Leaderboard


Popular Content

Showing content with the highest reputation on 16/03/17 in all areas

  1. 9 points
    Lol Says he wants no drama but copies personal talks Grow up kid
  2. 7 points
    See where it goes? How about starting with a simple answer to my e-mail at least? There is absolutely no info about the process or any developer positions, so please tell me what you expect us to do then. Answering that by a simple e-mail obviously wasn't possible. I even messaged you on Steam again after I recieved no answer to the e-mail, and guess what... you didn't replied as well. Of couse I could have messaged you again and again until you answered, but I'm not running after a position I'm not recieving any infos about. It looks like he's not even reading PMs, wich is highly unprofessional for someone in this position in my opinion.
  3. 5 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
  4. 5 points
    Maybe it's insane, but I suggested once to remove Ele map and replace with Chaos one (in current state), thus merging both clusters. It's almost win-win situation: - all pvp players on one server - Epic players keep their home servers effort, nothing is reset - Chaos players keep their map effort, nothing is reset - Elevation players lose their effort on the map but there could be possible refund for traders / deed / PMK founding costs (with deed planner you can even import deed map and check for materials, to get exact amount of any material used to add to refund) Other terms: - Chaos kingdoms are PMK after reset, now they can decide if they stay PMK or join one of three Kingdom presets - Epic players can join Kingdom presets on Chaos or one of the existing PMK - Name change possibility for players with the same or similar names or one-time change for all players
  5. 4 points
    Not that it matters at all but its not kind to not answer ur questions so here u go. Im a simple carebear who is playing on the epic cluster (HOTS) for some years, i suck at pvp and im not very smart.
  6. 4 points
    Out of curiosity, to me the idea of immersion is feeling like you are actually in the game living the experience which probably comes from the literary meanings of first and third person from high school English class. I don't really understand how third person helps you to become more immersed when you are looking down on another entity doing things from a celestial perspective? Its all probably completely irrelevant but it would certainly help me understand what you are saying.
  7. 4 points
    i know of two other extremely talented individuals who run extremely successful WU servers who also weren't even looked at when they apped up. If you knew how many bugs i see reported publicly or privately on a daily basis that take no longer than five minutes to fix (as proven by people who patch these things in WU VERY quickly), that are then abused because after two, three years these bugs aren't even addressed much less fixed, that only seem to ever get fixed when they are abused to such an extent that it personally inconveniences a staff member or a group of people who complain very very loudly to multiple staff members. I'd imagine your faith in the dev team would be as little as mine. Especially so when you link a recording of a bug in TS and ask how long it would take to fix, and three people who work with WU religiously all say a number under two minutes with no hesitation. Its quite funny really. This is ignoring stupid stuff like the wand of the seas bug being reported to buddha over a year ago, and then him saying he randomly stumbled across it a few days ago, a year later. Certain people can testify to this, if you demonstrate you are actually interested in getting ###### done for the PvP community, and i do mean demonstrate with action, i dont mean just say you care/are doing something, they will move mountains for you. I know people willing to get on and test things 6-12 hours a day, every day, but they aren't given the chance and they aren't encouraged, because the existing reward system is lackluster and there have been cases before of people not getting rewarded when they were told they would be, they don't have the tools to properly document and thoroughly test a bug or issue themselves without purchasing a copy of WU (and even then in some cases this can be inaccurate because many mechanics are different), and most times the bug or issue doesn't get fixed or addressed or even commented on. This goes hand in hand with testing new features, like the last time Buddha tried to change some stuff with PvP. I remember distinctly two individuals who stayed up all night testing something, i can't remember what, and they gave him criticism on this. They told him it was bad, they told him why, and they gave him data, and he replied by quoting their post and telling them to test it first. These people promptly went into teamspeak with us, complained, and haven't tested anything since because the developer who asked them to test something just dismissed them because he got bad feedback. Not very encouraging when you spend half your day doing something for someone else because they asked for feedback, and they don't even look at it, and basically tell you to stuff it.
