Leaderboard


Popular Content

Showing content with the highest reputation since 03/23/21 in all areas

  1. 47 points
    Pictured is Kadmint's Whisperfell castle, on Release in the Southern Isles! Hello, Wurmians, and welcome to another Valrei International! This one is a very exciting one for me because I get to introduce our newest critter that will be populating the world of Wurm. I've been dying to tell you guys about them! The devs have been hard at work implementing some changes for the upcoming Animal Update, and there are some exciting things on the way! There will be several new traits added into the game to improve animal husbandry and production, and provide bigger benefits to keeping and breeding critters of all kinds. These will also make having higher animal husbandry more helpful rather than detrimental to breeding like it has been. In addition to that, we are getting an adorable new creature… Allow me to introduce the donkey! These cute little critters will be available as a mount for non-premium characters, so say goodbye to the days of slowly plodding along on cows. In addition to new traits and donkeys, we are going to bring a bit of personality to your herds by introducing slight variations in body shapes for horses. Who knows, with these little guys running around your fields and pastures, you might also find a bit of a surprise once they’ve mingled and gotten “comfortable” with your horses… In-game Wurmpedia and UI fixes Another project we have been working on is finalizing some finishing touches and fixes for the newer UI, addressing concerns that some have had with it before removal of the old UI. This includes an update to make the Wurmpedia more accessible than ever, with the entirety of its information conveniently available in game. The screenshot above is just a concept, and it will be adjusted to fit visually with the UI by the time it is added in. The removal of the old UI will be announced when this update goes live. Stability Issues As you all may have noticed, Golden Valley has been having a bit of trouble getting situated after the migration, but today’s update will work on some stability issues and reduce the lag we have seen on all servers lately. That’s it for this week’s Valrei International! If anyone needs me, I’ll be busy expanding my stables and preparing my pastures for the adorable herd additions on the way!
  2. 27 points
    This Saturday, the day before Easter, we are blessed with a Green Dragon that has been given up for public slaying (barring his skull, that's claimed by the finder, but everything else is being rolled)! I've tried my best with the maps here, but Xanadu is a big place. Might be one of those times where saying "the northmost piece of land on the southern shore of M12" is the easiest way to direct people This is Xanadu. Not one of the smaller servers. Set off EARLY, especially if the winds are bad, or risk missing out! The dragon will be slain at this time, if all goes according to plan: You found the very hidden Easter egg! And a chocolatey Easter to all!
  3. 25 points
    In a celebration of old videogames that paved the way to Wurm, I present: Form a party and take on the Venerable Black Dragon Hatchling! In this epic 2006-era game you can team up with your friends and take on this incredible beast! Your party will get armoursmith blood and hide (100% drop rate) with a chance of getting the Bone, Skull or other parts! This world event will be taking place at this time: Be sure to get there early to not miss out! Also given how well it was received last time when I accidentally put the time an hour later, I'm considering a general change to a new time. This hunt uses the usual time (7pm UK time), but I have a poll to see if moving it an hour later would be a popular choice. The time for this slaying will not be changed by the results of this poll, instead it may change future ones. Edit: yes, the poll does close at the time of the slaying
  4. 19 points
    Image shared by Seriphina: Lorewood on Xanadu Hello, Wurmians, and welcome to another Valrei International! This one is going to be a bit short and sweet, with a small bit of official business, a teaser of an upcoming furnishing item, and some events going on through the upcoming holiday weekend. Discord Survey To start things off, we are looking for some feedback about the official Wurm Online Discord Server. You can find a link to the official Discord here if you haven't joined but would like to. Below is a link to a short survey asking a few questions about your experiences in the Discord. If you have any suggestions or would like some changes, please take advantage of this survey to bring them to our attention. Thanks for your time! Click here to head on over to the Discord Survey! Rest Easy And now, on to the teaser! I'd like to introduce a new furnishing item meant to make early days easier on newer players... The Straw Bed! Gone will be the days of struggling to skill up enough fighting skills to slay those bears for furs to make beds, braving the wilds and risking your life just for some sweet sweet sleep bonus. The straw bed will be much easier to create than bedrolls and regular beds, with a bit less sleep bonus gain. Easter Celebrations! Easter is coming up next weekend, and we will have a new decorative item as a gift inside foraged Easter Eggs this year! Premium players will be able to go foraging to find their personal Easter Egg with this special gift inside. Everyone will be able to find the usual Easter Eggs on the ground, though, scattered by busy little bunnies. Available to collect for two days starting at 10am server time (CEST) on Easter day, Sunday April 4th. There are two community hosted events coming up over Easter Weekend on the Southern Cluster: The Easter Impalong on Deliverance and a slaying hosted by Stanlee on Xanadu. If you're looking to get out of the house (or the mine) and join some others for some holiday fun, be sure to visit one (or both!). That's it for this week's Valrei International. See you in two weeks for the next! Hopefully I will be seeing those of you from the Southern Cluster during the Impalong and dragon slaying.
