Jindala

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About Jindala

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  1. Hah, another good one. I had tried it ages ago and probably failed to locate a tile "close enough below me" then or something. Learned quite some about this aspect while doing this project now. But I had taken for granted after my first try then, that you'd need to be standing on something solid. Will never stop learning in this game I guess :) So thx 4 pointing that out! And sry everyone about the false advertising then. Listen to the person above :)
  2. Thank you for organising/announcing Sinn! All travelers coming "just to pray": Consider if this island at the servers border can make your travels/prayers easier:
  3. Guess this deserves a bump - finished the artificial island / the sea lane and reworked the post accordingly. Further faked a map copy to include this stuff and added some visual impressions. The planned functionality should be completely done now. Was a fun project!
  4. Thank you, and some more highway coming up right away ... Highway [3713,2107], [3686,2134], [3686,2158], [3603,2158], [3669,2151] Highway [3603,2224], [3436,2057], [3436,2001], [3434,1999], [3434,1942], [3433,1941], [3433,1892], [3403,1862] The latter part connects to what can be seen on the current map, however the placement there is a bit off. You can deduct how the highway really goes from the map dump. Not sure how to go about adjusting this?
  5. I miss a few things pointed out in the discussion, concerning who's affected how and what the effects are, as well as how to handle it all. So let me try to add some more shades of grey to this ... The only group that factually has an "only negative effect" from scheduling rites instead of casting them faster should (?) be single character players that chose to play a priest. I assume if you have at least one alt, then you have a crafter - and with that you can switch yourself. And my impression is, that there might be very few such single-character-priests? I might be totally wrong here, though. If this is correct, however, then most of us can benefit from swapping. Then the difference in loss/gain here. Optimal switching will allow for 4x as many rites as without (400%) of those big benefits. Having to wait sums up to loosing what, one rite a year or something? Let it be 2 lost and say there are only 6 a year for that one god, then it's a reduction of 33%. Harsh still. As the (assumed minority) of single character players would need to accept that loss for that huge gain for the (assumed majority) of players to become available, it is an interesting conflict. But we can only ask for understanding, I don't see a basis to "demand" this, really. The company allows players to potentially gain a lot here, but made it so that some have to agree to a loss for the others to get the gain. They have a veto right, so to say. But about the gains then ... I usually only ever see the sleep bonus mentioned. And 5h is a good lot, but it's not the killer - especially not with treasure hunts bringing more powders into the game I would assume? There is that huge tick on a characteristic though. That's like a free grind of many hours (with sb) for one stat with a single click. I might would wanna switch just for these, even without getting sleep bonus. And finally there is also the bonus to rune creation - if you switch, you can create runes with a huge bonus by waiting till you are with the matching god anyways. So ya, for me it seems like there is a lot to gain while I feel the involved factual loss might be rather little? I didn't do switching for a long time albeit knowing it, so I feel those that are at that point. After doing it a few times it seems much less as an obstacle and much more like a huge bonus, than before. So I'd call those who couldn't be bothered so far to just try it out maybe. We could probably make this more of a community event by improving communication about it (on-boarding, keeping up to date) and maybe even building infrastructure for it for faster cross-server-travel (islands at borders, port-bridges). Btw, with port-bridges priests could probably earn some coin from these even or so as compensation? Currently getting the benefits will take like something like half an hour even under optimal conditions (probably hours if you live somewhere in the middle of a continent?). With infrastructure like that you could do a rite in just a few minutes.
