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  1. 72 points
    Hi everyone, We’d like to update you today on how and what we’ve been doing in the last few months, as well as showcase our current plan for the near future of Wurm Online. First, we would like to brief you on how Wurm Online and Code Club AB have been doing. As indicated in Game Chest Group’s report (Link), our parent company has improved the quarterly revenue by +11,8% compared to Q4 2022. This means the company has finally turned a profit with new corporate leadership and the increased focus on Wurm Online. During the year the game has performed better, with more players and increased revenue due in large part to maintaining a stable premium player count and the newly introduced silver shop. We’re still learning how to use the shop to best provide you with extra cosmetic items, even if we, most definitely, missed the mark with pricing at times. Going forward we aim to get out more attractive offers as well as a release more craftable items, not limiting it to skins. We have more active players than a year ago (close to 1000 more monthly unique logins), and that seems to be climbing steadily. That number is higher than you might think while playing the game, while we don’t have exact data on it, it seems in large part to be new players, who at this point often don’t stay in Wurm for long, which is something we’re actively trying to improve on. We currently have around 4550 premium accounts, which we consider a healthy number. Still, for us to grow the development team, we need to attract more players, something we think our plans laid out below can accomplish. Action rework We are in the process of finishing multiple major projects. The largest, action rework, is nearing completion and will be released onto our test servers very soon. This feature is partly an internal refactor of the code that handles many of the player actions. It adds plenty of quality of life features that will make Wurm better to play, including new toolbelt mechanics, where every item there is activated at the same time, and adds a new quickbar that replaces the old toolbelt UI. The new quickbar also includes the functionality of the current select bar. We’ve also added a visible action queue and new default action mechanics, where you can bind a lot of different actions to a single key easily. For pictures and examples of the changes you’ll encounter after the action rework goes live, see here: Public testing of this feature will follow shortly after we finish the UI part of the changes and we run it through some more intensive internal testing. Expect an announcement on this in the upcoming weeks. Client work Graphics rework and client optimization have both grown in scope and we’re looking at releasing that work on test servers sometime after the action rework goes live. Other than the previously announced lighting improvements, it now also includes a complete terrain overhaul. Terrain will not only look better, with all of the terrain textures being remastered in a higher resolution, but the performance should be drastically improved as well. These changes will reduce stuttering when walking around and will take up less memory, which, in turn, should allow you to run the game at higher quality settings without sacrificing performance - or you can just run a few more clients with alt accounts at once, if that’s your jam. New Haven Finally, I want to reveal one of our biggest recent development projects, a total revamp of the new player experience. Codenamed New Haven, this will be a starting island on which you land right after you complete the tutorial. The game rules of that area will be adjusted so it’s less dangerous and faster for new players to start on, giving them a better environment to learn on, before they dive into the real lands of Wurm. This may remind you of what Golden Valley once was, except a lot more friendly and guided than starting on GV was, back in the day. Players will be guided through their first hours in the game by an entirely new quest system, at first unique to that new server, providing small rewards for players performing certain tasks that showcase various mechanics that they need to learn in order to survive Wurm. We hope this will help newbies avoid getting overwhelmed with everything they can do, and instead being able to better understand the game a small piece at a time. While “quests” as you may know them from other games may feel out of place for the sandbox of Wurm, we believe this is the way to go for us to reduce the amount of new players leaving the game early on. This server will use new land protection mechanics in place of deeds, instead linked to fenced areas around houses, to both make it simpler for new players to understand and to mitigate the possibility of claiming large areas of land. The goal is for players to be able to play close to other players, while still having enough wild areas to explore. We will most likely extend this mechanic to work on all servers, to make off-deed living just a bit more viable. A large challenge of this project that we are yet to finalize, are other limitations so that players will be motivated to eventually move onto the regular Wurm servers. We also need to make it so they don’t feel like they’re leaving their hard work behind. We do have a few ideas for solving that, like being able to pack your house to move it to another location, but we’ll share the details with you once they are more fleshed out. The aim for this project is to lessen the drop out rate of new players. We hope new players will also be able to join the community early, as we are going to allow everyone to visit that server. Portals Together with New Haven, we’ll be introducing a new portal mechanic, allowing you to teleport from any server to any other server, as well as between starter deeds on the same server. We would like to not ever have to ask players to make new accounts if they want to change their playing server, as that often is what happens now, as well as allow everyone to play with their friends at any time, wherever their account is. Mind you, this