  5. 19 points
    ... Which is why we're hosting another public dragon slaying! \o/ This time, it's a red dragon hatchling! The beast has been penned and deeded. The event will take place on monday 9pm GMT+2 Location will be disclosed ~10h before the event. The location is.. once again.. very close to our deed (It seems to me like we have a dragon's den nearby)! Feel free to swing by and chill at our deed before the event (we got all the altars!). Please don't use carts and wagons while attacking the dragon!
  6. 16 points
    The devs do events for holidays, players: "THIS EVENT SUCKS, YOU SUCK, EVERYTHING SUCKS" Devs DON'T do events for holidays, players: "OMG, NO EVENTS? LAZY DEVS"
  7. 14 points
    One of the things that has been tried in the past is actually making most slayings public (for the space of about a year and a half), all that did was make 200-250 toons in local "mains" for loot rolls, which ironically lead to the system we have now of everyone in local is rewarded. This only leads to lag because of the poor optimization that wurm has. I've found lots of uniques, both as part of a group and while out searching on my own, just from roaming the landscape, but it took *hours*. If you want a show up and kill dragon to get loot style "dragon hunt from the skye beam". Then yes rift style will work. If you want a unique boss fight, then that's something else all together, uniques have a long and very troubled past, from the time someone whispered rolf and told him they were too easy, and the next weekend no one could hit a dragon, to the penning that has been patched, ninja patched and still goes on. The history of uniques and the bickering, fighting and greed tends to go with them is as old as wurm. However people need to decide what their aim is in "fixing" the problem, do they want to reward every prem account in local? Do they want a hard fight? etc. Before they can know how to go about providing a good solution, the irony? In a game as big as wurm, you will have sectors of the populace that each want different things. I can't tell you how many times I've heard "i deserve dragon loot for being a wurm player", regardless of who else went to the work, expense and so forth of penning and locating said creature. I can't tell you the amount of times I've encouraged people to make use of the mechanices to actually go out and look and been told "i can't be bothered" because "everyone else is better". This tells me that a lot of folks in wurm simply don't want a better system, they want a vending machine style system for "valuable" loot. Pingpong
  8. 14 points
    So, there I was, sailing home from the latest Cadence rift, when as I attempted to cross the server I was attacked by sharks and knocked from my ship. Not wanting to drown, nor be shark bait, I attempted to get back into my ship, and boom, I was knocked back out again. Over and over this happened until I logged out. Long story short, I was stuck and teleporting. After relogging, I was able to finally pull my ship away from the server border and regain my bearings. But my trusty sailor hat was missing, as was all my other equipped gear. Starting to panic I looked all over around me in the water, but could find nothing, not even a stray fish. To make this story even shorter, I submitted a ticket to see if my lost items could be found, then I sailed home to rest after a long hard fight at the rift. Within a few short hours I was contacted by the CM/GM team and they went to work finding my items at the bottom of the ocean (database really). So in the end, my missing items were able to be fished out of the depths of hell and returned to me, a bit water soaked but still intact! I know many times the CM/GM team are on the receiving end of unhappy players and often times it is the bad or complicated issues that are pointed out and see the light of day. I feel it is important to highlight the opposite as well, as often times gratitude is not shown or thanks given where it is due. So this is me saying thank you to the CM/GM team for rendering help when needed. I know this is a game, but so much of our lives are invested in what we do and who we meet in these wonderful worlds, that this experience of outstanding service and concern brought a tear to my eyes and a smile to my face. So I tip my hat to those that helped me and the rest of the team. You know who you are! Thank you for making a bad day good!
  9. 13 points
    Hey guys. Anyone that is around from years ago will remember Mikeyyaya, founder of the awesome deed Hell's Kitchen. While we have not been in the game in a while, I have kept in touch with him over the years. Some of you may know that Mikey has been battling cancer the last few years. I spoke to him today and the cancer has advanced and he has decided not to have any more treatments. He is going to spend the time he has left enjoying his family. He asked me to let his fellow Wurmians know. Mikey has always been a great friend, and taught me a lot about Wurm. He was very patient with me and was always willing to help. I will always remember when the hubs and I first returned to the game after some time away and we had no home. He let us live at Hell's Kitchen and hooked us up with gear. He made some great weapons and armor for us and we went on many hunting trips together. All through his cancer treatments he has remained upbeat and always such a funny guy. If anyone that spent time with Mikey has memories they recall or want to share some good wishes for him, please post them here and I will pass them along.
