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Showing content with the highest reputation on 15/03/17 in all areas

  1. 10 points
    This is NOT a bashing, sorry if it sounds like one... Either way, alone 2 people I know made applications to volunteer as a Dev but didn't even get an answer, at all. One of the guys known as @Army tried even 3 times, but after not even getting a simple answer he obviously stopped trying. This guy I am talking about coded custom content for several PvP servers and in my eyes is a god, so what you stated, to just simply apply, is ######...sorry. Let's not even talk about the second guy, cause he is the main target of forum mods. He posts bugfixes MONTHS before they magically get into the game and doesn't even get credit for it... just got this screenshot btw, ye...just apply....pffff sure
  2. 6 points
    We had the burger king crown... Can we at least get the burger king "Noble King Theatrical Quality Adult Costume"
  3. 6 points
    And that's where the plan fails right away
  4. 3 points
    FUD = Fear, Uncertainty, Doubt. In the Wurm PVP world fear, uncertainty and doubt continually raises it's head, largely because people worry as a result of not hearing clear plans for what will be happening in PVP. The goal of this thread is to have a civil, patient and constructively listening discussion where hopefully the Wurm Development team, assisted by Community Relations, can answer a few questions that will hopefully reduce or remove the PVP FUD. Originally this was posted as part of a suggestion thread and at the suggestion of the moderation team I am moving it to it's own independent thread instead. Hopefully this helps the PVP community. As a very interested bystander looking in I would like to post a few suggestions/questions since this thread has really gone from a very specific question into a more general thread about first HOTS and then eventually PVP in Wurm in total. @Retrogradein your official capacity please reply with your best answer to the following questions: 1) Is Wurm/Code Club still committed to having PVP in Wurm? 2) Is Wurm/Code Club development of PVP in maintenance mode (meaning no new features etc except as part of code fixes)? 3) Does Wurm/Code Club have a PVP swimlane in the roadmap which lays out development plans for the PVP side of Wurm? 4) Does Wurm/Code Club have a realistic development roadmap that includes major PVP changes in 2017 Quarter 1, 2017 Quarter 2, 2017 Quarter 3, 2017 Quarter 4, 2018+. If so, even at only the highest level, major changes are expected in ......? 5) Will Wurm/Code Club officially consider replacing current Elevation map with one that will better support PVP? 6) Will Wurm/Code Club sponsor a community competition to design a new Elevation map? 7) Will Wurm/Code Club consider other server changes that might support better PVP as well (like a new single PVP server that runs at 5x skill gain etc)? By answering these questions I am hoping clarity will be provided that can replace the ongoing fear of PVP dying with some concrete/official information that will provide hope to those who remain PVPing in WO. ~Nappy
  5. 3 points
    In reading the Official Responses from the Dev. Team, I have gathered that: 1. We know the current stituation is unfair. 2. The current situation will continue until we have developed the Perfect Solution in 6 months or so. 3. At the point the Perfect Solution is completed we will release it and all will be Balanced and Fair. Therefore, my forcast for my game play is: 1. For the next 9-18 months I can expect to see fewer and fewer Lib Players. 2. During that time period I can expect to continue to receive continued deliveries of Terraforming events as I can't compete competitively in the Valrei Game and there is no point anyway. 3. During that same period I can expect that my enemies will continue to accumulate Tomes and special armor materials unapposed, as well as add more WL & BL Player Gods to their menagerie. 4. At some point in that time period the Balanced and Fair system will be released. I will be told that all is good now. The fact that my enemies have had several years of unapposed play is irrelevant get out there and compete. As a special reward we will provide you with a new New Affliction to rebuild your deeds on because the New Affliction looks more like a moonscape than Old Affliction. Wargame: "A strange game, the only winning move is to not play."
  6. 3 points
    Do BL/WL exclusive player gods even make sense considering the messed up spell lists they have? Just make them grey gods and let any kingdom follow them
  7. 3 points
    Hmm... Looking at this, I would love to have a hammer called 'Deed planner' or something similar... Maybe for DP 4th anniversary?
