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Found 30 results

  1. Activate Merchant contract on any item (including writs, crates, carts and ships). NPC is spawned and a pop-up requests a few key data points: Price for the item. Who can purchase the item (all, friends, village, specific player by name) At sale, the merchant departs, takes 10% of the sale price with the remainder is deposited in the seller's bank. Vehicles and Writs change ownership to the buyer and have all permissions reset to default. Until the item is sold, the seller can remove it at will but it is otherwise unmovable and non-interactive to other players on PvE servers. PvP servers might include an option to steal (?). If the item is not bought within 21 days the merchant mails the seller a warning that they will depart soon. If the item is left for a full 28 (or 30?) days, the merchant departs and the item behaves as normal. Of all possible solutions I have read, this one seems to be the simplest algorithm. It still requires delivery or pick-up. It allows bulk sales in more than one way (a single crate, a whole shipload, or even a shack constructed around multiple bsbs). It does not require players meet up in person to make an exchange. Similar suggestions: http://forum.wurmonline.com/index.php?/topic/103632-merchants-can-hold-containers http://forum.wurmonline.com/index.php?/topic/105011-new-role-for-merchants http://forum.wurmonline.com/index.php?/topic/102795-job-boards-and-drop-boxes
  2. Bandits, when I first started to play Wurm online. I was a little shocked to see that they have never been implemented into the game and it is something that I would see as a improvement to the game overall, adding into a new non-player faction/group. that could improve itself slightly without making them impossible to kill or clear out. For my idea the bandits are rather simple, like other creatures in the game give them a spawn point to start off in like everything else in the game, however bandits should have a wider aggro range to be able to spot players and NPCs and other hostile NPC. they could attempt to raid a small town or village, a guard tower or even attempt to attack another spawn point of a nearby creature, giving them a chance to steal items that are laying around the ground or an unlocked containers, or even from player and animal corpses. Bringing them back to their own spawn point storing the items inside the more items they have a stronger they are. attempting to attack an bandit that is within the range of another bandit should call for aid, bring other near by bandits, but unlike guard towers it should not signal everyone that it on it should be only a matter of 10 tiles in any direction from the bandit that it's being attacked. Below I was given some simple ideas on what kind of bandit and things you can get from either butchering and/or looting them. An bandit berserker, pretty much a heavy hitter on a more visual scale the size could increase to just over the size of regular players models, either wielding a double handed weapon or two years believe each hand. make them be able to bash fences or attack large carts, wagons. loot/butchery products: cloth, broken 'type' armor (can be melted into lumps) and (chaos server human meat), whenever possible items it has stolen and if inventory. An bandit archer, the common range NPC method must be able to attack players and other hostile NPCs from an distant of least five to six. pretty much a hospital support unit for the others of its faction/group, it should a an attempt to flee if players or hostile NPCs get within three to two tiles from it. loot/butcher product: cloth, broken 'type armor (can be melted into lumps) broken bow ( can be scavenged for scrap wood ) small chance of finding intact arrows, broken arrows ( can be scavenged into scrap wood ) (chaos server human meat), whenever possible items it has stolen and if inventory. An bandit thief, should be able to pick the locks from average to poor without a problem . More rare versions of this type should be able to handle more advanced ones, the feet should be rather fast yet poor quality fighter. loot/butcher product: cloth, torn leather armor (can be combined with other leather) broken dagger ( can be melted into lumps ) lockpicks, broken lockpicks ( can be melted into lumps ) minimum chance of low quality. leather armor (chaos server human meat), whenever possible items it has stolen and if inventory.
  3. Mentioned such in other threads in the past, not to mention suggestions made by others. However, another thread regarding NPCs has reminded me of some modifications to bartender I believe would be useful while not grossly altering gameplay. Modifying bartenders be bought and placed akin to traders, possibly using the same placement restrictions.Bartenders function the same with 24hr newbie characters, and they will feed/water older players for a fee (fee can modified by owner, percentage of fee goes to deed, certain minimum required, yadda yadda). EDIT: Unsure how to handle a bartender supplied by player made food. Abusing various storage methods to stow finished food with zero decay has been a longstanding issue.
  4. I'm a new player. Got my deed, built my houses, trained a little fighting, bred some horses, made my first armor etc. After having played around 4 months and I'm now at the stage where I'm finally confident enough to go horseback riding and explore the lands, to see what kinds of deeds are out there. Up till now I did do a little exploring via boat, but never dared venture in land nor dared to walk around in any of the villages. Now that I'm starting to do that, something is becoming very evident to me: There are a lot of gorgeous and huge villages out there, but no-one lives in them aside from a single owner who may be online but most of the time is not. It feels desolate, empty, sad and like a waste. It makes me question what the point of my own progression in the game is if -that- is the end game: an empty and lonely village. It also explains why so many players try to lure newbies into living on their deeds so they'd have a little life in them. But this is mostly short-lived since sooner or later these new players either quit the game or move on to go and make their own deed. The game needs something to "populate" villages with: NPCs. I did a search for all the suggestion threads for bringing new type of NPCs into the game and I understood why they all waned off. People had thought up grand plans for the mechanics and I can understand that from a developer's point of view, they might cross that out automatically. NPCs which craft, gather, fight and do a legion of other things all sounds amazingly fun in the description, but it's a no-go for a small development team due to how such NPCs could completely break the flow and balance, even nature of the game. So what I am suggesting is an NPC which is something visually there but does not impact the game in any other way. NPCs in different outfits and tools in their hands, doing the assigned animations which our own characters already do, which we could populate our villages with to give them some life, however which would not interact in any other way than saying some predefined sentences like "G'day! Just doin' a bit of blacksmithing" or something as generic as "Well met traveler!". For us players, living in our villages would seem a tad less lonely. I don't know about you, but at least I feel less alone by the existing animals and guards - as silly as that is. Imagine planting a smithy next to your forge or a cook into your house kitchen. How about a stable boy into the pen with the horses, or a fisherman onto the shore. Again, none of these would buy, sell or generate any wares for you. They'd simply be decorations much like a table or statue. It goes without saying that I'd be over the moon if they actually did do something, like for instance a fisherman when planted on a tile next to water would actually start generating fish in his/her backpack that you could buy - that would be sweet. Or other things like what was suggested in those other threads, but for now I'd really be so much happier with just the visual aspect alone.
  5. Well i have a bit of an issue here, if i use GLSL support then i get the stretched npc bug and if i switch GLSL off then i get the moving floor textures bug! What should i do???