does not mean a complete NFI-SFI merge, although we do intend on having almost everything, other than your items, transfer. That means your character, coins, skills, will now all cross between those two server clusters. Due to economic concerns, items are currently excluded from the transfers, but we have looked into skill statistics and found that at this point, the skill gap is not significant enough for us to have a reason to keep it separate. We hope this will make the new server transfers a more popular feature, since your skills will no longer be locked to the Freedom cluster you've been playing on, so it'll be easier for you to explore or move to any of the other islands. Upcoming months Shortly after we release all the previously mentioned work, we would like to focus on more content for all players to enjoy. A good bit of this will be things we already announced in the past, but priority changes came in the way. PvE content We plan on releasing this as an update soon after New Haven. It’ll include goblin camps, a new feature focusing on exploration and combat, as well as a building expansion, currently planned to include ceilings, docks, and new wall types. Character customization rework We’re in the initial planning phase of a character customization overhaul. This will address most of the complaints with the current player character visuals, while looking better and adding a lot more possible variations, including more detailed faces and new hairstyles. In-game auction house Another project being developed is an in-game auction house, which will handle both auction and WTS offers. It’s meant to facilitate trade between players - you’ll be able to sell and purchase items through a new UI window, currently planned to be accessible through any mailbox in the game. Longer term projects Most of our plans for the future will depend strongly on the outcome of the releases of changes described above, so we would like to avoid creating a definite roadmap for the entire year here. There’s just not much point in that right now, as we historically haven’t been great at following our own roadmaps, so our aim is to only promise what we’re sure we can deliver, and to bring you the things you’ve long waited for. Among previously mentioned changes you might be wondering what happened with, is the new account system and PvP work. The account system is something that is not currently the priority, but we likely will focus on finishing it in the later part of the year. Our developers are actively looking into PvP tweaks and balancing, but we have no progress ready to share yet in either of those projects. I hope you can forgive me for this post being so text-heavy, as these aren’t things we can easily show off right now, but you can expect more posts from us to pop up over time with details about each of these works. Thank you everyone for your continued support, and we can’t wait to have you try out what we’ve been working on! Happy Wurming! PS: This year's map dumps have just been released. Check them out here:
  2. 34 points
    Hey everyone, the map dumps for 2024 are here! As usual, you can find them together with the map dumps from previous years in the Google Drive folder: https://drive.google.com/drive/folders/0B6J_aGQ6URL8UURFN2VadWxtSWs In case you don't know what map dumps are, let me explain: A map dump is a full render of a server map, giving you a good overview of the topography and terrain. Every tile in the game world is represented by a single pixel in the final image. They come in 3 different versions: a classic one to give you a general overview of the server, a terrain version without any depth and a topographic version with contour lines. We usually release them for all servers at once every year so you can track your own (or others) building progress or so you can use them in community projects, such as server deed maps or map tools. You may also use them for navigation or to plan your next exploration trip to a landmark or terraforming project that looks interesting to you. We hope this makes your traveling in Wurm safer and easier or helps you finding some inspiration!
  3. 32 points
    As the title says, is the game worth playing 2024 for new players or old players to come back to? I made a 11min video on the topic which while it doesn't dig deep into any particular aspect I think I touch on the biggest facets regarding the question. What are other folks thoughts? How does Wurm stack up against other MMO's and Sandbox titles in 2024?
  4. 29 points
    Big thanks to Deri for finding and donating this unique for public slaying! Dragons are so very good at hiding. The trick is that so many things look like they might be dragons! Can you spot the dragons in the above image? The arrows may help you. We've found the location of one of them: the venerable green dragon hatchling. So we're going to seek it, and it'll drop hide! Watch out, its acidic blood lets you make potions of acid. It's hiding at Bruce's Flying Circus, 13N /servertime: Sun Mar 17 21:00:00 CET 2024 Discord timecode: <t:1710705600:F>, which is <t:1710705600:R> timer:
  5. 29 points
    I'm posting here vs in feature feedback just for higher visibility. There has been an understandable mix of reactions to the news of an auction house feature. I'll try to explain what it is and how it will work along with reasons for each decision in the implementation. If you are familiar with me you might know I do read these forums and often will adjust how things work based out of them so long as changes can fall within my limited range of options for implementation. Very much like the Rift rework, Archeology update, chat item tagging, etc changes I've run in the past I hope we can all approach this with the mindset that we're going to be making imperfect steps toward a better game, not releasing a cure all feature that will solve everything. With that in mind here are the main problems we're trying to help solve: A large portion, I believe more than half of all players, simply will not make the social effort to trade directly with other players that they don't know. This game is amazing for a ton of