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Showing content with the highest reputation on 08/12/16 in all areas

  1. 15 points
    Prenote: Terms such as "Offensive CR" and "Defensive CR" are used throughout the suggestion. This does not necassairly mean actual CR codewise but rather modifiers that gives bonus hit chance for offensive actions or miss chance for defensive actions that would equate to the CR mentioned. Basics All 5 paths (Love, Hate, Insanity, Power, Knowledge) got their own individual passives. These passives scale linearly based on player level starting with level 2. (10 levels in total) Meditation abilities are not dispellable... since they arent spells. The max cooldown between path levels is reduced to 1 week and thus lets players experiment with diffrent paths without feeling they are horribly gimped by doing so. The skill level is what truly restricts the player. Love performs 3x healing for all non-spell sources. (+20% per level. This includes cotton, lifetransfer, regen and mycelium absorbation) Hate gets 20% dmg bonus and 20% offensive cr bonus. (2% per level. does not stack with passive faith bonuses.) Insanity gets 20% dmg reduction (2% per level.) Power gets 30% stamina reduction (3% per level) Knowledge gets 25% skill increase (2.5% per level) Now with that out of the way, here comes the fun stuff. Each path has 4 abilities that are choosen when to unlock. New ability choices are given at level 4, 7, 9, 11. One ability is unlocked at a time. Love Refresh Unchanged. Enchanted tile same functionality except that enchanted tree tiles yield 3x harvest. Love effect When used on the ground it makes all hostiles in local friendly for 10 minutes. If used towards a specific non-unique non-tamed non-valrei non-human creature it will perform a strong charm/dominate effect and turn it into a pet. Includes unusual types of creatures that normally cant be turned into pets, like whales and kingdom animals. (sidenote: You can currently ride aquatic creatures like crocodiles in water. Human and Humanoid isn't the same thing.) Cooldowns are unchanged. Soothing presence Permanent aggro-range reducing buff (similar to the newbie buff). Also makes taming and breeding easier. Power Erupt/Freeze Allows the creation of lava on rock/cliff tiles aswell as turning lava into rock. Same timers as currently but domain influence doesn't matter. Erupt only works inside your own kingdom like currently. Erupt can also be used on forges and ovens. Thereby lighting the oven/forge, fueling it and turning all items inside them searing hot. Freeze can be used on any container and instantly cools all content within. Elemental Immunity / Lava Walker Passive buff that gives permanent 50% reduction to all sources of fire, ice, acid and water. Active 30 minute ability with 3h cooldown. 50% reduction to all sources of fire, ice, acid and water. (the passive and active ability stack as additions. thus giving full immunity togheter) Might 2 hour ability with 4h cooldown. 50% increased carrying capacity and 50% longer stuns. Wanderer 60% stam reduction for movement (includes walking, swimming, riding, sailing, climbing, dragging). Does not stack with the level-based passive. Knowledge Get Info Combination of level 1 and 3 get info. Thus giving general information, affinities and carrying weight all at once. Also gives +4CR in combat against that specific target for the user. 1h cooldown and the effect last 15 minutes. Survey Area Slightly modified Get info level 3. Informs you of all creatures and settlements in local aswell as showing all tracks of the past 3 wurm days (same as tracking) at your location. 1h cooldown. No skill loss Unchanged. Attention to detail Passive that gives +2 radius for prospecting/analyzing, 10% higher chance for rarity rolls to succeed and +2 passive CR. Hate Rage Rage: Gives 4x increased damage from bashing and 25% dmg bonus to siege engines for 15 minutes. 1h cooldown. Frenzy +50% attack speed and -35% defensive CR for 1 minutes. 15 minute cooldown. (also modifies minimum swing timers) Roar Turns all agressive entities in local passive against the character for 2 minutes and breaks their combat with the character. (This includes guards and kingdom animals) Also provides 2 defensive cr for the duration. 30 min cooldown. Targeted at the ground. Hatred Passively adds a 1 minute debuff to anything that hurts you. If the person who gave the debuff attack the person/creature with the debuff they receive +2 offensive CR. Insanity Break Reality Teleports the character to a random tile on the server, heals all wounds, removes all spell effects, gives a 10 minute +25% speed boost and +5 CR. Also performs a Fill effect. Same restrictions as normal teleports. Makes the eyes of the user go black for the duration of the effect. Unstable Passively gives 15% dmg reduction in two resistances that shifts to random new ones every minute. Imagination Activated ability that removes the largest wound of the user and gives single-target spell immunity for 5 minutes. 45 min cd. Also spawns 2 random insanity illusions that only the user sees. Nightmare Activated ability that spawns a neutral shadow being (translucent and black shaded fog spider, wolf or wraith) that attack the closest hostile entity with the power of a dominated troll and dissapear after 30 seconds. 30min cooldown. Summary Poor abilities removed New abilities added Choices Rewards the player from the get go and keeps giving more things as skill and level progress. Thus keeping it very newbie friendly More choices in how the player wish to progress and if they want to try a new path after achieving high skill it wont take long to get high meditation level again.
