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Showing content with the highest reputation since 11/09/19 in all areas

  1. 9 points
    You know, I've killed my fair share of uniques (41 on Freedom, Chaos and Epic combined according to Niarja) and I don't consider myself to be a unique hoarder by any stretch of the imagination. Of these 41 Unique slayings, only one comes to mind as having necessitated GM intervention, and it was one in which the unique was actively being killed, and some jerk that was still convinced he had made the claim (and was trying to pen it) was attempting to bandage the dragon to heal any damage we would cause. The Wurm community, although far diminished in population from "the good ole days", has survived just fine for 10+ years without the need for formalized GM "babysitting" of unique sightings, claims, captures and slayings. Such bad behavior by players should fall under the "play nice or we'll rip your heart out" thread previously posted by Enki. I refuse to believe that a blanket policy, which has been an unspoken rule for the last 10 years needs to be enforced by the staff for a population 10% the size of what it was before. I'm very disappointed that Enki had to make that post, but I'm even more disappointed by what I read in it... So if my "alt" (which is a fairly broad term, especially in the world of PvP) enters local of a unique fight, I could be banned? By design, any premium account can (and will) receive loot from a slain unique within their local. I, like many other players, have several characters that I play (priests etc)…. so these "alts" run the risk of being banned? Unique slayings, impalongs and public gatherings like Rifts are half of the reason why the new priest spell Summon Soul was implemented in the first place! But now it's only allowed if you're on the Unique "white list"? BULL !#@$#% This level of petty non-sense is a clear de-evolution of what this game used to be, with regard to the need to both make and reinforce rules like these that have been laid down by Enki. Not only does it open the door for "gray" interpretation of an already murky rule, (digging dirt in local of a dragon before anyone else makes it my claim? REALLY?) but also paves the way for additional "rules" to be imposed on an already dying community by a select few who suddenly see it best to micro-manage the player experience, despite the very small percentage of the population who still bother to steal find all the uniques.
  2. 8 points
    This looks great! Please allow them on the surface too! For anybody who's ever seen my sailing / trying to moor I greatly need this, thank you! Very old, but personally one of my best mooring jobs ever.....
  3. 5 points
    Rant time. My train of thought is at risk of not being the most coherent here. Just my general impressions and realisations of the last months dumped into some paragraphs. But never anything innovative. Just more layers of the same old stinky onion, overcomplicating things more without adding to them in essence. The cooking update was fine but just added more carpal tunnel induction for the few who are into cooking. Then came the fishing update that noone asked for. We got Rifts, which most of the people cannot even attend because of its terrible scheduling. These involve hours of "combat", after hours of travel, and both components are completely mindless. The only reason Rifts got me excited was for multitasking 3 toons on a cart in it. But taken by itself, who would want 3+ hours of "Stand next to this mob and wait"? The combat system doesn't warrant an event like this in the slightest. The trend I see here is that CCAB is completely out of touch with anything a player with moderate to decent standards would wish for. If I explained to anyone that the biggest PvE event consists of travelling up to 2 hours ingame, just to stand next to some mobs barely doing anything for 4, and then returning whence you came, they'd think I'm insane for playing this. And in retrospect, I don't see what kept me except the illusion that the grind will go anywhere some day. But it doesn't. This game is nothing but potential that the devs are unable to bring out. Once you realise this, it doesn't matter how wonderfully grindy it is, you're grinding for the sake of grinding. In between we finally get quality locks, but CCAB took it way too literally, like a genie twisting ones wishes in the most malevolent way possible. Hitching posts are finally in the game, years after it had been simply modded for WU. Still no way to utilise highways for fast travel in any way despite numerous requests, because pressing X and tipping your vehicle with A and D for well over an hour to get anywhere is supposed to be fun? Basically, what is considered QoL, and how it's implemented, is way behind the modding community or, again, completely out of touch with