Posted August 6, 2015 Item XYZ is unlocked at skill level # This isn't true. You Might unlock the item but you still require higher ql mats to even attempt it. If the item is unlocked at skill level, then make it unlocked, regardless of the quality of mats you use to try and make it. Example, cloth tailoring, 54.5 yet I still can't make an Exquisite Meditation Rug ( zero ) chance, RED won't even let me attempt it. If it's Zero chance ( wich in wurm can mean anything from .0000001 to .09999999 ( exaggerating ) then let me attempt it, even if i waste my materials. There are a few more items like that as well, large bowls for the brazier pillars ( just off the top of my head ) If you have the skill, the quality of the materials shouldn't matter. It should be a 1% chance, or rather, 0.0000001 to 1.000000 ( again exaggerated decimal places ) Share this post Link to post Share on other sites
Posted August 6, 2015 (edited) Item XYZ is unlocked at skill level # This isn't true. You Might unlock the item but you still require higher ql mats to even attempt it. If the item is unlocked at skill level, then make it unlocked, regardless of the quality of mats you use to try and make it. Example, cloth tailoring, 54.5 yet I still can't make an Exquisite Meditation Rug ( zero ) chance, RED won't even let me attempt it. If it's Zero chance ( wich in wurm can mean anything from .0000001 to .09999999 ( exaggerating ) then let me attempt it, even if i waste my materials. There are a few more items like that as well, large bowls for the brazier pillars ( just off the top of my head ) If you have the skill, the quality of the materials shouldn't matter. It should be a 1% chance, or rather, 0.0000001 to 1.000000 ( again exaggerated decimal places ) I think its a thing designed to limit epic players. (Epic was supposed to be a server where you can get into the game quickly and be usefull, but devs started reverting that bit by bit becouse "they feel like it") We got our skills on the curve, so any item we are allowed to create, we generally got a high chance in. Edited August 6, 2015 by Zekezor 1 Share this post Link to post Share on other sites
Posted August 6, 2015 32 page thread: http://forum.wurmonline.com/index.php?/topic/87480-make-kingdom-leader-titles-work-like-champion-titles/page-32Take a hint devs. 7 Share this post Link to post Share on other sites
Posted August 9, 2015 http://forum.wurmonline.com/index.php?/topic/126668-planned-floorsopenings-and-unfinished-wall-plans-should-give-no-protection/Not sure if someone posted this before but it should be looked at. Get devs to catapult a 5 story building with unfinished fences on each floor. 3 Share this post Link to post Share on other sites
Posted August 13, 2015 why dont we get a little bit of water from berries? Share this post Link to post Share on other sites
Posted August 13, 2015 why dont we get a little bit of water from berries? http://www.wurmpedia.com/index.php/Juice Share this post Link to post Share on other sites
Posted August 13, 2015 nathan priests currently do not have locate soul or disentigrate but all priests were given these spells for balance in a patch some time ago. it would only be fair if nathan was given these spells too. 4 Share this post Link to post Share on other sites
Posted August 13, 2015 nathan priests currently do not have locate soul or disentigrate but all priests were given these spells for balance in a patch some time ago. it would only be fair if nathan was given these spells too. I thought vyn and Fo didnt get it. I thought it was just given to libila. Share this post Link to post Share on other sites
Posted August 14, 2015 (edited) Fo did get locate soul and disintegrate.and Vyn always had locate soul, and got disintegrate.I thought vyn and Fo didnt get it. I thought it was just given to libila. Edited August 14, 2015 by Bachus 1 Share this post Link to post Share on other sites
Posted August 14, 2015 (edited) Fo did get locate soul and disintegrate. and Vyn always had locate soul, and got disintegrate. Thanks I wasnt sure :-) I should read the wiki a little more often >_< Edited August 14, 2015 by Nicrolis Share this post Link to post Share on other sites
Posted August 15, 2015 (edited) Late to the topic and admittedly I didn't read all 16 pages. Wogic - - FSB takes up too much space when loaded in a wagon compared to other objects.- - I can fit multiple whole trees in a wagon, but a mast will not fit in anything.- - I can put oars in a bsb, but not seats (boat seats) which are essentially just small planks- - A butchered corpse should weigh less- - Bowls do not hold liquids, I would think they should.- - Cotton volume or weight needs adjustment I can put so much more pumpkins for example in a container than fluffy cotton- - Material requirement for floorboards is high- - Material requirement for masonry walls, fence gates with openings should require less bricks than solid walls- - Eyes are a food item, but everything else besides meat is not? Not sure if these count as wogic or gripes: - - Dredges should empty to the inventory (or on the ground) like other actions digging, mining etc.- - I can level clay with a shovel, but not underwater with a dredge.- - One can surface mine only so deep, but not deep enough for the draft of all sea going vessels.(I read this was changed recently apparently)- - Marsh not sure what else to say.. its a plague- - Tar can be obtained from a coal pile so why can it's tiles not be modified\changed.- - Clay restrictions should be lifted in my opinion and treated like Sand, but perhaps with a proximity to water requirement- - Add a fishing pole rack- - Add a rack for shields - - Storage for mushrooms- - Storage for fish - - Destroy option like houses for vehicles that are locked and therefore manageable.- - Lift Mail restrictions on PVE servers- - If log QL is based on trees like shards on rock tiles, then allow Tree QL to be determined on examine? More as it comes to mind. Edited August 18, 2015 by Huserx 2 Share this post Link to post Share on other sites