reasons, but when you want to play small group or solo it can be incredibly difficult. I personally played for 6 years before speaking in trade even one time. I utilized freedom market on indy a few times over the years to buy items. It was great, I got my first higher ql tools and first enchanted weapons there. However (this was before highways) it was literally an entire 8-12 hour play session to make the trip and return home. Even then with out a well equipped horse and 50+FS it was just not a possibility. In addition to that you needed to utilize these third party maps and just so much went into it that I know casual players just don't have these options. I've very sensitive to that now as a parent with an 8-5 job that kind of play time just doesn't exist. So for me personally, this is the primary motivation. It's really just player retention, players need access to being able to play the parts of the game that they enjoy and not be forced to train skills they don't care about or worse, actively dislike. The common argument is joining a village and alliance is fantastic for this but there are many out there that just don't want to be social or don't want to burden others. Second, for a variety of reasons a huge portion of players don't have forum accounts to access the existing market and auction listings. For those who do actually have accounts the search for a specific item can be quite lengthy and cumbersome. The rules of auctions change from post to post, sometimes bid disputes etc happen. We will not completely solve these issues, but lets try to improve upon the situation. So a first step is just bringing some of the function that exists in the forum into the game. Please remember we have to take a bite small enough that we can actually get something released. So some main features are that it must be cluster wide, it must provide the features that auctions use such as starting bid, minimum bid increment, buyout options, sniper protection, etc. However, we have to be cautious because we're not looking to replace merchants or allow listing spam. So to facilitate that there will be a cost associated with having a listing up. The plan is to start with a few copper a day. Like with merchants, there will be a tax on all sales. As someone who was a merchant for a long time, I believe it should remain cheaper to do trade in trade chat directly with other players. Players who wish to flex their merchant skill should still have a place in this game. I believe the fees create that space while also preventing the auction house from becoming the primary trade method. I hope this addresses concerns that we're replacing merchants or ruining trade chat. We're really not looking to majorly disrupt existing trade flows that happen outside of the forum. I really want this to be viewed as just moving the forum functions into the game. Because if you think of it in that way it should have no impact to how the game works currently. Attaching merchants to this system was considered, but because of the need to be cluster wide I heavily fear the synchronization issues and the need to be able to sort these listings at the Auction interface there are too many technical issues with integrating with merchants. Additionally mailboxes are just far more common and accessible. It would be very nice to attach bulk trade (wagoner) to this system in the future. I would also love to also allow additional features such as shipping of caged animals. But right now we're looking to see how this small addition impacts the game so we can properly build out more features. Also, smaller releases often may mean getting something rather than nothing. So please share your thoughts here. This is a hot topic, please keep it civil. Also this is just me but if you want to be heard, even if you oppose my ideas, well put together thoughts and posts reach me far better than rage posting.
  6. 28 points
    A big thanks to Llawnroc for making this slaying possible! The spice in question is potions of ropemaking, which the Red Dragon's blood provides! At Bruce's Flying Circus, N13, the flow of begins anew. Red Dragon scale will also drop! /servertime: Sun Feb 25 21:00:00 CET 2024 Discord timecode: <t:1708891200:F>, which is <t:1708891200:R> Timer:
  7. 27 points
    Special thanks to Kadmint for finding and donating this Goblin Leader for public slaying! It's time to spring into action! The Goblin Leader has been found, signalling that it is finally springtime We welcome one and all to this springtime festival slaying The Goblin Leader's blood grants oils of mining The Goblin Leader drops a war bonnet, short sword, and medium metal shield. None of which are portrayed accurately in the above picture! The celebrations will be at Bruce's Flying Circus, 13N /servertime: Sun Mar 10 21:00:00 CET 2024 Discord timecode: <t:1710100800:F>, which is <t:1710100800:R> timer:
  8. 26 points
    Just got 100 Shortsword @ 3:05AM I don't see a title and I would like suggestions and help coming up with one. I will update this post with ideas i like that are suggested and start it off with something funny. -stabby mcstabby -size doesn't matter -Cutting Edge -Bladerunner -Critical -Inquisitor -exaggerated -praetor -
  9. 24 points
    Green dragon needs attention! Bring all you can! The more the merrier! >>>[23:36:18] The young green dragon moves in to attack you.<<< >>>Location is i20 - Route to Mrwicks Hideout<<< >>>Location is i20 - Route to Mrwicks Hideout<<< Big congratz to Nemifer who stumbled upon this beauty! Special thanks go out to Mrwickster, Meldor, Irbi and Munster! (I have the honor of informing everyone!) Location and time will be named probably tomorrow. The initial finder had to leave and I will have to figure it out first. I expect it to be on this weekend though!
  10. 17 points
    February’s Monthly Skin Need a sturdy new friend? Say hello to the "Thunderforge Anvil", making every hammer strike feel like thunder echoing through your workshop! This skin for the large anvil is now available in the Marks Shop at any settlement token through March. "Thunderforge Anvil - A steadfast ally in the art of shaping metal."