the playerbase, where genuine wishes are ignored for years or finally implemented in a way that doesn't even get confused clapping. Just irritated shrugging about why it had to be this way, leaving one to wonder what bet a dev must have lost to stick to such a decision. And then there's the flimsy attempt to make a new server hoping the landrush will draw new people in. Yes, Jackal. It's barely more than just a new server. There were no new people though. Premium player graphs show there wasn't nearly a dent, so it was just veterans being forced to reskill all over again. This could have hit some mark at least if it weren't just veterans, but news of Jackal has seemingly never left the Wurm Information sphere - if there was ever a failure in advertisement that could be attributed to such a narrow window, other than the general "there aren't enough ads for Wurm", this is the prime example. I don't want to dwell on that dumpster fire any more than I already have since it was the straw that broke the camels back for me, but it's the culmination of all the mismanagement that happens around Wurm right now. Underdeveloped, off the mark in design, and no word to be heard about it outside this echochamber. And of course it was buggy and required loads of fixes afterwards like so many things recently. QA has noticably gone down the drain this year. In this latest instance, with the Jackal skill transfer, some people even were effectively unable to log in and play. This is bad enough on its own, but iIn a subscription based game, that is completely unacceptable. People pay for this time, it's not yours to waste with endless field tests. And on the notion of "this is the ultimate sandbox game": It's not that, either. The building options are too severely limited to hold a candle to anything contemporary. Instead it has this amazing breadth of skills and things to do, but none of them can be put to any actual goal other than what you set yourself. And with a dwindling player base, and the game giving no incentive, no narrative, no goal to aim for anything...what's the point? Before I quit I started a tunnel project but when I thought about how barely anyone will benefit from it because there's noone left to do so at this point...well, it soured this last attempt to keep myself in the game, to say the least. I can do ridiculous projects in sandbox games. But if noone is around to share it with and it's done in the most passive, uninteresting way possible by watching a bar, I might aswell play Minecraft and save myself the cost for multiple characters and a deed, and enjoy many, many more degrees of freedom over Wurm. Apart from romantic involvement, this is exactly what caused the friction to grind down my illusions about where this game (and by extension my efforts in it) are headed. Anywhere but the gutter. I hate to say it, but I start to agree with ol' Gladys these days. Not for his precise reasons, but the sentiment that PvP makes a lot more sense for Wurm as it is is finally dawning on me. There's no proper PvE and I've come to the conclusion that there never will be. And as a sandbox game, it is extremely lackluster. As for something to grind, yeah, it does that "best", because no other game has the balls to make such demands from the player as Wurm does, for good reasons. Too bad full loot PvP in a persistent world just isn't for me, and it's dead here anyway. But if I had any suggestion at all for the Steam release...focus on either one, probably leaning towards PvP. Wurm has an identity crisis between what it tries to be (PvE) and what it originally was conceived as (PvP, this shows in how many skills are still completely moot in PvE). But currently it's doing neither properly. You're probably closer to being a decent PvP game at this point, since the PvE part hasn't really developed anywhere, and with the snails pace development is going, the effort it takes to make Wurm a decent PvE game is likely out of scope since that would require an interactive combat system or better AI and more involved ways to fight it. Fix the PvP meta for Steam, and this might get anywhere. As a PvE game, I think it will just flounder against the competition.
  4. 5 points
    Steam WO will hopefully eliminate character trading. I wholeheartedly agree that it has pretty much ruined the state of the game. It isn't exactly P2W but it is heavily contributing to the stagnation of the game that is currently happening, by making sure that the old characters will always be around, and they will always be dominating the market and the servers. The number one problem with Wurm is the lack of advertising and terrible PR
  5. 5 points
    i would post constructive feedback from a players perspective with over 1k days of playtime but it would just get removed so im posting this nonsense instead
  6. 4 points
    Feast before the stronghold battle!
