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  1. 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!