  10. 13 points
    So I have been thinking about a concept that could possibly help with how we deal with uniques and especially killing them and making it fair for everyone. The biggest issue I see is, that people pen them, may or may not host a public slaying so you can get some blood from it. Most of the loot is kept to those who find/pen it. Sure, it's a reward for them going out of their way and locate it but I believe there is a better way. Why not make them more like an event type of thing. Have them be announced on the server (and twitter, Niarja..) and have them be at a specific spot which is undeeded and protected from founding a deed there. Kind of like a rift. Which brings me to the next point: Loot distribution The total possible loot (Drake hide, Dragon Scale, Sorcery items..) is based on how many people participate. Now there needs to be a threshold for them to account for more scale/hide and all since you'd just bring 500 alts and get more loots. So make it that loot gets rolled based on the Rift system. Kind of I guess. The more you hit/deal damage, heal and so forth the more points you get. and then you get rewarded for it. So you would get [Your points] / [Total points] of [Hide, Scale and Sorcery items]. Sorcery items should be rolled based upon the top 33% of the players or so. (Maybe have one charge rolled for the people at the lower end too) Up for discussion I guess. So even if you did not really help much you will still get something. And everyone should still get blood since that's already fine I guess. And the more people chip in and help, the more everyone gets. I hope that alts will not be a problem otherwise there needs to be some thresholds in order to get rewards. Overall you would be able to attend much more slayings I assume than you probably can now and effort would still be rewarded. I know this would mean that there is no actual hunting anymore. But maybe that is the thing we need to cut in order for more people to join and leave with loot happily. Disclaimer: I did not post this in the Suggestions, because this is far from a final form but I wanted to see if what the general feel is in the community and if that would help or not. If it doesn't well just scrap my idea and move along. But having uniques a public event type of thing is a much better idea I imagine that how the state is now. EDIT: I forgot a major factor! All events will be once a month on a random weekend day. And to make it fair for everyone, they will be 8 hours later on the next event to account for the different time zones. Starting at 7AM GMT on a Friday to 11PM GMT Sunday. That would fit more timezones and different lifestyles.
  11. 13 points
    Hiya, So nice to see Charcoal found. Grats on the find. Yes Charcoal broke out quite a while ago. Near a year? She's a black drake that was hatched by Zalifear with a Huge Egg he had. Halloween 2014 was to be her birthday, but she was a bit eager on the hatching by a couple of days. At first Zalifear had her penned up on his deed there on Xanadu, but it was not properly constructed and Charcoal mine the floors and walls like crazy. What a mess. Zalifear had to think of a better way. He did.. he came up with an amazing design that bafflled Charcoal for at least 5+ years. It just happened that the ideal location happened to be right there on my deed. So the new pen was constructed and I became a Charcoal babysitter. After Charcoal broke out, Zali and I went for a look around. We're surrounded by 3 mountains and a one sea. No sign of her around us, she didn't seem to be on the 'tether' anymore. Even if we found her, neither of us wanted to organize any type of kill. We could have re-penned, but even that seemed to be too much. So we decided to give up the search and let her be free. Thanks so much for finding her and organizing this to be public. I hope there are thousands and thousands of bloods and Charcoal Hide spread around the lands, and I'm sure Zalifear feels the same way. It was a wonderful experience in my Wurm life. Thank you very much Zalifear for allowing me to be a part of it. Edit:
  12. 13 points
    Wurm Online Content-Oriented Roadmap This theoretical roadmap is a series of planned development updates which serves as an alternative to the current direction of the game. The current direction leans heavily towards maintenance and minor updates, whereas this roadmap will focus on expansion. The goals of this roadmap are twofold. First, it is aimed towards streamlining some of the more overbearing systems of the game, making them more approachable and easier to work with. Secondly, it aims towards giving new content for players who have stuck with the game for years. With these goals in mind, the organization of updates is slightly changed. Every month, an update is released with any updates and bug fixes that are relevant to the game in current form. Every several months, a sizable content update is released providing a new or overhauled system. These updates are explained in this document. Every year, a major “expansion” update is released, providing major changes to the fundamental game and accompanied by a new server and marketing video trailer. The new server will always be changed in some significant way, and is not simply another basic server to the existing clusters. Additionally, these new servers will have some form of link to existing servers. These will be explained further in this document. Content Update: Adaptive Journal - Est. July 2021 The first major content update would be the adaptive journal. Major goals of this update: Streamline the existing journal. Add tutorial elements to the journal that help new players. Create branching paths within the journal so players can specialize and learn about aspects of the game in more detail. Make rewards meaningful to the players who unlock them. In an effort to streamline and replace the existing journal, this would be a more expansive iteration that would focus on more detailed aspects of Wurm. It would start with the more generic options, then expand into skill-oriented subcategories that would provide unique bonuses to those who would seek them. Additionally, each journal entry would be accompanied by a minor text-based tutorial “?” that players can click on to find out more about how to achieve the goals and what they