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  • in reply to: Thoughts on 1.6 #4336
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    To add a few more

    Trees seem to deplete too quickly unless I need logs to build a tree house. So many logs so little resources.

    After the initial game time is over the saplings all dissapear. They all grew up and none were found harvesting trees.

    Legendary items don’t feel legendary. +4 in mycology and some extra durability is not really what the word legendary conjures up.

    Ranged combat isn’t worth the effort. Shooting ammo into the water means it is gone forever. Low durability means crafting lots of ammo. Since it shoots it at random distances and leaves it on the ground it must be picked up. The spear is superior to all this in every way. Very easy to craft, high damage, the least amount of weight, and lasts much longer.

    Locked chests are very rare. Many of the underground areas do not have any at all. Some games I can go without seeing a single one.

    Milestone were a nice addition, but are very generic and uninspiring.

    Still no visual changes for wearing armor.

    Some of the bugs from many versions ago are still present and still on the bug list. This is in addition to many new bugs which are immediately visible. Some required restart of the browser to continue playing.

    in reply to: Problems 1.1.1 #1631
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    Oh I got it. We’ve been laughing here wondering how long it would take before you said something about the stream of bug reports and problems I posted. I heard from my wife how someone must be tired of seeing this error guy and my response was always ‘hey he said he wanted “the harshest of harsh comments” don’t blame me.’

     

    Living stones are part of the spawning rate issue. They don’t move so they go unnoticed sometimes. In the right situation of no trees, no living stones, and others, the spawn rate is a meat grinder. If monsters are trapped in trees, lots of living stones, and other issues, the spawn seems to stop completely.

    in reply to: Problems 1.1.1 #1628
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    “To get feedback. To get the harshest of the harsh comments, to use that and make your game better.”

    Quoted in context from http://www.unlok.ca/wayward/on-releasing-a-beta-not-shooting-yourself-in-the-foot

     

    The game js source gets downloaded as a visual jumbled mess.

    There isn’t an easy or accessible way to download the entire set of art and source. All downloads are binary only.

    The license is only in the source and binary downloads.

    in reply to: Problems 1.1.1 #1620
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    Containers have no title to describe which type is open. All of them use the same description of Container. This leads to confusion when sorting items across two or more containers that are empty.

     

    in reply to: Problems 1.1.1 #1609
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    Tattered maps are spawning non-aggressive and neutral monsters. Rabbits, chickens, and gelatins are not a trap.

    in reply to: Problems 1.1.1 #1567
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    Part of the irregularity of the game is some events or actions are being shown immediately but others are on the next turn. This is leading to reported bugs such as invisible trap door spiders blocking planting and dropping with no way to know what is the ‘something is in the way’. Another example is curing a bleeding effect is shown in the messages but not the status until the next turn.

    in reply to: Problems 1.1.1 #1560
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    Monsters are spawning in inaccessible areas surrounded by trees. Spawning appears to decrease because of these trapped monsters.

    in reply to: We need a "Suggestions" thread #1559
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    My wife was playing and asked if she can select a female character. I unfortunately told her no. She is asking for something cute. Anything you can do to please her would please me.

    An effect from being overburdened could cause tripping and stumbling down stairs.

    Expanding upon the in game fishing summoning a shark, other tiles could also be a hidden danger themselves. Trees could hold a hidden snake, a bone item is really a skeleton who spawns, or a rock is a sleeping golem

    Traps would be a possible addition. Quick sand traps on quick sand, cave in traps, traps left by previous people around their shelters.

    Monsters could exist in multiple stages such as zombies killed to reveal the skeleton.

    A rats nest, rabbit hole, spiders nest, or ghost ship could spawn monsters until destroyed.

    in reply to: Problems 1.1.1 #1532
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    I correct my self that wooden chests can be burned, but only when placed on a pile of other items. Otherwise it sets up the wooden chest. The same is true of mushrooms. They must either be placed on something like cobblestone tiles or on top of a pile of items to burn.

    -Messages window needs a limit. When it is too long it impacts performance. It is not obvious that the clear messages button should be used to fix it.

    -The game is not regular and uniform in action or appearance. For example the skills window is not sorted in any way while the items window is. Walls have double click to place and right click to drop. Wooden chests only have right click to place, but have right click to drop if dropped on a pile. Mushrooms have double click to eat, right click to plant, but again right click to drop depending on a tile.

    in reply to: Problems in 1.1 that are not bugs. #1471
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    -One of the graphics for rock resources that are dug from the ground are difficult to see what tile they are on. It is the graphic that is in the top left corner of a tile.

    -The leather gorget graphic makes it look like it is a belt instead of the necklace it is.

    in reply to: Bug Report? #961
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    After playing Wayward on and off for a few days without closing the browser I went to the tab it was in to play today. All the tooltips of objects in the inventory and crafting windows were showing behind the window instead of on top. This makes the tooltips unreadable. The paper doll window was the only window I had not moved and it still worked fine. Once I moved the paper doll window its tooltips also started loading behind the window. Resetting the dialog positions button did not help.

    in reply to: Bug Report? #946
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    I was clicking really fast on a treasure map to finish off the durability for skill increases. When the durability reached 0 it was destroyed and was removed from the inventory. Right after that it said an error has occurred…. I couldn’t replicate this problem with sharp objects.

    in reply to: Bug Report? #795
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    Also having issues with grindstone repairing items. I am playing on OpenBSD 5.2-current using Firefox 18. When I used a grindstone on a spear it worked, though when used on a tattered map it said error please report this. The tile I was standing on or the item was on didn’t seem to matter.

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