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  1. 16 points
    [09:08:23] You have played 1000 days, 13 hours and 23 minutes. OK where is my no life title!!
  2. 6 points
    [01:05:03] This would cause a section of the structure to crash down since it lacks support. So, how about we get some supports for those poor arched walls? Empty frame with just two pillars to extend our arches by X floors. Same wooden trim as the arched walls, both side and one only (rotate option do the job) for those newly added wide arches and available of course for all type of walls.
  3. 5 points
    There have been plenty and we're still here. Just on this point - there are plans to work on mob dispersal that will likely come around the same time as the AI changes, however the time you're talking about when we first looked at the mob dispersal maps on Xanadu (and a few tweaks that were made), it was quite clear from those maps that mob dispersal was working largely as intended. The south of Xanadu at that time (and likely still now I'm assuming) was largely full of deeds and roads between them. With how the spawning works, mobs are less likely to spawn in heavily deeded areas just because there are less valid tiles for them to spawn on, couple that with spirit guards and tower guards that are normally in built up areas, plus those areas naturally being more traveled by players that will kill any mob they see when travelling, and you end up with areas with a lower density of mobs. Moving away from deeds in any direction towards more wild and unoccupied areas saw a denser number of mobs (as expected) just due to less people ever travelling through those parts.
  4. 4 points
    at some point, you have to decide if you are playing Wurm, or is Wurm playing you?
  5. 4 points
    Again, I'm not sure what you're referring to with lack of information of things, we work extensively with the bug boards, and provide a lot of communication with issues we are having with them. We work closely with WU modders as well with key bugs and those who provide information via code help greatly, and reward players who provide information about exploitable bugs and also key information regarding long standing bugs. This system is already there and we will continue to use it. Bug report rewards for non exploitative bugs are usually for larger impacting bugs, and aren't just handed out for reporting them,. It requires information which leads to them being resolved, such as the case of platinumteef providing that crucial bit of information. If you'd like more clarity on what/how we reward I'm happy to do so, but I dislike the idea of people only reporting if it's worth it, so please don't do that. As for volunteer art it becomes a lot of paperwork, and we've had issues with it in the past, which is why we don't take on volunteer art devs, we do outsource work though and that will continue to happen. I feel this is starting to move away from the original intention of the thread, and has become more of a general complaint thread, so I'd like to touch on a few things with that in mind. In the past there have been issues with bad practices, it happens everywhere. Not every developer or staff decision has been the best one, and we will always compromise where we can, and adjust based on feedback. Sometimes decisions are made for the wider focus of the game, and while it may impact some more than others, it's important that we continue to work on a broad focus. If you do have any issues with staff, the leads of each team and myself are there to talk with, I'm always willing to follow up with whoever I have to to get information. Our focus for the past year has been improving our footing with the existing systems, fixing long-term bugs and addressing imbalances. A lot of this work is ongoing simply because of the scale of it, major overhauls with a small team take time, and nothing will change that. With the addition of more volunteer (and paid) developers it allows us to work on more projects and key areas of improvement, and there are plenty of internal deadlines and all sorts of process that aren't available to the public, so rest assured, your suggestions of doing so are already in place. If you have issues with staff, or things you'd like to discuss you're always welcome to PM and I'm always happy to listen there. The mob dispersal map actually proved what we've said, mobs stay away from populated areas, and there's little spawn space for them. With that in mind though we'll work on an updated overview to actually discuss it and also discuss our plans for it. Oh, and as I've said before, wood textures are coming with the unstable client, our major focus is getting that stable and the main client first though. We have several devs working on getting that out and the wood colours will then start being worked on.
