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Found 5 results

  1. This has been a hot topic for a while now with many people considering the current mechanics of locate soul and nolo causing stalemate and pvp to be stagnant, just like info minister did. The current issue is, small groups cannot roam because other groups/large groups will just spam locate names with kingdom priests + chopped veg until all names can be allocated to a deed and larger groups never get engagements because smaller groups want to spam locate names to make sure there isn't a zerg waiting. The end result is nobody leaves deed until a hit is made on somebody off deed whilst others are on deed. The change to the old locate/nolo was needed and with this change, it was a right step in the right direction, nolo shouldn't keep you 10000% nolo'd for it's duration. I believe we can just go a little but further and add something cool to support all groups and get players off deed or even just add small patch to the current locate and make it harder/stronger. This is why I felt a new thread was better instead of bumping the old once since the title was 'Revert Locate Changes' - I believe this is a step back. This thread is created to put together ideas on how to better improve the mechanic we have, not go back to the old one. One suggestion that was popular was only being able to get a hit on a person if you're within x amount of tiles of them. [Rather Long Distance perhaps] Nolo would slightly reduce this distance and still provide a % chance to block the locate. Locate spam wouldn't be an issue because priests back at deed won't be within the x amount of tiles. The perk to this idea is, small groups and large groups can go roaming without being spammed, this will increase the idea of people leaving deeds to find people, instead of sitting at deeds to locate them. Other ideas were simply making locate soul harder to get a hit on nolo'd players with the power of a nolo being 90+ almost the same as a reinforcement disintegrate, but have the power % go down with the timer so once it reaches 80% it becomes more and more easier to locate. I suggest making Body Nolo's 60 favor so people out roaming have to sacrifice gems in order to remain 'under the radar' Another idea was to make Nolo become easier to cast through as you get closer. Many ideas were discussed in Discord, Retro said that the team are throwing ideas around and have heard our concerns about the current mechanic and what damage it does to pvp. Making Pendulums / Tracking more useful would also be seen as a plus. Many small groups have said it makes it frustratingly difficult to roam or even hunt on chaos, as soon as the ring is hit, it's time to go home. Other changes Along side this can help smaller groups on chaos, delayed death tabs for example too, so groups can't rush in for a back door as soon as some action starts.. Small changes, big effects. Share your ideas if you'd like change, or want complete removal, post below and share. Edit: Other small ideas were the more you locate a name, the more resistance that player builds Or, locate soul works once like Locate Artifact
  2. So I've spent some more time on Chaos, and I feel that the following are bugs, and/or are detremental to PvP/Raiding as a whole. A lot of people will probably shoot this down for their own agenda, but I think we all know that the following are huge issues, so please keep flaming down to a minimum: Lamps, Signs, etc take ridiculous amounts of effort to be bashed. Please allow them to be stolen, or bashed 100x faster, as with any plantable item. It's silly doing .2dmg per hit to a Lamp, when you can plant 50 per tile. Draining deeds should not be capped at 5x. I feel that people on a PvP server completely understand the risks associated with deed building, and that the only deeds that will ever get close to a 5x are those deeds planted simply to block influence. The only way to remove a deed from existence is to continuously drain it, but that's impossible when someone doesn't care about the silver cost, so gladly dumps in 3s/day to keep a deed alive. 3E isn't a lot of money. Perhaps at 5x, it could auto-disband? Unfinished fences and house walls should not block a Structure from being removed. Upon destruction of a fence, replace it with an "Incomplete" wall, thus needing to be bashed first instead of being rebuilt. Incomplete walls should not block terraforming, though. Incomplete walls on houses should not block a structure's removal. Instead, when all walls are down on a house, minus a handful of 'Unfinished' walls, allow the structure to be removed. Also, house plans, etc, should not block terraforming or fence building either. Fences and floors apart of a house plan should not hold the structure together either. Insane pits can still be created in excess of 200+ slope via tunneling. Either allow us to surface mine 200+ again, or cap tunnel entrances at max skill as well. Walls, etc, can be finished through a Mine Door. I think this is a bug. Fences can still be built in excess of 40+ slope on the edges of tunnel entrances. I think this is left over code from when Wurm was 2D, and should be addressed. Twitter is a touchy subject, but I feel it's not neccesary on PvP servers. Every Kingdom has a form of "alert" system associated with it, and I feel it completely removes any edges a raiding party would have on a normally empty local. I would even go to the lengths of suggesting that any form of "log reader" should not be allowed, but that's not really easy to police. There should be a time limit to teleport to your deed via Recall Home and Karma. The original idea behind them was to allow people to "Recall Home," or in other words, return home, not teleport to a deed being raided. I feel that if you want to get to a deed without any risks associated, you should spend the 5s for a Twig or Stone. I would personally set this limit to 24hrs upon joining a new village. BTW, this is coming from a person with over 80 Meditation and 20k Karma, so I know the effort required for both. Constructive criticism appreciated, as well as any ideas, comments, or suggestions. I'll be adding more to this over time. Maybe raiding will be fun again when we can actually raid properly.
  3. With the current mechanic, if you combine one of the components lets say iron into 64 kg lump, make it active and use it in a pile of the other lump (in this case 0.50 kg charcoal lump) you can queue a number of actions, and the result is 0.40 kg steel lumps, wen you fail you consume a certain amount of both components, not a big problem for iron, but for charcoal it renders the lump unusable, so you in order to get a full queue in the nest round you need to remove the failed lumps from the pile, and then once you finish all the full weight ones you combine the less weight in pairs, rinse and repeat. If you combine both components you get as a result a single huge steel lump, and this can be bad both because you loose skill and you can end with a huge awful ql lump. Mi proposal is to make metallurgy to work similar to mortar making, so you can combine both components and queue the full number and the result is always a basic unit of the resulting item per action, in case of fail you loose the proportional weight but the combined components still can be used for the next round.
  4. A mechanics owerhaul