  8. 3 points
    Literally anytime anyone asks about woad, blue or mixing dye that requires blue the only answer they get now is "sorry the devs messed with woad now noone can get good blue". Can we please fix this
  9. 3 points
    Why. What if I want to spend a cpl of weeks at my friends deed at the south of the server. One person does something and everyone is knee jerk quick to want to remove a very nice feature and want to replace it with shittier ones. Like someone else said its not like there is a epidemic of this going on. If it does ever become a problem then maybe how many creatures that can be branded should be revisited. You know maybe solve it without removing the nice feature.
  10. 3 points
    why is valrei a thing why are runes a thing why are random spell lists a thing why are any of these things that you are talking about a thing
  11. 2 points
    Actually read my words a bit more closely. Here's what I said in my post that I think you are replying to: (snip) PVP players are always seeking advantages. As a result they tend to push the boundaries on what can be done, are more creative with directions the game could go in and often identify game breaking bugs including many non-PVP ones that would not be identified until much, much later. (end snip) This isn't saying anything more than players in Wurm PVP treat it like a competitive event. This means they look for ways where they can do unexpected things and often they do this in normal game play without hacking or otherwise modifying the code. Exploiting for me is when someone knowingly uses an unintended bug in the code and takes advantage of it unfairly. The key point here is knowingly. Wurm is poorly documented and often it is not clear what is intended behaviour (ie. a feature) and what is a bug (ie. unintended feature). In a game where so much relies on player's discovering things then it's plausible that most things are working as intended (since it is production software after all). Only when something is reported officially as a bug (often through a published known issues list) can something fairly be seen as exploiting when using a reported and published known bug to do something that shouldn't happen. Hacking is also a negative if they are using some sort of modified client or tool that allows them to do something they shouldn't be able to do. Makes the playing field unfair. Macroing could be a good example of this. I do agree with your second point which I will rephrase as, if you want to really have deep knowledge of the game mechanics join a PVP kingdom (doesn't matter which one usually). By participating in kingdom chat and more often kingdom TeamSpeak/Discord etc you will quickly learn more about how the game works then you would have in a less dangerous hermit deed PVE world. This makes sense. On PVP if someone knows more than you then you risk losing your ingame life, your ingame stuff and even your ingame deed/kingdom. ~Nappy
  12. 2 points
    As a counterpoint, if you go check on your own lamps and find they have lots of damage so need repairing, it's going to be even more annoying if you have to get them re-blessed as well.
  13. 2 points
    I feel like this thread has become a "everyone has a high lv blacksmith and everyone has a priest and if you don't it is your fault" sorta thing. Think about it from a n00b perspective if you only have 20 bsm and don't have a priest and you are just getting into the game and you ask a neighbor to bless your lamps. Does it sound reasonable that a jerk or another n00b will come by to bash and steal the lamps because it will take 30secs? yes I haven't played this game long and I don't normally play on freedom but I have already had someone break my fences that were just off deed. Took me a week but I figured out who it was and I told them to stop. I was told that my "n00b fences" should be on deed or I should expect that they will get bashed. They explained that the enclosure rule is no longer enforced and if it is not deeded then I should expect to lose it. People are going to be jerks just for the sake of being jerks. My "n00b fences" were a 2x2 tile area for me to breed my horses that are attached to my cart and was empty at the time. It was empty at the time and they bashed in just cause they could. And to I guess prove a lesson to me *rolls eyes*. Long story short if people are going to bash into fences off deed for no reason I think it is safe to say that veteran or n00b players will bash lamps off deed for a similar reason. I 100% support for a simple implemented deterrent such as losing the blessing. If it is true EVERYONE has a high lv bsm and EVERYONE has a priest to bless then it shouldn't affect 99% of Wurm but will help the 1% that don't. As long as it isn't hurting anyone then I'm not sure why people are saying no to it and using reasons that not everyone has access to. +1
  14. 2 points
    And what information do you have to back this statement? PvP deeds cost far more monthly than PvE deeds, that alone shortens the gap. Not to mention more alts are required for PvP players. Whilst I agree the PvP population is far less than the PvE population, the average spending on prem/chars is far greater for PvP players which evens the scales.