  7. 4 points
    I don't think any established farmer would be overjoyed at the prospect of seasonal crops. Basically, it's less convenient. They could not fill customers' large request orders promptly. They'd also grumble at crop rotation. Again, it's inconvenient, and customers won't understand and don't like to be kept waiting. Some customers have been known to order 10, 20, 30 or even 50k of their chosen crop(s) at a time, and don't generally like to wait more than a week. If these ideas were implemented, of course the established farmer would adapt, and would be in the best position to adapt, but the newer player might not. Imagine yourself as a new player - simply by chance and poor timing - starting the game in autumn and finding that none of your foraged crops will grow? You won't have had all spring and summer to build up a supply of food to get you or your animals through your first winter. Imagine placing your first deed - a big moment - only to find it is already mineral depleted land and useless without spending out on fertiliser. I'm not ruling out your interesting ideas, you show a genuine passion for the game. We do however, have to think about the kinds of players these ideas would impact upon the most. Someone would have to put in a number of fail-safe and warning systems so that new players did not starve in their first week, or naively pay out for useless land. Caring for animals is one of the big draws in this game - a LOT of players play only for, or mostly for, this element of the game, and it attracts a certain kind of reliable PvE player, who will happily keep paying their deeds' upkeeps to see all their animals every day. I have known players completely quit the game and let their deed disband because their one favourite animal died. If we cannot empathise with this kind of player, then we're basically writing off a main core of players who are probably keeping the PvE servers running. I would love to hear more of your ideas, as we need this kind of creative input. For every idea there will be counter-arguments, and there needs to be. We need a continual ideas exchange in order to find a balance of new experiences within the context of the existing one.
  8. 4 points
    Your quote misses a lot of the context shared, but essentially the steam launch is just a new cluster. It's not a completely different game. It's the exact same as when we launched pristine and release, just accessible by steam.
  9. 4 points
    make them show on pend so hunting down scout camps can be a thing
  10. 4 points
    As the leader of the most active deed since day 1, experienced burnout and seen alot of active great villagers (like OP, we miss you nygen ) quit i can say this about Jackal Pros - Mystery, fun figuring out the map - New challenge, somewhat new content alot of it recycled in a good way - Opportunity to play with new people who you wouldnt normally play with Suggestions - The terrain just f'n sucks, it's tedious, its not fun. Wetas constantly get hung up when trying to fight at beacons, tone down the steepness by 10% atleast - Skill transfer f'n sucks. If you're going to make it slow skill gain, atleast make it rewarding, or else give us challenge server skillgain at like 6x or something. People don't want to grind if the skill transfer sucks. We'd rather have fast skill gain and no transfer. But think about it, if you gave people a 1:1 skill transfer from Jackal back to Freedom, EVERYONE would be playing on Jackal, and thats what you want. Freedom will become the "dumpster" league like Standard in PoE, Which is fine, because everyone loves playing the new content anyway. For those of you freedomers who grinded to 95-100 (myself included), good for you, but know if you want your game to succeed, freedom ain't gunna cut it for everyone else in the world and help the game succeed. - 400-500'ish Jackal Beacons are repetitive and boring with this many people burning out. Do something drastic to revitalize the server, seriously. Get these people back. Increase skill gain to freedom? If there's real incentive like bonus skill gain there, people will want to move from freedom to jackal to grind. That's GOOD. - This whole - "Non sb, no CoC" skill gain relation is F'N STUPID. WE WORKED HARD FOR THOSE BONUSES, Why take them away from us?! You want to make people mad or make them feel rewarded and keep giving you money? Seriously you guys shoot yourselves in the foot ALOT. Don't give me the "If you want skill just grind on freedom" crap, FREEDOM IS BORING AND DYING, THAT'S WHY YOU MADE JACKAL. Alot of people are resubbing after not playing for years because they found no point in grinding on freedom anymore. Don't ruin your own efforts to revitalize a game by some ill-conceived rules. - Make WS and channeling skills faster, it's too much of a grind to decent weapons to entice people. WS Gains are SLOWER on Jackal (wtf?) Jackal is an opportunity to actually make WURM great, where you release meaningful seasonal content patches. This was a good start, dont scrap the idea just fix and improve. Alot of us are really enjoying working together on a goal that feels more then just "minecraft freedom wurm" -- EDIT OMG IM A GENIUS. Memory Stone - 1000 Jackal Points - Copy any 1 skill from Jackal to Freedom at a 1:1 skill ratio. Body Stone - 2000 Jackal Points - Copy all gains to body stats at a 1:1 ratio Mind Stone - 2000 Jackal Points - Copy all gains to Mind stats at a 1:1 ratio Soul Stone - 2000 Jackal Ponts - Copy all gains to Soul stats at a 1:1 ratio
  11. 4 points
    To be frank; a failed experiment. Yes, item skins are nice, but for those of us with actual ambition in the real world, the time investment to obtain such items is just not worth the effort. Combined with the confirmed inferior skillgain rate, it had nothing to offer. In essence, it was very much "all or nothing", with too much weight upon "nothing" for myself, and many others, to bother.