  2. 11 points
    Changes and additions: Sealing Changes: Sealable containers can now be sealed while on the ground, not just in inventory. Pegs can now be used to seal small barrels. Wine barrels and small barrels can be sealed with pegs while they are on racks. Using taste on your sealed wine barrels will now give a more detailed indication of how your aging is progressing (via quality). When you break the seal on a container that has been sealed with a wax sealing kit, the kit will be returned to you at a lower quality for reuse until the quality is so low that it is destroyed in the unsealing process. When you read a recipe and add it to your cookbook, there is now a confirmation message in your events window. The minimum damage to shields from blocking an attack has been lowered from 0.1 damage to 0.01. Adjusted the chance of getting wax upwards slightly if the area produces enough nectar. Added the ability to secure plantable items while on the ground. A taste option has been added to food and drink for basic information as well as insight into the temporary affinity. Domestic bee hives will no longer show bee activity as an on screen popup. Activity will still show in the event window until a better method can be implemented. Removed mail limit count down from mailbox GUI. The Shield of the Gone DR bonus has been changed to start taking effect at level 7, with 20% of the total 30% DR, scaling up per level: 6% DR at level 7 12% DR at level 8 18% DR at level 9 24% DR at level 10 30% Dr at level 11 The ability to secure items on the ground has been added Securing allows those with appropriate permissions to give the item planted status this has been extended to the following items: Oven Forge Square table Round table Dining table Statue of nymph Statue of demon Statue of dog Statue of troll Statue of boy Statue of girl Archery target Well Polearms rack Weapons rack Bow rack Armour stand Statue of horse Bench Wardrobe Cupboard Kiln Smelter In addition to this, the following items now can be bashed off deed to remove planted status over 70 damage: Large Anvil marble brazier pillar lounge chair royal lounge chaise cupboard blue planter yellow planter greenish-yellow planter orange-red planter purple planter white planter white-dotted planter smelter sword display axe display The following can now be destroyed by the owner: colossus bee hive bow rack armour stand coffer Bug fixes: Bugfix: Possible fix for mined out and then collapsed rock salt tiles being set back to rock salt after a server restart. Bugfix: Non-premium players should now get temporary affinities from food. Bugfix: Fixed a bug which caused the crafting window to consume containers used in cooking recipes. Bugfix: Fix for prospecting ceilings above a reinforced floor and getting the floor message as a result. Bugfix: Fix for chocolate coated hazelnuts recipe result. Bugfix: Fix for all foods/produce resulting in 99% nutrition. Food will now give appropriate nutrition based off ql and nutritional value. Bugfix: Can no longer smelt glimmersteel ore. Bugfix: An examine on a still will now correctly show if it is planted and by whom. Bugfix: Adjusted hot food cooking skill gain based on difficulty and number of ingredients. Bugfix: Wild growth will now correctly affect the new crops. Increased the bonus on field yield from Wild Growth based upon the power of the cast. Bugfix: Sealed wine barrels will properly age and ferment while inside wine barrel racks. Bugfix: Right click plant now works correctly with an empty beehive in inventory. Bugfix: Rare results from using a fruit press have been removed because of numerous issues with rare oils and juices. Bugfix: Possible fix for missions not appearing for some gods at times. Bugfix: Possible fix for bees leaving the domestic hive during transport. Bugfix: Possible fix for Gold Rune of Fo and farming yield. Bugfix: Harvest option now appears on right click menu for new crops with nothing activated. Bugfix: Fixed parsing error when trying to set a price on a written recipe. Bugfix: Fixed creation bonuses on runes for your god at lower levels. Bugfix: Fixed an issue which allowed you to pick and/or plant herbs on deed without proper permissions. Bugfix: Fix for some liquids not combining with same type (ex. milk, cream). This will not fix current liquids that do not combine, but moving parts of the existing liquid to new containers (not moving it all) will allow it to be combined, the old remaining liquid will not be able to be combined. This can be done with a measuring jug until 1g of old liquid remains in the container (as it is the smallest possible amount). Bugfix: Fix for recent tunneling action which resulted in open voids and death leaps. Bugfix: Corrected a few more spelling and text errors.