  15. 2 points
    If you ask the many people who won't play the game for a list of reasons 3rd party view is on the top of all of those lists. Figure it out devs it's as simple as that. Stop making excuses and figure it out.
  16. 2 points
    Conversion code is a mess, and it will require basically rewriting from scratch, which will take time. We do understand this is a sore point for hots players, and obviously we'd like to address it asap. One current method is a non HotS plyer can be converted by a player god HotS priest, that non HotS player will then become a HotS member and follow the player god the priest follows. (e.g.JK player converted by Nathan HotS kingdom priest/follower will become a HotS Nathan follower) The rewriting of the conversion code will be pushed forward, and we'll have it up on test within the next week or two and hopefully live shortly after, during which the fix allowing HotS players to follow BL player gods will go live with it I'd also like to take a moment to point out that these hidden posts are caused by snowballing, for example Post 1 is dev bashing, this gets removed as simple ruling Post 2 quotes post 1, and is thus removed for quoting a removed post Post 3 references post 1 being removed, this is removed as it's not the place for it Posts 4-100 cry out about post 1-3 being removed and claim censorship or mod abuse or anything. If you want to avoid this, and have a question about a removed post, contact a forum mod, don't try pushing the issue in the thread as that will get nowhere.
  17. 2 points
    But yes, as said before, talk is cheap, I know it’s been a rather long wait for PvP, it does not mean that we do not or have not paid attention to it. I’d like to remind you all that we have had many public discussions and many changes and bug fixes come in, the road map will also outline current projects and future possible projects. One important thing to remember is development resources are limited, and we have to plan accordingly, this does mean changes take time, and there's little else we can do about that. Anyone who wishes to apply as a volunteer developer knows how to go about it.
  18. 2 points
    Thank you, fast service and i'm pleased. Will recommend to others
  19. 2 points
  20. 2 points
    No. There is your answer. You dont need retro to do it. I'm so fed up with the lies and false promises. Stop wasting time trying to change anything and just accept the fact pvp is not going to last.
  21. 2 points
  22. 2 points
    My give us nahjos and cheese campaign continues. And that display case is perfect to sell this delicious treat at the lodge. We need this now XD
  23. 2 points
    A little bit of fun and games here. I'll explain after but I invite guesses as to what happened here! When the new guy moves in and two screenshots capture two very, very different moods... without jumping to conclusions.. what happened here? lol DAY 1 DAY 2 What happened lol
  24. 1 point
    Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases ======================================================================================================= Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases ======================================================================================================= Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Adds ability to mass plant and harvest planter racks Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable). Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable). Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Enables planting in planters for additional items (configurable): Nettles, sassafras, woad, cocoa bean, nutmeg, Blueberry, lingonberry, raspberries All mushrooms Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases ======================================================================================================= Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases ======================================================================================================= Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config) Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight Configurable multiplier to speed trait effect on speed calculation and carried weight Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases ======================================================================================================= Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/releases ======================================================================================================= HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases ======================================================================================================= Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases ======================================================================================================= Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (mortar+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: https://github.com/bdew-wurm/hwportals/releases ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. Technical details for GM spawning: Download and source code: https://github.com/bdew-wurm/taxidermy/releases ======================================================================================================= Archaeology Tweaks The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup. Allows server admins to add/remove items to archaeology drops using a config file Optional configurable tweaks to loot distribution Optional replacement archaeology journal system This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating. Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal. Reports can be copied by activating and selecting an empty paper sheet If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy. Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report Check out the config file after installing, there are plenty of settings in there! Downloads and source code: https://github.com/bdew-wurm/archeotweaks/releases/ ======================================================================================================= Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: https://github.com/bdew-wurm/waxed/releases ======================================================================================================= No Damage Not recommended for normal servers! Removes all damage from items, walls, roofs, floors, fences and bridges from all sources. With this mod nothing will ever decay, bashing is impossible (except GMs) Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc). Downloads and source code: https://github.com/bdew-wurm/nodamage/releases ======================================================================================================= bdew server mod tools (WU 1.9+) This is a library that will be used by my (and possibly other people's) mods. For users there is nothing interesting here, just install it if you're told some mod requires it. For developers there's some documentation in process of being written here, or check the source code Downloads: https://github.com/bdew-wurm/bdew_server_mod_tools/releases ======================================================================================================= Fishy tweaks Everything can be configured in config file! Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Requires bdew server mod tools! Downloads: https://github.com/bdew-wurm/fishytweaks/releases/tag/v1.0 ======================================================================================================= Installation (for all mods above) Install Ago's Server Mod Loader Download zip file Extract zip file to your server folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  25. 1 point
    Always found it odd that blue dye is so insane to get made. red - cochinaels are easy to come by and everyone skills butchering green - just mine it, easy white - just mine it, easy black - we can harvest acorns now but....blue - You have to scramble around botanising for ages, rarely getting woad, getting lots of random other junk and the chance its good QL is reaallllly slim. Couldn't we allow Woad to be put in planters and use similar code to herbs? Edit for important information - You can no longer botanise high QL woad without the skill. It is literally capped with your skill since 1.3. If you ever want to be able to make 90QL blue dye you need to find a person with 90+ botanising. Does anyone in the whole game have that!? Feb 9th Edit - Today the devs decided that Forestry, Milking and Botanising being actually slightly reasonable to grind for the first time in 10 years needed nerfing, so now it's even harder to get woad.
  26. 1 point
    I know this has had many suggestions before, but bump bump bump bump. As far as I can recall the only reason it existed a million years ago was because they could rebirth any mob, so had an "advantage". Not even getting into all the bugs and other silly balance issues with it, just want this dumb archaic nerf fixed thanks
  27. 1 point
    forges and ovens should produce ash, and alot of it..... especially when they go out.
  28. 1 point
    I really don't see the problem with this suggestion. Either blessing costs nothing, at which point it's a non-issue to recast it after so much decay, or blessing does cost something at which point this is just more love for priests. There's really no good reason to reward theft on PvE Isles. I'm actually pretty surprised people would steal it just for the sake of blessing. Are you sure that's why they're taking it? I mean, if one is blessed, the other not, do they only take the blessed one? Is it in someone's front yard and really annoying to them? Another idea, make it possible to cast AOSP on blessed lamps, get popcorn, watch thief from a comfortable lawn chair with your friends. Everybody wins.
  29. 1 point
    I experienced the ash mod on the WU server Mythmoor today and my God that is so neat! It produces max 6,4 kilo if you don't remove it from the forge. A middle way would be ok for me, I mainly use ash for concrete btw.
  30. 1 point
    I think Tallios suggestion is they become unblessed if they get to the point them are unplanted. Off the top of my head I think that is below 10ql? And at that point it falls under what Zigozag said of As long as you are keeping them up it should not be a problem. And if you mess up and let them fall under that is your fault. If someone comes by to be a jerk and bash them then they don't get the reward.
  31. 1 point
    Let me make a public announcement: i dont want to be a part of your drama. Dont message me asking me to 'like' your posts or to 'take your survey' or whatever kind of S H I T P O S T I N G you are doing. Learn to be grown-ups and act mature. For goodness sake, its a video game. *Anyone deleted me from his friends list.
  32. 1 point
    Does this mean HotS will still be restricted from following the WL playergods they used to be able to, despite WLers being able to follow BL playergods?
  33. 1 point
    Nifty, Thanks for sharing.
