Search the Community

Showing results for tags 'decay'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 70 results

  1. Undeeded, unused land across older servers gets gummed up by ruins and abandoned terraforming, leaving these servers 'stale' and pushing the same players to move to each new server for a bit of freshness before leaving a mess behind. What if the game could actually revert unused land back to a more pristine condition? One of the things Wurm needs is a deeper mechanism to return undeeded land to nature, particularly slopes. Something on the order of weekly run a batch check for every tile edge and if it qualifies, shift 1 dirt from the high end to the low end. Slope has to be above a certain threshold; 40 or maybe even 30. Higher corner can't be at rock level. Neither corner can be adjacent to a wall or fence. Couple that with a similar check to see if a given corner is the highpoint of the surrounding 4 corners. If so, and it's more than , say 5-10 dirt above all of them, then lower it 4 and raise the others 1. Add to that even higher decay for pavings that have more than two adjacent tiles not paved and some mechanism to kill hedges. Decay rates for furniture might also need a look. Usually long after the rest has fallen away, you still find a bed, bsb and chest in the woods somewhere. Obviously, all this applies on Off-Deed. The other thing it needs is a Salvage Skill. By giving a player a long timer action that might result in some useful materials you encourage players to clean up ruins themselves. Checks can be put in to prevent casual grieifng and affect pvp like: Only in your own kingdom influence. Not on a deed of which you aren't a citizen/have permission. Not from an intact (has all ground floor exterior walls) building of which you are not on the writ.
  2. Firstly I would like to say that I know magic chests currently stop food decay despite their description. My suggestion is to allow players to make an ice house. These would cost a decent amount of resources to make and also would be required to fill with ice (collectible from snow tiles next to coast in winter) in winter. Over the summer the ice would slowly melt and then would need to be refilled next winter. Due to the size of the structures it would make more sense to have storage work like bulk storage bins and the number of items lost would be proportional to the quantity of ice remaining. As an example at full ice capacity it would loose 1% every 2-3 days and at empty all items would decay in 2-3 days. I would also suggest that when food is put in it becomes a frozen food item, like a frozen meal or frozen casserole and would have to be reheated before it could be eaten.
  3. Does anyone know if you can use the dragon skull as decoration without having them decay? I know snow lanterns doesnt decay. The skull model is nice so I would like to display it.
  4. Based on the reports of decay shenanigans I'm seeing, I'm wondering what the community's take would be on a daily maintenance window? Say every day, one hour. Each day, the time of the maintenance downtime progresses one hour, so it would start at 8AM local time today, 9 AM tomorrow, 10 AM the next day. During the maintenance window, decay occurs. Sort of the opposite of EVE online, where every day resources refresh.
  5. My latest large magic chest - bought the 24th february took 5 DMG in the last month. I have another one for one year without any decay. Do you, others magic chest owners, have seen weird decays on your own - or are they still damage free. Any data is welcome. Thanks you for your help.
  6. i find it quite annoying how much damage lamps take off deed even at 50+ quality. about 30 damage in 3 weeks. since wurm is pretty dark at night and lots of noobs run around looking for a spot to settle, having no extra light on the streets is just awful. it is not gonna hurt anyone if the devs could slithly reduce the damage on off deed light sources. i have to spent quite some time imping all those lamps. i can see the increased damage on walls and houses. i am fine with that, but having a nice iluminated area off deed is not the most game breaking feature imo. so pls consider that.. thanks alot. just a humble wurmian
  7. [15:33:08] <Jenshae> After three months they should de-load ships the same way as pets, popping it back if they owner returns [15:33:32] <Nxxxxxxpro> that would be nice [15:34:38] <Lxxxxxd> i agree, what about damage while the owner is offline? [15:35:23] <Lxxxxxd> or has more than 1 boat? [15:35:57] <Jenshae> I think most ships would just be gone, permanently with the owners Revision based upon input: Boats stop loading after 30 days where the account has not logged in. They return in the same state as that point if they player ever comes back. GMs could move the boat if it can't be pushed. You can gift a boat / ship to the gods with a reason, "Fishing vessal" or "Boat bridge": These gifted ships would then either be accepted or rejected by GMs They could be repaired by any player They would not disappear after 30 days.
  8. Now i have not messed with the new flower beds/pots but i have seen in an SnFF video about having to water them or they die/decay. What i am proposing here in that the watering of the flowers on the deed be handled by the guards when they are out making their rounds. (same 30 day rule as the house/wall decay)
  9. I am not sure if this has been suggested or not but i am finding myself waiting for a stone house to decay in an area i bought so it made me think of what i think would be a good addition to help speed up the house decaying process without effecting the off deed dwellers to bad. I am suggesting that once a house gets to a point where it is missing one wall that the decay process be massively increased this coupled with the writ owner increased decay thing should make the waiting a little better at least.