  3. 7 points
    I think I like most of it, have to think on it. From a quick read it looks like a lot of buffing to hate path, maybe too much especially with the double main passives where other paths only have the one main passive. Not sure how I feel about losing fill on its own, probably nothing to care about with ccfp For what it's worth I'd probably stay insanity, I like the insanity idea of it (was the first path I chose when I started wurm and didn't even know sotg was a thing) and the changes making it more fitting to insanity, usually tanking things/hunting a lot so dr is handy, and it's so much nicer to spam meditate for days in your mine watching stuff (to get 19th). I'm not just that though, other prem account is hate (12th) so I'd be experiencing both "pvp" paths fully. No other premium accounts, just enchant grass alts An addition to the rework though is to end the difficulty of making a path tile. What is the point in them being hard (especially hate...)? No need, they don't disappear normally so Love: Change to any single tile with flowers is always a love tile Insanity: Change to any single mine tile is always an insanity tile Knowledge: Change to any single paved tile is always a knowledge tile Hate: Change to any single thorn tile is always a hate tile No more weird restrictions regarding area size, height, mycellium, nothing. Just simple, anyone can make anywhere they want
  4. 6 points
    Good start. Can we get some more discussion going on the proposed abilities and balance involved, instead of just +1's. Hate would seem fairly powerful to me for example. As Omar said, the stacking of the passive and Frenzy seems like it could be a bit too much - I like the idea of it though. I'm not sure on the ability unlock choice at each level, as some abilities are clearly better than others on each path - especially with how easy it is to get to level 4. Possibly a choice between a couple of abilities at each level - or only having one or two active abilities at a time that you can switch off to another one after x hours or days.. Anyway, more discussion please. More thoughts and ideas or alternatives is always good. We might even be able to work out some higher level (>13) abilities if we can come up with some good ones.
  5. 4 points
    Wolfheart on the rock pillars.
  6. 3 points
    Seems like ever since editing the wiki has been relegated to a handful of people it keeps getting more and more out of date. I dare say looks like more things have been deleted than added. Perhaps the team needs to be expanded or just go back to the way it used to be. Well maybe not more and more out of date but always lagging behind long after updates. There is always someone working on updating it but really more man power would not hurt.
  7. 3 points
    I am working on my green house and one thing i must say would make it look alot nicer where pergola roofs (possibly plantable but mainly a new roof type).
  8. 3 points
    You have 2 choices for BL PMK on chaos. or
  9. 3 points
    Good luck Hashirama
  10. 3 points
    Good changes but still no fix for embark bug = game unplayable... It's been like this for months now, somebody e-mail me when fixed cause I cant be bothered reading these anymore.
  11. 3 points
    why make everything somewhat good take a long time tho? if you want to keep non prem alts out of the whole thing just raise lvl 4 to 21 med or hell, 30 even.... i hate the thinking of most people tbh, meditation is a huge thing in WO, let people start getting benefits earlier and feel like they have accomplished something
  12. 3 points
    I'm fine with the 2 weeks, but logging option is really needed on mails AND merchants. I stopped using merchants to sell because of the burden of keeping track of what is sold. Mail status is quite the same, you need to dig up event log and guess on rhe bank amount changes.
  13. 3 points
    This is a good idea to me, but I would specifically say from the start, nothing at all that directly affects pvp, and more of gimmick bonuses that are just neat qol or something along those lines, and probably equal to all paths like recall home/final breath are Like some bonus to reduce natural drain on ccfp, a natural higher healing factor, some kind of small like 1% per level skill gain bonus to all skills that stacks with knowledge, dunno, neat little stuff like that, stuff that isn't game breaking but rewards spending the days/weeks getting the question with something other than a shorter cooldown for level 12/13 abilities
  14. 2 points
    Did some pondering and it seems an easy fix to correct the Body Stamina issue on Epic would be to increase Body Stamina by 10% each for Mining and Digging. Had a look at several characters and this would seem to bring it up to an acceptable level if raised inline with leveling the skills naturally. If you had 90 skill in both your Body Stamina would increase by 18. Thoughts?
  15. 2 points
    ye gon have to go freedom to get that meat my friend!
