fails it would take 2016 actions (6.72 hours) at the 50th percentile (I.e 50% of people will rare the item within 6.72 hours) however to get to the 99th percentile it would take 13,300 actions (44.33 hours). If you add in fails it starts to get a bit crazy (When imping a single item continuously the fail rate starts to get pretty high especially around sweet spot). For trying to get a rare of one item type this saves on average 10 hours of low quality imping or 2 hours of creation. For trying to rare a single item by imping this will save an average of likely over 20 hours of imping or a lot of lowering quality work.
  19. AOE spells do not tag they might give damage credit now, but damage is useful
  20. The skill check (ruby) ring is posting messages about the effect when right clicking but not doing actions and seems to be not breaking (done a lot of actions with a 1ql gem)
  21. I've found the same as skymer for artisan rings, only 1 per skill is applied and this is shown in the tooltip. Good to note but seems fine. Also the socketed rings now break the gem not the ring, this is great
  22. Sounds great. Testing notes: #riftTeleport doesn't seem to work, might be because no rift is active The rift doesn't seem to have opened properly [11:48:16] You guess that this Rift will open in approximately -6 hours.
  23. I agree some things are super painful at low skills, but isn't the better solution to reduce the difficulty of certain actions or providing alternatives. Skills starting at 10 not 0 feels kinda weird to me. As for this one, I think you have identified issues but missed on the solution. A lot of people I've seen start out in wurm are super proud when they can first unload and load a crate, ride a horse or command a wagon. I don't think its good to take these away in order to compensate for the inevitable gap in pvp. If you want to address newer people then surely the balance here would be to alter the pvp scaling of stats. I feel here the first issue is to address the way of a new player finding a donkey or horse in the wild, and given donkeys can be ridden from the start I'm not sure this is the biggest issue. This is potentially also an area to add some depth to tracking as a skill. I'm not super opposed to WU style success based skillgain as opposed to 0-40 power but a minimum limit would make reaching 100 in a skill orders of magnitude easier, I'm not a fan but that is the effect. Also I assume this minimum would have to vary with the difficulty multiplier otherwise characteristics and harder skills would become linear in gain at some point.
  24. My perspective as someone that has played on NFI pvp a bit is that the portals are good for recruiting and easing casual people into it. My personal feeling is that we should be keeping barriers to participation in pvp low, and to that end the portals are a great addition. The disadvantage of portals is an interesting problem, people don't skill on defiance, I think there are perhaps 4 reasons for this There is no upside to the risk, I can either run around off deed on a pvp server with a 100+ coc pickaxe or do it on freedom, where my setup can be left untouched for when I next need it The "wasted" rare rolls, especially given rare horse gear has no speed benefit it feels better to grind on freedom where you can potentially sell your rares The "wasted" affinity rolls, why would I want to get an affinity on defiance when I can get one on freedom that I can't loose There is a large market on freedom where you can pick up the odds and ends you don't have available All that being said there is something nice about having to form a community to be self sufficient on pvp, and needing to find your resources on the server. I know its been a thing for a very long time but I don't think affinities transferring or loss of body str on pvp death are healthy in terms of being a big disincentive to fight, and if they are your freedom affinities a big disincentive to try out pvp.