  10. Although we have many other problems here at the moment... but I consider the recently boosted decay rate within the deed area too high. Really... A large barrel (cedar) with a quality of 60 should not every 5 days get a 1.2 - 1.6 damage tick (varies a little bit). Of other types of wood I would not even begin to speak here. On a deed simply too much ladies and gentlemen.
  11. I've spent a lot of time wandering around ruins, they're rather interesting places but they're gone all too quick. So I wish to propose an additional step in decay, to whit ruins. This suggestion only applies to walls, fences, gates, deed tokens (read below) and guard towers. The concept is when a structure decays to 100% there is a (QL of object)% chance to transform into a "ruined" object. Ruined objects do not function as they once did. Ruined walls and fences are passable, as are ruined gates. Ruined deed tokens just retain the name of the settlement that stood there and ruined guard towers have a habit of attracting more monster spawns... Now there is an upside to ruins. Ruined fences and gates can be "restored" by using one plank/brick/stone shard etc to working order, though the quality will be 1/2 of what it was. Ruined walls/doors cannot be restored unless a new writ is placed including them. They're locations a player can restore if they wish to. Ruins can be easily destroyed (1/8 as hard to bash apart) and can also be rummaged, foraged (50+ forage skill) and botanised (25+ skill). Ruined objects do decay, but slowly (they retain their quality, thus doubling the time to decay away). The hope is that we'll see ruined cities turning up with players looting them for all they are worth. Optional extra : Furnature can also obtain a ruined state and objects within chests/racks etc have a QL/4 chance of obtaining the "antique" tag which can be sold at deeds/merchants for 1 copper.
  12. I understand the idea behind the accelerated decay of items introduced lately. However, this increased rate of decay should not be applied to items that are usually placed outdoors for a reason. For example: I planted a lot of lamps and road signs along our road network - and to my surprise most of the lamps were gone this morning, others severely damaged. I dont think something like that was intended by Rolf when he introduced the latest change. So, here are my suggestions: - Define a group of items to which the accelerated decay is applied (not everything, especially not items that have been planted) - Only apply the increased rate of decay to off-deed items. Maybe there is a way for the server software to determine if the creator of an item or the character who planted an item is still active (was online during the last 30 days). In that case only items made by inactive players could be made to decay faster.
  13. Hey, over the last months I talked with some of you about the decay rate of various fence types. Common sense seems to indicate that stone walls decay slower than wooden fences - and that's what most of us believe. HOWEVER - look at this interesting article in Wurmpedia: http://wurmpedia.com/index.php/Empirical_Evaluation_of_Fences The author made empirical decay tests and found that - surprisingly - all fence types have the same rate of decay, providing that they all have the same ql (within statistical limits, of course)! Isn't that interesting? If this is true it doesn't matter at all whether you build a low stone wall or a wooden fence - as far as decay is concerned! Well, seeing that these experiments were made almost 3 years ago, things may have changed since then! So, I decided to repeat those tests. I setup various fences, imped them to have the same ql, and observed the rate of decay on a daily basis. The experiment is running for 4 months now. I built 6 fences of 20ql: Woven Fence, Crude Wooden Fence, Wooden Fence, Low Stone Wall, Tall Stone Wall and Iron Fence. After 4 months the fences and walls show a damage of approximately 50%, as shown in this diagram: Up to now there doesn't seem to be much difference in decay rate (apart from statistical fluctuations), as indicated in the Wiki article I quoted. Woven and crude fences seem to decay a little bit faster (as could be expected), but so do the iron fences! Wooden fences and tall stone walls seem to show the least decay - but the differences are minimal. So far it seems that all fence types decay at roughly the same rate! I will continue the experiment to find out if more differences will appear at a later stage. See you in game Yaga (Yaragar)
  14. It should be possible to preserve fish by making surströmming. http://en.wikipedia.org/wiki/Surstr%C3%B6mming I'm still undecided if a supreme surströmming should smell more or less than a normal one :-)
  15. first make wall types have different decay ticks, wooden walls/fences should get twice maybe 3 times more dmg as stone walls/fences,and also between types of fences involving same or common material, less dmg/tick to=> higher dmg/tick Tall wall>iron fence>low stone wall>Palisade>wooden fence>crude wooden fence>woven fence. higher dmg/tick the dmg received by bashing/catapulting them should have other order tough: less dmg/tick to=> higher dmg/tick Tall wall>palisade>iron fence>low stone wall>wooden fence>crude wooden fence>woven fence all this should get a steeper curve on dmg received at a certain ql, a 20 ql wall should be gone in 1 month no mater what type, a 90 ql tall wall should reach 30 dmg in 1 year(see below why just 30) all of them should get a boost in decay once they pass 30 dmg, should be gone in 3-5 days once they pass 30 dmg,even if it took a year for a tall wall of 90 ql to get there. the dmg boost should not apply