  6. 4 points
    It doesn't when commenting on some of those things is against the rules and/or censored. I'm not allowed to be specific, hence my generalities. If they applied equally, then certain people in positions of power would have been removed a long time ago instead of being granted more power to harass others. I personally have a few stories myself of people in positions of power who broke the rules, and nothing was done. If I bothered to dig through my logs I could show you an example where a GM left me/my character locked inside something another player had purposely sealed me in, and they never sanctioned the player for breaking the rules (Which stated you were not allowed to seal another player inside something). Was it favoritism? Who knows. I have other stories myself...like the time a CA set me on KoS across a highway, and a GM was called in and his response was to tell me to walk 2 tiles off the highway to avoid the KoS. Rather than deal with the rule-breaker. I've heard from numerous others with similar stories during the time I've played this game. (Off and on for about 3+ years.) That's not counting the original reason I first left, when a person was griefing me for months and kept calling GM friends in to harass me, and when I reported that 'up the chain', the head GM also didn't do anything about it, and when I tried to report it to the game creator every single message I sent was literally blocked/shut off. How is that equal treatment within said rules? What is the point in having rules that protect a certain class of people from ever facing the consequences of their actions? I watched a player who'd left the game and went elsewhere for awhile who came back to the game talk/openly brag in public chat about having used his mod powers to 'make people cry' and how he loved those tears. The person was a huge EVE fan, and they were discussing the toxicity over there and how much 'fun' it was to act like that. Sure, it's 'fun' for one party. Not so 'fun' for the other. Why would someone want to be decent to people who may be complicit in their own version of being treated like how I was previously? You're telling people to 'play nice' with people who aren't 'playing nice'. This leads to bullying. That's because some of us remember being told things in the past and then watching it not happen/take ages to be addressed/never get done. I still remember them telling us we'd be given back our wood textures. I can't even remember how long ago that promise was made. So you're telling us this may just be a 'short term' thing, but remember Rolf's bridge promise they still show in the launcher...we're worried this will just become the new 'normal', the new 'SoonTM'. So in effect, you're saying that people should just put up with a mechanic that was purely intended to waste their time? If the fixes had worked, the southern section of Xanadu wouldn't be mostly barren of mobs, we wouldn't be dealing with minor regularly occuring lag spikes + one major spike (update lag?) every day. Yes, you located the harvest timer 'thing' (Which was something that happened AFTER a mini fix that was done somewhere along the line triggered something else. I get how tweaking one thing can break numerous others. I used to build Starcraft maps in my spare time, along with RPG-maker, I have worked with 'triggers' and setting up the behind the scenes stuff to make a functional story. I know they need multiple iterations/re-working/exploring/testing to flush out bugs. From my time doing that stuff, I have a general overview of what makes Wurm function even. We're not all code-monkeys, but we're all also not total incompetents like we're spoken to as, a majority of the time.) See, the problem is, this was already said many moons ago in real life in one of the news articles (Before they changed them). They put together a mob dispersal map and showed it to us. Then nothing was heard about it ever again. It should've shown whole areas with barely anything in them, or huge clusters in certain areas (Figure deeds, and/or places where the mobs have herded to a coast.) They tried a few 'fixes' (I witnessed a few of them.) I had to save some people when they came back to the game and logged into one of those mob herds and promptly died. I had to help them kill enough/kite enough out to get their corpses. I've been around for some of this stuff. This was stuff that was said over 2 years ago. That's how long we've been waiting for these fixes. Yes, there's a 'small team'. Ignoring blaring problems like this for years? Not so cool. My aim? I want the betterment of Wurm. I want it to not frustrate players to the point they decide they'd leave instead of 'deal'. We get there's a lot of work to be done, a small team, and it's an old platform (JAVA *shudders*). Telling the players of your game to just 'suck it up buttercup' is definitely the wrong attitude. Like both Thorakkanath and Greyfox have both said, there's a bit of a customer service problem lately. The 'You'll deal with it and like it' attitude actually makes people rebel even more. Because they won't. Many, if they read those types of comments from a dev/person in power, would abruptly say 'I'm leaving, I don't like your attitude.'