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atazs

Remove drumrolls altogether

  

53 members have voted

  1. 1. Remove drumrolls?

    • Yes
      34
    • No
      19


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I never understood what their point was, they were just abused. Even now someone said that the drumroll happens seconds before the end and you can still cancel it, so what is the point then? Just have no drumrolls and make rare items truly rare and random. 


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Yes, finally I can agree with someone!


Edited by Blazer

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Sure remove all that and just add a big tada!!! when you do get a rare.


 


Sometimes you wonder why they added those added in the first place or the flashing whirl effect.....who suggested that??


Edited by Protunia

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Sure remove all that and just add a big tada!!! when you do get a rare.

 

Sometimes you wonder why they added those added in the first place or the flashing whirl effect.....who suggested that??

The visual effect was added for those who are deaf/hard of hearing.

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+1. It's pointless now anyways since it provides no suspense. Just put in the Final Fantasy victory fanfare when you make a rare now with big block letters on the screen that says "GOOD JOB! YOU MADE A RARE!"


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no drumrolls, let it be a surprise ^^


+1


less joy for abusers, more joy for real players.


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Sure remove all that and just add a big tada!!! when you do get a rare.

 

Sometimes you wonder why they added those added in the first place or the flashing whirl effect.....who suggested that??

I do wonder why they were added actually... 

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Posted · Hidden by Saroman, January 24, 2014 - Trolling
Hidden by Saroman, January 24, 2014 - Trolling

remove traders


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Posted · Hidden by Saroman, January 24, 2014 - Fallout
Hidden by Saroman, January 24, 2014 - Fallout

remove traders

Becouse you can't buy one ?

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There is something to be said for the feeling of excitement and expectation when the visual/audible rare notifications occur.  The abuse is the issue, not the effects.  So I would not mind retaining them, but changing the game mechanics of Stopping an action.


 


How about disabling the ability to stop the CURRENT action?  If some hits escape or right click --> stop, they remove the next queued action in the list.  If there are no queued actions, they do nothing.  If this were done, no exploiting could occur and the effects would still be there to enjoy.

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why not have them after u created a rare?? why should they remove them? 


   visuall effects were requested thats why the got in, some play with no sound, some can't hear well, i had had issues with wurm sound.


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why not have them after u created a rare?? why should they remove them? 

   visuall effects were requested thats why the got in, some play with no sound, some can't hear well, i had had issues with wurm sound.

What is the point of having them after you create a rare? I understand you can't hear, but i still cant see why its important. You made a rare,  you will notice it in your inventory so why do you need some visual clue for it? 

Edited by atazs

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There is something to be said for the feeling of excitement and expectation when the visual/audible rare notifications occur.  The abuse is the issue, not the effects.  So I would not mind retaining them, but changing the game mechanics of Stopping an action.

 

How about disabling the ability to stop the CURRENT action?  If some hits escape or right click --> stop, they remove the next queued action in the list.  If there are no queued actions, they do nothing.  If this were done, no exploiting could occur and the effects would still be there to enjoy.

no offense eyes, but what are u talkin there??? disabling the ability to stop current action is plain stupid, like imagine clicking create on the wrong thing with some limited resource.

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What is the point of having them after you create a rare? I understand you can't hear, but i still cant see why its important. You made a rare, you made a rare, you will notice it in your inventory so why do you need some visual clue for it? 

because, imagine u dig dirt, or woodcut, or mining and sometimes u don;t care about the dirt/shards/logs rotting away, but if u get a rare and u don't know u got it there's high chance the rare will root too instead of beeing sacced for nutrition /used for other stuff.

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because, imagine u dig dirt, or woodcut, or mining and sometimes u don;t care about the dirt/shards/logs rotting away, but if u get a rare and u don't know u got it there's high chance the rare will root too instead of beeing sacced for nutrition /used for other stuff.

Well you've got me there... Still i usually check the piles around and i dont really care if one or two rare materials go to waste as they are useless for me 

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because, imagine u dig dirt, or woodcut, or mining and sometimes u don;t care about the dirt/shards/logs rotting away, but if u get a rare and u don't know u got it there's high chance the rare will root too instead of beeing sacced for nutrition /used for other stuff.

 

This why you add the Tada!! part at the end after you make the rare! drum roll wasn't needed anyhow

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This why you add the Tada!! part at the end after you make the rare! drum roll wasn't needed anyhow

why getting a new sound if the drummroll is already in the resource pack(was talking about getting it to the end too)

  but anyway i gave it a tought and there is an easy fix that should not be exploitable and things will act the same way as before except no1 will be able to farm them as they do now.

 http://forum.wurmonline.com/index.php?/topic/94844-new-rare-fix/

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no offense eyes, but what are u talkin there??? disabling the ability to stop current action is plain stupid, like imagine clicking create on the wrong thing with some limited resource.

 

none taken - thanks.  But we have to ask at what point does the game simply DO what the PLAYER requested.  For example, have you ever sold something accidentally at the token because you had an item selected instead of the carcass of the creature you were wanting to sell?  I did that once because I still had my cotton selected from the fight.  Who can I blame for that "mistake"?  Nobody but myself.

 

All I am saying is that if a user clicks a menu to perform an action, it is not unreasonable that the program do what the person requested.  Rolf did not have to provide a Stop Action in the first place.  How many games do you know that let you UNDO something you DID?   Not many. 

 

Now that we are faced with players exploiting the use of the Stop Action feature, it is better to change it to fix the abuse than it is to remove other features (like the notifications) that players enjoy.  

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none taken - thanks.  But we have to ask at what point does the game simply DO what the PLAYER requested.  For example, have you ever sold something accidentally at the token because you had an item selected instead of the carcass of the creature you were wanting to sell?  I did that once because I still had my cotton selected from the fight.  Who can I blame for that "mistake"?  Nobody but myself.

 

All I am saying is that if a user clicks a menu to perform an action, it is not unreasonable that the program do what the person requested.  Rolf did not have to provide a Stop Action in the first place.  How many games do you know that let you UNDO something you DID?   Not many. 

 

Now that we are faced with players exploiting the use of the Stop Action feature, it is better to change it to fix the abuse than it is to remove other features (like the notifications) that players enjoy.  

yes http://forum.wurmonline.com/index.php?/topic/94844-new-rare-fix/

here i suggest a fix that doesn't remove the drumroll, doesn't remove the stop action feature, it preety much work the same way except ppl don't get rares if they start an action and stop it just to get to the rare window before letting it continue.

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yes http://forum.wurmonline.com/index.php?/topic/94844-new-rare-fix/

here i suggest a fix that doesn't remove the drumroll, doesn't remove the stop action feature, it preety much work the same way except ppl don't get rares if they start an action and stop it just to get to the rare window before letting it continue.

That's not a bad idea, except it is exploitable.  They will just rare action attempt, cancel, create a shaft or nail, then rare action attempt, cancel, repeat.  It would be a pain, but still exploitable don't you think?  

 

 

But you got me thinking.  

 

What if Rolf randomly tossed in zero chance rolls and tweaked the time window to a window of 15 minutes instead of a predictable 60 minutes?

Edited by Eyesgood

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is not predictable 60 minutes, and i just posted an improvement to my suggestion :D, thanks for finding a way to exploit it and posting it:P


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