Fawkes

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Everything posted by Fawkes

  1. When the game is unbalanced to the point that people are genuinely quitting (as opposed to merely threatening to quit), it might be time to reevaluate whatever it is that's driving them away. I would rather deal with the temporary inconvenience of training an extra resource skill (which really is dead easy, regardless of server) than have a permanently broken priest system that only gets worse as time goes on.
  2. Iirc, soul strength affects resistance to taunting, at least in some circumstances. My notes on that are on a dead hard drive though so I can't give exact details atm.
  3. The only Wurm sites I go to are Wurmpedia and here. Never the main site, except to use the shop. If you're at the point where you're browsing the forum, then you're so far down the rabbit hole that the official website has basically no more use to you.
  4. +1 to unique spells or removal. The lack of effort put into this system is almost obscene. I mean, why would a god named Tosiek have a spell called "Light of Fo"? Why would a whitelight god promote a whitelight player from a whitelight kingdom into a whitelight demigod, only for that whitelight demigod to inexplicably turn into a blacklight god (who is also somehow available to both BL and WL kingdoms)? It's a joke. Not to mention that we were once told that "Wurm isn't Counter-Strike" immediately before giving everyone access to every spell and saying "see? Everyone's on a level playing field now." Saying "you can become a mayor, a king, or even a god" looks good on the box, but if you're not willing to give the feature the time it deserves, you shouldn't even include it at all. Better to under-promise and over-deliver than the reverse.
  5. In CombatHandler.java, there's this block of code: if (weapon.getSpellSpeedBonus() != 0.0F) { calcspeed = (float)(calcspeed - 0.5D * ((100.0F - weapon.getSpellSpeedBonus()) / 100.0F)); } else if (!weapon.isArtifact()) { if (this.creature.getBonusForSpellEffect((byte)39) <= 0.0F) { calcspeed -= 0.5F; } } The intention of this code is to say "if the weapon has WoA or BotD, knock some time off the swing speed (half a second at 100 power). If the weapon doesn't have those spells, but the user is under the effects of Frantic Charge, take half a second off the swing speed." Problem is, the math is wrong on both. First, the WoA/BotD section: calcspeed = (float)(calcspeed - 0.5D * ((100.0F - weapon.getSpellSpeedBonus()) / 100.0F)); This yields a 0.5 second swing speed reduction at 0 power and a 0 second reduction at 100 power. In other words, you are better off with a low cast than a high cast. The code should actually be the following: calcspeed = (float)(calcspeed - 0.5D * (weapon.getSpellSpeedBonus() / 100.0F)); But assuming you don't have WoA/BotD at all, the game rewards you with a 0.5 second speed bonus for not having Frantic Charge cast on you: if (this.creature.getBonusForSpellEffect((byte)39) <= 0.0F) { calcspeed -= 0.5F; } The "<=" sign is responsible for this; it should be a ">" sign. So the net result of this is that WoA/BotD/Frantic Charge will all hurt you more than they help you. Working properly, the full code should look like this: if (weapon.getSpellSpeedBonus() != 0.0F) { calcspeed = (float)(calcspeed - 0.5D * (weapon.getSpellSpeedBonus() / 100.0F)); } else if (!weapon.isArtifact()) { if (this.creature.getBonusForSpellEffect((byte)39) > 0.0F) { calcspeed -= 0.5F; } } Also note that the incorrect code appears twice in CombatHandler: once under "public float getSpeed(AttackAction act, Item weapon)" and again under "public float getSpeed(Item weapon)".
  6. http://store.steampowered.com/app/366220/
  7. At a very minimum, I'd like to see stealth remove you from local consistently. I can live without it making your character invisible 100% of the time; move smartly and you can negate that anyway. But what really irritates me is the whole "oh, you're sneaking around in a forest 200 meters behind me? Too bad I was watching local, and now there are three guys on hellhorses coming to kill you. Hide better next time, nerd."
  8. Three separate cloth shoulders, but good luck matching any of them to the jester outfit that you'd have to wear them with :^)
  9. People are talking about "the fear of getting one-shotted" as if PvP was less common prior to SotG...
  10. It used to be that wooden objects had their own textures depending on wood type, but this was scrapped because supposedly it was too resource-intensive. I didn't notice a difference in performance, but the staff insists that it has a large effect and they aren't budging until they figure out some hacky workaround involving shaders. So if half a dozen wood textures are too much strain on the game, thousands of unique heraldry textures probably would be too.
  11. If you try to dredge without a boat, you will get the message "[10:36:22] You do not have sufficient skill to dredge at that depth." rather than a message telling you to get on a boat. This happens regardless of skill level or water depth, as long as the water is deep enough to be dredged in the first place.
  12. Having one too many items in your inventory when using a home server portal yields the following message: "Try removing 0 items from body and inventory."
  13. [10:08:14] You butcher the corpse of young easter bunny. Easter's over. Get back to work.
  14. Wurm 2016

