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Found 19 results

  1. I was listening to Dracaa's stream video from last Sunday. @Dracaa and @Madnath were discussing many interesting things. One topic included the idea that adding more skills than 138 would upset everyone's food affinities, meaning that no more skills could be added to the game without first removing one and then replacing it. I think this should be discussed. I think it should be straightforward to 'double up' the skills affected by affinities - matching up to two skills to each affinity. That would give up to 276 skills, with each affinity pizza boosting up to two skills - the old one and potentially, a new one. If each of the 138 food affinities points towards a skill, then it should be possible for each affinity to also point to skill [affinity+138] as a secondary skill. If the skills need to point to food affinities, the 276 skills could point to affinity [skill%138]. Am I missing something? I am sure I must be. I haven't had my coffee! I find it hard to believe that the existing 138 affinity system can't have an additional 138 skills mapped onto it. Invisible blank placeholder skills which are not displayed, and have no effect could be used where there is no secondary skill yet - until we have 276. How about up to 3 skills per affinity? That would be up to 414 skills. Please feel free to comment below if you've looked at the code or have some additional insight. Also everyone - does Wurm have enough skills, or could it use some more? Please feel free to add your ideas for new skills below!
  2. Today while I was commandeering a boat I got a DC, upon waiting for /lotime and reconnecting all my affinities had dissapeared. I wrote in CA HELP about it and they believed it was just a visual bug on the client side and not a server side error and that the affinities should still be active, unfortunately they didnt know how I could check this so there is no real way to know for sure if they actually remained activated or not. Best, 58
  3. I'd like a non-tradable, 1-use item I can purchase, and/or redeem as a premium bonus for X number of months paid, from the trader, that would allow me to swap nominated affinities between two premium accounts with that item, of the same Kingdom. I don't want a item that would allow the theft of affinities, or the commercial extraction of affinities from accounts, so that one account could end up with hundreds of affinities, or players specialising in playing middle-man broker of affinities. I would accept that an account has to have at least X months of premium time played, before being able to engage in such a transaction, to prevent affinity-farming equivalent to organ trafficking. Would anyone else like such an item to be available under those or similar conditions?
  4. I recommend this for incentive to play on either cluster. Another nice thing would be my suggestion for 2 way skill transfer, at a fair conversion ratio (which might be 1:1 initially). See other topic for discussion on that related subject.
  5. Hey Wurmians, Just a quick post to say that I sell affinity meals. WHAT? Well no and yes, I'm not a bulk supplier, I can 100% guarantee to sell you any affinity you need, want or just like. Taste my free meal and let me do the rest. Not really taking orders here, meals are cooked as needed, but a happy customer said I should put something up ... so UPS So keep an eye out for me in the TRADE channel. A couple of tips 1) Get a larder, these goodies are worth keeping 2) Don't fill up on them too much it's like KFC ... it starts super awesome 3) When you are eating mash the ESC key 4) My best so far is 21 affinities beat that
  6. As things stand now, there's little reason to pursue beverages, whether as a producer or consumer. It's far easier to level hot food cooking and far quicker to make high-quality affinity food which will give far more total affinity time than, say, a barrel full of beer. My suggestion is simple: separate temporary food affinities from temporary beverage affinities (meaning, for example, you can get a 10% buff to mining skill-gain from your custom affinity pizza and another 10% buff if you find a beverage that gives the same affinity, for a total of 20%). This will take beverages out of competition with pizzas, etc. – where they are hopelessly outmatched – and create a gameplay reason to make the extra effort that brewing, distilling, and so on requires.
  7. Quick question (checked the Affinities wurmpedia article but it didn't say): If a character has an affinity in a skill that has subskills (for example, Smithing), does the skillgain boost also apply to the subskills beneath it (for example, Weapon smithing)? Thank you in advance!
  8. I was doing some beverage testing with some red wine sealed in a rare barrel I created. Today I unsealed it to test the affinity and said affinity was the same as if it was fermented/aged in a regular barrel. Is this an oversight? many other things in the process such as fruit presses or stills will modify the affinity, while one theory I have is that the affinity for most beverages is static during the fermentation stage. Can we get confirmation that this is either intended or an oversight?