  8. 3 points
    Jimbean reporting in on the idea. So, animal crates just have to happen. Period. How? Well, that is why I am replying to the post here. I have few ideas about how and the other how, and the one that comes after first two hows. Alright, lets get started, shall we? Animal transportation should be made user friendly in terms of interaction, but it should also keep the ''Wurm'' feeling to it. So, shortcuts are out of the game. Also some quick variants of loading and unloading. Animal Crates should require quite high Fine Carpentry to make them, and Mind Logic and Body Strenght to operate them. Also Animal Husbandry should play a role in all of this too. How? Well, animals usually don't like to be ''transported'', therefore there should be risk of animal catching a ''sea dissease'' or even die during the voyage. Food and Water should be made a requirement for animals to even make the voyage alive. A container for food/water, and once depleted, animals would get sick, and die of sickness. Those sick, would infect the healthy ones and so on. Pregnant animals should have a very high risk of miscariage, or death. Old animals would be more perceptive for sickness and death. Foals would be the right age, so I think. Hay stacks for food, perhaps some other type, I don't know - others should have a say on it too . How to load it? Crate on flat tile, animal lead by rope, right click - cage/load the animal. Hop on ship, load the crate. Perhaps even make a ship type only for animal transportation...don't know, maybe something of size between Corbita and the Small sailing ship? Well anyhow, I continue to the how to transport it part of it. I think animals are too fragile to be handled by single person. So, to be able to succesfully transport them, there should be a requirement for at least 2 (two) toons per transporting ship. One that steers the boat, and the other that is ''taking care'' of the animals while ship is sailing. The #2 toon is of course a passive addition to the whole transportation thing. As I wrote this, I have grown fond of the idea of ''animal transportation ship''. Caravels could be used for that, yeah, but... I would be thrilled to see a ship dedicated to animal transportation. With already made containers for food/water, and slots for crates of animals. Something in style of Carrack? maybe something smaller than that, but still. Well, as my 30min dedicated to this post are running out, I shall conclude the writings of a madman in hope, that someone will see this, and move the idea closer to realization. Thank you! Jimbean of the Paradise Harbour
  9. 3 points
    Talios, in time you spent with this topic, you could have your blacksmithing decently improved - problem solved (without need to chance source code of game, risking introducing another problems/bugs. )
  10. 3 points
    Lots and lots of crocodiles! Ultimately there's a lot still in the air with it, so I can't exactly go on about some, because I don't want to cause unnecessary complaints or panic over ideas, any ideas that we do flesh out will be floated around (see what I did there?) prior to implementation of course
  11. 3 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.
  12. 3 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.
  13. 2 points
    Raam's Weeping Angels farm during a cool moon event:
  14. 2 points
    So I've been playing wurm on and off for years - GV, Indy, Deli an Celi. Last time I spent any significant time online was just before that huge server opened up and decimated the 'old' server populations. The collapse of the village I was in was the last straw and I gave up. About a year ago I got the Wurm itch and tried out WU. After joining a developed deed I suffered a severe case of culture shock as most the players were already 99 in the major skills. Having skills become almost irrelevant just seemed to kill a part of what makes wurm wurm. So here I am again. Wurm is calling. But I'm lost as what to play. Deli was depressing last time I logged on, seeing decay and abandoned deeds everywhere. WU seems to be glorified minecraft with the focus on creativity, not skills. I rather like seeing skills ticking up. What's the current mood at the moment? Which game type? Which server? Is there any positivity anywhere? Would love to find a happy little deed somewhere.
  15. 2 points
    These are not of my deed, but are actually at @Shagsdeval's village on Exodus where he's hosting a sermon group.
  16. 2 points
    I play exclusively WU now. I would suggest looking at one of the WU servers without the fast action/skill timers, such as Mystic Highlands (light roleplay server) which retains vanilla Wurm's 1x/1x rates. There are also non-RP servers that do not have accelerated skill/action, or maybe one with a lower increase (Foreverlands, Sklotopolis) is all you need.You might find after a short time, you actually DO want to catch up a little faster to your old WO characters, , just not THAT fast. Trick is maybe to start a half dozen characters on a half dozen different servers and keep trying till you meet That Perfect One. Besides skill/action rates & mods, you will want to consider the temperament and the technical abilities of the server admin. Will they still be running this server a year down the road? Do they know how to prevent database corruptions and weird glitches? Do GMs exist to assist players with problems? Are the server admins non-drama, mature, and treating all players with equal fairness? I play on Sklotopolis a lot and I highly recommend it if you want something "like vanilla Wurm .. but better." It has a busy, friendlly player base however many have had an 18 month head start on you, so a lot of "high skill" players. I also enjoy Otherlands in part because their PVE White Light server is only two weeks old, so everything is still fresh and new, but it's super fast skill/action rates may not be a good match for you. Mystic Highlands is still "semi-new" as it only opened in December, and with vanilla 1x/1x skill/action rates, you can catch up easy enough to the early joiners. Wurm is a game for years and so spending days to find a right fit is time well spent.
  17. 2 points
    People are worried that instead of going 1,2,3,4,5, imp, repair. with the macro they are going to make it a tiny bit easier? lol +1 it makes sense and is a lot less hassle when your drunk but have the urge to imp some weapons.
  18. 2 points
    Few new screenshots. Reinforced cave floors Better cave editing (notice the contrast between reinforced cave walls and normal floors) Moo
  19. 2 points
    Alot of you seem to grasp the idea of Third person. And seem to agree with me. As previously stated. This is a personal opinion of course but some of you seem to agree with me. When you are looking at your character you seem to connect more to it and get more immersed, as it goes for me it really shines when you are using long idle animations such as Meditating / sitting etc.
