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Post by macros on Nov 6, 2015 13:22:40 GMT
Can we return the growth speed back to what it was? I can't even finish my boat because I can't grow enough wemp fast enough
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Post by Test on Nov 6, 2015 16:41:53 GMT
Can we return the growth speed back to what it was? I can't even finish my boat because I can't grow enough wemp fast enough on next restart we will
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Post by macros on Nov 7, 2015 4:08:21 GMT
I don't know if it's intended, but meat won't go into crates.
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Post by hoof2000 on Nov 7, 2015 7:25:33 GMT
a thing that always bothered me in WO is the strength limit when it comes to drag stuff from a crate/bsb to another crate/bsb ... i can drag 100 rock shards from the ground and dump them into a bsb by i can only move 5 at a time when moving between containers...
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Post by Test on Nov 7, 2015 8:17:15 GMT
Be fun that every 20 you get 1 more tamed creature. Maybe like below? Taming
| Amount tamed | 20 | 2 | 40 | 3 | 60 | 4 | 80 | 5 |
Also remove the Negatives that are placed on Tamed creature? Tamed creatures are nerfed in stats and Combat Rating i believe. Could also maybe make tamed creatures Stronger/More Hp Wurm is not designed for multiple pets at once. This would take weeks to implement and could get really buggy. So there is no plan to implement this at the moment. But we will keep it as future idea, as I would like this too. Field growth time will get faster again!
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Post by devily on Nov 7, 2015 12:59:20 GMT
Wooden beams inside BSBs and crates. Reduce Materials for walls from 20 bricks/mortar to 10 per wall maybe?
Just my thinking.
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death
Newbie
Trust no one.
Posts: 7
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Post by death on Nov 7, 2015 18:40:59 GMT
Considering the amount of stone houses around, I'm starting to think that cave walls should last slightly longer than 25 hits ca.. I know that would make it worse to actually "open" a mine, so what I'm thinking is some kind of halfway between 25 and 50 (which was WO default as I read on the wiki, right?)
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Post by macros on Nov 7, 2015 19:35:39 GMT
+1000000 to the number of hits on a wall
Few other things: * Faster sow action (currently 10s) * Merchant that sells specialty sprouts (Willow, Oak, Fruit, etc) (doesn't have to be high ql, just available) * Large chests able to store long tools/weapons (I'm not sure if the weapon rack will work for tools) * Forage/Botanize from cart/horse * Pick sapling from cart/horse * Don't stop leading when embarking/mounting (I saw the code that did this I'll look up the file/line in a bit) * Rentable chests (or even rooms) to go along with beds
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Post by zentil on Nov 9, 2015 2:17:14 GMT
Increase QL when creating the final product of arrow, or Increase the amount you imp when imping.
Pain when you need to imp alot of arrows up when you go hunting.
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Post by DruidNature on Nov 9, 2015 16:24:17 GMT
+1000000 to the number of hits on a wall Few other things: * Faster sow action (currently 10s) * Merchant that sells specialty sprouts (Willow, Oak, Fruit, etc) (doesn't have to be high ql, just available) * Large chests able to store long tools/weapons (I'm not sure if the weapon rack will work for tools) * Forage/Botanize from cart/horse * Pick sapling from cart/horse * Don't stop leading when embarking/mounting (I saw the code that did this I'll look up the file/line in a bit) * Rentable chests (or even rooms) to go along with beds God most of this would be wonderful. alternatively adding sprouts as a low chance from forage or botanize would be cool as well, added on top of what you would already get - so it doesn't lessen the chance of other things. In explanation - I start foraging, manage to get a pumpkin AND a oak sprout! Also I support upping the mining actions, starting a tunnel isn't hard at all, and the hits per wall arm seem really, really, low. With the fast timers on top of that, it's pretty ridicules. I'd support anything higher, and I'd love to see 40-50, even more if the majority would want that (but I think that's what most are suggesting?) I read earlier in the post someone suggestions priest/med not having a daily limit. I'd like that as long as they still have the normal-ish CD as well.
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exor
Villager
Posts: 29
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Post by exor on Nov 9, 2015 16:33:04 GMT
I think mining is fine.. one of the reasons this server is so good is that its not so "grindy"..
But take away the daily limit for faith gain and meditation sounds good, only reason to have them is for it to take longer time to get it up, thats Rolf-thinking.. he loves to make us pay to sit and wait
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Post by macros on Nov 9, 2015 16:48:48 GMT
exor, you seem to be missing part of our complaint about mining. Sure, 24-28 hits is nice for building out a large mine quickly, however you now have to mine twice as many walls to get the same number shards, and in order to level mining you are looking at 300-400 wall tiles to get to 50ish skill. There is a massive cavern in the public mine that took me to around 30-35 mining skill before I moved out to my settlement and started working on the mine there. To go from 35-50, the mine on my deed is larger than the deed itself (number of tiles opened). I've since mined about 1500+ ores and am only hitting 54ish skill.
In order to raise my mining skill at this point, I'm tempted to start a tunnel passage through that central mountain from west to east. Even then, I don't expect to see more than 65 skill after finishing it.
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exor
Villager
Posts: 29
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Post by exor on Nov 9, 2015 17:20:14 GMT
Missed that complaint, but if its skill you looking for you really should mine a poor quality iron vein, I am almost 40 mining and have mined maybe 300-400 iron ore. getting skillgain every mining action on that poor QL vein, the normal gives less often and so does rocktile (rock probably because its different QL on the rock)
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Post by DruidNature on Nov 9, 2015 17:36:06 GMT
Missed that complaint, but if its skill you looking for you really should mine a poor quality iron vein, I am almost 40 mining and have mined maybe 300-400 iron ore. getting skillgain every mining action on that poor QL vein, the normal gives less often and so does rocktile (rock probably because its different QL on the rock) That leaves one problem at least for me, I love to craft everything with stone, I also use it a ton in my work. With how it works atm... Once my skills go up a bit, I'm talking about 30-40 Rock tiles a day possibly. If cave ins happen a lot, that won't be a issue, but if not... I'd destroy half the server for masonry needs. Lol
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exor
Villager
Posts: 29
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Post by exor on Nov 9, 2015 17:43:11 GMT
Yea, understand the need of stone.. To bad there isnt something like Hard Rock Vein, that worked like any other vein(iron,silver and so on) that had 1-10000 shards and you got rockshards out of it.. Then you could mine that for rockshards and still be able to build rooms, tunnels and that stuff in a good pace. And my 3-400 is not accurate in the post above, I mined 600 rockshards to, so around 1000, still Iron beats the hell out of rocks for skillgain even though the wiki says 50skill+ for iron. Well, I just had to mention my oppinion on the mining, Edit: oh, btw, if its rocks you whant and not skill, mine up, then level the tile down, move forward, mine up then level it down. Pritty nice way I use when I need shards, gives alot more /tile with no work, level is as you know pritty automatic.. just restart when stamina gets to low.. Tip of the day
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