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Found 29 results

  1. Currently the material requirement for sleeping bag is so insane that it is only ever useful as a decoration. it takes like over 200 materials to make one. early game its too difficult to aquire that much wool easier to make a bed. late game you probablay already have a place to sleep or max sleep bonus or a place to go home. - Sleeping bag should be an alternative before you can make a bed. (this is how it is in most games and makes sense) - another option would be to add a "primitive bedroll" that gives low sleep bonus like 30% but is easy to make like 20-30 items. (does not require loom , spinning wheel fleet of sheep)
  2. Some quality of life improvements for kingdom mechanics: 1) Colour coded local list Other kingdoms and villages that have been declared war upon appear with red names in the local tab aswell as local chat. Thus showing green for allies, red for enemies and white for neutral kingdom members. Removes the need to mailbox check, etc... which is currently just a very odd, clunky and slow workaround that pvpers use to achieve the same result. With this its easier for the newbs and more intuitive. 2) New modifiers dictate the likelyhood of becomming king. 1% is the base chance regardless what the kingdoms size is. +0.1% chance per 100 battlerank above 1000. +0.01% chance per FS level. 3) New mechanic to the duel ring feature For those unaware of how the duel ring works then read the spoiler below. In addition to the current abdication mechanics a player can announce himself as a contender for the rulership. If a ruler remain for the 30 min they keep the rulership. If the ruler fails and there is no contender who has spent 30 min in the ring, then the ruler abdicate. If the ruler fails and there is contenders who have spent 30 min in the ring, then the contender with the highest ammount of time in the ring gets rulership. All contenders can be listed by checking the dueling stone. 4) Village alliances can be made at a distance Similar to how we got /vinvite i suggest the implementation of remote alliance formations using /ainvite. Requires both persons to have the diplomatic role, otherwise a basic "You need the diplomatic role to invite a village to the alliance." or "The person doesn't have the diplomatic role and can't form alliances" is displayed.
  3. This is Quality of Life (QOL) request, is not urgent, and can go on the back burner so to speak. I am currently clearing some dirt away from the underlying rock to redesign my orchard. As a result I frequently have to remove a tree (or bush) because I am unable to dig one or more corners. With the shovel active, and mousing over the tree tile, I can not see if the tree has a sprout (or indeed any fruit) unless I activate either my sickle or my hatchet - as it says "A shovel just won't do" It's very frustrating for me, because, if I then activate my sickle ready to sprout the tree, a large percentage of the time the tree doesn't even have a sprout, OR if I activate my hatchet instead, you can bet the tree has one. It's like tossing a coin every time! I guess I should have gone through the whole area sprouting and harvesting beforehand, but projects tend to evolve this way... So, I am wondering if it would be possible to fix it sometime, so that I can activate ANY item, mouse over the tree tile and then be able see whether or not the tree has a sprout or fruit. It seems petty, but it would allow players to immediately pick out the correct tool after using a shovel, saving a few clicks - especially if like me, they left their tool belt at home. Please at least allow me to see if a tree is harvest-able with my shovel activated, so I know which tool to use next! Thanks!
  4. With the discussion of Quality of Life improvements, I've started to think about the things that made my start in Wurm difficult. I'm thinking specifically of the first few hours or days. So... What are the things that made Wurm difficult or discouraging for you at first?
