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  1. Hello fellow Wurmian! First of all, let me start by saying I've been compiling this list for several months. There may be repeats or things that already exist in game (because I don't read forums or changelogs enough, and some stuff has been added). Generally, these are just things that have popped that that annoyed me, bugs I'd like to see fixed, and features (however wishful) that I'd like to see added. It is also possible that my understanding of certain game mechanics is just wrong, so a proposed change might make no sense or be unnecessary (mission participation for journal goal idea?). Also of note, I believe that almost everything in game, aside some basic social interactions and such, should incorporate the action queue, skill, or quality into it. RNG should not be relied upon, only be one piece of the equation for variety. This comes from a place of love for the game and an overall desire to see it be a deeper, more approachable, and more fun experience. Also with less 'useless work' as I like to call it (sadstone grinding for mining, for instance). I gave absolutely zero consideration to the technical difficulties that might arise from implementing these ideas as a clear choice on my part. I hope that this will inspire some such changes to take place, or at least spark conversation. I also did not peruse any idea & suggestion threads, but did seek input from friends in game, so perhaps their suggestions might be seen here. If you see a suggestion here that exists, pm or reply with a link and I'll add it where appropriate. With that said, please, try to wear your big kid pants when you comment, because nobody wants to read 'that's just a dumb idea'. I hear that too much from my Dad, and you're not my real Dad, so I won't take it. 😜 However, if you do think it's a dumb idea, I'd like to hear why with reference to game mechanics or speculative fictions on the post-change-wurmpocalypse that would happen if implemented. Bugstomps and Tweakings Loyalty points earned from purchasing Premium time can now be used whether you are currently premium or not. Emoticons (wurm flavoured) are now available to be used in chat (excluding Trade chat aside WTB/WTS/PC emotes) Lava may again raise rock tiles higher than 40 slope. Max slope is (server max - 1) All items represented by a cloth bag with a ? on it now have proper models, tyvm. Events are now more regular and less like April Fools follies. Character Emotes can now be bound by hotkey. Character Emotes can also be toggled as a text list option for right clicking in Settings, for those still used to the legacy option. Smoke effect height from Fireplaces, forges, etc can be changed via a right click menu, making it possible to limit the smoke coming through floors. Three options are available: None, Short, Normal smoke pillars. Domain of Magranon requirement for Path of Power Erupt/Freeze removed. A new 'Recover' action can now be queued and allows character to wait until stamina is recovered before resuming queued actions. Village Plan can now be viewed by mayors via the Manage>Settlement> menu. Take a breath, this is going to be a long post. Skins are now mailable. Trade replies using @s are no longer private. Send a PM if you wish to keep it private. This is to help stabilize market pricing by giving those monitoring Trade chat an idea of what is being quoted. PM'd quotes can then be taken with a grain of salt. Differing PCs can then be discussed. Recent PCs with @s attached can now be reviewed over the course of a 72hr period by typing /checkpc into chat. This will show the last pc message of the person who received the @ reply and the reply in a filterable/searchable list window. Shelves no longer throw the "You cannot reach that spot to place the [item]" error. (bc wth is that even about anyways?) Bridges can be destroyed in the same one-click method as buildings with a buildings menu item by the bridge maker. Catapults (and other siege weapons) work normally on all segments of bridges. Bridges fall when all road pieces at either end are destroyed. Treasure map in a bottle can now be found when planting and processing trees (planting, removing stumps, cutting down felled trees, cutting into logs, and processing logs into sub-parts). "You found a Map in a Bottle! Some crafty bugger hid his map in the crook of a tree branch and the tree hid it further by growing around it. Well played!" Also from large animals/monsters when butchering. For missions: 'Within 5 map squares' missions has been reduced to 'within 3 map squares (smaller server islands) 2 map squares (Indy sized islands), 1 map square (Xan sized islands).' Mission participation now counts towards the missions journal goals whether the mission finishes or not. Compasses now remain stable while on boats, however not during a gale. Or, RE current compass functionality: Ccompasses can now be 'stabilized' by lowering the sails of the boat, rather than disembarking. RE: Current compass functionality: Cartography skill extends the duration