    Now we have damage and quality which covers roughly the same aspect of game. 50QL spear with 50DMG acts like 25ql spear yeah? My idea is to remove DMG stuff. If you make 10ql rake.. and use it, ql should drop. Nothing more nothing less, since now, we have to calculate the dmg impact on usability aspect. Remove it... it will remove at least 3 different "calculations" and thus would make game less laggy. ------------------------------------------------ Stuff that would dissapear : 1) Damage indicator - with millions of things to calculate 2) Damage to efficient QL formula (second part as numerous as previous) 3) all repairing calculations - third as much. Replace it with QL itself or rename it to a condition. (but quality sounds better)
  5. Springs & Streams

    Something I have always found lacking on wurm the the absence of springs and streams. So last night, at 3am with a bottle of tequila in my hand I started writing. I woke up this morning, it actually still makes sense (this might be the hangover but it goes seem a workable mech). Simply put it adds 1 new tile type and 2 new "wall" types. New Tile : Spring Notes : Acts like a normal tile, can be drunk from, If a channel is made next to it supplies that channel with water. New Tile : Water Flow/Waterfall Notes : Natural water flow, this edge tile can be built over, disrupting the flow of water. Allows the 2 adjoining tiles to be drunk from and also have reeds spread to them/planted next to them. The waterfall option is just a cosmetic to a very steep drop (>40?) New Tile : Outlet Notes : Forms at the coast, this edge tile can be built over. New Tile : Water Channel Notes : Same as water flow but cannot be built on, must be destroyed. Requires 40 digging to construct (simple right click action). The Rules of Water Flow 1. Water will only flow to an equal or lower elevation, creating water flows as it does so. 2. Flow will have the following preferences : Channel, Lowest open, same direction lowest (so if we have a flow from N to S then it will prefer another N to S flow over an E to W flow if both options are present), rnd chance if 2 different direction lowests, equal same direction, rnd chance if 2 different direction equals (will never return to a height node that has 2 flows already). 3. If water flows from an elevation above water to one below water level an outlet is created. 4. If the height of corner is changed then any water flows adjacent will recalculate, water flows at one tile per hour to prevent mass recalculations. This should always generate a flow that heads downhill (flows can stop (we just assume it goes underground for now) if there are no viable moves.