  6. Heya, and thx for the great help you guys provide with those maps, first of all! Then: Would you please add another deed? Cabin In The Woods [3806,2138] And I guess with treasure hunts adding guard towers really makes sense now, or? So maybe this too (name stuff as shown in tooltip) ... guard tower (L25 Retreat Security Agency) Jindala 458 [3796, 2140] Considering the highway I'm not done with charting out the connections. So while the following represents connected highway in-game, it would show as a separate part on the map for now. Didn't find any hint if you add them as such? In case you do we can start with the part that I should have gotten right so far: Highway [3814,2129], [3814,2114], [3792,2114] Tunnel "Equator Tunnel L25 (Length 66, Slope 394)" [3792,2114], [3726,2114] Highway [3726,2114], [3720,2114], [3713,2107] Tunnel name is just my working title, feel free to put whatever (or nothing) as you see fit. I'll get back to more of this at a later point ... Thx already in advance, Jindala
  7. If you got a free link-slot in the end and can summon (would bring saccables to compensate) I'd take the opportunity to check that journal thingy on my alt. Not utterly important or anything, so only if "no problem" :) To all those coming as tourists, you might want to check if this helps you any:
  8. Heya :) Intro and Background When traveling to rites on other servers myself, finding a spot to land on and pray at sometimes was a hassle. At other times I needed undeeded space for unloading or access to the highway. I had therefore been thinking about how cool it would be to be guided to such a landing place as close as possible to the server border. I then happened to settle right in the middle of Cadence's east coast (and to go on a break from being on Defiance), so here we are, let me introduce the Cadence East Coast Public Marina located at L25 as well as the Cadence East End Artificial Island located on L26 ... Note: Map is modified from the online version at cadence.yaga.host - see notes below. Marina (L25), Highway, Sea Lane If you imagine an equator where Cadence has its largest dimension from east to west, then you have the spot where the distance from border to mainland is the smallest at the east/west side. In the following I'm talking about the east side only, for now. Where that line hits the mainland, I've built a little marina for public use. It isn't much or spectacular, but I hope it is fit for its intended core purposes: provide a short and easy to find way to reach the shore (and a place to leave your boat during your stay) provide altars to pray at for rites (as close to where you enter as possible) provide access to the highway system for wagoner/travels (route to "Cabin In The Woods" if you are returning on land) provide a free bed for the traveler in need View from marina building over wagoner waystone to the east So it's on that equator line (my approximation only!), therefore shortest possible - if you manage to arrive on the equator and are coming from the east. The easy to find I'm trying to address by using buoys forming a sea lane from the marina up to the servers border. We won't get this on the map because the community has had no interest in such in the past. So if you think things like such a sea lane or a marina should go on the community map, contact the makers and let them now. Visibility of the buoys depends on graphic settings and while I almost see too many of them with the highest setting, I can barely see the next from the previous one when running the lowest setting. It should work okish even with those now. And it's only a straight lane after all, right? ;) Artificial Island - East End (L26) / Welcome to Cadence and Goodbye again! This is the end! The east end. There are like 40 tiles difference between from where you leave Cadence to where you re-enter it on the sea. The following picture shows the Cadence East End artificial island right after loading into Cadence when entering from Harmony/Melody. You need to be moving on the according latitude (approximately on the equator) to hit it like this of course. East End Artificial Island at the server's border You will find altars for all 4 gods there to do your rite prayers. You can also use it as a place to summon people that you are fetching from Cadence or alike. You will need to climb into the building if you land in the water (also happens after summons), so try to make sure you have some stamina! The exit to the other servers (approximately 40 tiles) is marked by white buoys after the red/green ones of the sea lane. But you will start getting warnings about leaving right after you pass the buoys on the left of the screenshot. This is also on undeeded land but completely covered by the building. I'm not sure yet where to go with it from here (a light house might be nice), but so far public permission is only to enter. Let me know if you got needs or ideas. To come ... This is what I expect to be further doing on this: I will work on completing the sea lane. Done I will make some screenshots and make this post "nicer" Considering this done for now, too. Can always do more, but ... In an edit I might also elaborate on how much cooler it would get by having something similar (in whatever style) on the east/west coast of Harmony/Melody. Just in case some people would share the vision and be looking for a project anyways maybe (like a Call for Participation for server-connections). I will probably play around a bit with some decorations at these places I will try to improve the highway connection (it only leads to the north currently and is far from optimal if you are going south or even just want to continue the equator to the west). It has a tunnel to get through that mountain ridge (which is rather slow otherwise), though. In doubt turn where you need to go after the tunnel. This was done, probably by Ninacadence whom I have seen working on those a lot (Thx!). Always more to do there, though ... That reminds me of: I will see that I get the highway onto the map. Not sure about the marina and how something like this (it's not a deed) is handled - will check and see ... Highway is on the map