that a compass remains stable, up to 10s for 100 skill. You may now use a dioptra in conjunction with your Compass and Cartography skill to narrow down your location on your in game map (similar to dioptra on celestial body for rough map area) indicated by a circle. Quality of dioptra, compass, and skill factor into how narrow the circle on the map appears. You may now use a dioptra in conjunction with a compass and treasure map, also with your Cartography skill, to similarly narrow down (or generate) the hint circle. Character names can now be changed with purchase of a Naming token from the loyalty rewards store. Name changes are announced globally on each server cluster, on the forums, and on twitter simultaneously. An option can be toggled in your profile to show characters who have been subject to a non-GM enforced name change as a parentheses after the name, eg: Absurdides (Fearil). You may elect to delete/retire your characters for use in a name change. That name is reserved to your account(s) unless released. The character window is now resizable (allowing large portrait-taking options like /toggle characterwindow) OR: A button on the inventory now exists to /toggle characterwindow without the use of console commands. You can now wash yourself with a grooming brush activated on water to remove 10 disease power, per half hour. Other types of actions that would normally have a set timer, are also now skill/ql based. (bashing, etc.) Do Not Cross option for boats/characters to avoid inadvertent server switching when trying to pick things up near the edge of servers. Catapults and other siege weapons can now be 'broken down' into component pieces for transit by cart or wagon. A wagon can contain a broken down battering ram, ballista, or catapult. A broken down trebuchet will require 2-3 wagon loads (depending on runed vs unruned wagons) Large decorations (such as large banners) can be broken down for easier storage. (reduction in volume but unable to be displayed until reassembled) Rain is now louder and more visible, and doesn't happen under a roof. Snow makes an audible crunch under foot. Snow textures doesn't appear ground tiles under a roof. The blood strike effect no longer appears when you zoom out using the V key randomly (or after you were in combat or something, just weirdness). Treasure map ql is less random, incorporating some skill, or something, anything, into the wide variety of qualities that maps come up as. I'm not asking for 99ql all the time, but it definitely seems off to me to dig a 80ql rare dirt and get a 9ql map with it. Maps are great anytime, sure, but that just feels wrong (That's what he/she/they said). Kingdom tabards are now represent the kingdom they were created under forever, rather than changing depending on the wearer's current kingdom. All tomes (not just book tomes) are now included in the Loyalty Marks system. Aminanimals, Monsters & Relateds Animal Cared For status and name now appears on the Inspect Animal window. (Basically if it appears on the examine menu, that info should be available in the Inspect window) Creature cage ownership is now displayed when examined (or hovered over alt key pressed, showing [Fearil] for instance) You may now load creatures into creature crates if you are leading more than 1 critter. The first critter you lead will be the first loaded. Unique skulls now have appearances that represent to their species and subspecies more properly. All creatures now have a 'butchered' model, rather than the classic pile of flesh and bones graphic. Horses, etc, no longer stop suddenly at the end of bridges (as they sometimes have done when at speed), instead make a smooth transition onto the bridge. Horses/carts/wagons no longer stutter step in shallow water and throw you off. Animal-towed vehicles can now traverse deeper water (20 dirt deeper than present at max, by tile corner average). However, the maximum vehicle speed drastically reduces scaling with depth. This also adds value to the Animal Husbandry Water Speed trait. Riding animals will now swim for a distance tied to your stamina. When your stamina drains to 0, you are kicked off. Two animals can be tied to wagons and carts. They will follow the wagon/cart as if lead. Bison are now shearable and provide brown wool, along with brown sheep. Brown wool can be used to craft brown versions of existing plain wool garments Wild cat corpse weight reduced to 15kg from 42.86kg, unless Slow, Greenish, or Champion (instead, 20kg, 35kg, and 42.8666 respectively). Are you ok? Check in, do you need a drink or a snack? Tamed or otherwise non-hostile Spiders can now be 'milked' similar to Cows for silk string. Silk string can be used for a variety of new garments, or doubled up (1/2 weight) and used in place of regular string. Silk garments can be used to make priestly garments that give enchant power bonuses, but cannot exceed standard max faith bonus. Ridable champions! (whose normal size would normally be unridable, think wolf, dog, cat.) Whale meat and other butchery items now come in 6kg chunks Stamina while riding on horseback drains 1/2 as fast. Stamina while riding on a cart drains 1/4 as fast. Stamina while riding on a wagon drains 1/8 as fast. Rarity of vehicle further reduces stamina drain by 10% per rarity level. Rarity of saddle counts towards 5% stamina savings, horseshoe rarity 1.25%, doubled for supreme, etc. Animals with a rare trait also save 5% stamina per trait. Madnath has been nerfed. 