  12. 3 points
    A friend introduced me to a new meme. Life... TeeeBOMB screenies. Thanks Rumi o7
  13. 3 points
    I'm still waiting for that fresh start pvp server.
  14. 3 points
    I'm not sure why these items in particular can't be secured, since other large decorative items can, but it means that after carefully positioning them its super easy for someone else to accidentally mess up their placement, and also means that if you have rare or better versions that you want to display, it's not safe to put them in communal areas on large/recruiting deeds without running the risk of them going missing. As we recently discovered when an allied deed went down for a couple of hours accidentally, it also means that out in the open, they're easily swiped. I'm not sure why you *wouldn't* want them to be securable, particularly as fountains are often placed in undeeded areas to mark water sources for travellers (like in deserts, for example).
  15. 3 points
    Adding the masking to house walls has been something we'd like to see, just havent sat down and made it work yet. Maybe sometime soonish
  16. 3 points
    was invited into the game by Stoneman after being told that there is salvation to be had, following the closure of a minecraft server me he and fablecrafter played on. Spent some time in Stonebrook on Indy, getting my skills up then i got psychologically lynched by a certain someone for eating Stoneman's rare deer because i was hungry and too shy to type in alliance chat. (stone didn't mind after half a day but the bully was relentless) having been KoS'd by this bully on more than one deed, i seriously considered quitting, but built a rowboat instead, which took a very long time and alot of determination. Once built i set off to deli, thinking i need deliverance from hugh so the server should suit me. It was hard to find coastal real estate back then but after some time i settled on the North East and founded a deed called Indigus. (renamed it trinsic once i was self sufficient, recently renamed knightshade). My first break was a rowboat. Once landed I dove head into experimenting with paint and builds till i finally discovered deed planner. The moment i discovered dp everything was a gleeful, creative haze for 3 years and so trinsic was born. never really took to farming although i did enough to stock up. I think the advent of the crafting interface and complimenting the landscape with the right architecture, and all those floorboards and slate slabs i had to make to get rid of the marsh (back when slate slab was the slate brick texture and it took a very long time to make the slabs) was lengthy but fulfilling. Excluding the rowboat, Deed Planner was my first solo break, that which spun the wheel. I highly recommend joining an active recruitment deed until you feel like you should sub. Can't speak for alliances, it took me over 4 years and a move to Exo to find one that i can call family.
  17. 3 points
    So, as a project, I have decided to make a trailer for one of my favourite games, specifically Wurm Online (Surprise surprise!). I am not sure if I have the skills or determination to do it, or if it's even possible, BUT as with most things I do for no particular reason, I am going to try and do it anyway. I have zero experience with editing, so I'll be learning as I go, but I do have some ideas. Then I thought it would be a good idea to get some more ideas form some of you, since I don't have an incredible imagination like some people I have seen around here, and make this a somewhat community-sourced project. Then I could add them to a list and start recording them once I have enough ideas. The background music will be the old "Wurm is Waiting" song by 21st Century Blues; I think it sounds really cool and has a nice beat that I can do transitions with or something. Just figured that would help get a feel of what I'm going for. https://www.youtube.com/watch?v=GyTrp7ll0DI I don't mean to be lazy or scabby; I just think it would be really cool to involve a bunch of people in this. Anyway, If anyone has any ideas or tips, post them below, I guess? I'll leave a list of current ideas and probably add some from the comments every now and then, and give updates on my progress, too. Cheers! List of Ideas: - An EPIC 32 second clip of the player approaching an EPIC building of EPIC proportions for that start bit. Was thinking Stronghold of New Hope on Elevation since I am already there and It will probably be one of the first and easiest things to film. - I think that the parts where it comes up with the text "Wurm is waiting" in this ancient trailer I came across is noice. Will probably do that. But not too much mid-video text, though. it's a bit intrusive. https://www.youtube.com/watch?v=_QEC4bf5NQM - Digging/Construction at 1:39? A PvP battle scene at 1:47? If you listen to these parts of the song, you'll get why these parts of the video. I'm thinking of doing a lot of stuff like this, where the graphics match up with the song, It's pretty convenient that the music was made by players back then (probably, I think? It sure sounds like it.). Just gotta think of some more. - More to come, stay tuned!