. Another big game company (The owner of WoW) has that same attitude of 'We know what is best for you gamers..' I've personally been boycotting the whole company/it's games after being a fanboi for years (I own all their games up to a point.). You lose your loyal people that way. I've pointed out numerous 'glaring problems' in my posts. I wasn't referencing the suggestion board here except in parting. (I don't even look in this forum's/game's suggestion section unless I happen to click over there when I see a 'recent' article that leads me over there.) Off and on. This game seems like more 'work' than fun some days. I'm 81+ farming. That skill seems to be purposely intended to make one login, spend hours dealing with your field, and logoff. But after doing that, I spend another half an hour milking my whole herd (I'm just under getting 53 milking for the +3 milking!), then I spend another half hour'ish turning that all into cheese (almost 43 Dairy Food Making skill) and I HAD been doing a lot of cooking to boost up the overall cooking skill, which the polling just messed up. I was able to sip a lemon juice and get 1 minute and 30ish seconds of cooking food affinity. With the instant polling, it would all tick over with that up. Now I have to start using a different one...(Which means finding another.) because it doesn't give me any timer on that and the meals take upwards of 3-4 minutes to finish all of them. I had made it to 63+ cooking skill and 82+ HFC. Otherwise I do whatever catches my fancy that day. (I have a tendency to become distracted and wander off and do whatever unless I'm focusing on a certain task.) I'm obviously someone who's 'played' a bunch. I must 'enjoy' it or have enough 'fun' around here to play this much of it. That's not counting all the other skills I have at decent levels. I usually participate in the missions on my server too, when there's one you can actually do. (A lot of them end up sitting there never completing until they fail.) There seems to be a lot of people who read my comments and think I'm just 'bad-mouthing' or 'trashing' the game. But I'm really not. I am overly verbose when I do speak on a subject, and some of the things I say may come off wrong due to mis-perceptions/lack of tone/inflections. Do I think the game is currently on a trajectory to ruin? I'm not sure. It's been chugging along at a steady pace, with at least a certain amount of people still around. Maybe it'll continue at that. Or maybe they'll make some decision which may wipe out their remaining p(l)ayer-base. Or maybe they'll do something that'll bring in a bunch of fresh people. Who knows. Time will tell. Nothing is ever set in stone. (Except Excalibur. :P)
  7. 3 points
    We are the Factional Fight Brothers and we love discussing all things Wurm! Join us as we construct great projects while we dream about what the future may hold for the game we love. If you enjoy our videos, please visit our YouTube page and subscribe to our channel. Hitting the like button also helps out our channel so much: http://www.youtube.com/factionalfight Come visit our patreon page where you can see our next episode right now before we release it on youtube if you become a patron of ours. Also, you will be helping support us in making these videos! https://www.patreon.com/factionalfight Episode 15: A Year in Review and A Look to the Future! We reminisce about what Wurm Dev team has brought to Wurm Online over the past year and, of course, speculate about what is still yet to come. The labyrinth is in the final stages of development and is ready for beta testing! Bonus Video 14: How to Use the Wagoneer! Episode 14: 'Tis the Holiday Season! Bonus Video 13: A Road to the Labyrinth Episode 13: Things About Wurm Online that Blew Our Minds Bonus Video 12: There was an Update to Mining! Episode 12: The Hunt Continues! Bonus Video 11: Happy Halloween! Episode 11: An Epic Update is Coming! Bonus Video 10: Should Wurm Get Rid of RNG? Episode 10: Special Guests - A Talk with Budda and Retrograde Bonus 9: Enchant Decay...What Changed and Why? Episode 9: Tree Collision is Back! Bonus Video 8: Does the Fatigue System Need to be Looked At? Episode 8: WOW! The Game Looks Amazing! Bonus Video 7: Where Have All The Colourful Animals Gone? Episode 7: The New Highway System Bonus Video 6: You Should Try the Test Server! Episode 6: The New Player Experience! We Found a Hidden Teaser in the Weekly News!! August Update - This is a Game Changer! Bonus Video 5: Controversial Topic...Trellises! Episode 5: UI, Highways and Animal Cages! Big Changes are Coming to Wurm Online! Bonus Video 4: Let's Discuss Some Suggestions and Ideas Episode 4: How to Build Your Dream Castle Bonus Video 3: Quick-Fire Questions while Finishing the Barracks Episode 3: Interview with Retrograde Bonus Video 2: Quick-Fire Questions with Retrograde Episode 2: Let's Start Construction! Bonus Video 1: The Mortar Making Factory (Previously Unreleased to Youtube) It's a Celebration! Episode 1: Factional Fight Returns Youtube Introduction Video: Factional Fight is Back Teaser:
  8. 3 points
    roflmao, i have a few rl books with "10 damage" on them too +1 be nice if the almanac was like a magic chest for paper only, oh and maybe 1 reed pen could go in there, like a pen slot / folder thingamajig.