  5. Basic rights of the PvE priest People have different reasons for their choice of priest, but I believe that whichever priest type you choose, (at least on PvE) you should get some spells as standard. These spells are essential for Quality of Life on PvE. It makes every priest useful on deed, makes them more useful to the community and can give every priest a means of earning a basic income. The spells I propose are: Courier - everyone should be able to send and receive mail. Why this has to be a priest spell I don't know, because it is so essential to everyone's day to day life, and vital for trade. I believe this should be a basic right, not an option. Genesis - nearly everyone on PVE keeps animals, and it's tragic to see people struggling with generations of poor traited animals just for want of this simple utility spell. Basic QoL. Strongwall - Unless we live on a completely flat island, we will need to mine. The chances of finding a completely pristine area to mine are unlikely in most areas, and so there will be drop-shafts and an expensive fix. These are the travelling utility spells that people can offer as a service, as well as use on their own deeds. I think everyone who goes to the trouble to prem a priest of any kind should have an automatic right to these 3 spells. I apologise if this does not fit with some archaic 'lore' or some role-playing ideas attached to the Gods, but I am talking about quality of life, play-ability and getting the most use out of a priest if you can afford to keep one premmed. Not everyone can afford 2 or 3 priests, and it's time these basic PvE needs were addressed. Further to:
  6. Ok, a couple ideas about fighting. Hopefully nothing radical. 1. Fighting at low skill: It seems to me that even poor leather armor and a sharpened stick would allow me at least even odds to take on a wildcat or mountain lion. If I've got plate or chain and a halfway decent sword, any normal animal should be a piece of cake (giant scorpions and spiders should be harder, and to a new player they look harder). I suggest a rebalance of fighting in general, making the starting point in skill much more effective and maybe the skill improvements less important. 2. Fighting in general: As fight skill and weapon skill improve, I should gain additional skills usable during battle. Maybe not having shield bash until skill 10, and gaining additional skills to use as my skill goes up. I don't really have much incentive or notice much difference from the skill increase as it is, except that eventually bears aren't a problem. JS
  7. The things that always frustrated me whenever i came back to this game is being unable to ride horses, command carts, and destroying a wall that i misplaced. Stuff that might not seem important to others make the whole game for some. most of you said to me and any new players that joined "just get premium, or call someone to destroy your walls", yeah all that is sound and proof, but for some people contacting others to do something for them might be a barrier, maybe a language one, maybe anxiety problems, maybe they just want to be solo, and getting premium for some is just not financially possible, (for me) the time i can have in the game because of work and other chores is limited, as well the cost of premium takes a good chunk of my pay (whilst i did buy premium, but others may not be able). being able to get your characteristics(and possibly skills) to at least 21 would hugely improve the willingness of new players to stay and even consider getting premium later on. 2s for the first month of premium is not much i know, it's obtainable actually pretty easy, but for new players needing to grind just to get that premium time, is no enjoyment, we just want to explore the game, get to know it, find out how stuff works and have fun, being limited on such simple things is a big turnoff i would like you to be honest to me on this post, thank you all in advance
  8. Currently if I have a meal/pizza/cookie/whatever.. giving me 10hours of axes affinity.. and I bite once.. I get the 10 hours; * BUT if I have several minutes left on that affinity and I bite once.. I get insignificant few minutes added to the timer, forcing me to eat whole meal and probably still not reaching same aff timer like from first bite before having the buff (issue) - as it is.. it forces players to stay and wait a timer to go away completely.. to rebuff / boring, time consuming, just annoying to be a thing../ Could next bite reset the timer to max like initial 1st bite? Just as with beverages... once we reach the cap of the hunger bar.. we're unable to eat more, buff up etc.. Could we have the alcohol override - letting us buff up on affinity foods we have and want to use for a grind, even if hunger bar is full?
  9. That one's pretty simple. It would be nice to be able to access the right-click menu of containers from their inventory window (right-clicking on the title seems pretty intuitive, I just tried it and was disappointed that it didn't work). I can mostly see it being useful for furnaces, so you can examine to see how hot it's burning when your screen is full of open windows and it's hard to actually right-click on the object.
  10. Either prevent things in the feeder box from rotting or allow us to remove things from the box without having to unload the chickens.
  11. I'd like to see the introduction of a new action that supplements the current harvesting action: HARVEST_TO_BACKPACK. The action would result in the harvested goods directly being placed inside an equipped backpack. While considering ways to make an action that would be able to accommodate both harvesting actions that do not require a tool as well as those that do, this seemed to be the best solution I could come up with. It would allow both cases to do their respective actions without the need to introduce some strange way to try and introduce a second 'active' container as the specified output. So which benefits would this offer? - it would be able to be used by both harvesting actions, those with and those without tools - it would offer a QoL advantage over having the harvest end up in your inventory and having to move it into the right containers - you would no longer have to make sure to drop everything in your inventory before starting to harvest or end up only being able to harvest a handful of tiles before your inventory overflows - it would not confuse players by having to activate an item (container) and the active item not affecting the action with runes of enchants it might have on it - it would somewhat put it in line with harvesting sap, which already allows us to harvest into a container, although I could imagine the ability to strap large barrels to our backs for this purpose would be kind of amazing aswell On a last note, I would like to see it implemented in a way that would not need the step of first having to add it to the inventory, effectively allowing it to base all actions only on the backpack instead of the players inventory, which would mean we would no longer need to make sure that we have sufficient empty spaces when going out harvesting. That would be A M A Z I N G. Thanks for reading. If you feel like the suggestion could be improved in any way, please let me know.
  12. I would like to suggest that the cooking system get changed so that recipes/cooking work based on proportions/weight instead of item count. I know that somethings do already work like this such as moonshine and other beverages, but it would be nice and a HUGE QoL improvement if other things worked this way such as cooked rice. I definitely think this should be something to consider, if it is not already, for down the road after more important/need changes.