mean. This can also be used to present more complex mechanics to the player in approachable format, such as animal breeding and combat. As an example, here would be one of the first journal objectives, alongside the tutorial. Note that the tutorial text would be written better than presented here. This is just an example. Basic Woodworking (Reward 1 hour sleep bonus) Activate a hatchet Chop down a tree Chop a felled tree into logs Create a shaft from a log Create a mallet head from a log Use the shaft and mallet head to create a mallet Tutorial: “With your inventory open, double-click your hatchet. This will activate it, turning it green on the bottom of your inventory. Next, find a tree. The tile below a tree will tell you what type it is. When you examine a tile, it will also tell you if it is on a deed. Find an off-deed tree, then right-click the tile and chop it down. This may take several actions. You can examine the tile to see how much damage the tree has taken so far. Once it reaches 100, the tree will fall. Once you have felled the tree, use your hatchet on the felled tree and “Chop up” to create a log. Most trees will allow you to chop up a felled tree into many logs. Once you have a log, pick it up into your inventory, and use a carving knife to create a shaft and mallet head. When you have both items, activate the shaft or mallet head, then right-click the other item to begin crafting the mallet.” These are the basics, and are much more “focused” tutorials that appeal to skilled players who want to achieve everything in the game. Here’s a high-level carpentry journal, with some additional context in brackets: Master Carpentry Rewards: 5 hours sleep bonus [Sleep bonus is always nice] +3 maximum build limit [Build limit is the amount of walls/floors when building a house. This adds 3 to the maximum limit, allowing players who completed this journal to create larger houses (such as they had +3 carpentry skill).] 10% carpentry improvement bonus [Increases the amount of QL when improving by 5%. If an item would go from 50 to 51 in an improvement, this would make it go from 50 to 51.1] 10% carpentry rarity chance [Increases the chances an item goes rare when improving or creating a carpentry item by 10%] Objectives Create 5 rare, supreme, or fantastic carpentry items. [This is the most RNG-oriented requirement, but has few enough item requirements to make it attainable by dedicated players. Simple items such as shafts and planks count towards this progress.] Improve 10 unique carpentry items past 90QL. [This means unique types, such as 1 mallet, 1 spindle, 1 grooming brush, etc.] Improve a supreme carpentry item past 90QL. [This can be any supreme item, even if it did not originally belong to the player. This means players can buy a supreme item to improve to finish this journal entry.] Plan and finish a house with at least a 7x7 open area inside. [Any house design will work so long as a 7x7 open area exists within the interior.] Build 50 wooden house walls finishing at 70QL or higher. [This will require the player to use high-QL planks when creating the house walls.] This carpentry journal would be focused towards those who have high skill in carpentry, while not being mixed in with combat goals like the existing journal. The rewards would be specifically oriented towards carpentry based activity. Other journals would have similar rewards, focusing their reward structure towards benefitting the skills that unlock them. Content Update: Combat Overhaul - Est. October 2021 The second major content update would be a real combat overhaul. Major goals: Make combat slightly less random. Do not make players weaker as a result of the overhaul. Allow dual wield to become a viable combat strategy again. Implement new mechanics which benefit non-priest combatants. Update key binding system to allow for contextual combat binds. Interesting mechanics added to each weapon archetype to allow for more style expression in combat. Special moves would have synergy with each other. This combat overhaul would reduce the amount of random mechanics that take place in combat. The mathematics behind accuracy would be adjusted so that strong combatants would have a higher hit chance against opponents. This should result in combat speeding up a bit, as more hits would land instead of being misses or parries. Dual wield has been in a sorry spot for a long time now, and would be changed dramatically. Randomization of time between offhand swings would be eliminated and rebalanced to be more consistent. It would also be allowed to swing at all times instead of only during odd combat rounds. Focus and special moves would be enabled at the start of combat, instead of requiring time to use. A new “kick” mechanic would be added for players who are not using a shield. This would replace the slot for “shield bash” in the combat UI. Shield bash would also be updated to guarantee an interrupt of the opponent’s current action upon completion. Priests who use kick or shield bash would not interrupt the opponent’s action. Additionally, non-priests would have the difficulty of increasing focus reduced (meaning it’s easier to focus). Priest focus difficulty would remain at current levels. Key bindings would be updated to allow for combat-specific binds. This will be an option turned off by default that the player can decide to enable. When a player enters combat, they can have their keybinds adjusted to combat actions instead. For example, a player might use Q to improve and E to repair. However, during combat, Q might turn into special move 1 and E might turn into special move 2. This allows the control scheme to switch during combat, allowing players to have a “combat” binding setup and “non-combat” binding setup. Each weapon archetype would have a specialized mechanic which allows for a certain style of play. Swords - Riposte: Build up riposte points in combat. These can be spent on special moves which queue a counter-attack when next struck. These counter-attacks will apply debuffs to the opponent. Axes - Rage: Build up rage, increasing damage. Spend rage on special moves with deadly effects, including bleeds and infections. Bleeds would worsen quickly during combat, and infections would be difficult to heal. Mauls - Balance: Use special moves which adjust the balance of the