  34. 1 point
    How to fix pvp in 2 steps. #1 Hire a well known unbiased pvper as lead pvp designer #2 Fix pvp. Thing is none of you have really tried to go about that yet? All I ever see is just threads about nothing which ultimately lead nowhere productive.
  35. 1 point
    I might come around with my priest, need some more faith on him
  36. 1 point
    It was barely part of the concept during the planning stages and was quickly dropped. Was brought up to gauge player reactions to full resets, map resets, etc. Much of the original Epic concept was far more draconic than the current implementation. Overall though imho, a reset will do jack#### to fix anything. Even assuming all of the exploits were patched and the code was 100% bug free, there's still one vital factor that would survive: the playerbase or rather the more toxic elements. Sadly seen it all play out before. No wild conjecture or wishful thinking required.
  37. 1 point
    People in both pve and pvp whine about slow ship speeds for years, and now someone is saying they're going too fast?
  38. 1 point
    I voted No just being an ass without knowing what the hell this was all about, the fact that a stealth change was put in place and was not noted in patch notes seems to be another instance of staff trying to avoid conflict with the player base. I would change my vote to Yes, but the poll has no option for changing this. How can this be a temporary fix while the players who choose to play HoTs have to wait months or even years for 'priest balance' to occur? This is another case of the dev's being unaware of the consequences of knee jerk reactions to the game.
  39. 1 point
    I WANT MY CHANCELLOR ROBES DAMMIT! @MrGARY
  40. 1 point
    That's all fine and dandy, but what about more uses for karma?
  41. 1 point
    This game wasnt built for third person view, meaning there's a LOT that doesnt mesh well with it (camera clipping through terrain, buildings, everything). It's a nice goal to aim for, but there's more to work on.
  42. 1 point
  43. 1 point
    I have a feeling they wanna filter out BL kingdoms out of the game, there is literally zero effort put in BL kingdoms for more then over a year now. Only nerf after nerf, and these simple fixes as mentioned in the OP aren't even looked at. Libila priests are also beyond useless now for quite some time. I think soon, BL will be no more.
  44. 1 point
    Equipped Artifacts There is a known bug involving artifacts that can be equipped on the body. This bug causes the artifacts to improperly remain connected to avatars that log out yet show visible on the ground with no way to interact with them. As the artifacts are intended to drop when the avatar leaves the world this creates an exploitable situation. Until this bug is rectified do not attempt to abuse it or you will be banned. Thank You, Wurm Online Team
  45. 1 point
  46. 1 point
    After removing the colossus third pillar conquered! Enclosure Arrival to Wolfheart from the north
  47. 1 point
    this is a five minute change, so you can expect this to be released with the next major update in 2020, called "Cooking: Addressing the Oversights"
  48. 1 point
  49. 1 point
    In my last thread about advertisement this is how you could have handled it rather then removing the thread. Players/customers who care about seeing Wurm spring back to life only want to know that there are in fact plans set in motion rather then the silent treatment we get. Most of the time and in my case as well we for the most part don't want to know how you are going to do something but that you are going to do something. You in your position can also take great advantage of these sort of threads just to see what players/customers might have for ideas that you and the Wurm team may not have thought of. Completely free of charge you have a brainstorming team at your disposal. And people like to hear themselves talk it makes them feel better so let them when you have everything to gain from it as long as it all remains to the point. Something that the Wurm team might not know can come from many of Wurms players. Such as the reason why many of us cannot get close gamer friends to even touch the game... They won't even make a free account and log in for a few seconds! There are multi reasons for it and many of the reasons stem from the lack of advertisement showing the many hidden gems Wurm has to offer. The entire Wurm community could provide many many suggestions that you could pick from. All you have to do is ask... Ask for what information you want more comments on, what aspects of the game could be the best advertised in the opinions of the players who try to recruit players into Wurm.
  50. 1 point
    We will be increasing our global marketing over late 2016 and into 2017 through various strategies including social media and advertising. Also, Taufiqkh is contracted part time to work on improving our payment systems and will also be working along with others on the planned account system in 2017.
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