  16. 2 points
    I like this post's idea, I kinda don't really like the pick and choose thing, but I like idea of each path's abilities being set higher than the other and leveling up the effectiveness of each ability when reaching a specific milestone, and still encourages the idea of level 11 being the "end" grind for most people along with the passives
  17. 2 points
    hi could you maybe make all abilities work somewhat like this? basically split every ability up in 3 ranks, with every rank making the effect stronger or adding new bonuses just an example for the rage ability being something like this Rank 1 - 2x bonus to bashing, no bonus to siege engines Rank 2 - 3x bonus to bashing, 10% bonus to siege engines Rank 3 - 4x bonus to bashing, 25% bonus to siege engines or the attention to detail ability Rank 1 - +1 radius to prospecting, +2.5% higher chance for rarity rolls Rank 2 - +1 radius to prospecting, +5% higher chance for rarity rolls, +1 cr Rank 3 - +2 radius to prospecting, +10% higher chance for rarity rolls, +2 cr these are just examples would be more work for devs but would feel great for when you're progressing and getting better/unlocking something new every level
  18. 2 points
    Correction. You nerfed a pre-excisting ability at levels where people already had the ability unlocked. The change requested here is to unlock parts of an ability prior to the level required. It's 2 completely diffrent things.
  19. 2 points
    i understand theres balance and numbers to be spoken about over this change, but i hope the devs dont take a year, im actually pretty hype for this meditation rework!!
  20. 2 points
    needed an excuse to not make stone bricks. lol.
  21. 2 points
    Will require a graphics update which is pending
  22. 2 points
    yeah wheres that sotg update, make drastox great again
  23. 2 points
    Love path I suggest to remove tile enchanting from meditation and give it to every player through some other means, be it runes (if rift resources stop being limited) or something different. The reason for this is all other meditation abilities are focused on the character, while enchanting is focused on "deed-building". It isn't anything game-breaking so could easily be made available to all. I know there're some people offering this as a paid service now, but they're very few and usually don't travel far for that anyway. Path switching While 1 week instead of 24 days is pretty good, I want to sugegst a new mechanic: instead of leaving path and then choosing a new one, meditate on a new path tile to get an option to switch to this new path, losing half your levels (rounding up or low). For instance: Switch at lvl 6 of path A to lvl 3 of path B Switch at lvl 11 of path A to lvl 5 or lvl6 of path B
  24. 2 points
    In the end a lot of people are concerned for their own well-being. Some to a higher extent than others. Thus a lot of people choose abilities that let them personally live longer rather than abilities that shortens the lifespan more greatly of the enemy. If thats the mindset then it wont matter how slim the bonus to survival is. But as the benefits of other paths increase, those survival bonuses become less incentive. But hey, if ya dont like your choices repicking path is simple with the max 1-week change. (not to mention partial passive gain and choosable level choices) Level Delay to reach Delay to Reach New 0 None None 1 12 hours 12 hours 2 36 hours 36 hours 3 4 Days 12 hours 4 Days 12 hours 4 10 Days 12 hours 10 Days 12 hours 5 22 Days 12 hours 17 Days 12 hours 6 46 Days 12 hours 24 Days 12 hours 7 70 Days 12 hours 31 Days 12 hours 8 94 Days 12 hours 38 Days 12 hours 9 118 Days 12 hours 45 Days 12 hours 10 142 Days 12 hours 52 Days 12 hours 11 166 Days 12 hours 59 Days 12 hours
  25. 2 points
    This is the first time I've seen a "meditation rework" make sense and I guess we can argue "oh this path might be x over this path" but actually, I could be any one of these paths and find a good pvp use. Good work zeke
  26. 2 points
    I have knowledge. I don't see the skill gain in there.....put it back!
  27. 2 points
    In tomorrows update we'll be taking an initial step of scaling SotG according to path level, starting at level 7 with 20% of the 30% DR (6% DR). Each level will then add a further 6% up until the full 30% at level 11. Hopefully this does lessen the "six month" requirement on PvP and reward newer players as they advance, we'll keep an eye out and continue to monitor what else can be addressed.
  28. 1 point
    Remove Epic Portal Cool down; or give it a 5 minute timer (you stand there until timer is up) I've spoken with many freedomys/epicans who wouldn't mind dabbling around on Epic/Freedom/Chaos but the 1 hour cool down is a bit excessive; Sometimes my friend from Freedom just wants to come over and harvest his farm but he feels stuck for the other 30 minutes doing nothing, I feel it just adds a reason Not to portal cross. Removing this would stop punishing those who play both servers with almost no damage to epic/chaos. Most people who play both servers just use different toons so if there is an argument for portal crossing to be somewhere then they can just log in a seperate toon and do that. For me; I feel like this doesn't need to be a thing anymore; unless somebody can explain why
  29. 1 point
    yes and yes to remove when i tried playing both clusters years back it was awful, i portal to repair my stuff once a year because of this timer
  30. 1 point
    With today's update, there has been a change to cooking skillgain. I'm going to close this thread as any testing for results will have to be with foods created after the patch today. If something is bugged, please open a new bug report. http://forum.wurmonline.com/index.php?/topic/147927-patch-notes-08dec16/ If you have a suggestion, please use the suggestion forum as that is the problem place to do so. Thank you for your continued testing and please use the bug forum for detailed bug reports so that troubleshooting can be done more quickly based on facts and details. Remember, the test server is usually up and available if you need to reproduce a bug and need some assistance.