  11. 16 points
    I'd imagine this is exactly how the private slayers feel. They constantly have people speaking ill of them, refusing to trade with them, and conducting personal campaigns against them for the crime of *checks notes* playing the game exactly the way it was intended. The game code and rules are designed to make unique slays END GAME CONTENT. They aren't intended to be massive, server-breaking events with hundreds of low level players and alts hacking and slashing at dragons with pitchforks and walking away with .00 weight scale drops. The game code considers low level players "leeches" and reduces the overall drop of scale or hide based on how many are participating. In other words, the devs specifically didn't intend for unique slays to be come-one come-all events. They intended for them to be conducted by high level players in order to maximize the rewards. The biggest evidence in support of private slays is the fact that if all slays were made public it would take 30-50 YEARS for an NFI player to create a set of dragon armor at the current unique spawn and scale/hide drop rates. Obviously that is not what the devs intended. They intended for end game players to seek and slay end game monsters in order to obtain end game rewards. Frankly this should seem obvious on its face, even without knowing the game code, rules, or math underpinning it. It is silly to think that every single player should have access to the top tier armor type in the game, or that newbies still sporting starter gear should be walking around with a "Dragonslayer" title. That is not how any game works, and that is DEFINITELY not how anything in this particular game works, where every reward is tied to massive amounts of effort. You will never convince me that I'm supposed to spend hours grinding tailoring and farming cotton just to make a quality tunic, but I should be able swing at a dragon that someone else hunted and trapped with 10 FS and a crappy starter sword, and suddenly the realm will herald me as a "Dragonslayer". It just doesn't make sense. A player that level can't even land a hit on a dragon, let alone slay one. If someone chooses to hold a public slay, great. There are certainly data-based arguments to be made that this is the most efficient way to get unique bloods into the market. But I don't understand the anti-private slayer philosophy at it's core, which seems to be based in personal feelings and a sense of entitlement rather than the cold hard facts that support private slays as being the intended way of handling uniques (particularly dragons). I'll also add that a recent public slay host was so discouraged by the crappy comments they received from players complaining about the way they set their event up that they felt they no longer wish to make their claims public. The attitude that slays belong to everyone is RUINING the experience of hosting public slays, and ultimately making more people likely to go private. You may think you are "hurting" private slayers with this attitude but you are only creating more of them, as many have been driven to private slaying specifically due to the selfish and entitled ways people behave regarding public events. So maybe think about that as you continue to disparage private slayers who have historically been the ones to host many of the public slays, and now see no point in helping out people who will treat them as villains regardless of the myriad ways they have helped the community. This particularly includes the auctioneer in question in this thread, whose decision to no longer "directly" speak ill of private slayers was rooted in an event that they helped host, made possible by private slayers who trapped the unique when the claimants were unable to, and then proceeded to speak ill of private players at the very event they had facilitated. Sorry to come across so harsh, but I am beyond sick of seeing the active players who do so much for the community, often quietly and behind the scenes, being the target of these personal vendettas and slanderous campaigns against them, all for the "crime" of simply choosing to pursue end-game content and end-game rewards. It's wrong, and it's not supported by anything in the rules, code, or spirit of the game.
  12. 15 points
    Inevitably, the auction house will compete with other ways of trade, but as we have to add certain limitations to it (no bulk items, max offers per player, fees to avoid offer spam), we don't think it'll make any other trading features irrelevant. Wagoners and "manual" cross-server bulk delivery will stay as the main ways of transporting materials. It'll still make more sense to go and visit a market in-game to purchase many different items at once as well, so it's unlikely to kill merchants either. The motivation with this feature is to increase trade where there currently is very little happening already - a lot of our players don't have forum accounts or prefer to not participate in chats, leaving them pretty much unable to participate in the market. We are close to being able to use a newer OpenGL version on Mac, and finally adding the in-game browser (currently only used for Wurmpedia) to the Mac client, as some recent changes in LWJGL seem to have made that possible. I can't promise the Wurmpedia feature being there in time, as the implementation of that may be more involved, but we should be able to up the OpenGL version on Macs with this larger client update, which should also be available on test within a couple months. We don't have an Apple Silicon device to test with, but it is something we want to look into still. I thought Rosetta is able to handle Wurm currently though, is that not the case?
  13. 15 points
    Auction House is on the Kanga Private Server run by Budda. You need a Merchant Contract to sell items in your shop. The shop gets linked to the Auction Menu which gets accessed through a mailbox. It is very simple and still requires you to buy a Merchant Contract for a shop if you want to sell items. It just makes it more easy to sell certain items. Bulk items are still ship deliveries...etc. if the Auction House works like it does on the Kanga Private server then there should be nothing to worry about.