maul. One side of the balance is more offensive, whereas the other is defensive. If the player goes too far off balance in either direction, they will open themselves up to attack and become vulnerable for a short time. Blades (Sickle, Scythe, Knives, etc.) - Combo: Build up combo points, then spend them in a special move combination to create a fast and deadly assault. Warhammers - Charge: Build up a charge, which can then be used in a single devastating attack. Additional note: A craftable warhammer would be added in this update. Special moves would be designed around the mechanic attached to each weapon. Here’s a short list of special moves that could be used for the Swords archetype: Basic Specials (Building Mechanics): Quick Stab (Middle-Center) No Cost. +1 Riposte point. Deals 100% attack damage and cannot be parried. Armada (Middle-Right) No Cost. +1 Riposte Point. Deals 55% attack damage and attacks twice. Four Head (Upper-Center) No Cost. +2 Riposte Points. Deals no damage. Incoming attacks to the upper section deal 50% reduced damage for 10 seconds. Advanced Specials (Using Mechanics): Sweeping Strike (Lower-Center) Costs 3 Riposte Points. Deals 150% attack damage. Next incoming attack within 10 seconds to the lower section gets counter-attacked with a 200% unavoidable attack to the enemy lower center. Ultimatum (Middle-Center) Costs 3 Riposte Points. Deals 130% attack damage. Next two incoming attacks within 10 seconds are countered. There would be more special moves available than just these. There would need to be close attention paid to how these moves were utilized and balance changes set in motion to ensure a single strategy did not become dominant. Auto-fight would be updated to defend the locations being attacked by your opponent. It would not utilize special moves and only attempt to attack in directions your opponent is not defending. Major Expansion: Epic Unbound - Est. February 2022 Epic Unbound would be a major expansion for Wurm Online. It would come with a short video trailer and sent to major gaming outlets a few weeks before launch alongside a written article. Brownie points if this could also be launched on Epic Games Store at the same time, just because it’s so fitting. Epic Unbound would be a full re-launch of the Epic cluster for Wurm Online. Existing epic servers would be either merged or shut down. All epic accounts would have some form of skill transfer to Southern Freedom Isles. Additionally, all existing epic accounts would have their skills re-calculated to a new “highest” for the new epic servers, granting them a 3x skill gain boost up until that point. New Epic would consist of two servers. One PvE and one PvP. The item economy would be shared. Skills would transfer between both servers. Additional servers would be avoided heavily. The new epic servers would no longer have a skill or QL cap of 100. Players would be able to gain skill or improve items indefinitely. The mathematics behind how skilling and improvement work would be adjusted to account for these changes. Vein QL cap would be replaced with vein purity. Combat mechanics would be adjusted to account for uncapped skill. Many other mechanics would be adjusted to account for an uncapping of skill. Some interesting side effects of allowing this: Players can build houses to theoretically unlimited size. Bridges could be made to span hundreds of tiles with a single bridge. Slopes of tiles (on PvE) could be made dramatically steep. Food quality could increase to a point where affinity buffs last weeks or years. Skilling on epic would be adjusted. Sleep powder would no longer grant double skill gain, but instead grant 30% additive to existing affinities. Enchants like Blessings of the Dark and Circle of Cunning would have their effects reduced as their power increased. This should help reduce the skill gain difference between players using permanent sleep bonus and high enchanted tools versus those who do not. Epic rewards would be available in the new servers. Players would be able to find unbound items that transfer between all clusters while exploring the new epic servers. Some examples: An item which allows players to capture an affinity on their character into a consumable which grants the affinity back. This will allow players to sell skill affinities or carry affinities from one cluster to another. An item which grants a random skill affinity. These would be rare. An item which can be consumed to give another item one charge of Soulbound, meaning it stays with the character through death one time. These items would be rare. Free accounts would not have limited skills on Epic. Instead, they would have half the skill gain rate and improvement rate of premium accounts. This allows players to experience the entirety of the game free at a reduced speed. Disclaimer: None of this is happening. It's purely theoretical and presented as a suggestion/alternative.
  13. 12 points
    Made the most of the Lib ritual on Release today and captured these of my deed
  14. 12 points
    Giant forest floppa returned to take revenge but was caught and trapped underground. We must get together and fight him again. When? Sunday, April 11, 1 PM EDT Where? Harmony, 10 minutes walking from Harmony Bay. (A totally different place from the last time). Information about the exact location will be posted one day prior to the slaying. Use highway system to Zum Steinofen, then follow two-square-wide road North almost until its end. The one-square-wide gravel road will lead you to the peat. Rules Do not enter the slaying pen with wagons and hell horses. Do not forget to collect all your belongings after the slaying. (Some people forgot their tents at the last slaying, by the way.) P.S. I am hosting the slaying alone. In case of unforeseen situations, all changes will be posted here.
  15. 12 points
    Hello all! I have a link here for all the outfits I could catalogue from the impalong! Of course due to timezones I couldn't grab 100% of all attendants, however, there are roughly 125-130 unique outfits here, from around 110 players/characters! Very sorry if I spelled your name wrong, it was AM most of the times I took the screenshots! https://imgur.com/gallery/3g1tcci Thanks to those who changed outfits during and who designed outfits once they found out I was cataloguing them all!
