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  • So, Where Are YOU on Net Neutrality?

    Horusra said:
    For me has less to to with political bias and more to do with economic belief.  I believe free market capitalism is the driver of innovation.  When someone can make some cash people will compete for it.  Net Neutrality removes that drive.  While without there is, I hope, a desire for companies to provide new and better service than someone else to get your money.
    Yeah if the sky was going to fall without net neutrality it would have fallen before it became a thing in 2015:

    Funnily enough "net neutrality" is loved by the big corporations, big government, and the many people who's opinions they have swayed using money and deception. It's hated by those who love the free market.

    That's because you're being lied to. 0% of this is about protecting your rights. 100% of this is about government giving unfair market advantages to certain businesses and protecting ISP monopolies.

    This video really sums up the issue nicely:

  • Why is Wildstar Hated???

    Whenever you try to be "More like WoW than WoW" in a market saturated with WoW Clones, expect a less than exuberant reception.
  • If all mmo's were diffacult, would you enjoy them more ?

    We are talking about games here. Games are for some quick fun. If i want real challenges, i go solve work related technical problems.

    The best pve games give the illusion of challenges, not real ones. 

    Yeah no. Human beings are build to desire challenge. That is why would prefer a video game over say mowing a long.

    Mowing a lawn offers a sense of progress. Every time you make another pass you see another big strip of grass gone until eventually there is none left. Same concept with shoveling snow, or digging a hole.

    So why would we choose a video game over any of these past times. Simple manual labor certainly is more productive than gaming in most instances and they both offer us a sense of progress.

    Why would most people rather play or watch sports, which are ultimately as meaningless as video games, than sit there and mow a lawn or watch someone mow a lawn?

    Most video games engage the brain. Good games offer challenge. This is the same reason most people want to race to endgame. Because endgame content offers the most challenge.
  • Thoughts on item systems: how would you create your items in your MMO.

    I think female characters should get a bra slot item with stats called "lift" and "support".
  • Thoughts on item systems: how would you create your items in your MMO.

    Here are some of the notes I took on how I would do crafting in an MMO:

    Eldurian said:

    As mentioned in other topics, a superior crafting system will be one of the major selling points of this game to people who enjoy that kind of content. This crafting system is combining elements from all my favorite crafting systems.


    Like regular skills, crafting skills will present both upsides and downsides. There is no limit to how many skills you can use in the creation of an item but some skills will be incompatible with each-other. When you select an item type you first select the racial variant you want.

    Every character begins with the skill to make their own racial variants of items but may study under a master of another rate to eventually learn all the racial variants. Each racial variant has it's own flavor. For instance dwarven items weigh more and are more expensive to make but these heavier items yield advantages such as higher damage output, lower chance of breaking, or more protection.

    Orcish items tend to be heavy as well but made from cheaper materials making it easy to mass produce them but giving them a far larger chance of breaking.

    Once the racial variant is selected you can select specific skills. For instance "Fine craftsmanship" might make the weapon more accurate with a faster rate of attack or reduces penalties for armor but causes the weapon to lose quality faster.

    Once you have selected all the skills you want to use in the creation of the item, you select the materials.


    Materials used in items are the most major form of progression in the game, but with all items degrading substantially through usage, having a chance to break in combat, and being dropped upon death this is a very temporary progression.

    Materials tend to be better or worse than each-other however there are some variants of similar quality with slightly different properties. There are also some creative mixtures. For instance while dwarven and elven items require very pure items, orcish items tend to mix in cheap materials such as iron or orcish steel with high grade materials such as adamantine to give an item with many of the qualities of adamantine item that's slightly worse but significantly cheaper to make.


    Creation is a fairly hands on mini-game like process. You pump the bellows to get them hot. Heat up your metal, then hammer it into shape. It doesn't take much skill but it does put you more into the shoes of your character. All crafting processes take place in a fashion such as this. No selecting recipes and watching timers. Crafting is a process aimed at full immersion. Creating an item could take from about 20 seconds to 3 minutes depending on the item.


    Once your item is created you can begin sharpening it. Adding small quantities higher quality materials to it, polishing it etc. This is also a hands on process but does require you to time actions well. All actions will succeed but the amount of quality gained goes up faster if you are good at timing the actions, making skilled crafters able to create items faster and with less materials and wear to their tools. Improving an item is a step you could potentially skip but your items would be of such poor quality even newbs would think twice about buying from you. You could potentially spend up to ten hours improving an item making it an incredibly valuable version of the item but quality gains slow down the longer you work on an item so most crafters will generally find somewhere in between no-improvement and max improvement to maximize the quality desired of their customers vs. the time they are willing to commit to it.

    Through the improvement system, crafters can truly be crafters. An item you've spent some time improving should be substantially more valuable than the base materials used to make it. So being a blacksmith isn't about gathering materials and executing timer based recipes. Doing nothing but working your craft all day and buying raw materials to create the items you want is a very viable and profitable playstyle.
    That would be your primary source for most gear players would use. There would be mob dropped gear but it would be trash tier gear. A lot of it would just be scrapped for materials to use in crafted gear.

    Resource extraction would be done through two methods. Players would be able to build certain facilities such as lumber camps that would automatically gather resources 24/7 if staffed with NPC workers.

    Extraction camps may not be the the best method of extracting every resource though. Especially in highly dangerous areas players might find it more cost effective to just go gather the resources themselves, or do it with a small team of hirelings who will work until their carts are full. Basically this is because an extraction camp put in a highly dangerous zone is likely to be burn to a crisp by the time you log in again, so you want resource extraction methods that you actively participate in / guard in more dangerous areas.

    Dungeons would still exist in the game and may actually drop some cool items needed for high end gear, but all gear in my game would degrade to nothing over time unless expensive repairs are made to it. Dungeoning tier gear (And by that I mean crafted gear made with components unique to dungeons) just wouldn't have the same draw to it found in other games. Instead, dungeons would contain high amounts of gold and resources. For instance when you kill a dragon, you actually get to loot a dragon hoard. You might find yourself dragging physical chests worth of gold out of a dungeon and needing a cart to get it all home.

    RNG would be way less of a factor too. Instead of "You might get a useless rare item you already have a better version of, or you might get a heroic drop that is a serious upgrade." you could expect a dungeon of a certain difficulty to offer 30-50k in gold/resource value. Every time, provided you clear it.