  31. 1 point
    A flat addition is likely the wrong way to calculate it, like every other skill the higher your body stam is the less you get. Although 30 is the standard, there are many accounts below that and some far above, a flat bonus will under-compensate some and overcompensate others. Any calculation must take into account existing stamina. Anyway if you are going to make an adjustment you need to do so asap, the longer it is in the waiting the harder it is to judge fairly.
  32. 1 point
    Verified fixed with today's update. http://forum.wurmonline.com/index.php?/topic/147927-patch-notes-08dec16/
  33. 1 point
    There is nothing stopping players from having 10 abilities to choose from. So go ahead and brainstorm new ability choices if you want to.
  34. 1 point
    We have discussed this at length, and I'm still not sure you fully understand the mechanics behind the change. Previously, before 1.3, cordage was 60 difficulty, this is akin to farming onions in terms of skill (varies a little due to nature and such, but it's essentially tool ql + skill vs difficulty). running through a simulation of 10,000 actions, with a 60 difficulty action (old cordage) and a 90ql tool, you would gain a tick 50% of the time at 50 skill and an average of 11ql cordage. Now with 40 difficulty (the equivalent of mining gold or marble), you would gain a tick 47% of the time, but the average quality would be 33. I know the argument is that with easier to produce cordage, your tick rate drops, but this can be countered like in all skills by lowering the ql of your tool, a new player with 20 skill would not be seeking to grind mining on gold, or farming on onions, but would work up to it (for comparison, a 90ql tool with 60 difficulty cordage and 20 skill would give a tick 15% of the time, now with 40 difficulty it would give a tick 37% of the time, not ideal, but much much more frequent). I know there aren't as many options with ropemaking but the essential thing is, changing the ql of the tool will always be extremely important in gaining skill. The fact you aren't gaining as many ticks with a 90ql rope tool and 99 ropemaking does not mean that someone cannot skill up to that level through creation alone. It means that they might have to balance the tool ql against their ropemaking skill a little differently to how you did.
  35. 1 point
    yes it was; I see it on my screen and spell list now
  36. 1 point
    Had not noticed this earlier when I made my own... anyways snow levels that drop and rise as the seasons go on.
  37. 1 point
    we can just count with the information given most of us have 10 fingers to use but that doesn't make sense really given that there are two messages for closeness
  38. 1 point
    Hmm, never thought of that. Hate to see them burned up that way, but I have someone wanting them now, so hopefully they will provide some good times
  39. 1 point
  40. 1 point
    huge +1 to an !!!!EASY, NOT COMPLICATED, NEWBIE FRIENDLY!!!!! way of stopping trees from spreading. It could be as simple as the influence system/bee influence where tiles within range of some object won't sprout trees or any other natural alteration of terrain (grass changing to marsh, steppe).
  41. 1 point
    Some specific detail on hives in the spoiler. The document will be updated to include this info in due course.
  42. 1 point
    Any news on a stamina fix for epic?
  43. 1 point
    "report this to the arch gm" lol. 99% sure its a matter of someone binding take and spamming the keybind. For instance you can bind it to scrollwheel up/down, heighten the sensitivity of the wheel (if you got a mouse that allows this) and then just go nuts with the mouse wheel and thus achieve like 20+ clicks per seconds. after that its just a matter of ping.
  44. 1 point
    the whole game's broken with player gods...
  45. 1 point
    I wouldn't suggest any new tables until you can put stuff on the tables. Empty tables all over my house with stuff on the floor under it that should be on top of it.
  46. 1 point
    Bump design are getting in game. Join Pandemonium Today
  47. 1 point
    He means it's a good logical idea that makes sense to do
  48. 1 point
    its been discussed, probably unlikely to just happen as a flat 10% though the idea of a general boost does have merit. We'll see.
  49. 1 point
  50. 1 point
    Figured I would update a pic for once
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