  16. 12 points
    I originally planned to write this up to 2 years timeframe, which would've lead into a new server shared between the NFI and SFI clusters. It would probably be something along the lines of what was in the Jackal's Return suggestion I made several months ago. Essentially a high-power hunting server that encourages players to fight co-operatively alongside eachother. When that server was launched, I'd want to move the free to play skill cap on freedom up to 30/30 or 30/50 (characteristics/skills). It might not be enough, but it would at least be a start. The current free to play model is simply too restrictive, and work should be done towards loosening that up to encourage players to try the game for free. Under ideal circumstances, this would need to come alongside a major update with marketing materials to draw in the largest audience to utilize the reduced restrictions. The unfortunate truth of the matter is that without new servers, there's little to no growth for Wurm Online. The key is that the new servers need to augment the existing ones or provide a new style of play that caters towards a userbase that would otherwise be uninterested in the game. For the Epic iteration proposed, it would be targeted towards players who are interested in progression. Some players just can't get enough of watching the numbers go up. I'd say I'm among that group of players. Others like to test their limits, which would be the purpose of the new server on year 2 (hunting server). The final group of players are more creative and like to build, in which a server would need to be designed to keep them engaged for year 3. I don't have strong ideas for such a server, though if I did I think it might be better slotted in for year 1. I'm curious if anyone else has strong ideas for a new server aimed at the creative playerbase. Ideally, it would need to augment the existing servers (go to the server, create, then bring back something cool as a result). If all goes according to plan, the creative (casual) crowd is centered on the Freedom Isles, while players more interested in progression (hardcore) would be centered on Epic. Players on freedom are able to find a spot to place a deed and build to their hearts desire. With Epic consisting of only one server for PvE, it will be a much more cutthroat style where border friction will come into play. Additionally, deeds consisting of many players would be more common since there is less overall space per player. It's not for everyone, and that's exactly the point. For what it's worth, I'm also hesitant to say it's the best idea. It could end up fragmenting the playerbase even further, splitting them across 3 clusters instead of the current 2. It would bank on the growth from a new server launch being sufficient to offset the fragmentation. Judging from the result of the Steam server launch, I'm inclined to lean that it would be. Southern Freedom Isles has increased in population (slightly) since the Steam launch, not declined. Furthermore, there is a sizable amount of players who were dedicated to Epic and have stopped playing as a result of it becoming empty. With a relaunch of the cluster, I believe many of those players would return, granting an even further boost in growth. I've been hounding away at this point for literally years. If there's something in development that affects the players, a dialogue should be open early in development to gauge player response before it gets too far along. Sometimes, what the development team thinks is great for players isn't something the players want. At current time, we have basically zero information about the proposed "exploration update" that would be coming in the middle of this year. What audience will it be aimed at? Will players need high skills for it? Is there new skills involved so current skills aren't a factor? There's no ability for players to provide feedback if they're never told about it until it's dropped on their heads. If you want to sell players (like myself) that engaging content is coming out, tell us something substantive about it. See the community response to the combat update as proof of concept. The only thing anyone knew was that special moves were being changed. It was not what players wanted most from combat changes (dual wield, new weapons like a warhammer for PvE, etc). Had there been an open dialogue in the form of "what would you like to see from a combat update" prior to the work being done, the focus of the project would've been far more clear. If I was in the development team's shoes right now, I would at the very least put up a thread asking players what they would like to see from an exploration update. You don't even have to give out more information about what the team is planning, just ask the players what they are looking for. Take that feedback and improve the design of the system. On the flip side, one of the systems that recently turned out really well was the pending favor system. That was presented ahead of time, players provided feedback based on the design, and the design shifted in a positive way before it was released on the live servers. It took another couple of patches to get it where it is now, but it's become one of my favorite priest QoL updates. The whole hush-hush mindset is just so damaging to the reputation of the Wurm Online development team. If they can just break that mindset, the amount of positive attitudes would increase dramatically. Anyway, that's more of an off topic rant. There's probably a better place to have that type of discussion.
  17. 11 points
    Have you ever looked at the outside corner of a wall and seen this? First you'll be entranced to know that if you activate a hammer/mallet and right click the wall, you can Rotate either wall to fix it. Why does this happen? Well, it's to do with the actual shape of walls, and the trick they use to make those outside corners look a little rounded (and so good... so long as you don't look at it for too long) See, from above, a single wall segment looks kind of like this: And the fighting is because the walls are merged together like this: Where that corner overlaps, two sides are trying to display at the same time, causing that jittery effect (known as Fighting) This, meanwhile, is a 1x1 stone shack living in perfect harmony: It works because those overlaps are on the inside of the next wall's model, not trying to display to you who is (usually) outside them. This brings us to the comparatively newer Left, Right and T arches. For the sake of these images, I'll be using a RED DOT to show the point of the arch that touches the floor Here's what the left arch looks like: And here's the right: They're not an exact mirror: the difference is in the textures, to which the left and right (with any number of T) can merge to create a smooth texture Look at that bad boy. The keen minded among you might see the issue already, and where I'm going. If this image was a gif, you'd know already. Here's any two arches (since the shape is the same) trying to make a nice outside corner: Oh. Oh no. And before I get into what needs to be done, here's a T followed by two Ts trying to make a corner (interesting design choice, you!): Hoo boy. So how do we fix this for beautiful corners no matter what we do? Well, luckily, the division into Left and Right arches makes this pretty easy*! *for anyone except whoever would have to spend time modelling this fix, but it's still a relatively simple one All we'd need to do is change the arches to be like this: The cherry on top? Barring a few of you might need to rotate some walls that will look kind of like this after the fix: This should have no negative effect on existing designs! Simple. Beautiful. Please do it!
