Arvid

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Everything posted by Arvid

  1. This will be very handy for moving around all of our alts
  2. Did you consider building precalculated invisible paths, which would help animals generally follow the "natural lay of the land" in hilly/mountainous areas, along coasts etc? I imagine this could help reduce the mobs stuck on mountain sides problem while avoiding the pit trap problem. Another (complimentary) solution could be invisible fences, which could be used to keep most animals off mountain sides, restrict seals to areas near water and so on
  3. Would it be possible to stop or slow wilting on deed, while all villagers are off-line?
  4. That's not a "risk". That's a guarantee. This will be abused.
  5. Rather than an "Auction House" what I would really like to have, would be the ability to, from my local merchant to see the inventories of all other merchants on my server. That would often be a big help in determining where to travel for that new high QL rope tool i might need. Because for once maybe one of my neighbours might have it on his merchant, which would mean that I wouldn't have travel as far to buy it :-) Once we had that ability, next step would be a search function which could be used to for example list all long swords for sale on all the merchants of the server I'm on. The list would have to include stats and prices set for each item as well as the name of the merchant holding it. For this to be usefull we would have to have maps of the whereabouts of all merchants.
  6. I once too made a suggestion that included a search system: My conclusion was that changing merchants won't be an easy job, but none the less a change that I would really really like to see.
  7. This particular kind of cloth is obviously specially treated to be fireproof
  8. Switch Thorns to spawn on sand tiles only
  9. For how long did you observe Sol setting and rising? A full Wurm year?
  10. How about the various types of Elementary clocks (sundials, hourglasses, waterclocks)?
  11. This could be interesting if we had servers with different seasons (some servers with very short or no winter and other servers with long harsh winters), so that those who are attracted by the survival element could choose to settle on "survival" servers and those who prefer the "eternal summer" could simply choose to settle on "easy" servers.
  12. When I see the title of this thread I keep imagining a GM's hand reach down from the heavens, removing animals from the game whenever they start packing tiles
  13. I guess fullfilling all the hopes we as players have would require an army of developers and I'm afraid we don't quite have that. Luckily dreaming requires nothing but the ability to let our imagination run freely :-)
  14. How about something not too fancy, but still cool like ? (images from Commons don't appear to work?) I always loved the idea that higher altitudes could be considered colder, so that toons on mountaintops would need to wear fur in order to work efficiently.
  15. I guess there are considerable technical challenges to this, so I guess you shouldn't hold your hopes too high.
  16. Even better. That will teach us :-D
  17. Personally I appreciate those moments when I realize that maybe I should have been a bit more aware of what I was doing, so no. I don't want to lose those.
  18. I still remember how great we all thought the current bed models were when they were first revealed :-) And now (some) people think they're ugly... Interesting how times change...
  19. Deserts (lots of sand) are great for archery practice ;-)
  20. Cannibalism in Wurm should be at the risk of Kuru
  21. If traders would do nothing but offer items that can't be had in any other way (magical chests, settlement forms, merchant contracts etc), then yes. Otherwise NO! Ever since I first witnessed the practice of "draining" a trader, I have considered their functionality so far seriously bad design. I'll support mechanics that would encourage all sorts of players to create/collect/offer items that other players would actually want to buy. But not one that encourages us to create artificially priced items only to be able sell them to some vapourus entity called the "King", race to a public trader hoping that no one else drained it before you, camp traders or even keep your own private trader blocked off from the public to ensure that you are the only one able to "milk" it? I guess it was OK as a temporary solution, but for a game like Wurm (which I always hoped would support the building of communities through it's mechanics) traders in their current form is just plain bad design. I made an attempt at suggesting changing merchants in a way that would adress my concerns in http://forum.wurmonline.com/index.php?/topic/139651-change-merchants-to-hold-their-goods-in-a-designated-warehouse. It may not be perfect nor would it be "low hanging fruit" codingwise, but I think it would still be a lot better, so I hope at some point something like this will be implemented (I'm not a coder myself, so I can only hope).
  22. Why? As far as I understand "scaled for server size" doesn't mean "scaled to server size".
  23. Apparently you don't understand "scaled for server size"?
  24. I was under the impression that Rifts were meant to be fun in themselves and not just a "time investment"? I think any loot should be nothing more than "icing on the cake".
  25. Sand!

    I always thought it would make good sense to have Thorn bushes spawn on sand rather than dirt/grass and then when they die, have the tile turn to steppe.