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About Ogare

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  1. These where really good. * Bulk storage bins - it was awful trying to micro manage item decay. And even if you didn't stress about item decay it was still complicated to build storage for things. I wish Wurm would take it a step further for the rest of our items. * Not skill decay The worst change for me where pretty much Tich stuff. It always seem to be overly complicated and restrictive. To this day I would trash the cooking and fishing updates in a heartbeat.
  2. It seems monsters can switch stance two or three times faster then I can switch defend location. Also, I can't switch stances in a second or less. I agree here, either the game needs to make my swap timers faster or make the mobs slower.
  3. +1 Every day I open up my large cart storage and wonder why I can't use a filter/search.
  4. Could we get metrics to tell us how well were doing at controlling combat? Am I blocking the mob well? * Maybe a measure of time spent blocking zones that don't counter the mob's stance. Am I attacking stance the mob isn't blocking? * Maybe a measure of time spent attacking stances the mob is blocking. How well did I achieve flanking attacks. (with lag this is such a pain) How well did I chose the counter stance to my opponent's stance for soft spot critical bonus. There are likely others. But it should be limited to things that can change by simply playing a little different. For example what not to do: telling us how we failed to have 99ql highly enchanted dragon scale.
  5. That is what that red circle does. It has a line sticking out for direction. Although, it's only visible for a few moments and is easy to miss. Now I do believe we are missing a visual indicator for what direction the mob is blocking. I think information about combat is a big issue. I don't understand why devs won't answer questions about it. Example... I pretty sure there are advantageous counter stances. If the mob is aiming at my left parts what stance(s) should I switch into to get the best benefit given the mob's stance?
  6. With climbing make multiple drops shaft tiles in a row. Not sure it matters how many as long as it's more then one. Then climb at a diagonal so your character is getting skill ticks on different tiles.
  7. I'm trying to make a tool calculate creation success. I dislike "it depends" answers. It is possible to inform of skill level and tool qualities need to get the 6% creation chance. I'd like help understanding code rollGaussian(). I want to use Python's optimized methods to roll random values from a normal distribution. I can include a mean and standard deviation for the roll. But I don't understand how Wurm is arriving at mean and sigma. Here is the code snip from Skill.rollGaussian() final float slide = (skill * skill * skill - difficulty * difficulty * difficulty) / 50000.0f + (skill - difficulty); final float w = 30.0f - Math.abs(skill - difficulty) / 4.0f; ... result = (float)Skill.random.nextGaussian() * (w + Math.abs(slide) / 6.0f) + slide; Here I think "slide" is mean. Is this sigma "(w + math.abs(slide) / 6.0f)? I'll include in the simulation that Wurm rolls again values which fall outside the cutoff. Don't worry about this part.
  8. There are ways to lower ql. It's just they are all convoluted. Using the right ql tool or item is essential to getting optimal skill gain. It seem strange that such an important mechanic hasn't been given more attention. All the ways we lower ql are essentially meta-gamming hacks. I'd go as far as to say Wurm should give us an option to automatically use the optimum lower tool ql as needed to maximize skill gain. The reduce value would just be for the skill gain roll. Although, it can't raise ql since game balance depends so much on progressing skill to make higher ql stuff.
  9. Please give detailed instructions on how to get 1ql materials.
  10. Lower ql tools are useful for optimal skill training. But making these lower quality tools can be convoluted. It shouldn't be so weird or hard to reduce the ql of a tool or item.
  11. Choose a weapon and stick with it. Weapon skill helps a lot. If your constantly switching weapons you won't have as high weapon skill. Once you get 70 in say huge axe, sure try something else. Best weapon to me means which one will make it easiest for me to win. In Wurm PvE you can actually fight with almost anything, even silly choices, say a saw. But that saw (and many other sub0-optimal choices) will be less effective then say a huge axe. I know I want the best and it seems the OP does too. In my experience best is to focus on dps. Defensive style play is sub-optimal. This means metal staff or huge axe in aggressive and aim for head. Note it's possible my bad experience with defensive style play are explained by my lack of fighting knowledge. I currently approach mob, aim for head and wait. If I knew how to aim optimally, flank optimally, and block optimally it might be a different story. enchants: except for woa/botd they don't change anything. They just give you an extra boost. There is a swing speed minimum cap of 3s (apparently with gilmmer/adman we can go slightly under 3s). Slower two-handed weapons can fully benefit from woa and stay above the 3s cap. Many faster weapons won't benefit from woa because they are already at 3s.
  12. What fight style where you using? What weapon? I'd think a long reach weapon would be easier to use in a flanking horseback attach style. Horses are difficult to make turn in a tight radius. This also asks the question of whether to take the distance penalty so it's easier to flank opponents on horseback. "Finally, the CR will adjust by -1 if you are between 1 and 2 meters outside of ideal striking range for your weapon. It will adjust by -2 if you are over 2 meters outside of the ideal striking range for your weapon." (Sindusk's - Wurm Combat System Explained)
  13. @Sinduskcombat explained post is nice. WU is the best thing that ever happened to WO. Regarding my question about where to switch aim when mob blocks the following chart is exactly the kind of thing I'm looking for. The post say defender's lower center and upper center soft spot aren't working but I'm going to operate on the assumption that it does. This only affects critical chances but every little bit helps. +------------------------------------------+ |Defender Stance|Attacker Stance | +------------------------------------------+ |Middle Center | Upper Left, Upper Right | +------------------------------------------+ |Lower Center | Middle Left, Middle Right| +------------------------------------------+ |Middle Left | Upper Right, Lower Left | +------------------------------------------+ |Middle Right | Upper Left, Lower Right | +------------------------------------------+ |Upper Center | Lower Left, Middle Left | +------------------------------------------+ |Upper Left | Lower Right, Middle Right| +------------------------------------------+ |Upper Right | Lower Left | +------------------------------------------+ |Lower Left | Lower Center | +------------------------------------------+ |Lower Right | Upper Center | +------------------------------------------+ Using this chart, mobs start out defending middle center, so the first move I should make in combat is aim upper left or right. The next big question is whether to pursue flanking. I can run through the mob and turn to face it right after it moves. The combat doc indicates mobs turn to face attacker on first swing of the turn. Also, all calculations are done at the start of the turn. So moving right when the mob turns should give me time to get into position. But does that count as moving for the calculations? I know I won't be able to do it mounted on a horse/vehicle. Not sure giving up a guaranteed height buff (mounted on horse) for the chance to get a slightly better flank buff is worth it. Right now mobs don't try to flank nor do I often encounter groups of mobs. Tho that may change this summer after the encounter update Wurm's been hinting at.
  14. Thank you Thorin. I do appreciate that you took the time to write all that up. But I'm looking for less Wurm boilerplate generalized advise. For example...I'm on foot, with a two-hander, in aggressive and targeting mob's upper parts. The mob goes to defend high. Where should I switch my targeting now? Or should I just keep attacking high because head shots do extra damage.
  15. Difficulty indicator isn't right. I tried fighting an Aged sol demon with 50 skills and 30 characteristics. 50 ql steel chain, 50 ql two-handed axe, mounted on horse. Using Auto fight. I got killed while mob had around 80% of life left. I'd try testing auto fight but I dont' understand how to use manual fight system nor are there enough mobs around to do so.