  18. 11 points
    I think this is an underrated point and should be taken further. Meaningful discussion that includes the word "should" should always be followed by an "if," if you want that discussion to lead anywhere. Else you're just butting "shoulds" rather than looking at goals, the merit of those goals, and how best to get to those goals. So let's say that one goal of uniques is to get people who wish to engage with that content to go out of their deeds, seeing other deeds, other servers, maybe meeting other people. This is a good goal, since the social aspects of this game are so important. To that extent, both the old system and the suggested Riftlike system has upsides and downsides - certainly most players aren't exploring much as they come to my slaying site (whereas the Riftlike would force this) - but a good and growing number are exploring, and (very important) are enjoying that exploring that the unique mechanics are driving. The Riftlike system, however, is completely redundant to rifts in regards to this goal. Worse, it removes self-directed exploring in favour of "go here." Now a worthwhile question here is "why aren't more people exploring?" While I can't answer on behalf of those who have no interest (and if you're one of them, perhaps your opinion is desperately needed here!) but given I've been organizing scouts I have particular insights here - the most commonly reported reason is a form of learned helplessness when scouting against the private teams, whose efficiency often results in unfounded claims of cheating. A possible counter here would be to make the spawns less predictable (and hoo boy are they predictable). This itself does present several issues - mostly that if there is a pattern to spawns (and there must be a pattern) there are people that will find that pattern. As such, this would only serve to (possibly only temporarily) spread out the efforts of both groups, allowing those who have more hours to put in the better odds, rather than those with better info. Conversely, say you decided that public slayings were outside the goals of uniques (perhaps reasoning that the content should be something somewhat inaccessible). An effective way to hit how I operate would be to stop uniques entering mines, and having them leave very quickly when they do. Preventing penning, however, wouldn't stop me making them public; it would change how I do it - having to organize what I dub "sudden slayings" in which I prepare some saccables for summons and throw out messages to Freedom and maybe GL. I wouldn't be thrilled by the change, mind. If the reasoning for removing public slayings is instead to do with server load or the mass-distribution/dilution of items, then we begin The Problem of Alts, as alts are decidedly more of a contributing factor here. Solving the Problem of Alts takes more brain power than I have available - every attempt at it has been thwarted by simply making the alts meet the bar. Want to give more hide/scale to contributing alts? Decide all priests are likely contributing alts? Boom, every alt that turns up nowadays is a priest (yeah I've been watching y'all). Even pushing me to sudden slayings won't stop a rush of alts, perhaps chaining teleport casts to arrive or simply sailing with haste. The suggestion that merit be based on damage shows some promise, but I'm cautious all the same. If penning is untouched, I would definitely like to see uniques be harder. People want in on this content, but it isn't challenging. We're taking 80+ combatants to content that can be done with a disturbingly little number of people. If a goal is for uniques to be hard content, it's time to review that (sorry Epic). tl;dr: Devs, more than the players, need to decide first what gameplay space uniques should fill, and second where the loot should wind up. And how it fails to fulfil these goals, if indeed it does.
  19. 11 points
    Hey guys, recently found this relic from the past!! Don´t have much time now, so this is kind on a short notice. I would like to invite you all to take a swing at it and grab a blood and a piece of hide as a memory Location: Xanadu S20 East side on the shore. Look for a unnamed Guard Tower Time:
  20. 10 points
    This dragon hatchling also knows how to fly: (There's also something wrong with my hands trying to hold that maul)
  21. 10 points
    Decided to take a little fishing trip to unwind after the excitement of last weekend's impalong. Loving the pretty skies and winter landscape
  22. 10 points
    Saw this news on Reddit yesterday and couldn't wait to share with Wurmians: World's first ship tunnel to be built under Norwegian Mountains! (Wurm had this figured out in 1050 AD. ) Lol & Mycelium is actually a green substitute for leather and plastic!
  23. 9 points
    On the topic of new horse shapes: For anyone interested in the background of how this came about, anyone remember that suggestion I made many years ago about having different horse shapes? My thinking was that with a few tweaks of the mesh, we could literally triple the amount of horse variations in the game. And since we were now working on the animal update, I figured I'd show the team this old suggestion and to my surprise and delight, they really were enthusiastic to actually put this into motion! Now these old files I worked on were only done in the standing pose, so although I've handed the files over to to the team, it might be that slight alterations are needed to make them work with animations. However I do hope we can get as close as possible to these shapes. If anyone wants to see these suggested shapes in all the various horse colors, you can check them out here:
  24. 9 points
    holy ###### time to quit my job and become a wurm online esports celebrity @Madnathyou too
  25. 9 points
    Built my first obelisk in technicolour
  26. 9 points
    As the end of the Easter hustle draws closer, I found this little fella taking a well deserved break from his happy hopping egg distribution journey of 2021. Happy Easter all o/ Teeebomb screenies Thanks to my friend, Amerian for the idea
  27. 9 points
    Good lord, complain if they do something, complain if they don't. If you don't like it just chill, it will be back to normal in a few days.