  18. 2 points
    Dec. 6th-15th We Are Live! Screenshots If you have any questions feel free to post in this thread, and I will add the answer below here! Discord Link to the Blackmoor Christmas Impalong 2019 discord! https://discord.gg/QeQRWK6
  19. 2 points
    Hey jackal was advertised! On this very succesful site that everybody totally knows about and reads daily https://massivelyop.com/2019/08/30/wurm-online-just-launched-a-new-time-limited-repeating-pve-server-called-jackal/
  20. 2 points
    I'm creating this here, just to have a place to show early works in progress of my attempts to create a custom graphic pack for Wurm Unlimited, that will be using textures from the popular Minecraft texture pack: Sphax PureBDcraft. I've gotten the "ok" from the BDcraft team, that if I get the pack to a completed state, that I could have it posted on their forums for others to use it, (somewhat of a rule with their textures - others can use them for games, but they have to give credit, and they have to be distributed via their site). As of right now, I've only got fairly basic terrain textures (not even close to all of them) done so far, and then some other odds and ends here and there, mainly for experimenting with the complexity of how this will get... As I'm only working with textures as texture files, and not in a 3d editor to do it as it's seen in the game world or anything, some stuff that has complex models, like the furnace will take me much tinkering. Some of the stuff that you'd think is complex, really isn't, such as the log piles, I'm quite happy with how those turned out. I'll be posting more progress updates, and screenshots as I carry on with the project though - Credit to the Sphax PureBDcraft Team for the original textures Progress Updates and Screenshots: -Week prior of April 21, 2019: Latest post - Well it's about time that I did an alpha release of this graphic pack for people to give a try, and give feedback for. At present, I'm open to suggestions about all the textures, essentially consider everything to be a placeholder for now, as it's still an early alpha release. Just a heads up, that because this is an entire graphics.jar file, it is quite a hefty download, about 1.3gb. Also make sure that you backup your original graphics.jar file, unless you don't mind doing a reinstall of your game to replace it.
  21. 2 points
    I understand the frustration. You've invested hours of real life - and real money - only to be asked to throw it away. I also understand newer players feeling like they're so far behind the ten year veterans that it's hopeless. I see Jackal's "start at zero" as a solution to the latter. What I think I hear from those who like Jackal but dislike "start at zero" is that the content on Freedom is no longer challenging for their character. I see Jackal as intended to challenge the player. It asks: have you, the player, gained enough skill to survive without the advantages you were given when first starting Wurm, advantages that compensated for your lack of skill and knowledge of the mechanics of Wurm. Based on the number of posts expressing frustration with "start at zero", there's a clear demand for more challenging, engaging content on Freedom. I'd love to see the developers (and Wurm Unlimited modders) work towards that. But, in my opinion, Jackal is not that. In short, I hope Jackal keeps the "start at zero" format. I hope something else adds the challenge that veteran players want for their characters.
  22. 2 points
    Belated screenies of the first attack on the stronghold over the weekend The Stonghold and part of the base camp set up around it The fearless warriors assembled, waiting for the walls to crumble Misty dawn breaks over a bloody battlefield The Warmaster comes forth, but the warriors know what we're fighting for
  23. 2 points
    Statements such as these can cause issues because it's not always about the ability to make money, but a reflection of what that means. Essentially the market exists based off things being rare to make, needing skill, or consuming time. Making mortar this fast would eliminate the consuming time factor and thus make production of mortar essentially a zero sum situation. We're pretty happy with where bulk materials are in terms of generation, in both creation and use so we won't be taking any action on this suggestion. Not due to just marketplace factors but in time consumption and work/reward factor as well.
  24. 2 points
  25. 2 points
  26. 2 points
    Even just for the sake of ambiance in town- would be nice to be able to have more options for shop signs to place outside my buildings, workshops, and such. I'd very much enjoy having these additional sign options.
