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Found 13 results

  1. Two corrections for Wurmpedia entries: 1. The slope limit for hay-drying tiles is currently 10, not 8. 2. Traps work in the Freedom Isles. Cheers.
  2. Hello I'm Knople, I'd like to suggest the ability to use the myriad variety of traps available to us on mobs as well as on players. (we have so many trap options, it'd be nice to use them, not only on players) My reasoning is there are likely players similar to me who are either not very good at combat, prefer to gather sprung traps, or like to bait hunt. I am unaware as to how coding would be used to implement the ability for traps to be usable on mobs, but perhaps it might be possible to add and additional "if, then" for the trap to recognize mob code as well as player code as an addendum. (I believe it should be fairly easy code wise, but again i don't know what I don't know so take my super simplified idea with a grain of salt.) Thank you for your time. -Knople
  3. Ok, this is an issue I have with net traps. I got no idea how they work. experimenting,,, Read in Wurmpedia to 'place' them on tree or bush tiles. I try that, just experimenting on a PVe server (independence). BAM.. trap wasted. No notification, no nothing.. Just no way to get my trap back. Please have a look at things like this where nobody gonna know anything, they loose their stufs because dum lacking game mechanics gives you no warning/notification ur about to do something irreversable. I think i should have been able to retrieve my own dum net trap. But if we can't go that way with it.. at least make a warning that if I set this trap, it will be lost to the game and I will not be able to get it back. Especially on a PVe server. Thanks for your time. very miffed, TeeeBOMB
  4. Hello guys. WTS Thievery affinity - help me with transportations if possible; post offers here or pm me in game if you have one. Luttuosa
  5. New Skill Idea Skill: Hunting * Sub Skill - Traps , { To Create the tool / items to start with} New items: Small Trap box, Medium Fall Trap The items Small trap box - 4 small nails, 10 shafts, acorns Or cheese. Medium Fall Trap - Shafts , 1 rope , felled tree or Logs , Raw fish or herbs from botanise for example. * Sub Skill - Trapper , {To use the items) New Mechanic 1) - Plant the Small trap Box, (Not drop), Can not be picked up for 1 RL hour. after the timer the Bait is gone and in its place is ** x Squirrel meat, or Mouse/rat meat. 2) - Plant the Medium Fall Trap (Not Drop - Must be within 1 tile of a Tree) Can not be picked up at all Decays within 24 hours. After ** time it produces Bair meat, or Venison. Skill: Glass Smiting * Sub skill - Mixer {to make Glass lumps i.e. like Mortar} New items: Glass Mound , 1 x Sand + Smelter *Sub Skill - Enamel To make ornaments or Cutlery (we have spoons forks and knives already) 1 x Glass lump + Mallet New items: Creates plates and bowls Glass Windows * Sub Skill - Glazier Mixing Colour with glass. New items: glass window, jugs, plates etc , + paint/dye Produces stained glass windows , colourful globes , colourful ornaments. Please leave Feedback and additional add on ideas.
  6. I am just wondering if traps work on the Freedom cluster? If so, where can I get more info about traps because the wiki page doesn't say if it will set off on the person who set them, people in your village or even your alliance. I just wanna play a trick on an alliance member and I need more info. Thanks guys.
  7. ...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.
  8. Would be cool to be able to fashion and plant snares about the country side for small game capturing. Handy also for noobs for getting meat for cooking or possible pelts.
  9. 10 80 ql Corrosive Traps Pick-up location is Port Onody, Inde, 38x, 37y but delivery can be discussed. Starting bid: 10s No reserve Buyout 20s Please post or PM bids. Higher ql can be discussed.
  10. Just being able to attach and rig traps to more things than merely tiles. Don't even need new trap types; although, something like a spring + needle could be placed on doors, chests, anything with a handle.
  11. At freedom, traps are actually useless, yet there are most of the playerbase. I know it was mentioned before but allow us to use traps on mobs. At least some of them. As this skill, is unused, using traps, would increase game depth due to adding alternate way to survive in hostile enviroment. Now it looks like this... foraging in the woods -->attacked by anything than wild cat --> race towards house or guarded deed -->end Chances of survival depends only on a speed not the tactics sadly.
  12. Very minor change really. It would be nice so that every time I walked near a trap an ally or I owned, I wouldn't be spammed with the trap detection message. Right now I don't want to lay traps near my place due to the enormous amounts of spam even one friendly trap puts into my event window. It also makes it impossible to determine from a glance if I should actually worry about the trap.
  13. Can you use traps vs agro creatures on PVE servers?