for catapulting/bashing the walls, meaning that even if it passed 30 dmg the next bash/hit should do similar dmg amount,although if a wall is forced to 30 dmg it should be gone in 3-5 days if left like that. make the visual effects on damaged wals/fences show at 30 dmg, that makes it easyer for active ppl to see when they have a wall that might be gone in 5 days. i know this might have some bad implications on some ppl, those that play wurm only few days a month or that take long breaks and don't have a deed to keep the damage from kiking in,i feel sorry for them. it als can be considered as an exploit on pvp servers where one can spot a not so active enclosure, catapult a way into it but only getting the walls to 30 dmg then wait for 5 days to get in. in my opinion this is quite unlikely to happend, first because raiders won't stay tehre for 5 days, second even if they may come back after5 days there's a really high chance that someone will expect them ,third and most important, if one is playing on pvp server and expects his offdeed place to be safe from raiders by logging in once a week that person is quite wrong, if u want that kind of play go on freedom,on a pvp server playing offdeed should require a really active player. the benefits of this change are that we can clear deserted areas ourselves with a lot less effort than we can do now, we can just do 30 dmg on any wall/house then let nature take it's course. i'm sure 30 dmg is a lot more appealing to any1 than bashing a entire wall from 0 to 100. another benefit is that areas will be kept alot cleaner, even if no1 takes action , newbie created structures/walls will dissapear alot faster, ppl will have a reason to get 70-80 ql walls instead of leaving them at creation ql.
  16. I'd like to start a discussion about housing decay and why it is needed to speed it up significantly. After doing some math i found out that a 55 ql housing stonewall not placed on a settlement needs around 919 real life days to decay. I'd say DANG! Of course the owner of writ of ownership need for that to log in all 1.5 months to stop increased decay. just after he logged out again he got normal decay again for the next 1.5 months.. Someone might say oh well who got a 55 ql stonewall, but let's take a ql 20 stonewall instead. My calc says 336 days to decay, i'd say again DANG! Decay is insane slow imho. Just remember this is unpaid protection of structures in a game where you can BUY very cheap full protection with a settlement deed. No wonder Wurm is littered with abandoned buildings, which got it's charm of course. Exploring former settlements is fun. However this is wasted landspace, not available for other settlers, even paying ones. You can not "recycle" anything from these structures even with gaping holes in the walls until the last stone falls. Even if you can set up a settlement, which includes the abandoned buildings, you still need the writ to tear it down. You can do nothing but wait it do decay. This is not acceptable. The decay rate should be increased, or if you got structures on your Town perimeter, these structures should suffer higher decay rates or after some weeks the writs should be transfered. You could email the owner about this is going to happen soon as example. At last you're the paying customer, the guy with it's abandoned structures pay nothing at all, just block others who want to pay for their deed. Protecting property is one thing, protecing it unpaid for like 3 years or more, is seen from a economic viewpoint simply insane. More money for CodeClub means faster development of Wurm Online. Rising subscription numbers will make this Landscape waste to a very sensible topic very soon. Imho it already is.
  17. Out of six deeds no one has any pelts left. They all decayed almost over night. Not only that but other things on deed are decaying at an alarming rate. Yet there are three mixed grass lying on the floor that have been there for two months. I don't know what genius messed with the decay rate but there are more than a few people totally pissed off because it has been messed with so badly that it no longer makes any sense. Are we upset? Yes, our play has been impacted in a negative manner making our gaming experience a very unhappy afair. That's called griefing or trolling. Maybe ban the person who has made decay make no sense at all.
  18. I built a slate roof on my house last night 12 hours ago off deed. Today i checked the roof and it had 10 dmg on it, the roof was of 10.115ql. I understand it was rather low ql, but this damage is higher than anything I have seen even on Golden Valley.
  19. Now and then I was taken by surprise when my mine doors suddenly vanished. (I was sure they still had enough strength several days before ) So I decided to do some research and made some systematic experiments with 4 wooden mine doors. I imp'ed them to a certain strength level and then observed and logged their daily decay over 45 days. Here are the results: It turns out that the strength of a wooden mine door is reduced by an average of 40 per RL day. But the decay always takes place in steps of 100 and the actual daily value is random. It sometimes happens that there is no visible decay for several days (strength can remain constant for as much as 7 days) and then suddenly drops by 200. For example, a wooden mine door of 2000 strength will last approximately 50 days. Once down to 300 a mine door should be improved with planks or it will soon vanish.
  20. Currently a corpse decays really fast even inside a coffin. I'd like for the decay rate to be significantly lowered, so that coffins can actually be used to store corpses rather than as big storage containers...