'Ancient' is now an age category representing mobs that have lived beyond a normal lifespan as a result of caring or other similar effects. Ancient takes effect after Venerable and beyond the normal lifespan of the creature type. Animal and monster aggressiveness scales down against a player's Fight Skill and/or Combat Rating, and scales up with creature modifiers (angry, sly, champion, etc). Cart dragging now enjoys an acceleration curve. Depending on Body Strength the acceleration to your normal full walking speed (including weight encumbrance) can take from 1 second to 10 seconds Deeds, Plants & Terraforming Deed perimeters can now be adjusted in each direction individually. Deed Creature Ratio target is now 12, rather than 15. Mayors may now bash hitching posts (etc), and monuments (obelisks, colossi, etc) on their deeds. Colossi and monuments now have permissions which will allow for destruction/pushing/etc for certain characters when set (subject to deed perms). Concrete may now raise rock tiles higher than 40 slope. Max slope is (concrete ql counting as skill for max slope skill check for mining/digging) Lava may again raise rock tiles higher than 40 slope. Max slope is (server max - 1) (Or tie to Digging/Mining skill, eg: max 300 for 100 skill) Coffee trees may be planted at altitudes over 1000 dirt, in dirt. They function much like any other fruit-bearing tree in game, just won't grow under 1000 altitude. 'Cut Grass' with a scythe (for hay making) timer is now faster; based on scythe ql, farming skill, etc. Prune is now the default action on overaged trees/bushes (lower in priority than harvest, pick sprout) In general, more default actions need to be assigned like ^ Forest management things. Larger trees choke out smaller trees 1 space around, opening forests up (unless planted in centre of tile). More dominant species extend range +1 starting with Oak, Willow, Walnut, Maple, etc... Wombat Stun effects, CR effects, etc from special moves now last longer than .005 seconds in PvE. The stun is reduced by 3 seconds per successful strike. The Focus timer is no longer reset after changing targets or being taunted. Victims of taunts (mob or player) lose one level of focus after being the victim of a successful taunt. Victims of a successful taunt are then resistant to taunt for 30 seconds in PvP settings. Troll clubs are now generated with random QL from 20 to 75 on creature kill. Inventory Stuffs and Making Things Search bars are now active on all types of containers. Bulk items that can normally be stored in FSB/BSB can now be stored in their Rare+ forms. A variety of cape skins are now craftable/purchaseable for those who have achieved that highest of acclaims. Bear/Wolf fur capes (Think Jon Snow) Embroidered silk (dyable), several patterns Wool, cloth, etc. Pelts can now be placed into bulk storage. Large barrel rack (roughly same size as pantry cupboard, holds 100 small barrels or 4 small racks like shelves). CTRL+ Click & Dragging an item from a Crate/BSB/any inventory onto a tile begins emptying that inventory into a pile on the ground. Add modifier key or popup question with dirt for larger inventory based terraforming. You may now unload crates from crate racks to nearby tiles. You may now pick up archaeology statues into your inventory, provided you have the strength to lift them. Halter Ropes can now be stored in bulk storage bins. Vehicles that decay to effective 5ql now become [unclaimed], resulting in the lock being removed, permissions reset, and ownership removed. The vehicle may then be claimed via right-click and improved over 10ql for new ownership to be set. The claimant will have 30 minutes to enforce their claim by imp, or the claim will be removed and another claimant may try. Drake/Scale style skins. A 'set skin' that represents the appearance of basic armour or clothing sets can now be purchased via the rewards shop. You can then appear to wear your civvies into battle, while still rocking your Scale. Conversely, you can appear to wear armour while instead you're just wearing a cloth jacket, for the masochists out there. Generic appearance skin could be purchases for a flat fee, then each change (after the first) costs an additional fee, without having to remove the skin. Not as a replacement for specific appearance skins, those would remain separate. This would be only for generic craftable clothing and armour items. The distance between interacting with, and opening an inventory is now unified. Vehicle inventories are now accessible from the passenger areas of vehicle, and interaction range has also been increased across the board for all vehicles in