  14. 14 points
    The winners have been selected! First Place:@Annyil Second Place:@Luniraen- "Solinswith, annoying Toeol with 'Smush' since the Starfall of Omens 1021" Third Place:@Kian- "God's Wedding" Congratulations! The winners will be contacted by private message today to claim their prize. And a big thank you again to all participants! There have been quite a few very unique entries this time, it was a true pleasure to review them with the team. The topic will stay open for feedback and discussion. The rules were more permissive this time, feel free to let us know how you think about it!
  15. 13 points
    Here is a running plan for a better fitting fee structure. you will pay a 5 copper deposit for a listing. A listing will run for a maximum of 2 weeks. When a listing sells your deposit will be refunded and you will pay 5% of the sell value. However there is a minimum fee of 1c and a maximum of 5 silver. If your item does not sell you do not get your deposit back. So some examples: You list a woodscrap, buyout only for 5 gold and pay the 5c upon creating the listing. after two weeks it does not sell and you are not returned the 5c. You list a buyout only hammer 50ql for 10c. you pay 5c deposit upon listing. It sells, you receive 14 copper. ( Paying 1c minimum tax, and the 5c deposit is refunded which sums to 14 copper) You list a tome for 1s and pay the 5c deposit. Bids bring it up to where it sells at 75s you receive 71 silver 30 copper from the sale. (71.25s is the total after the 5% tax. and the 5c deposit is refunded which sums up to 71.3 silver) You list a buyout only 500 gold all fantastic scale armor set contained within a satchel, pay 5c deposit. It sells, you receive 499 gold 95 silver and 5 copper. paying 5s maximum tax and getting your 5c back. Edit: @Simyaciposes an excellent point. Added a minimum fee of 1c to avoid low price abuse situations. This may end up being changed to 1c per item to be above mail prices pending discussion with the devs.
  16. 13 points
    lets be honest, what interaction? lets take an example, i am buying high woa pickaxe. I gotta post on trade "WTB high woa pickaxe", somebody gotta respond me with the price. I am gonna accept it or not. If no, person gonna say goodbye, if yes, person gonna send me the pickaxe, me and he/her gonna say thanks and goodbye and thats all. Is that this "amazing" social interaction that people will be missing? Ive got so many items on my characters that i'd like to get rid of, but i'd be very inconvenient for me to create wts threads etc. Also sometimes I'd like to buy something specific and no one on trade is responding to my WTB, with auction house i could buy it immediately, if it was on market. AH would solve my any many people problems.
  17. 12 points
    I think everyone here has said their piece, and with that in mind. This thread will be locked. Just to add, the Forum team does not interfere with the Wurm Economy. Things like Auctions, Merchant Ads, Classified Ads and WTS/WTB threads are all run by players. The only thing the Forum Team does is lock them as requested and moderate if things go off topic.
  18. 12 points
    Lately Wurm has been adding skins for older objects, and the latest one is the large anvil. I heard rumors that forges are next? There was a thread recently that mentioned they should probably be updated with less clutter also. Here is the link: The large anvil is really pretty nice, but probably doesn't need the hammer. However I think its such a vast improvement over the original it seems wrong to sell as a skin and not a baseline anvil update. Wurm graphics are from 2012 from the last graphic update that made the game more modern. That's a long time to not do any graphical changes. It was a huge improvement last time, I think this will help player retention also, graphics are important as much as gameplay is. Now look at the old one:
  19. 12 points
    How difficult would it be to give signs the ability to hang on the wall, the way we would an autumn wreath or the Christmas gears from this year? I'd really like to be able to hang signs on a wall in a column, like 2 or 3 in a row from top to bottom. This would be helpful at events. Making and hanging shelves on walls would be cool as well! Edit: Damascus mentions below that this would be awesome on ore veins as well.
  20. 12 points
    +1 it makes no sense that weekly group collaborative content can be stopped by a single player more interested in fast tracking their journal goal than other players who actually want to complete the content as intended. Afaik the early burning of hearts was added to allow groups of players too small to defeat a full rift to finish them and still get some reward. To uphold this burning of hearts should only be possible if: there is less than 10 players in local AND/OR if a rift has been active for more than 2hrs on the current wave
  21. 11 points
    Regarding the auction house, jaytoo, developer handling that feature, has created a feedback thread to discuss the motivation behind it and to iron out the implementation details with you all. You can find it here: That feature may sound a lot like the old enclosure rules, but it will be enforced by game mechanics rather than GMs. The area it can cover will be very limited, as it's not meant to be used for much other than new players using it for animal pens and small farms, so this definitely isn't a return to those huge fenced areas. It should end up on the test server within a few weeks, so there'll be plenty of time to test it out before release - hopefully we can catch and patch out any potential for abuse that way. The original post only meant adding new craftable items that are available to everyone, as we don't want to put all of the cool new stuff in the shop either. Yes, our work does include a Java runtime upgrade, which should actually come before we release that larger client update. Please stay open-minded in regards to the quest system. Having a set of tasks communicated to newbies in a manner that they recognize from other games should be a huge help for getting them started, and it's not at all about turning the game into anything resembling theme park MMOs - it initially won't even affect other players, as we're only focused right now on adding some introductory quests, rather than adding them to the gameplay of estabilished players. We do want to look into it eventually, but only to expand on the currently available content, to have more things for players to do, rather than to change the nature of the game in any major way. Wurm is, and will remain, a world run by player initiative, rather than by a set narrative or quests. You will not need to purchase premium separately to have premium status on other clusters.