  20. 2 points
    Well, I'll stir the discussion. Its becoming fairly obvious that Chaos and Epic can not, or lets say should not, coexist as two separate PvP environments for Wurm. One will always be accused of stealing from the other, and probably rightly. The most obvious decision would be to either delete one completely (Epic), or remove the PvP features from the other (Chaos). Or vice versa. Admitting to that is probably one of the hardest things I've done on this forum. I started on day one of Epic and would call it my Wurm home. The idea of losing all of my progress, all my history, everything that I've built up in Wurm for the past several years... is a painful thought. If Epic was shut down and I was forced to start over almost from scratch on Freedom, I might quit. I know at least half a dozen people that have quit Wurm because they already feel like Epic is going to be shut down. Wurm is all about long term progression. Putting months and years of effort and work into your character, your deed, your items... that is what makes Wurm great in my opinion. Its what brings me back to it over and over again. So losing Epic would be hard. Not just for me but for everyone that has played Wurm there. At the same time... shutting down Chaos, or removing PvP from it (again), would also be hard. The Chaos map is the oldest map in Wurm. It dates all the way back to the Wurmageddon. Its a piece of Wurm history that shouldn't just be tossed away. And its also the home of a lot of players. But more than that its been shown to me to be a gateway for Freedom players to experience PvP. They can go there with their established accounts and items and try out PvP, and many of them like it and would play there more. Having the ability to travel to a PvP environment and take part in Wurm PvP is a wonderful bridge between Freedom and PvP and something that should absolutely be encouraged. I'm so glad I don't have to make the choices facing the devs right now. It seems like no matter what happens they will be dooming players to oblivion and losing them from the Wurm community. I think right now, since we do have direct acknowledgement that they are discussing and brainstorming the future, we need to come forward and make sure we speak about this stuff. Because if we don't then decisions will be made without our input and potentially very hazardous to the health of this community (PvP). I know so many of the PvPers on the forums feel like they have been shouting at the top of their lungs for decades only to be ignored, but really I feel like this is the moment. Not since the dark ages of Wurm has the PvP community been this bad (small). It leaves the window open for extremely large changes because so few players will be drastically affected. There is a lot of potential right now. Imagine all the positive and constructive things you've been desiring in a Wurm PvP environment being implemented. Because from where I'm standing thats quite possible. If PvP is a long term goal for the development team. Then lets start giving some positive ideas and constructive discussion on it. If Epic has to die for PvP to live again in Wurm... so be it. But I would at least like the ability to leave the sinking ship, and I know I'm not alone in that regard.
  21. 2 points
    You can already do everything you stated. 1. Get into a wagon with 2 people, push the back of the wagon into the wall, you see everything and even can select all items on ground. 2. Mine entrance, just climb into a mine entrance you can see everything inside. 3. Turn you graphics really crappy so terrain doesnt render, all the dirt walls dispears and you can see the complete building tower layout. There are countless other methods at doing these things as well So would 3rd person give someone an advantage over all the other methods of doing the same thing? Not really.
  22. 2 points
    if you don't like the game.. f*^%k off...simple as that.. I hate these I am gonna rate what you call enjoyment articles.. telling us that we like our game for the wrong reasons. if Rolf is happy with a couple k of steady players including returning and regurgitating players then so be It I am happy too.. thanks Rolf for sticking with the original great sandbox game.. we sure would like to hear from you once in a while though we got kinda used to you talking to us.. and even visiting us. teleporting fiasco anyhow Happy Wurmin.. 10/10 nand really just buzz off and let us adults enjoy our game.. go play robotcraft or whatever you call that simpleton block game..really go do it..
  23. 2 points
    Nirav and Teeebomb and I: - built a road from Green Ring Express egress to basecamp - built fencing so people dont fall off the edge - cleared the entire lane from basecamp to the rift, so there's somewhere to fight - built a fountain - etc.
  24. 2 points
    Just to clarify, forum pm is NOT the way to apply. I thought it had been said before, but if anyone does wish to volunteer as a developer for wurm they can email Budda with examples of work and see where it goes. I'd also like to point out that we do consider both PvP and pve playstyles important, I'd like to see the bickering between the two styles in this thread stop, as it does not contribute anything to the conversation and only causes upset
  25. 2 points
    Just because you don't like an aspect of the game it doesn't mean is not important. I pay a subscription just as you do and I rather have pvp available to me. PvP is player generated content in a scale that non pvpers will never understand. Killing PvP in a game such as this will eventually kill PvE as well as the player base will have even less things to do, less options for them. I don't understand you. You always want to eliminate content in Wurm. First the rifts and now PvP? Is your vision of Wurm a farming simulator?
