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Found 4 results

  1. sold

    over 13k = 10s including: Acorns, Lovage, Rosemary, Sassafras, Nettles, Parsley and Sage pick up only : SW Inde
  2. When playing a game the fastest way for me to lose the motivation for it is to cheat. Opening the console and turning on godmode or giving me money is fun for a while but soon you realise there's no more challenge and you quit the game. Now Wurm is an extreme game. Everything is so hard to achieve that once you've done it you really feel pride in your achievements. And since I know how much time and dedication it took to finally be able to f.e. craft a 90Ql pickaxe and enchant it with a solid WoA 90 I rather not sell it at all than to underprize it. Now here are a few hypotheses: 1. A player who buys a high level account doesn't cherish the work needed to get it to where it is. 1.1. Therefore he/she is more likely to undercut the prizes on the market. 1.2. The market is flooded with good gear at low prizes forcing the other players to a) undercut as well or stop trying to sell anything. ---> Allowing to sell accounts hurts the economy dramatically. 2. A player who buys an account buys its reputation as well. 2.1. Other players might not know the account had been sold and trust the good reputation. 2.2. The new owner might not be so kindhearted and trustworthy as the reputation of the account make him/her seem. ---> Allowing to sell accounts opens the door for mischief, trolling and grieving. 3. A player who buys a high level account can do all the things that need higher skills immediately. 3.1. He/She doesn't get the feeling of accomplishment like the others after finishing a project. 3.2. He/She is bored of the game faster and is more likely to a) leave the game and/or sell the account again. 3.3 Veteran accounts don't "die out" making room for newer ones. ---> Allowing to sell accounts hurts the player count in the long run. Of course these hypotheses don't apply to every person who buys/bought an account! What do you think? Please discuss!
  3. Low Quality Gems for Auction: 200 gems in total equaling ~330ql Starting bid: 5s Min, Increase: 50c Buyout: none Private bids: no Auction ends: Winner picks up at west coast of Deliverance. Will also accept euros standard 1s:1e ratio.
  4. There are a lot of conflicting beliefs and myth about skill grinding floating around So I tried to collect and verify what I could. When talking about skillgain you first have to be aware that there are two different values to consider: size and rate of skillgain size: this is the value that is displayed in the skill tab like " you gain 0,000526 mining skill" Some people also say they gain 526 mining experience, I'll use that terminology as well as it's convenient. rate: this is how often the skillgain appears in the window, not all mining actions give mining skill. To correctly judge this you have to make sure to set your skill log to the highest sensitivity. Then there are four factors that the player can influence: CoC - Enchant, WoA - Enchant, Tool - QL and Material - Q. All my tests have been done with mining, these are the results: Skills and Characteristics First, there seems to be no difference in the way skills and characteristics are handle, nor does there seem to be any relation between the two. When you have low skill, you gain a lot of skill, when you have high skill, you gain less. When you have low charactersitics, you gain a lot of characteristic, when you have high characteristic, you gain less. When you have 25 body strength and do mining at 5 skill you gain the same body strength as if doing mining at 70 skill. CoC - Enchant This one if obvious, it's a straight percentage increase to the size of skillgain. Does not seem to affect the rate of skillgain. Conclusion: always use the highest CoC you can affort on all of the tools you care for skillgain. WoA - Enchant This one decreaes the size of skillgain, but it also decreses the timer, both decreases are exactly equal in size. A 12s timer will give for example 512 xp and a 19s timer will give 811 xp, that's 42,7 cp/s for both. Does not seem to affect the rate of skillgain. So WoA has absolutely no affect on your skillgain, it will just change your material throughput. Conclusion: Use WoA when you want to get things done, don't use WoA when you want to preserve raw material such as high ql iron. Stamina Site note: Rolf himself once claimed that you get less skill when you have less stamina left after a longer action, but in the example above the 12s timer ended in 82% stam and the 19s ended in 74% stam, the gains were still equal. Tool - QL Two test values, mining rock with unenchanted pickaxes: 70ql pick: 12s, 582 xp, 82% stam, 48,5 xp/s 10ql pick: 19s, 921 xp, 74% stam, 48,5 xp/s The skillgain size is exactly equal! However when you mine for 100 actions it is quite clear that the rate of skillgain with the lower pick is much higher than the 60% increase in timers. You also get a lower average in rock quality though. Conclusion: Use a lower ql tool, when you want more skill. Use a higher ql tool, when you want to get things done or want higher ql mats. Material - QL Just did a quick test, when mining there is an obvious difference in base value between rock and different types of metal, but again using a 20 ql rock or a 60ql rock at 40 skill. has no effect on the size of skillgain. Rate hasn't been tested yet. Untested rumor: People claim that you get the best skillgain when your average result is half your skill. It's supposed to work with lower ql tools, it's more doubtfull if it works by using capped veins. Hope this helps some people. Does anyone have any complaints about the points I amde? And I mean foundated complains, not: "I read in the chat that ..."