  9. 3 points
    Enemy players can drain tokens on deeds to steal money from upkeep. You need to drain the token to perform certain actions, including breaking reinforced walls on enemy deeds, so players could block access to the token underground extremely well, meaning the token could never be drained.
  10. 2 points
    Hello every1. After looking for a bit of time, we managed to spot that green funky looking cow head in the woods of Cele. We decided to make it public for bloods, Stone cutting potions if Im not wrong. Fight will be at D 15. Just North of the small lake there. Deed is called Zaptojas. Due to start in Have fun yall
  11. 2 points
    You're certainly entitled to your opinion, but belittling us by making an absurd comparison to another game function that has to do with safety and personal space to make our quest for Quality of Life in the game seem like small potatoes is taking it a bit too far. To me tree collision is a big deal, especially now with all the new tree kinds that are huge and bulky. It was bad enough before with olive trees and it's even worse now with more tree kinds and increased usage of carts and wagons. If you feel so strongly about tree collision for immersion you can walk around the trees consciously while you play while we walk through them, that way we both get what we want with no need for arguing about it.
  12. 2 points
    Considering the materials used to make it..... excessive is an understatment. 1 String 0.20kgs, 1 piece of paper 0.01kgs, 2 strips of leather 0.03kgs each = 2.00kgs... I hope whoever did that math pays someone else to do their taxes. It should be 0.30kgs + contents (0.01kgs * 20 pages) = 0.50 kgs for a complete almanac. I think we'd all be happy with that.
  13. 2 points
    I was ready for this 10 years ago +1
  14. 2 points
    Ok this cat isn't funny and it's not my cat, but it's so cute it gives me brain freeze:
  15. 2 points
    i would like to try those other mmos with terraforming, im out of the loop and must have missed them. which mmos with terraforming are out there? its a serious question, i really want to try them out. all ive found are quasi mmos, not real mmos. minecraft, lfe is feudal, 7dtd, project zomboid, rimworld, wu, etc. currently playing wu, which is the most persistent ive found so far. im on a 4th server so far, all the first 3 died for one reason or another. If it was easier to start and maintain a server i would do so myself. ( i always had a uo server until a year ago, so i have some experience running servers, and i did start a couple of wu servers, privately. but its just too daunting for my limited knowledge of java to attempt to run a fun wu server ) dont know if it would hurt wo if a persistent mmo came out that had terraforming, but i would like to try it. as for the op, its easy to underestimate those numbers if you are in an aliance. but new players do leave due to lack of players too. I used to live on Exodus right next to Essert, or how i pronounced it my first 6 months, Ester. And saw dozens and dozens of new players try the game for a day or a week, then leave. Last i counted i had about 200 backpacks from them. It didnt matter if i helped them or not. i would guesstimate that out of a hundred, maybe like 5 or being generous 10 stayed more than a month. About half of those stayed longer. But they, whoever they are, do want to keep the game niche, for the few. The mechanics that have been implemented in the last 3 or so years, or 4 have all been geared to keep the game imposibly grindy for the AVERAGE player, and so the average player will leave the game pretty soon, usually as soon as they build their house, thats it. Every skill, every nerf, every new implementations are all aimed at wasting hours to for example gain very little in the way of skills. aint nobody got time for that. But im not ranting or complaining, thats what they want the game to be like, so lets accept that no matter what new thing they implement, or introduce will not increase population in the long term, not opening servers or gulp, bridges in mines? You should accept that thats the way its been designed and forget about population increase. Wurm has been designed for a very few people that can waste a lot of time in it. Some even do it for some profit, and in some countries, a couple hundred dollars is a lot of money. To bring a substantial amount of new players and retain them, wurm would need to undo a lot of things they have done in the last several years, even from when wurm started, and redo a lot of things that would be an about face to where they are headed. Understand this. Wurm is the way they want it to be, its been designed this way, stop asking for advertisement, for this and that, nothing will bring in the new players permanently . Its the game design in regards to time vs reward thats the fundamental issue. And by reward i mean fun. if you already play wurm and you like it, great, i love wu, and i loved wo when i played it, but please stop asking for new players, or for the wurm team to do anything about it. Everything thats being done is to prolong the status quo, with very few things added for quality of life. I wish i could explain it to you better but it is what it is. ps. more and more of my posts are being erased, so i want to make sure to emphasize, im not bashing wurm staff, the game is the way they want it to be. its designed that way. so its incongruent to keep the game like this and also ask for an out of the normal increase in playerbase. wont happen, you can call me negative if you want but im being neutral really.
