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...or rather a introductory primer of sorts. Been considering the need for one, and I even have a rough outline and draft made. Before getting involved in that I wish to see if there is even really a need or interest in one. After all there's tutorials on almost everything else... even ones for the tutorials. One would think if there was really a demand, someone would have done it already. So... what do you think? Should there be one?If so, what are your main concerns or questions in that area?What doesn't the wiki already seem to make clear?What would you look for?EDIT: Something came up I felt I should articulate... I am not talking about ways of gaming the game's rules or exploiting loopholes in those rules. For example imho thievery belongs on pvp servers, where players by the very act of being on such servers have consented to being targets. Kill or be killed basically. Anyone doing such on a Freedom server deserves getting reported and the ensuing consequences. Just because I play a rogue doesnt mean I do not have rules or guidelines. They just are not your rules ;P EDIT: Heres the rough outline: Introduction This is not meant to be a comprehensive guide to all things thievery and such in Wurm. There's just no fun in revealing all to begin with, and I'm lazy. Rather it is to provide help with the basics and some possible hypothetical applications. For those who wish to up their game from common "rag-pickers". If one is seeking to better understand the psychological principles, I recommend the following article: http://www.spring.org.uk/2010/01/the-7-psychological-principles-of-scams-protect-yourself-by-learning-the-techniques.php Furthermore, I can neither confirm nor deny any firsthand knowledge of the usage of these skills ingame. Outline: I. Fundamentals A. Body Control (Stealth and everything else) B. Lockpicking C. Stealing D. Traps E. Stealth a. Actual b. Mines c. Mounts II. Training A. Body Control B. Lockpicking C. Stealing D. Traps III. Intermediary A. Solo vs. Group Tactics B. Diversions or Framing a. Loudmouth Idiots b. Locks From Known Thieves C. Traps D. Know Your Enemy and Thyself E. Knowing a "good" Fence a. Helps if considered respectable and reliable in general. b. Can be the same person as your smith. c. Doesn't ask too many questions about that shiny new ship ur selling him. IV. Hypothetically-Speaking A. Spying B. Sabotage C. Downright dirty scoundrel Example section: Lockpicking Lockpicking Lockpicking is fairly self-explanatory. Its the skill for picking locks. In Wurm this allows one to bypass locked doors on structures, vehicles, ships, and containers. This guide will simply refer to all lockable items as containers. The tools needed, lockpicks, can only be made by a locksmith of some skill, so one may wish to pick this up as a side skill as you will go through picks frequently. Knowing a good smith or merchant is another good idea. There are additional benefits from such a relationship, which will be covered later. Lockpicks will break... ALOT. Less so as the quality is higher, and it helps to have several dozen in multiple satchels on one's belt ready to activate. Picks of a ql less than twenty of the lock's ql will not even work to begin with. Once the lock is picked, it will stay open for so many minutes as indicated by Examining, as in the case of gate locks, or as with padlocks, the lock will come off and appear in your inventory. The difficulty of the lock can vary greatly and is dependent on several factors: the container ql, pick ql, examined lock ql (see table 1.1), your skill, the type of container, etc. Ships are more difficult than say a chest, and larger ships more so. The calculated chance is displayed on the menu next to Pick Lock. Table 1.1: Examined Lock Quality Ranges Very poor 1 - 9.99ql Poor 10 - 19.99ql Below average 20 - 29.99ql Okay 30 - 39.99ql Above average 40 - 49.99ql Pretty good 50 - 59.99ql Good 60 - 69.99ql Very good 70 - 79.99ql Exceptional 80 - 89.99ql Fantastic 90 - 99.99ql Some say a minimum of 30 Lockpicking is needed to be effective, personally its more around 50. Also do not be discouraged by lockpicking chances of less than 5%, these containers are still vulnerable to those with time and determination.... and alot of lockpicks. Third Person: [19:19:16] Klaa picks the lock of the small chest. [19:18:20] Klaa silently curses as he fails to pick the lock of the small chest. First Person: [19:18:20] You start to pick the lock of the small chest. [19:18:20] You fail to pick the lock of the small chest. EDIT: Project currently on back burner due to RL.