  22. 11 points
    Jesus christ no oh god no please please please for the love of god please allow a long period of time for user testing and feedback for this feature, this can even be one that takes 5 years to implement god damn
  23. 11 points
    Finally finished building my underground cityscape:
  24. 10 points
    I've not looked into it but i'm assuming unfinished items can't be mailed because the system does not support retaining some special data about them during server transfer. I can try to lift that requirement and see if they explode. However the reason i'm not bringing wagoners into this release is just to keep the complexity level down. I'm only trying to break one thing at a time and get features released in a reasonable timeframe. After we let this settle in we can discuss if we like how it's working and expansion to other mediums.
  25. 10 points
    -1 A potential +1 if the goal is removed from the Journal and replaced with something actually enjoyable.
  26. 9 points
    I would like to suggest that when an old PMK wagon decays to a certain quality that the lock decays and falls off leaving the wagons free to anyone that finds them. The perms would then reset to no owner. It is a shame to watch Wurm history just set there and decay in front of our eyes. It would be cool if we could claim them. 1. No one is allowed to bash. (not sure if possible, but should not be allowed) 2. No one is allowed to put on lava. 3. Owner has not logged in for a certain amount of time.
  27. 9 points
    We have had cool downs on portals in the past, even skill deductions on use and they are a terrible idea. The whole point is to give freedom of play in your sandbox not punish people for wanting to have fun and actually enjoy their time in the game. It's certainly not fun to have to weigh up things like - do i go and help my sister with her terraforming and get locked at her place for a month while my animals starve or do i just stay home because I work 60 hours a week and don't have time to sail?
  28. 9 points
    About the auction-house.. Adding automation to trading has to be done in the right way for it to not kill the feel of wurm. While this exists in many other mmorpg's, the feel of playing wurm is very different from the feel of playing most other mmorpg's. Keep in mind that I don't know what would be good for the game, but I'll give an example of a way to possibly make it fit in to wurm: Add a UI that allows a player to place buy orders, not sell orders. (example: "WTB steel skiller pickaxe 100+ coc") Other players can browse the overall buy orders list. Obviously fine tune by allowing search filter, maybe use tags, etc. Allow other players to "reply" to a buy order through the UI. Maybe even "reply and offer" where you can then add an item and put a price to the buy order. Allow the withdrawal/deletion of an offer/reply. Allow the player to look at a list of replies/offer for their buy order. Maybe even allow the player to simply accept an offer and get the item right away. (example: someone offers a ql4.19 steel pickaxe head casted with 101 coc for a price of 2s. You could then simply accept the offer and grab the item right away or look through the other offers. The offering player would get a mail message telling them their offer was accepted and to collect the money at a mailbox, all other players would get a mail saying it was declined and have their offered items returned in the mail). Once again, my example isn't potentially the best example of how to do it; my point is that for it to fit wurm, the mechanic should probably be different from the standard traditional world of warcraft auction house system. I'll leave the design of the system to the devs and then harshly critique it later (as you can expect the player base to do) when it's in testing.
  29. 9 points
    Good news indeed. Wurm is an elderly, temperamental game and as such things take time to change. Change is also difficult at times for some to accept and that is your challenge!. Many but obviously not all players appreciate the work done to try and improve our playing experience. There are times when changes initially do not seem to work for many, however, as far as I am concerned, the updates carried out across the many years that I have been playing are testament to the love of the game- and the desire to try and improve it- by the development team both now and in the past. I speak as someone who has little idea of how a game like Wurm is coded but remains amazed by the things that I can do. Thank you for the time and effort that continues to be put into our game.
  30. 9 points
    This. You would not believe how "creative" some players are... For every nice thing the devs give us you can be sure there is someone who abuses it 😒 And that's why it takes a lot longer than just a few hours, sadly! Let's be patient.
  31. 9 points
    Such a pretty view! Thought I'd share it with everyone.