now - at least the first parts. Asked about sea lane and marina but got a no as an answer. I am further considering to make a little artificial island right at the server border to make rite-tourism even shorter (having the altars there). I actually started it already, so am rather positive this will happen. Done I might be able to offer some kind of summoning service to the marina at times as it starts in my deeds perimeter. Unsure how to "possibly shape" that. For now ... if that would help you (having a summon to there), feel free to hit me up in-game. I will expect you to bring me at least 100 favor worth of cordage rope for any summon, though! And of course make sure I'm around before counting on this in any way. Request for Comments If you feel this is a shitty idea, please let me know with your reasons and I'll consider aborting/demolishing it. I heard some people wouldn't even want grid co-ordinates to be labelled on things, whereas this aims at the opposite - allowing travelers to easily find where they are to help them get where they want to. So I would expect at least some kind of disagreement amongst you. If you have ideas for improvements, please let me know those and I'll consider them. If you wanna do anything on your own and need permissions on the buildings or so, talk to me about it. TL;DR If you are visiting Cadence for a rite or for wagoner delivery, you might want to consider these places. You need to manage to come from the east approximately at the middle of the map to profit from the placement. East End artificial island for just prayers or summoning, or follow the "Equator Sea Lane" buoys to be guided into the marina where you can pray, sleep, travel, unload, wagoneer, get summoned away or whatever else it is you do. Deed for routing from inlands is "Cabin in The Woods", the marina itself is on un-deeded land right next to that. Enjoy! Jindala
  9. I see now how this has been kind of discussed in various threads in TownSquare - not in Ideas (I had limited my searches to that before). Making a sad face now, though, because all doesn't sound promising while I still think it's gonna be the next thing. And I would so prefer to have it Wurm :) But ya, when reading that multi-story buildings are basically a big hack by themselves already, I kind of started to grasp how more much than what I assumed might need to be changed/redone. Like if trying to manage chaos, and someone comes and says "just sort it" ;) What's left on options then probably wouldn't belong here but in TownSquare as well. So thx for helping me understand that and sry about the fuzz - I just failed hard on the research part here :(
  10. Thank you for taking the time! And hm, while your name doesn't have special coloring you seem kind of official. Remembered your name and just checked what kind of stuff you are posting ;) So can I take this as an (at least kind of) official "won't fix" for now then? Pointless to argue if you know the code/dependencies or how it has been discussed behind the scenes. As mentioned I assumed it must have been a topic at some point. But otherwise I would start how it doesn't need to be voxels as in 7dtd or how a compatibility layer for something like those seems possible, and probably other irrelevant thoughts of a guy that has never even done games yet really. Just had a first look at Godot though ;)
  11. Heya! In a Nutshell I would like to suggest to massively increase creative possibilities by overcoming some current limitations: only one tunnel or vein at any given position of the world no overhanging rock tiles or alike are possible, opposing limits to designing (at first) and transforming (later) the world no buildings above buildings, bridges above bridges or through buildings, and so on no water above ocean level (seems related though not necessarily dependent in the same way) My understanding is that this would mean to transition to something like a voxel-based world instead of the current system which was described to me as using something like layered height-maps (?). Where this is coming from ... I'm like Retrograde described it: I know best what Wurm needs albeit only being here for a bit over a year (I really missed like a decade of Wurms existance unfortunately) and I have the urge to draw your attention to it ;-) That said, this didn't occur to me just now and I'm not typing this in the first rush. In the opposite, I have talked about it with players many times and my impression from that was "it's just supposed to be this way". I basically assumed this must have been discussed. The reason why I'm writing this is, that I did not find any on point discussion about it albeit searching for forums and reading like a ton of things to check. Some threads from many years ago touched it or dealt with some aspect of it (one was "tunnels through dirt" or so from 2009 iirc). One of the answers was on the lines of "the engine will never support that" :P But that was like a decade ago also, so let's try this ... Origin/Example: 7dtd Now, I had played 7 days to die (7dtd) before, which is called "voxel-based" and whoever is interested in what I'm talking about but doesn't know it: I would encourage you to maybe check some videos of it focusing on this aspect of the game-world there. But I'll try to describe it shortly in the following as what I describe here wasn't invented by me but rather is based on my experience from playing that game. It seems to mean the world is composed of blocks (think of cubic-meter blocks). So instead of tiles (which beneath reach down to the bottom layer where the world ends), you would have a number of blocks below you, which can individually be modified. Take (mine) some out to make a tunnel to run through, for example. Concerning the generated landscape you do not see blocks, though, i.e. it doesn't look like Minecraft if that's what you are thinking now. For the purpose of this discussion we can say "it looks like Wurm" instead ;) The client probably smoothes out corners/type transitions for display? When mining out blocks they diminish gradually before going poof. So you can mine out a block "halfway" or dig down a block "halfway" and it