Retrograde

Valrei International. 094

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2 hours ago, Retrograde said:

I'd say not losing any skill beyond fs when dying and a 25% bonus to skillgain permanently is pretty sweet

Get info used to:
be able to see uniques - not anymore

check trader info/rate/etc - not anymore or no reason/use for that now

shows brand new char's affinity, when even the char doesn't know it yet - not that many new alts after the 2s alts are gone; given this was only useful for certain few doing shenanigans

 

The active ability get-info had some uses now have.. kind of none.. unless it's useful to see what's in local around you once per 16hours.. you'll find out soon enough with wolves/hounds aggro range, and other npcs eventually finding their way in your path(ability is not really useful for finding mission traitors/deity avatars or champs, if you do not get lucky to see them with the 1 roll, next one's available just in 16hours.. but you're there than and most likely unless lucky.. wont make use of it for same mission considering cooldown, travel time and so on

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Posted (edited)

they should just delete knowledge and convert everyone to power since knowledge is such a bad path full of useless abilities

Edited by Oblivionnreaver

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They should delete all paths, all missions, all models, and every skill except digging!

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Posted (edited)

I agree its good to make it easier for new players in this game as I know many friends who never got the hang of the game in early stages until I had to give some aid. 

 

However wurm shouldnt allowe ppl not to need others, the game is built on the concept that you pick a path and get good in that area this is why the market was such a big thing in early days and still is in some areas. For example when the steam server launches id like to see some players only making bricks perhaps creating a quarry and others a lumberjack and so on. Everyone will need to work together early on to finish a city, we most not remove this from the early game or we will kill the bonds these communities make in wurm.

 

My fix for the 100% chance to succeed is to either have a timer just like the mob aggro nerf, as someone else posted already. 

 

Or make the option to make a crude variant of each starting bulk item that has a 100% chance of being made but will always be worse then the original. Lets say a stone house made of crude bricks would take damage 4 times easier.

 

While this works fine for your first houses you now still have a desire to hire or become a mason yourself in order to improve.

Edited by Nocturnes

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