  32. 9 points
    Propoganda made after the deed defense of Doin' Stuff in 2016, 7vs30ish -- unsuccessful raid by MRC chev propaganda post MRE capitol raid first ever WL bash on epic Second WL bash on epic Fernando looking majestic, raiding Toyngreen's deed in the middle of the map of Epic 1. Zekezor's pet Dominating dragons: Old BLH hunting: The first redesign of Our Wall, ~2012 on Chaos TC Capitol, Ascalon, 5 hours into construction:
  33. 8 points
    like a lesser unique drop, even a chance of it. They're rare enough why not. Not here to demand a particular drop, just give the poor creature a real use besides looking cool.
  34. 8 points
    I wanna take a moment to say that I appreciate the discussion and time everyone here is contributing to this effort. I try to make each of my larger features an open discussion and the community here never fails to deliver valuable feedback which lead to design improvements. Thank you all for helping!
  35. 8 points
  36. 8 points
    WTF does "Freedom" and "GL-Freedom" mean to a new player? Nothing. Change them to "Xanadu", or whatever the name of the player's server is, and "South Islands" or something.
  37. 8 points
    I've been doing a lot of hostile animal breeding lately, specifically Hell Hounds and Crocodiles. It would be fantastic if they did anything... at all. Below are a few huge QoL features I'd like to propose for animal taming / pets. These are listed from highest to lowest priority imo. - A "Follow" option when an animal has been tamed. This would allow an animal to stay by the player and hunt with them rather than having to lead them with a rope, un-lead, command attack, re-lead, loop. Also "Extended Commands" aka Kill target and return, etc. - Update stats on most animals - for example; Unicorns are basically worthless - the amount of effort that's required in taming and breeding does not match how useful they are when complete (5 speed / 5 draft). - Let players "Gift" tames to other players without the other player needing X taming skill. If I have a Fo priest or high taming, let me sell my 5 combat Champion Hell Hounds to people with 0 taming skill. The current system for gifting animals is not being utilised at all, this would be a quick and easy change that would be a huge QoL improvement to animal taming / pets. - Hitching - Allow more animals to be hitched. I'd love to see Bears / Unicorns hitched to carts and wagons. Tame / Charm, hitch them and make them not un-hitch when no longer tamed. - Stances - Agressive, Neutral, Defensive & Passive - When a pet is tamed and following the player you can choose a stance. Agressive; attack all animals within X tile range of the player. Neutral; attack what the owner/player attacks. Defensive; Only attack the mob/s that are attacking the owner. Passive; Never attack - perfect for having a dog or cat following you around when doing deed work. - Unique mini buffs for players with pets - for example; A tamed Wolf gives you 1% attack speed buff. A tamed rat gives you 1% increase to posion damage. Just small buffs that don't make one pet "meta" or better than the rest (like Sickles in PvE atm) - Pet amour - Decorative and/or combat effective. *Note* All the above suggestions are aimed at PvE servers. I'm looking forward to reading the responses and add-on suggestions below! Thanks for reading o7
  38. 8 points
    I recently returned to Wurm in August last year. I started playing in 2011 but hadn't been very active in the game since 2014, did a little bit of stuff in 2015 then quit, came back very briefly in 2016 but didn't stay long. From my perspective: it's a massively better game now overall now There is a PVE endgame in the form treasure hunts (lesser extent), rifts and respawning uniques. There used to be NO endgame for PVE and once you could kill trolls there wasn't much point hunting anymore. Hunting has more of a point anyway because mobs now occasionally drop coins and recipes. This could be hugely expanded but it's better than nothing. The UI is dated, yes, but vastly better than the one we had in 2014. Timers are great. It was so much easier to gain meditation without having to figure out the timer outside the game The new cooking and temporary affinity system isn't perfect but it's absolutely wonderful compared to the old system The new fishing system is a bit of a miss. The design is fine, the mechanics are clunky but ok - the problem is the difficulty/reward curve is a mess and it just needs tweaking a bit. The highway system is great. We'd been talking about doing something like that for years and years, it was a happy moment to log in and see it in game and working Houses in caves! Great. Paying for deed upkeep with treasure hunts is pretty easy, which is nice There's a lot of little things that add up to greatness. Runes, imbues, new spells that apply to jewellery etc. I used to wear rings I'd made just to wear them, now they're an integral part of my build A tonne of little tweaks to stuff have improved the game in small ways. It used to be you needed steel to make plate armour, so all my early PAS training required steelmaking first which was hugely tedious. Now you can make iron plate, PAS is more accessible. I could probably sit here all afternoon thinking of examples of this kind of change. Combined, they really do add up to a huge improvement on their own. Now that's a returning veteran's view. For a newbie? To your point yes it's an extremely niche game. The sheer grindiness of it is just insanity compared to pretty well any other game out there, and that alone means 90% or more of the population will just never enjoy it as a game. But if you think you can handle that, my advice to a newbie is to stay with it and fight through the first week or so of bad gameplay. Once you have some skills and some half-serviceable tools, weapons and armour, it's a far better game than the new player experience would have you believe. The experience it ultimately provides is like nothing else out there in terms of depth, investment, the value of developing your knowledge, property and character.