  9. I wish there were ways for other foods to better compete with Pizzas. Right now pizza is a clearly "better" food and there is less incentive for people to make a variety of foods. My idea is for an item that allows people to "combine" food and drink items to function as a single meal that also looks like a dining table complete with place settings. A player would add food to the table the way that fueling fire works: right click, "Add Food". Each table would have a maximum amount of food that it can hold like with fuel. It will have a higher capacity to account for some of the larger goods like roasted animals. It may also display a message like, "The table is full so you decide not to put anything else on it" when it can't take more food. Players can use the Taste function to see which affinities they may gain and Examine to see which food items were put into the table. The table would keep track of the average nutrition value and add up the CCFP along with recording the meal types of the foods for the purposes of calculating the affinities. Any player with appropriate permissions can right click on the table and chose "Eat Meal" to start eating from the food. The eat function can also be accessed while sitting down. All players eating from the table will eat until full or the food is exhausted and will gain affinities, CCFP, and nutrition based on the amount of food eaten. An optional benefit would be a function to add a price before allowing food to be eaten much like beds. An optional cosmetic benefit to add would be to make multiple dining table types to suit different situations. For instance small wooden tables with no frills for more simple houses up to fancy marble tables with ornate decorations for palaces. Also small tables up to banquet tables with matching capacities for personal to public use. For example, a player may make a roast hog, some salads, a cake, and wine to add to the table. The player's guests all sit around the table and eat like they would from a meal until full or the food is gone. The gained nutrition, CCFP, and affinities would be the combined values for the items made. I think this would be great for decorating, running restaurants and inns and also for entertaining fellow players.
  10. Food affinities are a great addition to the game, but they are hamstrung because and new skills would change everyone's affinity food. New skills either need to replace an old one or not be able to be gained through food. A new method that is future proof against new skills being added. Normal cooking methods randomly assign affinities to food. To get a specific affinity on food: Right click the container and select "Prepare food." Choose the desired affinity from the pop-up menu. A timer (10-20 sec) counts down as some RP text plays. You fail, succeed or greatly succeed! Fail: Affinity is still random and unknown until cooked. Try again. Succeed: The chosen affinity is assigned to the meal Greatly succeed: A random second, minor affinity is also added to the food. Rarity, complexity and ingredients have their normal effects on affinity strength, duration and CCFP. With this method as many skills as the devs want could be added without ever needing to worry about disrupting food affinities.
  11. I've been thinking about other spells or enchants I'd like to see in Wurm - but that'd also call for new Gods under the Deity system - and rather than introduce a whole NEW sorcery system - why not look to Alchemy? Revisiting the Alchemy system to enchant items - i.e. affinities when worn, or effects like 'glow' to provide luminance at night when an alchemical potion is applied to the item. Potions that can imbue items or players with travel/teleportation - i.e. use a potion give a pair of shoes or ring the ability to recall a player back to their deed or a designated location up to 3x (or if the potion is of high enough QL make it a permanent enchantment to the item) or a potion to teleport a specific item or object (i.e. 'Send this item/object to my deed token.) Offensive potions to 'throw' at targets Slow decay on items - or even speed it up on others. Just an idea. I'm curious to know what other think or suggestions they have.