  27. 2 points
  28. 2 points
  29. 2 points
    There always was the idea of simply being able to light a forge with a spell.
  30. 2 points
    'Sucks' is too strong a word for how I feel about the skillgain transfer. I did not go to Jackal for skillgain. I went for the personal experience of being there. I found it to be fantastic but saw it much like a dream, as if my toon was dreaming and then would wake up on freedom. Maybe a fevered long magical Jackal influenced sleep. But when we dream, while we may learn things or even do things that are skill based that we don't do in real life, we don't wake up suddenly knowing how to do them. We might learn this or that, but not 60 skill points worth of learning. I also think that skilling is not the point of Jackal. Wurm is truly an RPG for me, and I am heavy into the Role Play aspect, and the whole feeling of being someone else, somewhere else, with other really fun people. It is the first goal based thing I have done in Wurm, where the goal was created by someone other than me, and I love it as much as I love freedom and epic and chaos. I love wurm. Yeah, the transfer could be better. But the devs made a really fun and beautiful hostile place for us to play in, and that is a much greater gift to me than whatever skillpoints I have later. I have really awesome memories.
  31. 2 points
    My main can imp WS to 70ql & my Vyn alt priest just reached 70 Channeling (like 90ish faith) Can I add them to the helper list also? This would be my first impalong as a helper and I don't know how much help I'd be
  32. 2 points
    it's probably worth to use the whatever time they could to build up such page/preview/profile whatever it's called.. it's free advertising.. rest is to get in the right categories.. so right auditory finds the game when they look for "new" titles to try. These impatient for the steam release could try the WO, both, etc Could be 'early access', but they had green-something.. section.. maybe for indie games, doesn't matter.. as long there's option to build a profile, it's worth to market the game earlier.
  33. 2 points
    Revive I guess.. Well if you can't have it in-game, here's a teaser:
  34. 2 points
    Assume that your notion is carried through and a merge is ruled out. Also assume that some WO players will move over (not many, but some, this is the best case scenario for the model by the way). These WO players are EXCELLENT skillers, they are the diehards who know every dirty trick in the book to skill quickly; most of them lack RL jobs, and most of them are also fairly organised, so they can afford to specialise and skill 24/7. A month passes, the player count drops like a rock (this happens with all steam hosted mmorpgs, it's just market saturation). You are now left with a server where the diehard WO players run the economy (faster skilling and more time to skill), you've killed your original server (if we wanted to play on a dead server, we'd play WU), and absolutely nothing has changed. So, in essence, you are already going to get the scenario you outline as undesirable, the only difference is that you're not going to have as many skilled players around to help people settle in, because they all cut their losses and moved to a legacy themed WU server.
  35. 2 points
    Good points made Steveleeb about being oneself and expressing viewpoints from that unique perspective. Too many people let themselves be molded by others by conforming to their idea of what is acceptable to present. I prefer more those who venture off the beaten path into vistas of ideas that I might not have considered myself or streams of contradictory thought that may make no sense other than to get you to realize that yeah, that's the point. The old brick wall that we smack into will clearly make its point but what about that shiny object on the bending path just before it. Perhaps it was a warning message or just something cleverly placed to stop the momentum of charging forward so blindly. We all have our place here and the differences just make it all the more significant. Easy enough to ignore those we don't find of interest, especially upon these forums. Then again you never know who might appreciate "absurd suggestions" and the mind of the one who thought to make them the center of attention, if only for the moment. Yet of course we will not appreciate everyone so kindly but they too will appeal to someone else who just seems to get their own vantage point and relate to it from the safety of these written words so distant from their rainy sky's or sun shinny days. When the light fades who will remember or even know that they have gone..... =Ayes=
  36. 2 points
    Ha, Jolly Porkies, my deed was in the video as well (after 2:50:00) and you were really lovely about it, thanks for that!
  37. 2 points
    I just noticed you can't create a campfire that is always lit as a GM. I am decorating a town for fun and I want this campfire to be always lit, but it keeps going out no matter what I do. Could there be a new item that is only the lit campfire graphic? Or can we open the "Always lit" option for it ? Many thanks to whomever does this. EDIT: The campfires even despawn, so that would need to be fixed too. maybe just a new item that is always the lit campfire.