Posted August 15, 2015 How about balancing the connection to the servers, so it, you know, works correctly. Share this post Link to post Share on other sites
Posted August 15, 2015 It seems like an odd oversight for gold lamps to do nothing much special. Share this post Link to post Share on other sites
Posted August 15, 2015 [10:18:14] It looks feeble and unhealthy. It looks unusually strong and healthy. 2 Share this post Link to post Share on other sites
Posted August 16, 2015 Either the loading distance or position to load needs to be examined more closely. It does not seem intuitive and is even more difficult than the already cumbersome process prior on larger boats like corbitas, cogs, and caravels. crate loading is sometimes not possible or a very long process of guess work to figure out how t successfully load currently. Regarding the boat loading, this was addressed. Is there still a problem with it? See here for more info and if there are still issues, please comment there: http://forum.wurmonline.com/index.php?/topic/126123-make-load-cargo-area-bigger-for-ships-at-least/page-2 Share this post Link to post Share on other sites
Posted August 16, 2015 32 page thread: http://forum.wurmonline.com/index.php?/topic/87480-make-kingdom-leader-titles-work-like-champion-titles/page-32 Take a hint devs. why has this not been done yet holy hell its like a 30 second fix 3 Share this post Link to post Share on other sites
Posted August 16, 2015 (edited) Regarding the boat loading, this was addressed. Is there still a problem with it? See here for more info and if there are still issues, please comment there: http://forum.wurmonline.com/index.php?/topic/126123-make-load-cargo-area-bigger-for-ships-at-least/page-2 This has been addressed in the latest patch updates and works fine now. Thank you endlessly for the changes, it was much guess work in a combination of musical chairs and duck duck goose before. Thank you again. Edited August 16, 2015 by Bloodscythe Share this post Link to post Share on other sites
Posted August 16, 2015 (edited) Regarding the boat loading, this was addressed. Is there still a problem with it? See here for more info and if there are still issues, please comment there: http://forum.wurmonline.com/index.php?/topic/126123-make-load-cargo-area-bigger-for-ships-at-least/page-2 Loading is fixed but inventory access is still messed up. Only people next to the driver can access inventories and this causes problems when you got 13 pvpers on a knarr. Heck even more than 3 people on a silly sailboat doesnt work. This has been addressed in the latest patch updates and works fine now. Thank you endlessly for the changes, it was much guess work in a combination of musical chairs and duck duck goose before. Thank you again. And as for pvpers nothing was fixed. We dont really care about loading. we care about accessing our gems, food, extra ammunition, cotton, etc while on the ships as non-drivers. Where is the logic in that a person sitting in the very central part of a knarr can't access the inventory? And jumping into the ship, same deal there. Look at this crap, im actually standing in the center of the ship And here im standing far away and it actually works. You guys broke the game features by moving the ship objects "location" to the driver seat and it was reported from day 1. It seems none of the devs have bothered to adress almost any of the bugs that came with the change except loading. it was better BEFORE the "fix" to ships. Edited August 16, 2015 by Zekezor 4 Share this post Link to post Share on other sites
Posted August 16, 2015 its also worth noting the inability to get on and access the inventory was reported THE DAY OF the patch not to mention that the thread was replied saying the bug was noted, and yet, it hasn't been fixed, or mentioned, and last time i was told someone to spoke to a dev about it, they had no idea it even existed. hello? 2 Share this post Link to post Share on other sites
Posted August 16, 2015 Also, lets encourage trade and mail by dropping the fees charged. Flat rate postage - 1c per item anywhere, anytime. Let's compete with UPS! My suggestion is the opposite, mail is way to cheap. It unbalances the market by allowing a winner take all effect for the top few crafters. A doubling of the mail fee would not effect the total cost of high end sales very much, but makes mid tier mail order crafting cost prohibitive, allowing local crafters the ability to participate in the market in their local area. Giving some more players an end game goal should help with retention, and more vibrant local economies could help with sense of community and keeping more players around. 2 Share this post Link to post Share on other sites
Posted August 16, 2015 (edited) 32 page thread: http://forum.wurmonline.com/index.php?/topic/87480-make-kingdom-leader-titles-work-like-champion-titles/page-32 Take a hint devs. Edited August 16, 2015 by MisterTeddy Share this post Link to post Share on other sites
Posted August 17, 2015 (edited) Grape seedlings and Grape sprouts.Why is it 2 items?Seedlings are only used for the rarely used purely decorational grape trellies. (and therefor a pretty useless item)Merge them. Edited August 17, 2015 by Zekezor 2 Share this post Link to post Share on other sites
Posted August 17, 2015 let's not bring in outside intervention of a free market, socialism is a plague Actually the mail system itself is an intervention in the free market. Only looking to balance the costs and benefits of the mail system for a more robust economy. In fact, the definition of a free market requires that no seller has a significant amount of market share, which is not the case since cheap mail allows a small number of excellent crafters to earn a big part of overall income. Also don't think socialism is the right word http://www.merriam-webster.com/dictionary/socialism. Share this post Link to post Share on other sites
Posted August 18, 2015 (edited) Make goblins spawn with the goblin leader. Edited August 18, 2015 by Huntar 2 Share this post Link to post Share on other sites