Amadee

Members
  • Content count

    956
  • Joined

  • Last visited

  • Days Won

    2

Amadee last won the day on March 16 2016

Amadee had the most liked content!

Community Reputation

1059 Rare

About Amadee

  • Rank
    Villager

Profile Information

  • Gender
    Female

Recent Profile Visitors

1690 profile views
  1. Notice it says "unlit forges." I too hope it isn't just a minimal benefit, but if I was to make a guess, I'd guess a very small amount of ash and people will have to snuff the forge, take the ash, relight the forge, wait, snuff the forge, take the ash, relight the forge, wait, etc, etc, because no feature in WO can come without it's requisite pita. lol. I doubt it's going to be like the WU feature. Then again, maybe they'll rethink the "unlit" part of it. Or not. **shrugs**
  2. Yeah, couple days ago for me too. Noticed it on packed tiles as well. Seems to be wherever you can't forage or botanize.
  3. Sticking my nose into the pvp thread just to comment on this. As a freedomer this would not hurt my feelings, even a little bit. K, getting out now. Back to pvp. lol
  4. The original thread is locked so I couldn't post there, because it says the issue has been fixed and references the patch notes. I'm looking at the patch notes and do not see where it addresses this issue or that it's been fixed. Maybe I'm misunderstanding the patch notes, first item (below)? The issue is that paved tiles don't recover. It says nothing about paved vs non-paved tiles. I read that as referring to timers and applying to all tile types. Also, maybe it's too soon (7days?), but I'm still seeing all the paved areas still say picked clean while surrounding, and even adjoining, non-paved tiles have recovered. Etherdrifter Villager Members 978 1646 posts Posted November 10 · Report post Not sure if this a bug or intended. Non-paved tiles recover their archaeology flag, but paved tiles do not. So you end up with large paved areas not yielding anything. Alectrys Elder Chat Moderator 1449 6509 posts Posted November 15 · Report post Fixed: https://forum.wurmonline.com/index.php?/topic/159116-patch-notes-15nov17/ [08:32] <@Budda> Alectrys i fixed things Archaeology Fixes Changed inhabited and abandoned deed time frames On investigations into ingame times. Tool enchants will now work correctly with investigate and identify. Corrected weights of large and small amphorae when completed from fragments. All fragments will now form a pile. Damaged fragments can no longer be repaired . Decay rate of fragments has been reduced. Removed double Identify option in inventory.
  5. Oh thank you for that introspective counterpoint. (not). Ok, now you're just arguing for the sake of arguing. What does this have to do with the suggestion or the need for a suggestion in the first place? If you have a legitimate reason to think that the op is not a good solution, then let's hear it. That would be something to debate. Or are you simply debating the need for a solution, and trying to invalidate the need for a solution? Or are you just being contrary and argumentative to boost your post count? I honestly can't tell.
  6. That would work too. I don't really care what the solution is, as long as one is found. Frankly though, I don't really believe anything at all is going to be done. But I still +1 this suggestion as one of many possible solutions. The issue needs to stay in the light and not buried as people give up and become apathetic about it, or re-adjust their gameplay and deeds yet again, or give up and migrate to WU, etc. It's an issue, and it requires a solution.
  7. gotta /facepalm again. Is there any reason to be snarky, insulting, and argumentative over a simple suggestion that some feel is needed? In some cases, in the south in particular, it's been an ongoing problem that needs to be remedied. In other cases, such as mine in the north, it's a problem that has arisen since the update. Telling people they should have built fences, or that they should now build fences is so beside the point. In some cases, it's not possible to build fences or hedges, even if it was right that we should have to. If you have nothing constructive to add without deliberately misunderstanding what's being asked for and why, being insulting, assigning blame, making accusations of laziness, etc., maybe you should go seek attention elsewhere? Just sayin'.
  8. Yeah I had forgotten about the seal problem in the south, having been on the north coast for years. With this last creature update, rather than easing the situation in the south, the north is now plagued as well. If they're worried about people bypassing the deed's creature ratio bs, maybe they could just make the domestics avoid crossing into deeds on their own from outside of the deeds. At any rate, a solution needs to be found that doesn't require us to completely change our gameplay and/or deeds, and this suggestion sounds as good as any other I've heard so far.
  9. Say what? Want the game changed? The game did change. A problem now exists that did not exist before. What's being asked for is a solution that doesn't involve having to completely redesign deeds and/or move somewhere else, and/or giving up any thought of controlling creature ratio. And who said anything about not wanting to hunt? As far as I can see, this is about domestic, non-hostile animals wandering on deed in numbers they didn't before, and jacking up the creature ratio on deed. edit: Apparently the problem with the seals was happening before the update. In my case on the north coast, non-hostiles wandering on deed and affecting creature ratio was a rarity. Now it's a plague and a nuisance.
  10. The point is, why should we have to? This was never necessary before the update, at least in my case it wasn't. Almost never had domestics wandering on deed. If it doesn't get addressed, it appears our choices will be 1) learn to live with it , 2) give up trying to keep creature ratio down on deed, or C) give up on WO and go play WU. I see no reason it can't be addressed. This suggestion would be one way to do it.
  11. As far as I am aware, dirt is required to plant hedges. Steep rock cannot hold dirt. You also have to be able to reach the place you want a hedge. Why should everything have to be such a pita?
  12. Big +1. Had to brand all mine anyway to keep them from being schizoid. Prior to this creature "update," my deed on the north coast used to almost never see domestic animals wandering on deed. Used to be if I saw one in a month, that was unusual. Had to go looking off deed if I wanted to find any. Now there are tons of them, daily, all jacking up the creature ratio. Yesterday alone I killed off a rooster, pheasant, 2 chickens, 2 cows, and a bull that wandered down within my reach. And that's not counting the ones I can't reach perched on the mountain, or on some of the terraces I didn't hit yesterday. It's as if they're now programmed to intentionally seek out deeds to jack the ratio up on. At least that's how it seems to me. And, like others, there's no way I can fence in the whole deed since it's mostly steep rock faces with the mines below. Hedges won't work on the upper parts, even it I could get to it, as it won't even hold dirt.
  13. But they're going to be popping up in trade channel anyway, only with the current system, they will only be popping up being sold by hard core players who already pretty much dominate the trade channels with anything else that's desirable and being kept out of the reach of the casual player. As far as I can see, this new "feature" is just another opportunity for real world money making and the casual players will have to suck it up and either buy or trade as usual. I had such high hopes that this was going to be something different, but it's not. Meh. Whatever.