  39. 8 points
    Thanks everyone who took the time to put thoughts and feedback here and on Youtube to help with the algo! I'd like to work more with my editor (some of you will know him as DaemonDan) to produce more of these styles of videos on different aspects of the game. Obviously there's some demand to look into aspect of the PvE vs PvP aspects of the game and having played both extensively I think I can do a reasonable job on this! I'd also like to look more into Wurm's history and look at key moments in time. Eg. When all servers became pvp or how Wurm Online got it's name etc. If you have suggestions for different topics or even have screenshots or resources that might help please feel free to post here or reach out via forum DM! Thanks!!!
  40. 8 points
    Well done on the video. I have often enjoyed your videos over the years and it is obvious that you have a love of the game. You have used an opportunity as a 'friend of Wurm' to show the developers some of the many great things that an old returning player or a new player player will find in Wurm but also alert them to the negatives and so make a more informed decision. I hope they (the developers) understand that advice or comments from a friend is often the most valuable that you can be given and attempt to respond in a constructive manner! My own opinion is that Wurm will continue to be the 'niche' game that you describe in your commentary. I love the creative part of Wurm and you definitely picked up that point. The community aspect is a strength and will appeal to a potential player who has time to chat and play without excessive focus on progress. I was brought up pre-computer games and as such the graphics in Wurm have never bothered me but I can imagine that those used to modern games will take some convincing! Watching your video simply made me want to play the game. I suspect the quality of some of your examples and shots from Wurm would spark some curiosity in most potential players. This to me gives the Wurm team a wonderful opportunity to use videos like yours (and we all know other streamers who have a love of Wurm) to encourage newbies to try Wurm. Some will arrive and leave early on but that is how it has been and likely will always be. The trick is to encourage those few souls who stay longer to create their own little part of the story. The developers are- in my opinion- doing their best to make Wurm better and better. In answer to your question I would say that Wurm is worth playing for new players- albeit a certain type of player. I would also suggest that returning players would be impressed by the number of improvements made to Wurm over these many years that it has existed. Now..... back to playing
  41. 8 points
    ❤️Just a bear and his girl on another adventure...❤️
  42. 7 points
  43. 7 points
    Out of curiosity, and I don't think it was asked or suggested here, but have you considered nesting a click-able link to a GUI under our new Store link in the top menu? You could nest a link for "Auctions" and/or "Marketplace". I don't know if you could separate the economies easily between NFI and SFI that way, but it was just a thought I've had since the "Store" was introduced. Also, this is an unpopular opinion potentially with the actual development opinion on this it seems, but I'm not in favor of fees/taxes. It serves as a punishment for utilizing the system, and I see no real reason to implement fees (that's also why I don't use merchants), when I can simply sell my items without worrying about fees with player-to-player interactions. The idea is to get more automation, so in order to do this, you'll need to remove that 'punishment' so players are incentivized to use it.
  44. 7 points
    For all the people who say we dont need ingame auction house implemented where these things can't happen xD Luckilly this will change, they are working on it
  45. 7 points
    Even if some event happened privately, discriminatory actions against a whole group of players is not the kind of mindset that should be encouraged on this game Sad to see, hopefully future updates like the Auction House may prevent this kind of bias/restriction
  46. 7 points
    I was really confused by that statement when I first read it, I am not sure how you can make a public auction on a public forum then exclude a set of dedicated players from bidding on it, based on invisible criteria that can be made up and adjusted as the person sees fit I love private slayings, its a reward based off of a massive time/cost commitment. I wonder now if I'll be banned from his services
  47. 7 points
    Queit a pretty view to look at. I really enjoy discovering things like this.
  48. 7 points
    I'm surprised at the upset over the auction house, it's been something universally requested on the forums for many years, and ultimately replaces a lot of the wurm forums WTS threads to just be ingame, having people in the game and doing that. Can't say I've ever got more interaction from "I'll buy x, cod to archaed" than the proposed system of buying from an auction house. It'll stabilise prices and give more normality to price checks, but I don't see that crashing any system
  49. 7 points
    +1000 to every single thing, yes, Including the Auction House. Long overdue. Thank you !
  50. 7 points
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