  16. 2 points
    Cause stacking arch's on top of arch's on top of arch's just sucks. We will need of 3 types, left/right reversable pillar (left/right arch), center pillar (for t-arch) and a double (regular arch). +1
  17. 2 points
    Fixing badly made highways, removing catseyes and markers on abandoned highways (and fallen deeds) and the general hightech feeling are my main concerns as well.
  18. 2 points
    Wurm is a long term game that gets occasional spikes of players every now and then. Special premium-only events and new maps are the two main things that tend to cause spikes. If you look at the actual long term graph of premium players from the last 13 months, you can see the current numbers are just about the normal numbers that we have for most of a year, ignoring the two spikes for the anniversary last year and Christmas. (This is also ignoring the regular ~3k+ players we have on WU currently). Spikes are fun, but they usually tend to be made up of a bit of alts, as opposed to all new players. New players are where our current efforts are focused and we have a huge potential market that already find this game, sign up for an account and briefly log in on GV before logging off and not coming back. We firmly believe this is because of three main things - the quality of the tutorial, the quality of the UI, and the very first things you see when you first login. This is why all of these things are our major focus for this year, because fixing (or just improving) these will cause more of those players to stick around for longer, maybe actually complete the tutorial and know what the game is about, then head off to the main servers to play properly. All of this is based off data that we have and use to see where we can improve things. Other ideas brought up in this thread are great and may cause a slight increase over time, or small spikes every now and then - but fixing this glaring issue that we see through the data we have is the thing we're focusing on for now.
  19. 2 points
    I have played many mmos: Final Fantasy XI, Final Fantasy XIV, WoW, Guild Wars II, EVE Online, Everquest, ESO, SWTOR, and more. All of them brand names. Most of them with huge fan bases, huge communities, their own culture, extensive budgets and so on. However, it was in Wurm the first time I had a one on one conversation with a GM, and a one on one conversation with a developer. Over 20 years gaming and this is the only place I have ever seen a dev hold a public and intelligent discussion with a player. I dont know what world you guys came from, but few if any games out there have devs involved in the community half as much as Budda does here with us. Its not a common occurence, yet here its the norm. ...and yet people say they are not involved and they dont listen to the players? Give me a break. Go back to WoW and see if they listen to you there
  20. 2 points
    Ignore that tool, thanks for the offer, we need more stuff like this!! This dude is actually complaining about people not sharing uniques in another thread.. but comments here like an entitled child, just wow.
  21. 2 points
    Just to clarify, crucial information allowing us to reproduce the issue at will is what fixed it.
  22. 2 points
    What's wrong with having an 'impassable forest'? If anything it gives reason to roadbuilding and adds to the wilderness.
  23. 2 points
    Like we've said in other threads, tree collision has always been intended to return. One thing we will be looking at is improvements about how it works, trees close together blocking movement completely being the obvious one
  24. 2 points
    The boys are back in town! Guess who just got back today Them wild-eyed boys that had been away Haven't changed that much to say But man, I still think them cats are crazy
  25. 1 point
    Aye, you are right on that part, the helpful community is falling apart. Bugs, exploits and player greed do not help old-timers (read anyone that is not a newbie and know a bit of wurm history) to greet with open arms new players, specially when new players keep leaving after their first connection / building their houses... or leaving with your valuables. Rules / Staff rulling didn't helped either to recover lost items after theft, bug exploits or RL money ones (do i need to say Niru). I know a few players who left after all the built / worked for ingame was destroyed / taken away by ill intended players. Greed also seems to have replaced the spirit of some get together like the Impalongs, the free blood potion crafting and attaching at uniques hunt, treasures hunts became a money grab for some, trying to achieve the first place to sell the unique reward for large amounts, rifts the same with a good amount of RNG and the exploitation of the new runes market. We had options to shine but we didn't and when a few abuses events our staff worked to make, we are not sending them a good message either. Lately, the amount of griefing and toxicity is reaching new heights... where went those golden rules to settle away from others players, talk with your neighbors, work with the community when a few can change the face of the game (read landscape) permanently, against everyone opinions and have nothing done against them... or the changes they did. Where went the rule of "if the intent is to harm, then it's griefing" when you have people deeding right next to you to strip the land bare and mine a huge hole in it. Why some behavior must be accepted, like the fact someone destroyed the community spirit behind server wide spells (RoS / Yellowfingers) because they can and there is no rules against it. Yes, we can think it's fine, we can close our eyes, pretend we will be alright, but the issues are still here... and overtime more and more people are leaving due to them. Specially those who shined the most among us, the kind ones, the involved ones, those who trusted others and tried to build a good community and had the hard door of the reality slammed back in their face with the notice "it's your fault, you should have done it like that...".