  13. Well, as the title says, allow us to lower the mine ceiling with concrete instead of raising the floor (as it's actually doing). Having to collapse a few tiles to get the ceiling at the right height for our cave dwellings is bordering insanity after a while.
  14. Ok since personal goals will be fixed they might be some upcomming sales on them so i was thinking about QoL change for buyers and sellers. As the title say instead of making it one item with 3 charges make be 3 items with one charge. That will make life much easier for people that want to use them in proper order and for people who want to bid on just one charge. I don't see the reason or logic of having it as charges in one item tbh
  15. This isn't actually a biggie, I could just reconsider how I handle my crops, but... Most of the time I just want to directly replant my crops; helps at maintaining dedicated tiles for certain produce. And for most vegetables, that means: Expand stack, pick seeds on the first item, collapse stack, plant seed. At pretty much every crop that has seeds. To avoid this tedium, I could just harvest everything and pick seeds "in bulk" after having stored the produce, then come back with seeds, pondering what I used to have there and how many seeds I need to bring back as crops aren't always harvestable at the same time. Still a bit annoying, but far better than the click fest. for an action that doesn't even have any other "requirement" But seeing as picking seeds has no timer and is in fact not even depending on Mind logic (you can pick seeds of a whole stack of items in an instant), I don't really see why farming this way has to be made that tedious. Especially when most seeds cannot even be pressed to oil. In short, it would be much nicer if cabbages, lettuce, etc. could be planted directly, without having to manually pick the seeds first. EDIT: Alternatively, an additional farming skill for a "harvest and replant" action unlocked at some moderate level for which one has farmed quite a bit. This would obviously subtract 1 item from the yield and have a timer at least as long as hrvest and sowing would have requried individually.
  16. Another day, another task in Wurm and many suggestions coming from it. Some have been mentionned in others threads, raised by others or even myself, but lets go through them again and lets hope they will get some traction. Flattening : Currently flattening only allow to flatten a tile toward the lowest point. Sometimes you want to instead use the higher one. So dual option for both flatten higher / flatten lower. Ceiling levelling: Currently, you cannot level a ceiling down, it can only be up (and currently bugged as well). Lets use some concrete for that task shall we. Ceiling flattening: Same as the floor flattening suggestion. Ceiling lowering: Well, with cave buildings, the land shapping of the ceiling is almost as important as the land shapping of the floors. We have options to raise them. Why are we still unable to lower them with concrete. Mining and random directions change: When you mine forward on a flat tile... why does it go up and down randomly specially when your skill is above 90... one can understand that you might mistake your feet for a rock when mining at low skill and weirdly change the slope... but at high one, those silly mistakes shouldn't happen. Lets change that and allow our mines to be straight. Side mention: Concrete. Most needed tools for our mine smoothness and more painfull one to obtain. Not only the fail rate is horrible, but the ash creation is the worst part of it. Most of our fire sources do not create ash, though, that by-product is still highly needed. Ash trays for all forges, ovens, smelters and others kilns, allowing the fuel we use to be transformed into ash over time.
  17. When crossing the server border on a ship, we get thrown in the water more often than not. It's been like this for years, so apparently it's a feature, a bug would surely be addressed by this time. The suggestion is to remove this feature, because it serves no purpose.
  18. Tapestries, rugs, carpets, coffins... All kinds of decorations should be plantable/securable, i think. Huge progress was made in this department lately, but we could go further!
  19. So, you may wonder is Odynn going nuts again and suggesting something silly?! No, not really, many of us have large alliance, sometimes many deeds and sometimes even love that public deed here and there, be it a market, a social event one or one you like for reasons that are yours alone. Well the idea is simple. Allow the mayor of the deed to show (or not - turned off by default please) the upkeep remaining to their allies or freedom pals (or any specific roles). This would allow an easier management of upkeep and help us know when to drop that extra silver. Depending on devs willingness to work on it, information can be either partial (ie. days left) or complete (just like your mayor/citizen ones) money in coffers / upkeep per month (28 days in fact) / day remaining. (Knowing that informations from the later can be found by doing some maths using the first proposition). Nota. As mentionned bellow (and was not clear enough above), the idea is indeed for a new roles option.