  26. 2 points
    Those planting the blessed lamps off-deed can always make a habit of checking them at a regular time to repair as part of maintenance. Just treat that as a responsibility for the players doing it rather than making some special case exception to standard high decay unplants code. As Wraithglow noted, ignoring ones needing repair will cause the lamp to decay away in time, enchantment and all, anyways.
  27. 2 points
    hueh i spam a lot when drunk, i chat with people not with kingdoms
  28. 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
  29. 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.
  30. 2 points
    And that's where the plan fails right away
  31. 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.
  32. 2 points
    +1, mostly because of combat. And a set of controllers
  33. 2 points
    Imo, more restrictions on home servers to create migration to ele would be better.
  34. 2 points
    I've been playing Wurm Online for 9 years and so far, I hate it. I'm going to give it a try for another 9 years. Will update you then.
  35. 1 point
    sounds about as dumb as the challenge outposts giving money
  36. 1 point
    In the past both cluster had its own unique features and stuff. Now epic has nothing you unique nothing to inticise players to go to it. It has the faster skill gain but that's only early on. You have grinded on both you know epic is only faster under 70 skill. Everything that was unique about epic was given to freedom and chaos. You can't imagine how much I would love for a Valrei event to happen on a chaos deed or freedom deed. Just to see the river of tears flow, and watch it be patched in hours. What I tried to explain to budda was that wurm needs to retain its current player base before it can gain more. No good to gain one new player with one account who probably won't be premium for long time or spend money to get deed and such than to lose a older player who probably has 3-5 + accounts and has them all premium not counting deeds and all the other stuff.
  37. 1 point
    Oh wow, you certainly killed the discussion there. Bravo, to the master debater. I hope you can read between the lines and interpret what I really mean with my sarcasm.
  38. 1 point
    I don't remember that ever happening but hes welcome to join hots-epic if he wants. I think it would be a good thing for devs to learn about how the pvp side of the game works through experience
  39. 1 point
    Tis true. Back when I played on Epic/Elevation I can recall having at least two or three conversations with you where you matched that description! o/
  40. 1 point
    Hey epic is dead again, lets reset the map! That worked last time! Right?
  41. 1 point
    i think the Co-oords in DB are in meters, you need to convert to tiles. think its dived by 4
  42. 1 point
  43. 1 point
    I am well aware of this problem. This becomes a real problem on PvP realms as well. Maybe with some sort of dynamic camera angle when hitting walls might work?
  44. 1 point
    I'm glad you finally took the time to figure the bug out on your own, now that it affects the freedom market, despite being messaged about it with the relevant problematic code included back in August.
  45. 1 point
    Idea wasn't just theory on DesV3. Local of 40 tiles was put into practice and the use of an active anti-cheat that removed any information being sent to the client for processing if it was more then the 40 tile limit also got rid of the cheating angle. Client performance impact was also positive because the client was having to process far fewer items leading to fights with larger numbers of players etc and way less lag issues when larger numbers of clients were in local. Higher player numbers in both fights and on the server then either Epic or Chaos can claim today. From a fight perspective, the local distance essentially closed to the same range as visual so if someone was in your local they were visible to you. This also meant that people off deed had much more of a feeling of being on edge. There was a greater fear of being successfully surprised and for those attacking there was also a much more realistic feeling that they could launch a surprise raid deep into enemy territory. This is more in line with real experience in the Wurm time period. I would go on to add limits on when people can teleport away to further enhance this suggestion (perhaps 5 minutes after enemy left local). ~Nappy
  46. 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.
  47. 1 point
    Yes you do, as changing the ServerID number does not change the entries in the Database.
  48. 1 point
    Some suggestions that might be added to the original post: A possible loading capacity: - Large Cart: 4S / 2M - Wagon: 5S / 3M - Corbita - 11S / 5M / 3L - Cog - 7S / 3M / 1L - Knarr - 9S / 8M / 5L - Caravel - 12S / 10M / 6L Or combinations of those *note: S=Small, M=Medium, L=Large* List of possible animals / cage; including some wild animals SMALL Chicken, Lamb, Piglett, Wild cat Medium Sheep, Pig, Foal, Calf, Bison calf, Hell horse foal (all three up to 1st adolescent stage), Large rat, Bear (black & brown), Mountain lion, Goblin (padlock required!), Black wolf, Cave bug LARGE Bison, Hell Horse, Cow, Bull, Unicorn, Crocodile, Scorpion, Lavafiend, Spider, Lava spider, Hell Scorpion, Troll (padlock required!), as well as the Champion versions of all animals. For "loading" the animals in the cage a hitch option will do. However, the wild animals need to be tamed / dominated before they're able to enter the cage Thorin PS: +1
  49. 1 point
    Figured I would update a pic for once
  50. 1 point
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up