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Found 2 results

  1. The Case of the Black Bear's Hatchet Recently in my endeavors, I came across a black bear in the mines underneath an inactive (but deeded) settlement. I engaged in combat with the bear, and during my fight, I somehow activated ranged combat by accident. Some backstory: before entering the mine, I was felling some nuisance trees which had grown in front of the mine entrance (it was long abandoned) and the hatchet (rare, 92ql, 90 enchants - a very nice hatchet) was still active. So whenever I engaged in ranged combat, the hatchet, of course, was first to be thrown. The hatchet struck the bear square in the shoulder! A few more wacks from my steel staff, and the bear was dead. It was then I noticed that my hatchet was no longer on my toolbelt and I realized my mistake. I looked around, and sure enough, the hatchet was square inside the black bears corpse. So I went to grab it and be on my way, but nope. "That would be very bad for your karma and is disallowed on this server". So I looked around and I assumed the problem was the fact that the bear I had just killed was on a player owned deed, and since I threw the hatchet, the player who owned the deed now owned my treasured rare hatchet. This assumption was later found incorrect. Queue me calling in the GM's via support ticket, and panicking about the possibility of me never seeing my precious hatchet again. Alas, after a long 30 minutes, the fabled Enki showed up. He explained that the hatchet no longer belonged to me, and it was not owned by the deed holder, but in fact, became the black bears hatchet! The bear was dead, how is that possible? But it was true. Enki grabbed the hatchet right from the bears now stiff paws and handed it back to me. But the whole encounter got me thinking. If this is the case in this accidental scenario, how would anyone actually use ranged combat on purpose if things like this come up. In my opinion, it would deter me if I was throwing weapons on purpose. You could theoretically use a thrown weapon (think throwing daggers) with the caveat that you would never receive the weapons back again. They become the creatures possession, yes, even after death, which defeats the purpose entirely. My suggestion: Allow thrown weapons to retain ownership to the thrower, and not be transferred to the victim. It makes logical sense (A dead bear cant possess much of anything) and it enables a new style of combat - ranged fighting without the use of a bow. Alternative suggestion: Disable the option of throwing items. Using a bow is one thing, but the throwing of previously selected hatchets is simply not feasible in a combat scenario, even if it was by accident. What does the Wurm community think? ~Lei
  2. So I have seen the throw option and my cousin when playing mistakenly clicked it because he forgot he was set to range. Now I personally feel there is really no point to it, BUT there could be. I took the liberty of throwing together a quick model of a possible throwing knife which could add a slightly more interesting combat/crafting option. AND THIS IS THE UV MAP Now I figured for the knowing knife it would use a wooden handle (duh) and have its own craftable blade! The blade would be made out of the basic lumps of ore etc, and use about .5kg to make and lose .1kg-.2kg per failed attempt. Also the range would be almost like that of a short bow (almost) maybe around 3-5 tiles away from target would be ideal range. But as we all know this is just an idea/suggestion for the simple fact I felt throwing lacked a purpose besides losing the item and peeving some creatures or person. -UPDATE- Possible texturing? (sorry for weird look me and map had a disagreement) MORE DETAILS! This one is thanks to Martynas from/on the deliverance server. The weapons could be used against certain types of armor for best effect. Knives for cloths and they would be mostly short range, Axes for leather and be about medium range, and Javelins for the higher armors and be long ranged. Not to mention the minute details most throwing weapons would need could attribute to fine carpenty to balance the handles and such "... Those smiths have too much power" -Dizzylexia [11:06:28] <Dizzylexia> a thrown weapon could be improved just like any other fine carpentry item, just something like "This weapon is finely balanced (78) and will strike enemies harder and be more accurate" The basic stats would be knife, axe, javelin from light damage to heavy damage. Both the axe and the knives could be made with just handles while obviously a javelin would be used with a staff. The axe heads would use a 1kg lump as to where the javelins might use something less. Speed I would assume via regular logic that the knives would be fastest to throw and have something like a base timer of 10s and say chip off .5s for every 10 levels. The axes would have something like a 15s timer and the javelins 20+s give or take. -Javelin model and UV map- NEED TO BE TEXTURED ANY TAKERS?! -JAVELIN UV MAP- -Throwing Axe- This was done in 30 minutes while juggling other things so its not as good as the others. But its not supposed to be perfect. -UV MAP-