  20. With the information you get, could the actual numbers be added in brackets behind the message please? E.g. Instead of getting "poor" or "pretty bad" you get "Poor: 20-29" "acceptable", you get "Acceptable: 30-39" instead of "normal" you get "Normal: 40-59" etc. For other messages: Instead of getting just the message, add in the numbers, e.g. "There is plenty of ore left", now add : (more than 10000) "Only a few weeks mining remain here" but add (between 5000 and 10000) "The ore is starting to deplete" and add behind this message (between 3000 and 5000) "You should start to prospect for another vein of this ore" add this (between 1000 and 3000) "The ore will run out soon" add (between 100 and 1000) "The ore will run out any hour" add (1-100)
  21. To save from RSI could we get a 'Receive All' and 'Return All' buttons please, and make sure they have a double check just incase a misclick happens. tis somewhat annoying when this happens [23:52:56] You sense imps whispering your name and saying you have 84 mail waiting to be picked up. then your fingers bleed at the end kthnxbai
  22. The game lacks information about its various aspects, such as being a priest. Of course, we are used to searching the forums, Wiki, asking allies, friends, CA, Freedom, GL, IRC... But here's what would make priests' lifes better: 1. "Get favour" Currently there's a "get price" option which is generally used for calculating how much favour an item can be sacrificed for. However, it is not the case for animal parts or chopped vegetables. What i propose is a new right-click option on items in your inventory that would tell you how much favour your deity will give you for it: first way would be the client calculating the favour value basing on you faith, item's name and quality and telling you in the event log; another way is to make it return two lines: first being the "base" favour value grabbed from the server, which wouldn't take your deity bonuses and specifics into account, the second telling you to read the altar inscriptions for more specific information. 2. Altar inscriptions Currently there's one "informational" option about priesting available in game, which is the spell list, accessible from altars. As an addition to that, i propose a new right-click option on altars (available to all or just priests) that would spawn a window with brief information regarding faith the altar is blessed to or also priesting in general. What it could include: general information on what priests are, few words about their lore and the player deities; restrictions for followers/priests/champions; information about deity-specific favour items and corresponding modfiers (for instance, Alice sacrifices a garlic, gets 6 favour and tells Bob about it; Bob uses "get favour" on his garlic, sees the line about 6 favour and another one telling him to read altar inscriptions; Bob reads in the altar inscriptions that his god doesn't like the smell of garlic and won't give him favour for it); a short FAQ of some kind, including information about double faiths or something like that.
  23. I suggest to improve our gameplay with removing or decreasing random factor in certain game aspects, such as: crops growth - a big (enough to see the patterns) field on small servers takes a little short of 6 days to ripen, on bigger servers the time increases, because (as i see it) all the tiles need to be checked in order; of course, i am most concerned about Xanadu, where it used to be almost exactly 7 days, now it's... bad; You could make growth progress every 24h (and 48 or 72 for rotting), without any inconsistency, any complex checks. That's pretty much how it happens in real world. (Potential problem is a lagspike every 24h however). http://forum.wurmonline.com/index.php?/topic/147558-farming-on-xanadu-is-broken/ mining forward - with every tile mined forward one corner can go up or down, which leads to either using concrete or mining up and levelling the floor; So our characters use pickaxes to manually mine out 64 m3 of rock, they can tell a perfectly flat cave floor from non-flat and yet they make mistakes when mining it. Why? http://forum.wurmonline.com/index.php?/topic/148575-remove-the-randomness-with-mine-forward/ snowball quality - while the answer to "what exactly is a low and a high quality snow when you gather them meters away and how could their quality ever affect the melting speed?" could be wogic, in this case random ql serves no purpose. No skill is involved, no profit can be made, 99ql snowballs are rather easy to find, albeit more time-consuming. Do we really need this or you could just let everybody get 99ql snowballs to quickly fill the icebox and be done with it until the next winter? decay rates - those "missed ticks" that aggregate and unleash all their power on poor low-ql items when you least expect it; also, snowballs! I mean... it's just snow. All of these measures could also decrease the number of calculations on server-side. Or could not, depending on how it's made here Add your ideas!
  24. This is such a minor thing, but could you please flip the picture of a chisel diagonally, so the handle is on top and the blade is pointed down. I don't mind that they are the identical picture. But could you please flip one around so the chisel looks like how it would be used??
  25. Because Wurm does not have collision between monsters and players, vast numbers of both can wind up piled directly on top of each other, making clicking the correct target virtually impossible. This can happen in rifts, or when monsters are chasing your cart, or any number of other situations. Adding the ability to cycle through hostile targets with a button press would improve this situation. Even if it had a sharply limited range, it would be extremely useful. It's much more fun to jump directly into combat than sit around waiting for an ear or hand to poke out of the crowd you can click on.