  26. 1 point
    +1 Just unsure if rowboat should take any volume...to be able to... sell or deliver a full boat with crates and return with the spare rowboat..
  27. 1 point
    wut o.0 no.. I'm a everyday pleb ---edit btw keep up the great work
  28. 1 point
    Tree collision is an annoying way to make a game that is sometimes slightly annoying (yet some of us persevere) even more annoying. How will the game possibly be more fun if it gets in? No way, I would say.
  29. 1 point
    I've been saying we need more variations of mob strengths for years... My suggestion to it is that humanoid mobs should have AI that allows them to group up as a team creating humanoid camps where they somewhat spawn or protect a semi king or leader.. And like rifts allowing loot drop but not specific to moon metals only. I would love to see a mob of sorts drop a random armor piece made of random material at a random quality... Not only armor but any useable item the game already has. The sense of adventure would be much more real and fun. +1
  30. 1 point
    Nice fight thanks for the public invitation.
  31. 1 point
    I can really see these being useful, those annoying 1-2 tiles in your mine that need collapsing, but aren't worth the cost of getting a priest to come to you, that nice pony you just bred that has a lone bad trait, etc etc. So long as theres a favor cost for the spell at some point and an ordinary scoll isn't permanent, I don't see a problem. Just thought of another idea, instead of unique blood, what about using a gem with enough ql to store the favor needed to cast the spell + the special paper.
  32. 1 point
    I highly Recommend this Guy, Very Fast Delivery, Great Deals, Very Nice/Respectful
  33. 1 point
    I have only the token outside of my pve cave town. I figure it can be good if people can reach token to see who is mayor, and also the compass and other things.
  34. 1 point
    +1000 This would open up so many options, especially with the new arch styles available. PLEASE Devs, hear us poor pitiful builders and bestow your benevolence upon us with 3 pillar wall styles. This exactly is what we need. My wagon storage is a little short without it.
  35. 1 point
    the current wood texture is hideous, so as a WU i changed it, and it looks loads better, are you not able to change texture files in WO?
  36. 1 point
    If another MMO came out with terraforming I think wurm would die overnight.
  37. 1 point
    +1, decay of loose pages seems reasonable but decay of pages bound into a book is just bizarre. Some of my reports already have 5 damage on them. These are items with an initial Q of 60, stored inside a book, that inside a chest, inside a house, on deed with full upkeep. I am pretty sure I wrote those reports on paper rather than slabs of raw meat. Even the cheapest, most acidic paper takes years to brown. I own paperback books more than 30 years old, of the cheapest construction, with perhaps "10 damage" on them. Generally I like the almanac mechanic and would enjoy more of the same. Animal husbandry, butchering, mining/prospecting, astronomy, mapmaking; you name the subject and I will be right there with ink, paper, and pen to make a book for it. Just please remove or greatly reduce damage on bound pages.