    Holy emotional meltdown, Batman. Who'd have thought "feel free to tell your friends about the game" would be met with "NO! PAY ME, ######! SKREEEEEEE"
  15. When player gods were introduced, the devs took the priest balance that they had spent years working on, loaded it onto a truck, drove that truck up a mountain, closed their eyes, and let RNGesus take the wheel as they slammed on the gas. There was no way that this was going to turn out well, and releasing a new feature for the sake of having a new feature is just shameful when it destroys such a critical component of both PvE and PvP life. The new gods should have had their own unique spell and ability pools to draw from, rather than randomly stealing them from already-existing gods. They should redo the player god system properly and then give affected people a free convert if they want it. But seeing as how that's not a project that can be pumped out in a few days, I don't see it happening any time soon.
  16. I have some animals in an open pen and I haven't noticed any bunching up in corners. Though that might be because all of the surrounding land is mycelium and so the animals don't try to path to it.
  17. Making it a gradual progression would reduce the impact on new players somewhat, but it wouldn't do anything to balance SotG. It'd just make the OP-ness more accessible. And people would still complain about being disadvantaged prior to reaching level 11, the same way they complain if their opponents are wearing more moon metal or have better Valrei buffs. Broken mechanics don't become un-broken by allowing more people to use it.
  18. Wurm 2016

    Agreed. The core of the game is there. Asking for more toys and features "because it'll bring in players" is usually just an attempt to push an agenda. Problem is, in order to advertise you need money, and in order to make money you need to advertise. Word of mouth has always been Wurm's biggest source of advertisement, so ideally we as players should consciously try to help our game grow. Gaming communities or games similar to Wurm might be a good place to do that.
  19. Archery really needs to be streamlined in general. It's so clumsy right now. Equip bow -> activate bow -> right click -> shoot? If you had to right click -> swing to perform melee attacks, people would avoid combat altogether.
  20. A lot of stuff in this thread was tried on Challenge, and that eventually stagnated too. If we were to turn Wurm into an arena-style game that you can just jump into and play without any real thought or risk, we'd need a much more engaging combat system (which won't happen). The risk is what gets the blood pumping, makes people care enough to act strategically, and gives people the rush that is the saving grace of Wurm PvP. There's a reason PvPers get far more excitement from merely seeing a white name in local than they get from fighting in pre-arranged, no-risk sparring matches. Most barriers to PvP are overblown, I think. Most decent kingdoms will provide gear to their members, so that removes a barrier right there. And 70/70/70/70 FS/weapon skill/archery/shield skill can be done casually in a few weeks. The real problems are on the very high end -- SotG and Valrei, mainly -- but that horse was beaten to death a long time ago.
  21. Show me a person who goes into a fight without a shield in his inventory and I'll show you the person who's going to get killed first every time. 50% damage reduction or not, SotG can't fix stupid.
  22. Hard to believe there's even a debate about this. Imagine an FPS where three of the most unpopular guns are invisible because they weren't deemed important enough. That's where Wurm is right now. "I don't play that part of the game so it doesn't matter" is sort of irrelevant when the lack of a model makes it look like this company is selling a game that's still in alpha.
  23. I'd like to see the poll results broken down by server. Chaos probably wouldn't lose too much so naturally they'll be more inclined to say yes, but we shouldn't put one server's fate in the hands of people who don't even live on that server. It'd be like Freedom voting to close down Chaos to help boost the Freedom population.
  24. New Moon?

    I'm slightly upset that it wasn't a giant, flying question-mark bag.