Fawkes

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Fawkes last won the day on May 11 2016

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  1. Carrion, found on mycelium: [17:22:06] You see the remains of various beasts, both animal and monster, that haven't quite been picked clean yet. [17:22:17] From most to least likely, you could find any of the following by foraging here: Hooves, horns, low quality skins, low quality offal, teeth, low quality meat, low quality wool, twisted horns, and goblin skulls. [17:22:17] If you had greater Foraging skill, you could also find: Ink sacs (60.0 skill). Mycelium lore: [17:23:00] From most to least likely, the following resource nodes could appear here under current conditions: Snow pile, nightshades, animal burrow, roots and bulbs, mints, thicket, mineral debris, briar patch, umbellifers, vines, wild grasses, wildflowers, fungus, carrion, and tropical foliage. Infected tree lore: [17:23:28] From most to least likely, the following resource nodes could appear here under current conditions: Snow pile, rotting wood, undergrowth, critter nest, vines, mineral debris, nightshades, roots and bulbs, mints, umbellifers, fungus, and carrion.
  2. I like the update. I never really bothered with foraging and botanizing, partly due to it not really being necessary after your first week of the game, but also because it gets frustrating to see "this area has been picked clean" over and over and over again. But it does make the skill more engaging while apparently providing higher-tier mats (?). Hopefully this will be fleshed out even further and people will have reason to train it for its own sake and not have it be immediately overshadowed by farming. It also makes wild areas look more wild, which is good. But then again...it makes everywhere look more wild. That was the one glaring issue I noticed. As soon as I saw piles of rubble, rotting wood, and mushrooms springing out of the ground in the middle of town, I thought, "uh oh. Better check the forum." These nodes probably should not spawn on deed, or at least make it optional.
  3. My two cents, as a recently returning Epic player: it's not worth trying to get people to trickle back in one by one. The reason for this is simple: Wurm for many of us is a community game, and I would argue doubly so on PvP servers. Logging in and seeing "No other players online" is horribly depressing for those of us who remember how things used to be, and as much as many of us may still love this game, most won't stick around like a sad puppy waiting for their old buddies to poke their heads back in. There is nothing fundamentally wrong with the game itself or PvP in particular; the issue is a matter of momentum. There simply aren't enough daily players to form a community, and without a community, people will leave. So we need something that will bring a lot of people all at once. Set up a PvP event with rewards that would appeal to both Freedom and Epic players. Schedule it well in advance, preferably starting at a time when a lot of people are available (such as the week after Christmas, or the beginning of summer). Advertise. Send out emails. Encourage people to get ahold of their friends and drag them back in. Make it clear that anyone who doesn't get in on this event is a giant loser. Offer a week of free premium to those who have quit, just to get them hooked again. Do whatever you have to do. Because remember, nobody ever truly quits Wurm. There is a large pool of people who stay on the periphery, who don't play Wurm anymore but would hop back in if they knew their old friends were here. There are also undoubtedly Freedomers who want to try PvP but don't see any reason to go to an empty server for it. If there is a specific date and time where everyone can be reasonably sure that they'll have people to play with, there will be people who show up, and there will be people -- both new and old -- who discover the pure, unalloyed joy of being brutally murdered while drunkenly sailing around JKH at 1am with five of their best internet friends.
  4. Bump. Made this thread last year, rewrote it now for clarity.
  5. For the last few years, I've kept a set of puppets in the PvP section of my inventory in order to annoy people on boat rides and such. Having an actual puppet meta would be a dream come true.
  6. I was going to suggest this originally but I didn't want to be that guy who asks for straight-up buffs to his own kingdom But yeah, this pls
  7. Standing on mycelium increases food and nutrition, and while this was nice to have in the past, being constantly full makes it impossible to eat. And since eating real food is the only way to gain CCFP, mycelium can feel like a liability more than anything. Especially since on a PvP server, you want every benefit you can get, and if your opponents have a 33% stamina advantage over you, that can potentially swing an entire fight. So these faction-specific tiles are no longer a selling point for Libila, but instead are something to be avoided. And even if you do avoid mycelium in favor of the CCFP system, it makes cooking even harder due to mycelium blocking harvesting and foraging. It's almost not worth it to spread Lib influence at all. Mycelium should provide at least enough CCFP to halt the drain. That way cooking is still useful/necessary, yet we don't have to avoid our own faction's tiles just to be on a level playing field with everyone else. Tl;dr: CCFP has made mycelium obsolete and undesirable for PvP. To be worthwhile, it should be compatible with the new system, not an inferior alternative to it.
  8. I don't believe QL (or enchants, for that matter) affect characteristic gains. So a 50 QL sword is probably better just for the sake of keeping yourself alive and being able to actually kill stuff.
  9. Does QL of the container affect skillgain? As in, is it better to use low-QL containers for grinding like you would with most skills? Does QL of wine barrels give a bonus to aging wine?
  10. Keep in mind that Wurm is one of very few games that allows you to buy premium with ingame currency at all. It's a privilege, not a right. Those of us who buy premium with real money are the ones keeping the game afloat, and enabling more people to avoid doing so will reduce the longevity of the game.
  11. Here's what would happen, based on Freedom's history: 1) ProArtiSeller and his ten priest alts would spam Locate Artifact during the wee hours of the morning when nobody's awake to compete. 2) He would then sell those artifacts for ridiculous prices on the forum, because people on Wurm will pay stupid amounts of money for anything that makes them unique. 3) The people who want to earn the artis legitimately or are otherwise not willing to pay 1g for a 30-day Sword of Mag will make a series of forum posts complaining about "pay-to-win arti sellers ruining the game" and "elite players controlling the economy". 4) In response to this, artifacts will start dropping from avatars of their respective gods at a 5% rate, but will have their respawns and travel restrictions removed so people can "enjoy the results of their hard work". 5) These artifacts will flood Chaos and widen the new-player PvP gap even further, while the people over on PvE will still complain that they're too hard to obtain. Rinse and repeat.
  12. I like the design of it except for the oversized head. Realistic models > fantasy models any day. With that in mind, the mauls' barber-pole theme and bright orange wood hurt my eyes. That's an awful lot of decoration for a glorified club.
  13. Christmas present

    This. Especially since these won't even fit in a bank because they technically have stuff inside them.
  14. I like to have my recipe notes ingame rather than on a separate spreadsheet, but it's hard to keep it readable when you have to write everything on a single line. Can we have the ability to press enter and start a new line in the recipe notes?