Darnok

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Everything posted by Darnok

  1. I know, but it's very useful information. I would also add animal per tile ratio, because it changes quite quickly.
  2. When I log in as a deed owner, could I see additional information in event window, such as upkeep time? Besides, if there were more animals on deed, a list could be displayed with those that are new since I logged out, something like: New animals: [horse], [dog], [sheep]... with those tags/links we use in trade channel to show items. If mine tile collapsed, owner could also receive information about it or village plan should also allow viewing deed's underground. Maybe also information on how many decay hit events there have been for a given deed since last login. How many fields need our action and how many are already ripe for harvesting.
  3. There is no point in wasting sword durability on easy enemies, so getting rid of this effect should be simple and up to player. But if there is a strong enemy nearby, damage counts even at expense of damaging weapon, so other way effect that means strengthening weapon, should also be available during hunt.
  4. Knives and swords increase body control, so sharpening should be easier for users of these weapons.
  5. They fall occasionally, not just as a result of casting a spell. They contain known types of stone as well as new ones, allowing to create visually new statues, objects or interior decorations. Occasionally you can find a gem in them (just like there is empyrean in metal meteors), some gems are of same type as we get from mining and others are completely new. Different types of whetstones can be obtained from different types of stone - rough, medium, finishing. While type of whetstone does not matter much when upgrading weapons, it does when sharpening weapons. Sharpening weapons can be done by any character regardless of their skills, because it depends on body control. More or less: For first sharpening with rough whetstone, it gives more damage +3%, but at cost of 5% more damage to weapon when using it. (whetstone quality + body control) / weapon quality * 100% = chance of success Second sharpening with medium whetstone +6% damage at cost of 10% weapon damage. (whetstone quality/2 + body control) / weapon quality * 100% = chance of success Third sharpening with finishing whetstone +9% damage at cost of 15% weapon damage. (whetstone quality/3 + body control) / weapon quality * 100% = chance of success You can sharpen weapons with a blade such as swords, knives, but also spears, halberds, sickles, scythes and axes. To get +6% damage bonus, you must use rough whetstone first, then medium whetstone and both sharpenings must be successful. If use of rough whetstone (bonus +3%) is successful and second sharpening fails, weapon receives minor damage. Attempting to repair a weapon removes bonus from previous sharpening, so weapon is at normal state and whole process has to be started from beginning. After final sharpening and combat, weapon will receive some damage, repairing weapon will also remove bonus effects from sharpening.
  6. But in case of javelins, which would be clearly visible, knives thrown into grass or a bush would not be visible and after each fight player would have to circle several tiles to retrieve a few knives? We have magic mailboxes instead of a courier who would deliver parcel in a few hours and dragons unaware of their size, no one complains about lack of realism etc etc and here we are writing about something that players are supposed to use and an activity that they will have to repeat many times per hour.
  7. But dual wielding? Skipping boring part isn't weird, just convenient.
  8. Where? Persistent world - so why isn't spawn rate persistent? (I understand that servers have limitations, but when it comes to these types of arguments, they work both ways.) 😉
  9. 1. Where is fun and any gameplay in this? You can also complete single-player game using cheats, skipping many stages, but then experience from such a game is not positive, so why should new player start such game at all? Especially since breeding these 4-traits animals for him will only generate worse results, which will quickly discourage him if he doesn't understand how AH mechanics works here. 2. Nobody forces anyone to have it, but fact that they provide a big advantage over horses should make them more difficult to get. 3. That is good, for me at beginning it was a huge surprise that I could take horses and bisons just as easily. Mechanics that make valuable resources as easily accessible as less important ones only distort experience and make it difficult to understand purpose of game.
  10. Bows have a long range, so throw if is to be used, it needs some kind of bonus, recovering items, but damaged, every 3-4 minutes with a limit of max 5 knives/axes for belt would be nice. In case of javelins or others weapons from backpack--large-quiver, if they were clearly visible after hitting into ground and dealt a lot of damage to enemies and lifting them was not difficult, e.g. if character is on same tile and can automatically pick up javelin and put it back in quiver, I guess that would be enough, but knives are too small for that kind of feature. Practical reasons... 2x longsword with need to switch to two-handed sword from time to time is a lot of clicks though.
  11. If current system overloads server and guarantees that the number of some animals is increasing too quickly, I believe that such a solution would be a good change. Whether all of these points need to be implemented or only some of them is a matter of balance, without data and tests it can neither be confirmed nor denied. I think rewarding active players is good design, so grooming-sickness idea isn't that bad. In my opinion, enchanted grass should be used to heal wounds and sickness, not to endlessly generate food. Maybe some potion made from this grass that would immunize animals for a few days if diseases were too burdensome, but again, breeding animals is activity that requires the least attention in Wurm, so a little change, creativity in herd and pen composing and taking care of animals would be a good change.
  12. Javelins would be nice. In fact, short swords, small axes and even sword blades would be suitable for throwing, but with a container that will return them after some time if they have not been destroyed.
  13. Throwing requires a bit of ease. A handy set of several throwing knives. It stores several knives that will be used/thrown if we choose "ranged". No additional UI, just a small container for a few knives, although their number may depend on ql of belt. If belt has more than 70ql, knives that were not destroyed during throw appear in belt after a few minutes (for simplicity's sake, you can assume that player would look for these valuable ones after fight?). Belt with potions and bandages, displays UI with slots. If we have been injured and there is a potion/bandage on belt that can heal a wound, given potion is highlighted and after clicking on it, it is automatically used on wound that requires it most.
  14. Sorry about that, but one is due to my hunting and needing to change weapons frequently and two are related to same problem but offer two different solutions. One can be added within several dozen hours, while other requires a lot of work.
