Fawkes

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Everything posted by Fawkes

  1. I don't think this is about raids. Most minehop fights tend to be out in the wilderness, not on a deed. That's where the problem is. You spend twenty minutes imping a mine door and reinforcing cave walls and suddenly you have your own underground Fort Knox. Then eventually you get outnumbered, run off to one of the dozens of minehops scattered around the server, and either log out or take useless potshots at the people who will probably end up breaking in and killing you anyway. It's more of an annoyance issue than a balance issue. A minehop that takes twenty minutes to build should not take half a dozen people two hours to destroy, especially when more time-consuming defenses (such as buildings) are considerably easier to get into.
  2. Currently, if you're riding a horse on a hillside and you run out of stamina, you have to either dismount or go down to flatter land in order to recover. For some reason mounted players aren't allowed to regenerate stamina on tiles greater than 25(?) slope. I see no reason why this mechanic exists except to make hunting just a bit more tedious. Change it pl0x. On a similar note, why do you even lose stamina while on a horse (or a boat, for that matter)? Is there an actual purpose behind it, or was it just left over from copying+pasting the walking code?
  3. If someone isn't willing to fight without a nearly impenetrable minehop nearby, they are on the wrong server. And if destructible reinforcements discourage PvP, that's not a problem with the game design; it's a problem with the players. There's a fine line between encouraging PvP and catering to cowards.
  4. I think some sort of natural decay is necessary. As people have suggested, if nobody is in the area for a long time, go ahead and let the reinforcements decay. That seems like a pretty harmless solution. On top of that, though, I think PvP servers need a more immediate way to get rid of reinforcements. It's bad enough that enemies sprint for their mine doors as soon as they're even slightly outnumbered. But when you tunnel around the door just to find out that they've reinforced every surrounding cave tile and created an impenetrable underground fortress, that elevates PvP to a whole new level of stupidity. At that point, a simple 20-minute skirmish can turn into a frustrating two-hour siege. To combat this, make mine reinforcements similar to house walls. Add the option to both improve and bash reinforced walls. Higher quality = harder to bash. After damage reaches 100, remove the reinforcement and prevent anyone from reinforcing that tile again for 15 minutes. This would allow PvP to move along more fluidly, yet people could still protect their mines against griefers and thieves.
  5. Of course fixing Elevation should be the priority. My idea of PvP does not involve draining 12 copper and then killing new players to steal their yoyos. Many of us would have no reason to travel all the way to Desertion if Elevation had more to offer, but as of right now, the home servers are the only game in town. But I still have to point out that once Elevation is fixed, the CR nerf will be overkill. Fixing Elevation will remove most of the incentive for killing new players on the home servers in the first place. That in itself is more protection than anyone could ask for. Then when you consider all of the natural protection they have (towers, deeds, numbers, etc), as well as the fact that 90% of the time there are no enemies on the server at all, you'll have to ask yourself whether these servers even belong on the Epic cluster to begin with. They will be even more carebear-ish than they are now. And that's something I can't get behind. Also, I can't stress enough that the players themselves are responsible for their own safety. To see an example of this, try comparing JKH/MRH with Affliction. Affliction has the lowest numbers out of all of the home servers yet it seems to have the most solid defense by a fairly large margin. As far as I can tell, the reason for this is that when someone gets raided on a home server, it's almost always because of something that they did wrong. I mean, at what point do you think to yourself, "I'm going to build a deed right on the coast. But I don't exactly feel like building walls, locking gates, hiring guards, recruiting villagers, or raising my fight skill"? People like this are almost universally the ones who get attacked first, whereas people who build inland and actually bother protecting their stuff are rarely targeted at all. At this point, it's not a game mechanics issue. It's a common sense issue. Don't go whining to Rolf to give you these special CR bonuses just because you chose to make yourself an easy target. No CR nerf is going to protect you from your own stupidity.
  6. From what I understand, the curve is not supposed to affect hard limits on skills. However, this doesn't seem to affect the "lore" option when creating healing covers. I can still use that option even though my skill is below 10. Again, this isn't by any means a game breaker, but for the sake of consistency it might as well be pointed out.