  28. 9 points
    In case you hadn't been paying attention, @Sindusk, content things have been briefly announced by myself in the last Valrei International We have 2 coming up in the next several months. We aren't just in "maintenance" mode. We actually do have quite a few things we are working on, some that have been mentioned and some that just have not been announced yet because they aren't ready to be (but that I can NOT wait to tell everyone about!). I'm sure you remember from your time on the team how that goes.
  29. 8 points
    Obligatory post asking for journal stuff/ 100 rift removal
  30. 8 points
    A streamer mentioned this in his stream today (or at least most of this suggestion) (The_R3d_Jester - Twitch). Add tooltips when hovering over a square on the map to show the coordinate of that square. This is especially important when zoomed in on the map since it's hard to get the coords.
  31. 8 points
    Flower fountains, as seen at Deliverance's 2021 Easter Impalong:
  32. 8 points
    I've been pretty fortunate in the Wurm economy, and I'd like to give back some. Been thinking about various ways and have come up with this: I will fund a deed, up to 2s/month size, for founding an one year of upkeep for two players who NEED it. Of course there has to be rules: 1. This must be your primary account. no alts. no restarts. 2. This must be your first deed. 3. You must have played for three months. 4. You agree not to sell the deed or disband and pull the silvers. 5. You will "purchase" the deed by trading it for something you can make with a bit of work as a new player. Such examples are support beams, shafts, planks, mortar, digging clay, etc. This gives you vested interest, just like Habitat for Humanity requires. if you are interested you can privately message me with your "offer" or you can respond here. CAN be either on SFI or NFI.
  33. 8 points
    After 8 years i've finally found a white dotted flower! Such a small achievement BUT MASSIVE FOR MOI!!!!!! lol
  34. 8 points
    Hard Mode option has been added to the Game settings (modern renderer only) Something peculiar is going on but I just can’t put my foot on it!
  35. 8 points
    Starting a new project on Release and its coming along nicely if I do say so myself.
  36. 8 points
    Can I please have all the banners that somehow have made their way from CLUB Market to your deed back? I am not sure how you got them, since I plant all the ones in the pens. [17:02:07] An elegant symbol of allegiance and faith. You can barely make out the signature of its maker, 'Ch.m.a..edra.o.'. Wood colors: R=208, G=43, B=170. Ql: 34.0414, Dam: 0.0.
  37. 8 points
    We'd love to see some of those ideas in, some might be more involved than the other ones to implement but they fit the exploration expansion part of our roadmap well. We'll definitely look into adding some of those into the game.
  38. 7 points
    cleaning out the deed, they're all just decaying anyway. 3 tools per person, comment below what tool + metal type + coc woa or botd and i'll go through the list every now and again and send them out, first comment gets the highest cast. On SFI so melody harmony etc cant get them
  39. 7 points
  40. 7 points
    We need different permission settings for food. It's so difficult to feed people at public gatherings. I suggest at the very least to add a permission setting on larders and other containers which will allow anyone to eat (but not take) from them, overriding building and deed permissions. If this setting could also be added to tables, and even plates bowls etc it would drastically improve our experience with hosting public gatherings in a practical sense as well as for immersion and roleplay. We could be having so much more fun with community events if we could make use of the many beautiful food models we have available. I had a lot of fun preparing this snack table for the Easter impalong, only to find that people couldn't actually eat anything due to restrictions which were sadly necessary to prevent theft. Food shouldn't need to follow the same rules as other items. It's a central part of most gatherings and is key to making any social space feel cozy and inviting, but it's not very motivating to do something like this if everything is just going to sit and rot, and guests are made to feel like thieves for trying to take a bite I wish I could have just right clicked those tables and changed a setting to allow anyone to eat from them
  41. 7 points
    This may open up some opportunities for my future zoo. *Makes notes about adding 1 male troll named Shrek, 1 female troll named Fabiola, 1 donkey named....... ...... Donkey and one female dragon to be bred with the donkey* Thorin
  42. 7 points
    Just a typical Wurm friday evening in the Silver dagger tavern
  43. 7 points
    Time for a swim at the pool
  44. 7 points
    Some of us hadn't taken the time to explore the new fishing system yet, but now we are totally hooked!
  45. 7 points
  46. 7 points
    Actually I really like the pun. I can bear with the possible drawback for like the day it lasts. Why people are so set off when something is out of normal for a short period? I hope all the neg responses don't kill the urge to figure out more next year Thank you for the fun, really! Althoough I laughed a lot last year already but the skill names are AWESOME too.
  47. 7 points
    It fooled me- I thought I had a field of new-born foals! Surely we are not going to complain too much for something that has been done with the very best of intent even if it does not suit us?
  48. 7 points
    What a disaster, bit of a laugh. Cheer up and try and see the funny in it. Riding a horse while leading a black rooster was quite funny haha.
  49. 7 points
    Idea is: large planters for trees and bushes. Sugestions: 1. Trees in planters grow smaller. 2. You may plant them inside building as decorative. 3. They need light so cannot grow underground? 4 Mats: pottery, wood, stone? Example
  50. 7 points
    Working on a new deed entrance for Lorewood on Xanadu