will go back/down accordingly, still without looking like a block. They use the same "technique" above ground as well, though, so to say. So you build a building out of blocks that you "drop" on the ground and then on the previous block etc. You can attach (certain) blocks horizontally without another block below them in that. If you build something without support from below structural integrity is checked and if not given (anymore), the blocks will fall down (cave-ins, parts of buildings, your bridge, etc.). This means you can make houses and bridges however you like, but got to watch that they don't fall apart due to that. Together with decay that could be an awesome thing ;) These "built" things can very much do show their block-composition (in the opposite to "ground blocks/tiles") then, depending what kinds of blocks a player uses. They have like hundreds of block-shapes though. That includes blocks where what you actually see is not filling the whole block, e.g. a pillar in the middle of the block to be filled. Which have the fundamental problem then, though, that they cannot be moved (like our placing) and they always "occupy" the whole block, i.e. no other block (second pillar) could be dropped there but would land on top of it instead. Most "items" like chests are also blocks and that opposes limitations that Wurm doesn't have btw. (stacking containers and alike). Motivation, Relevance, and Effort So something as proposed has at least technically been done already (although not for MMO scales?) and this voxel-based approach provides a much (much) bigger degree of freedom on what the players can do (by transforming the world, but also by building things - and by having them crushing down if not careful). It's "a totally different world" (haha ...). Now degree of freedom - or in other words: the sandboxyness of Wurm - at least to me seems to be "the big thing" about it ("Ultimate Sandbox" and all). Accordingly I assume this would make Wurm better at it's very core so to say. Personally I would say it's the one thing that I experience as limiting (too much) all the time. Hence the idea: bring this to Wurm. Now, this might sound like "start from scratch" stuff, but I'm bringing this up because I hope this can be done in parts/gradually in a way. Like using the current graphics and building system of Wurm and only transforming the world-composition, i.e. "ground types" as a start. In the end you would still see the world as it is now basically (in terms of what is getting rendered). Just (eh ..) what it's based on would change? Of course getting more degrees of freedom above ground feels desirable in this context. But that might add a ton to the effort needed (although not sure, aren't models/textures the work-intensive part?). So maybe finding a way to make the underground this way could be a first step to get this journey started (not needing the rest). And as cave-ins sound difficult as well, a simplified version (just can't mine there because it would lead to a cave-in) and alike might also be possible. How to adjust buildings/bridges to fully accommodate to this could be a different phase then maybe, for a start they could just check for upper planes of the cubes as they do now for tiles or so? Finally adding water flows (they did/tried that in 7dtd too btw., but last I checked I was pretty messy) probably would need to be a totally separate (big) thing anyways, due to rain/drainage/flooding considerations, the graphics, and so on. My Conclusion I dunno, most of this is (hopefully educated) guessing on a thin basis. However it feels like a thing to "see Wurm in the future", a vision so to say. I would even imagine people being willing to start over on a new server for some ground-breaking changes like this despite the need to spend another decade to train up those skills ;) Although transferring the complete population of a cluster to a new one could do the trick as well - keeping "skill balance" amongst them and "just" (ehm ...) needing the new building efforts then. Anyhow, it's a big thing, ya. To me, one I'd really really would like to see getting started. And I assume the team behind Wurm must have the experience to bring this to an MMO scale - maybe more than anyone else even? So maybe it could help Wurm be the "ultimate sandbox" for the decades to come? :) Just felt like I need to get this "officially" said, hope this isn't a waste of anyone's time (aside from mine).
  12. I had issues with that as well - all the time and very annoying over time. I think I solved most of it now by starting just one single client, doing the positioning there, restarting to see it works (still had tool belt and compass "jump" elsewhere), and finally copying the file with the window positions (windows_950x480.txt or alike) to all other chars that are supposed to use it. This was real good compared to the ongoing mess I had before ... Maybe it can help some of you too ...
  13. Heya, I had difficulties getting my skill tracker window positioned where I wanted to. I tried around a bit with it now and it appears that when using the lower left anchor option, it still seems to save the window based on it's top left position but uses this position as the lower corner after a restart then. Hence the skill-tracker appears above from where I put it each and every time. Not entirely sure this is what's happening of course, as I only looked at in a phenomenological way ... As works on the client seem to be underway anyways, maybe someone could have a look at this as well then? This might not be a new problem and not related to recent client changes, though. Anyhow, I figured this might be worth sharing to shorten analysis when looked into ... All the best, Jindala
  14. Grats, that was some proper trolling I must admit, feeling pissed off real good
  15. ROD TODAY

    True for me at least I would have assumed we continue with Vyn anyways due to her probably being fastest to "reload". Like in not to waste that reload time while she's brimming lonely on her own there for weeks. And ya, just wasn't "prepared on my Lib" and only now read it [21:12:53] You start to unseal the sealed small barrel [kahvesi].