  7. That's exactly it. In the beginning you will find you have a pretty low chance of hitting anything. Just keep at it.
  8. I'm sorry if this has already been suggested. I did a quick search and couldn't find anything, so please let me know if this has already been mentioned. We should be able to transport large objects (large and small carts, catapults, animals, etc.) on ships. A way that this might work is to first lead/drag whatever you want to put on the ship. Then right click the ship, choose "Stow," and the object will be added to the ship's cargo. To remove the object, simply open the ship's hold, drag the item to your inventory, and it will appear on the ground next to you (much like what happens when you create an unfinished cart).
  9. +1. Lamps are nice, but in some cases wall-mounted torches would just look better.
  10. Would it be possible to create a near-clone of the current tree/bush tiles? They would serve the same purpose and would visually be the same, but they would actually be a separate type of tile which always places the plant in the center.
  11. Today I was meditating and I got the "You feel invigorated" message, bringing my water and food to 99%. As I am a blacklighter, I don't really have to worry too much about food, but I appreciate the fact that this feature exists. However, my nutrition prior to this was 99%, and after the message it dropped down to 50%. I don't mean to sound whiny, but I feel that this punishes me more than it helps. I suggest that if someone's nutrition is above 50%, it should not be dragged down every time they feel invigorated. After all, it is meant to be a bonus, not a burden.
  12. Digging, mining, and woodcutting are banned inside many towns for obvious reasons. However, someone who digs clay or tar is not affecting the landscape, whereas someone who digs on mycelium or grass would be. Similarly, someone who mines ore has a minimal effect on the structure of the mine, as opposed to someone who mines the floor, etc. My suggestion is to break up certain actions to allow for more specific permissions. For example: Woodcutting Cutting lumber trees Cutting old lumber trees Cutting fruit trees Pruning Harvesting Picking sprouts Planting lumber trees Planting fruit trees (I believe the last five are currently affected by the "cutting trees" permission, but don't quote me on that) Mining Mining stone walls Mining floor/ceiling Mining ore Digging Terraforming Packing/paving Digging resources (clay, tar, etc.) Of course, these lists could be more or less specific than this, and there are probably some options I left out, but you get the idea.
  13. I have to say HotS is probably the best choice. As someone mentioned, JK is too "safe" and I'm sure it can be downright boring at times. Also, it is the largest kingdom by a fairly wide margin, so that only makes it less challenging and, in turn, adds to the boring-ness. Based on my limited experience with raiding/tower bashing and from what I've seen on the forums, many (not all) members of MR can be very whiny and petty when things don't go their way (although I admit all kingdoms have people like that). I know I'm probably pretty biased here, but I'd strongly suggest going Horde.
  14. I know this isn't the first time someone has noticed this, but a few of the weapons are in strange positions relative to the player model. The hatchet and small axe are rotated 90 degrees from where they should be. And, as someone mentioned in another topic, BL priests have giant scythes sticking out of their heads whenever they use a spell. I'm sure there are other similar cases as well. So, in order to make this game look a little bit better, could we have these issues resolved at some point?
  15. Good point, GTwander. As for the "new player" thing, I know what you mean. I got that feeling as well, and I still get it fairly often. What I meant by it being "painful" was the fact that new players don't have the tools necessary to sustain themselves, and since I have had 4-5 different accounts over the years, I have had to make those tools again and again. It just gets monotonous after restarting 4-5 times.
  16. I've played Wurm on and off for several years and I've gone through the somewhat painful "new player" phase quite a few times. As I'm sure most of you know, it's necessary for new players to find a constant source of food (by fishing, farming, joining a village, etc.), because foraging just doesn't quite cut it after a while. Thankfully there's free food for 24 hours. The problem is, the new player has to stay relatively close to the bartender if they want the food bonus. Once the new players become capable of sustaining themselves, they most likely already have a house, a mine, a farm, etc. in the area. Many people wouldn't want to abandon all of those things, so they stay in the starting area indefinitely. As such, the place becomes overcrowded, resources are depleted, and exploration is uncommon. In order to encourage people to settle in other areas, I suggest adding a command that allows the new player to get the 24 hours of free food no matter where they are. A similar system has already been added for /mission, so I don't see why there shouldn't be a command for the bartender as well.