  38. 1 point
    I noticed that this mod comes with a file named "creaturepack.jar" in the mod folder ("creaturedemo")... Given that I've seen many references in this thread to serverpacks but can't seem to find specific mention of this, I wanted to ask. As a server administrator, do I need to copy the "creaturepack.jar" file into the "serverpacks" folder for it to be sent to players? [EDIT] Figured it out by looking at the Wiki page for the actual serverpacks mod... For anyone curious (info may be helpful to someone which is why I'm putting it here under my question): Each mod is able to include a "serverPacks=" entry in its properties file. ago1024's serverpacks mod will look in each enabled mod's properties for that line and send the JAR to clients. CreatureDemo (this mod) has such a line, so it seems it doesn't need to also exist in the "serverpacks" mod folder. [/EDIT]
  39. 1 point
    I was a Wurm Unlimited player for the majority of 2016. I created the Datamining Thread, revealing a vast amount of knowledge and debunking myths for quite some time. I've also created several public and private mods, for both client and server. Finally, I'm also the owner of the Wyvern Reborn server - a reboot of the most populated Wurm Unlimited server for the first year of the game's release. I don't play anymore. I don't mod anymore. I hardly look after my server anymore, to be honest. I've burned out and lost interest. It's not because Wurm is not appealing to me, I really enjoy the game. I have about 3000 hours played. It offers a freedom and intimacy very few games can match these days. The community surrounding the game is incredibly receptive. So why is it that when I try to open the game again and play or mod, I can't bring myself to do it? It's a bit of a rant, but I think it boils down to the progression of the game's development. Over the past year, I've seen the implementation of Rifts (which were not included in Wurm Unlimited, but oh well... it was added), changes to armour and DR, and an overhaul of the cooking system. These are the "main" highlights that I remember from changes made to the game in the past year. While these additions are welcomed and definitely a positive for the game as a whole, I believe that effort would be better spent elsewhere. These changes seem to be focused on maintaining the current community instead of opening up the ability to obtain more players. User Interface The User Interface is far and away the most dated piece of the game, and something that lies at the very heart of the game. You interact with it almost constantly while playing, yet it's design is so dated that a new player would struggle with understanding what's on each menu, much less interact with it. Have you ever noticed the following: You cannot change the text size, it's pixel-locked and cannot be changed. Players who struggle with reading small text and using high-resolution monitors will struggle to read anything on the screen. You cannot "float" all chat boxes, Event and Combat remain locked as tabs next to eachother, both cannot be opened at the same time. You cannot create your own chat boxes to filter for specific types of chatter, such as an Alliance + Village + Say + Team tab that shows all of the above. Text color is basically un-used throughout the whole UI. It boils down to certain types of messages being green, yellow, or red; rares are blue, and activated item is green. That's about all the color you get. New players have a hard time distinguishing the difference between a weapon that's equipped and an item that is activated. I'd like to have you imagine some changes to the User Interface, using other games as a rough example of what the UI could be with a bit of work: Inventory/Container UI: SkyUI from Skyrim Notable item interface differences: Tabs across the top to sort by item type. Item search filter in the top right to find any item you're looking for no matter how many items are cluttering up the container. Columns with information that adjust depending on what type of items you're looking at. Icons denoting important modifications on items to the right of the name. In the example above, it's a red hand for stealing and yellow star for favorite. Imagine if you could see an icon for each enchant that was placed on an item in Wurm. Chat Box Default ChatBox from World of Warcraft Notable chat box differences: Color coded messages to quickly identify where a message is coming from. Green for guild, tan for public channels, white for say, red for yell, blue for party, orange for raid. Ability to quickly do a page up, page down, and "down to the bottom" through the buttons on the left. Ability to create your own tabs ("p" in the example above) with selections of what type of messages you want to see in that tab. Ability to link items, abilities, skills, whatever. Wouldn't it be cool to link that rare hammer you just made to GL chat, only to get 1-upped by another player with a supreme? What about selling items, just link the item instead of having to type out QL, enchants, rarity, etc. Combat Log My mod for Wurm Unlimited, Better Combat Log, and Combat Metrics for Elder Scrolls Online Notable combat log differences: Color coding to identify when there's a hit, miss, parry, block, etc - allowing players to get an overview of the fight at a glance instead of having to read every line for information. Ability to filter out certain types of messages to only see