  15. While driving wagon, I noticed that animals no longer had their own collisions, as in case of rider, so maybe this feature of merging animals can be used elsewhere to use less server resources per animal? Domesticated herds After closing a group of animals in a pen (4x4 for small herd of 1-8 animals should be good enough), player can assign animals to a herd (put them in animal container). We create a herd using branding iron, burning additional markings on animals while they are in pen. If any young are born within herd, they are automatically assigned to it. Herd doesn't move. When assigning individual animals to herd, tiles are randomly drawn for it in pen and animal is always on that tile, unless player decides to change setting, for example by entering pen or adding more animals, then animals in herd may come to life for a moment and change positions/tiles. There is no point in using server resources when no one can see animals or is busy doing other things. Feeding - herd has hunger property as sum of animals hunger, which increases as herd grows. When server performs action/feeding ticks, grass is eaten inside pen from tiles not in random order, but from highest grass to lowest, if there is no grass in pen, biome either changes to steppe or to dirt on one tile, to alert player that herd is too large and grass didn't have time to grow back. Aging - age of animals in a herd is slightly modified when they are assigned to it, i.e. equalized to same tick, so that they all age by 1 day or hour at same time, or whatever unit it is. Reproduction takes place as before, except that when we lead one animal, we bring it to herd pen and choose which animal it should breed with, we do not have to approach it individually. You don't even have to lead animals in herd on a rope to breed it, you just need to select two of them from list and click breed icon (like combine in inventory). Animals in a herd cannot have any equipment. Information about animal details, traits and other parameters are not loaded for passing players, they only see textures, maybe this will reduce lag for large herds? Animal is removed from herd when it becomes sick (it's easy to notice because it starts moving individually) or dies. You cannot attack animals in a herd inside pen without removing them from herd or whole herd will attack you. Wild herds I think that bisons are too easily domesticated and dragged into carts at the beginning of map. They should spawn as a whole herd with random size, minimum size: 1 adult male, 2 adult females, 2 young of random gender. When a player tries to lead on rope any of them, adult animals attack him, when you kill adults, herd is falling apart and you can catch young ones. A wild herd would only move when dirt appeared under one of animals and they should be able to feed on bushes. EDIT To encourage players to use herd system: - gestation period of animals bred individually increased x3 - if female is part of herd and male is not, gestation period is increased x2 - if female and male are part of same herd, gestation period is as long as it is now - if player changes size of herd, adds or removes animals, gestation period increases by 50% - if an animal in herd gets sick or dies, gestation period in entire herd increases by 50% - herd can eat and remove tiles with enchanted grass like normal grass - young appearing in herd do not affect length of pregnancy, but young that has not been groomed for 48 hours after birth becomes sick - sick animals have a small chance of infecting entire herd - too small pen increases chance of diseases (tiles per animal in pen) - you can have 1 herd per 10 AH skill levels (no animal limit per herd)
  16. In another thread, I suggested adding a governor's office that would show statistics, how many animals are on deeds and how many are in wild, because without this information from a reliable source, such arguments make no sense. The problem is that spawn is a zero-sum game, so these on deed animals block wilds from spawning. I wrote about this a few years ago. Later, there was an update with donkeys that was supposed to solve this problem for non-premium players, but there are no donkeys in sight either. Question is how many wild/on deed donkeys/horses there are on Mel/Har/Cad. Such statistics would really be useful. Problem for server is amount of RAM, CPU, some algorithm or something else?
  17. It fits in backpack slot and allows you to store two weapons (one-handed or two-handed). It works in a sense like a toolbelt, i.e. it displays an additional UI with two slots. After clicking on slot, weapon from scabbard is automatically equipped to your hand, while weapon character has been using is put back in scabbard on single click. In case of one-handed weapons, right-scabbard slot automatically equip weapon to right hand and left-scabbard slot to left hand. A little less clicking when skilling new weapons won't hurt anyone and sometimes there is a need to use better weapons. Plus, it would look great while riding.
  18. I've never hidden fact that I'm against alts, so it wouldn't be half, but about 3/4 of characters 😉
  19. Let's assume that you are right and some players would give up (which I doubt), but we would have to wait until their animals die, question is what is difference between this waiting and current situation, i.e. waiting that anything will change? 1. Unfortunately, there is a problem here, because for comfortable hunting you need a deed on second map, without it you cannot have a branded horse, if I understand correctly. 2. I have already written that this is an idea that can be implemented quickly, I realize that many people would lose a lot and that this isn't perfect or long term solution. As for idea being stupid. Have you heard of Gordian Knot? Problems that don't have an easy solution are solved by the sword, so...
  20. But I don't care how many animals someone has, if you want you can have even 500 or 1000 on deed, have fun. What I mean is that spawn is blocked and I'm looking for a way that could unlock it, even if it wasn't a solution that would fix this problem forever, it would be enough for some time and it wouldn't take much time to implement it. I also have much more complex ideas, but I doubt that, even if they turn out to be good, they could be implemented in a short time.
  21. If you are trying to tell me that veterans cannot sacrifice half of their animals for the common good, then in my opinion their opinion is not worth listening to. What ideas? I usually don't read other players ideas 90% of the ones I've read were useless and don't change anything.
  22. With exception of cared for and problem is solved, because someone who has several very valuable animals, without which he would not be able to ride, will not lose anything. Before event, just make an announcement and turn sky on different color for 48 hours and then boom. The problem will come back after some time, but maybe someone could make something better by then. Disease - any selective and local solution will only create a feeling of lack of fairness. An apocalypse that happens to everyone at the same time seems more fair. I like separation of these limits for domesticated and wild animals better. I think a map that looks like an open source alpha version of game, with only plants and no mobs, looks bad. What exactly is main cause here? The number of players on map or some mob-related mechanism that loads server so much? Great... for example?
  23. The items silently disappear from the spirit house.