sarahbee

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Everything posted by sarahbee

  1. This is an important point and something that I think goes overlooked. Lots of players seem to believe that they should be richly rewarded for grinding arbitrarily high in any skill. In reality, skills where you CAN be useful or competitive or self sufficient without needing world-class levels in them are important for the game. Not only for solitary players and pvpers that just want to "check off" AH from their grind list and move to other things, but for players that DO want to specialize in them, participating in economy and/or their community, without needing to grind endlessly. When I played as a teenager, I almost exclusively did strongwall and enchanted grass casts, as those were 2 things that required no traditional Wurm grinding but let me be useful and make some money. Not all skills have to be worthwhile grinds to 90.
  2. I'm trying to be optimistic about this update but I can't say I'm looking forward to 5 speed horses being insufficient. The amount of effort required just to get the same level of functionality as I have now looks like too much.
  3. the problem with this is that it'll become the "casting weekend" and LOTS of people will never pay for their priests again
  4. auction over - if anyone wants all this for 40s just hmu
  5. buy my glimmer guys it is very shiny ty
  6. Starting bid: 40s Bid Increment: 1s Buyout: 80s
  7. why is it important to you that other people go to rifts?
  8. yeah the 100 rift goal is asinine. the other high number goals in the journal are normal wurm play, that one is artificial and requires travel as well as longer sessions at random times. I don't see why it can't be removed.
  9. setoption no_world_render false
  10. Sounds good! I should be around most of tonight EDIT: PM me on Chasone
  11. Stag hota - 15s Rare open fireplace - 6s Free delivery to anywhere coastal besides Xanadu/Chaos
  12. "action" or action that doesn't happen - eats your rare roll examining - not an action by sane definition, still will consume your rare roll his keybind - activates each tool in his toolbelt, tries to improve with each of them, and repairs between each using this keybind means wurm consumes rare rolls with EVERY ONE OF the improve/repair commands sent, even though most of these don't result in actions
  13. Bump, still looking for drake hide at 45c/.01kg. Apologies to all selling at 65, but I'm not interested.
  14. spawns arent independent
  15. That's an accurate assessment if you're trying to build a drake set entirely through showing up to public slayings which, frankly, is asinine. The problem (aside from my distaste for weird point systems in general) is that "contributing" to public unique fights is essentially meaningless. Other people have pointed this out, but when you have 100+ people hitting the dragon it's effectively already dead. If your intention is to make them super laggy loot pinatas, I guess you're on the right track here.
  16. Just to clarify - the current unique spawn mechanics aren't very complicated. A new unique is eligible to spawn on a server 2 weeks after the previous one spawned. Due to RNG, the average is roughly 3 weeks (if I did my math right) and about 90% (again, if the math I did like 2 years ago is correct) of spawns will occur between 2 and 4 weeks after the last one. If patch notes are to be believed, uniques now don't have zones or regions or terrain types that they prefer, and have equal chance to spawn on every tile (probably not in water though that could have changed too) at least 30 tiles from the edge of a deed's perimeter. It's not clear to me if they still spawn on the local maximum elevation tiles or not, but that won't make much difference. EDIT: I forgot to actually make my point about these mechanics. They're not super hidden or hard to figure out. I do think they should be on the wiki, but the wiki team has a different philosophy. Regardless, unique hunting (since pendulums/reveal creatures/etc don't work now) is literally just putting in the work to a) map out the server's likely regions and b) explore them thoroughly during the probable spawn time. Neither of these objectives are somehow restricted to elite players. Other than that, I don't have much to contribute to this thread. I just don't like point-based systems and would prefer unique loot to not become a "show up for 50 weekends in a row and then you'll have drake hide" kind of deal. Enough systems in Wurm work like that, we don't need to add more.
  17. I think they broke permanent penning completely. Not sure the exact change that did it, but afaik the pen was inescapable under old mechanics.