what you want to see. Don't care about miss/parry/block? Filter them out and you'll only see when damage is dealt or received. If desired, this can lead to combat statistics being shown, such as miss % and other factors, so players can further understand what is happening during a fight. Exploration Incentive & Competition Right now, I feel Wurm does a fairly poor job of giving incentive to explore and expand. This is probably more of a personal opinion than a widely accepted view, but hear me out. There's usually very little reason to leave your deed after it's set up properly unless it's to trade or hunt. Many players have adjusted to this and simply play on their deed, accepting that's what's the most effective way to play. I would recommend giving people a reason to explore outward, and potentially expand to claim resources on the fringes. Give players some type of treasure to hunt or mission to do that isn't grinding that next skill as high as possible. This was a concept I tackled mildly on my server, to moderate success. How I did it on Wyvern Reborn: Implementation of the Depth Drill. It functions similar to prospecting, but worked on corners of dirt (or any non-rock surface). It would use your prospecting skill to give you an "analyse" type of output for the ores around the area, as well as the depth to get to rock. This allowed players to "prospect" areas of the map without having to tear up the terrain to get to rock. Next, I implemented a system where any unique that was slain would bless the world with precious ores. 20 moonstone ore veins would be spawned throughout the world at completely random locations. When one was near a settlement, it would say so in area history. This created a sense of treasure hunting. When new veins spawned, the owners of the settlements would start to survey the area around their deed, trying to find where the ore had spawned so they could mine to it and reap the rewards. For abandoned settlements, players made a point to check around the perimeter and see if the ore had spawned off the deed, instead of inside. This lead to players moving throughout the map and exploring areas they've never been before. Beyond that, uniques also spawned pillars of faith throughout the world, allowing players to consume them for ~1.00 faith. This was particularly appealing for high-faith players who were looking to push that 90+ faith area without having enough citizens to do sermons. What these systems did, when all combined, was create a way for players to explore, run into other explorers, and be rewarded for their efforts with something that was difficult or impossible to obtain elsewhere. I'd like to see Wurm adopt this type of mentality for future content updates. Implement some risk/reward behavior to encourage players to break the current gameplay pattern that's been established and try something new. TL;DR: I'd like to see an update to the core systems of Wurm as they stand, instead of the current path of adding new content that further reinforces already existing gameplay patterns.
  40. 1 point
    Read: most happy people are too busy playing to bother with the forums. Although... some of us do sneak on the forums at work.
  41. 1 point
    As with just about any community in the World, the unhappy minority are usually also the most vocal. If the unhappy were a majority, WO would not be here.
  42. 1 point
    Private loot but announcing it means you just stand in local while the people having the kill does the fighting. You get free blood and be on your way. They do all the work. Anyway sorry I can't be there tuga. The whole moving thing and no internet at new house yet. Have fun.
  43. 1 point
    I hear it sells faster if you bump it every 69 mins
  44. 1 point
    This excites me beyond belief. These cats are one of the few reasons I found and learned about this game. Their channel has been both informative and entertaining as they help illustrate what Wurm is about. I know there are a couple of others I have ran across who also produce similar content. Your hard work and style Factional Fight is much appreciated, welcome back and perhaps I will visit you on Xanadu. ~Riddles "Hi, I'm new here."
  45. 1 point
    ARRRGHH YES THANK YOU! 9 SEASONS AND A MOVIE! FOREVER AND EVER!
  46. 1 point
  47. 1 point
  48. 1 point
    It has come to our attention that some Wurmians are feeling anxiety about this simple astronomical occurrence. We astronomers here at the University feel compelled to assure everyone that this unusual conjunction will probably not precipitate the end of the world. It is simply a matter of some large rocks orbiting in space. Aligning their gravitational masses so as to induce freakish distorting tidal forces of unprecedented strength upon the crust of our planet. Really there is hardly any danger at all of rupture or ... more severe consequences. And besides, if worst should indeed come to worst, our Philosophers remind us that death, be it even the most protracted and agonizing, gasping for thinning air as enormous volcanic fissures gape and the ground crumbles from beneath one's feet, is merely a new beginning.
  49. 1 point
    I would say get in touch with JakeRivers and Nadroj - Jakes mine is amazing, also I believe Nadroj has a big project going there including canals around his deed.
  50. 1 point
    This is not cats but it reminds me of the lazy brothers cats:
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