  12. Had a couple of ideas that I think should be considered on the poll, on the use of rare items in cooking and their affinities influences. Both still preserve the idea and usefulness of using the rares as an important part of the cooking equation but how about an additional bonus. First idea, with each step of it's rareness give an original bonus of the same plain item but rare would give and additional affinity, supreme(two) and fantastic...would that be great!. Second idea, and MUCH more complicated: Each items has three steps of "rare" to it: rare, supreme, fantastic. Take a simple Skillet, Meat, Vegetable recipe... each one has an additional level of rare bonus to making the end product a "rare" of some type itself. Now we enter what do we want from a difference of rare or supreme...+1,+2 to the equation...have to take into consideration what would happen if we bought a Supreme Potato from a player added it to a Rare Meat and a plain carrot would add a plus +2/3 from the S. Potato, +1/3 from rare meat and +0 from non-rare carrot, BUT..don't forget the skillet pan...+0/3 on it, lets use a rare pan, since we are on the subject, +1/3 possible rares (no wax/or wrapping involved this time) gives us a +4/12 chance on top of the normal chance at a rare... + %33.33 added chance at a rare finished food item. It could further be taken you use Supreme's the entire process..you get a Supreme finished food product. HOWEVER, this still is a beginning formula to take into consideration, then you must consider the end effects discussed in the First idea, end result of bonus affinities+ (1-3 or +*-***) or even an added time bonus combo in with it. I think it would be safe to say that chances of getting a Fantastic Pizza..should give +3 affinities.. if even a (characteristic, followed by a Skill on a Supreme to 2/1 or 1/2 Characteristic/Skill on a Fantastic Food Item. Point is..the more "rare" the better it should be!!!. THIS IS AN IDEA...put out in quick response to the powers that be, on nerfing our money spent or the selling value of rare items. Some people have sunk alot of money into higher quality rares and this keeps/gives value to the rare food items that give players a chance at making some funds. Please, ADD TO THIS DISCUSSION..., this is put together to get some alternatives going. Thank you.
  13. So far, I have not had any affinities granted by new recipes as a non premium player. I will continue to test meals but I think this is a bug unless the is an increased chance to not have an affinity as a non premium player.
  14. WTB Body Strength & Body Stamina affinities. Also willing to offer Small wooden shield, Prayer, Baking, Mauls, Trebuchet, Excorcism, Hatchet, Butchering Knife, Large Metal Shield, Small Maul. Also willing to purchase multiple affinities if for instance you got 3 and aren't sure if the BS ones will transfer on the first death. Also buying Sleep Powder.
  15. A rather interesting thought just occurred to me and is assuming all mobs get that free random affinity but... What if, whenever you had an animal tamed, you had access to its affinity? As soon as it goes untame you lose that affinity. Essentially meaning that if your pet had a carpentry affinity you get one too. Realism : Animals often inspire us in unusual ways
  16. As the title says, looking for WS affinities to help the grind. Pm me if you have any and we will see how the trade will be done. Now also looking for a referal! Thanks for reading.
  17. Hello as a GM player I have used the wand and right click skill learn and given Affinities to a player but they have not stayed at all each time they log off they lose it I am wondering if theres a way to make this stay no matter what
  18. As the the title says, got tons for sale. All items are cod from Chaos on buyers expense! NB! If you have ever used Chaos "shortcut for sailing you will flag as an Freedom island and i cannot cod to you!! (Will get an error [09:32:37] xxxx is with the Freedom Isles. You may not trade with the enemy.) Pricing Soft cap - 1s Garden Gnome - 4s each Fireworks - 50c Snow Latern - 1s Star emeral - 4s Star ruby - 3s Star Sapphire - 3s Rare spindle - 2s Potion of LW - 4s each Potion of Tailoring - 3s each SOLD Seryll pendulum - 2s each Supreme carving knife - 25s SOLD Seryll sabaton - 4s Seryll lump - 5s Salve of frost - 2s Rare trowel - 8s Rare stone chisel (imbue 15) - 8s Rare grindstone - 3s Rare libilla puppet - 7s Rare saw - 7s SOLD Rare longsword - 6s SOLD Rare exq med rug - 10s SOLD thru PM Rare 2 handed sword with LT/Coc/Nimb/MS combo - 20s SOLD thru PM Rare shovel - 12s SOLD Rare small maul - 15s. Additionally got for sale affinities - You will get an account that has prem 8th of october until and has atm 0 skills. Location Celebration. : Animal Husbandry - 5s Hammer - 2s Shieldbashing - 7s Gardening - 3s Mind speed - 10s Fletching - 7s Polearms - 3s Body strength - 10s Baking - 3s Knives - 3s Additionally selling a Nahjo priest - 45s (On Exo) SALE PENDING