PvE. Continuation chance (change to add material to in-progress craft) now shows in the Crafting window. Skill Changings Meditation --- appropriate actions can give small meditation tick, based on action timer duration and difficulty. EG: Path of love: Farming, planting, harvesting, pruning, milking, shearing, groming, etc all have a chance at a meditation skill tick when performed. Path of Insanity: taking damage in combat, etc. Path of Power: Climbing, etc You the the idea, right? Skill actions appropriate to the lore of the Path. All skill based actions now give a minimum of 0.00001 skill per action (maximum of 100000 actions per 1 skill point when operating outside normally gainful difficulty ranges), because 'Practice Makes Perfect'. Yes, I understand that this is a landmine. I do realize this has the potential to destabilize the 99-100 grind, but I also feel very strongly that any action should be rewarded, even with a very very very small gain. No more useless work for skill. You can play normally and still theoretically reach 100 which isn't the case with most skills. That is the overal goal with this idea, and I don't know a better one, though certainly there SHOULD be a better idea to relieve useless skillgain work while still honouring the commitment many players have put into getting their 💯's. Perhaps the above suggestion, but at a smaller rate. Although I don't complete feel that 100k actions for a skill point necessarily represents a lack of commitment to the game. I'm told that one could maybe grind that out in a week or two (though probably much longer), which is still no small feat. *shrugs* An issue that I believe exists for newer players is that to be competitive in the least with legacy players is that they will have had years less of gameplay time to make up their deficit. Though this won't entirely fix that, I believe there does become a limit to how much time one can ask to be put into a game, and I strongly do not feel that new server clusters are the solution to that. Moving on... Priests, Magic & Spells Prayer can grant a temporary bonus to spellcasting power/enchanting power factoring in prayer skill in the temporary boost strength and duration, but still somewhat RNG (like butchering). Grab your pitchforkes and wait for it: All spells are now castable by all deities! However the favor and difficulty vary based upon the deity of the priest, and in certain cases can result in alignment penalties, and a low chance of losing a small amount of Faith. 2nd Black Light Deity now exists. Called Ikne or Keni, or perhaps Chont, or Flor, or Neekan... Now for something (new and) completely different... Bone is now a butcherable item. Bone always generates at 80ql. Bone Needles are relatively easy to make at high ql, receive damage much, much faster than their metal equivalents. These and subsequent bone tools are meant to allow viable early-game access to high ql tools. Bone Hammer, Bone Knife, Bone Carving Knife, Bone Quern (grind stone), etc. Bonemeal/Fishmeal can now be created using a grindstone and goblin skull (or any fish). One use (whatever output weight) per skull & 1 per 2kg equivalent weight of fish (or bone, if implemented). Combination of input ql and milling skill affects output ql of bonemeal/fishmeal. Applying bonemeal to a crop counts as a farming action and boosts growth rate (higher ql = small success change for instant 1-stage growth, otherwise lowering age-up timer?). Bonemeal applied to growables in pottery planters improves health and extends the life of the plant. 'Permanence' spell can extend temporary modifiers by 1 min per 2 spell power (or something). The spell is cast on a player, then a list of modifiers/spell effects is shown in popup where one may be selected to be boosted. List is repopulated if the selected effect expires during the time it takes to be chosen. 'Tile Enchanting' tokens are now available from the loyalty shop, costing 5000 points for a 5 charge token. OR 'Enchant Tile' ability is now available from the karma menu, costing 2500 karma per tile. OR Electrum Rune of Vynora now grants 1x Enchant Tile. Electrum Rune of Magranon now adds X number of actions to any mining tile. Alternatively, it may used in place of concrete to raise rock tiles on the surface by 1 elevation unit. Electrum Rune of Libila acts as a nolocate charge. which can be added to a piece of jewelry. Electrum Rune of Jackal does something fun (do I have to think of everything?). Charm/Dominate spell? Electrum Rune of The Scavenger does something really neat (actually does something and not explained by ??? on the rune chart). Flax plant + supporting tools. New wurm fashions based on flax linen. Pens with more ink capacity. Or a writing kit like a tackle box that holds a pen and ink well that can be used in place of the pen for pen-necessary actions. Bulk Food Unit (like Bulk Container unit) Windmills: grain grinding, veg chopping, meat mincing, spice grinding, rock into sand, idk, grindy things made via input + time = output, no player attention necessary. That's All Folks!