  38. 2 points
    [02:40:52] You start to work with the carving knife on the branch. [02:40:55] You create a kindling.
  39. 2 points
  40. 1 point
    1s = .9e Verified paypal only. Shoot a PM
  41. 1 point
    Update released on 2019-12-01 - 20:10 GMT (December 01, 2019) Elysian Bay (50x, 54y; R21) - added the bridge which connect the island to the mainland - updated the geography of the island - added a new guard tower on the coast Bay Hill Canal (26x, 29y; G15) - updated the roads on the east end of the canal Lake Tortuga (17x, 28y; J12) - updated the roads in the area - removed the steppe and the marsh on the south shore - added the new mission marker (pylon) Inner Sea West (22x, 33y; L13) - updated the roads in the area - removed the small patch of steppe - updated the roads along the coast - updated the coastline geography Hidden Bay (10x, 50y; Q9) - updated the roads and the geography in the area - added in a section of steppe that was not on the map (9x, 53y; Q10) - updated the roads in the area - added a new guard tower and calling range marker Southeast Coast (5x, 48y; P8) - updated the roads in the area - minor updated to the coastline Darkenstone Canal (18x, 27y; G15) - added a new guard tower and calling range marker As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  42. 1 point
    Not at all, in my book. Been in that position or similar myself many a rift. I was just observing the random(?) wordplay in your post ('unable to move as he is saddled' and name is 'Halt, Lad!'). Perhaps I have a peculiar sense of humour. Anyway, good luck getting him back. Someone find this man his steed!
  43. 1 point
    Crates and Bulk storage almost feels like I am cheating at the game. I was ecstatic once I discovered how they worked, and grinded the body strength just to load. I live off-deed in a cart crammed into a ship. I make me some billy goat gruff and seal it in a barrel. I can eat for weeks off one barrel. I voluntarily live under the threat of decay. It is how I play, but completely understand that is not how most others play. This is my sandbox. Relative to crops, mining ore is difficult. Digging out a hole in a mountain, searching for the vein you want, discerning the quality, then extraction and transportation. A lot skills involved, and generally a good deal of effort. The finished metals industry is second probably only to rare finds/drops, and enchanting. The effort seems reasonable in that regard, and generally we all accept this! Grinding crops/cooking is much less demanding in comparison, and can be completed with less tools, and danger. It is also one of the first things many players begin doing, and wonder... how can I sell this? We accept that certain harvestables are only available at certain times (maple syrup, fruits, nuts), and even only through lucky finds (rice, cocoa). We even have grapes that only grow in certain hemispheres! But these products are for niche markets. If I understand correctly, certain trees prefer certain biomes, and likewise certain creatures. It is quite difficult to discern that. EVERY tree is everywhere... even all types of creatures seems everywhere - except perhaps for whatever one you are looking for. I have tried to theorize what would happen if you made on-deed farms produce more than off-deed. QL based on skill and tending. Or if you allowed certain crops to produce more in "season" but less (not none) in off season. Or simply had an expiration of several seasons to bulk storage of ALL raw goods. What I keep coming back to... is that SO many other systems would have to change (village sacc, cooking and grinding cooking, etc), and even separating production crops like cotton and wemp, or else you hamstring too many players at once. I really enjoy the theory of virtual economics, but I believe we are so far deep in certain systems - that even small changes to some of them might be catastrophic. add- As far as the middle-man goes, again this me making ###### up, it probably has to do with frequency of sales. If it is more profitable for me to continue producing - then I pay someone else to deliver. If I get a sale once every few weeks - bet I am closing that sale myself!
  44. 1 point
    Some of these may be possible, I know the permissions system was intended to have a slip able to be created and sold for example. There's a lot of great ideas here, we'd like to introduce lots of these concepts however many of these are currently out of our scope, so don't expect them anytime soon
  45. 1 point
    perhaps a light source of some sort would improve ql, or even without makes the vegs 'white', maybe the ability to plant fruit trees, or mushrooms.... idk so many options tho still love it. i also agree about making them usable above ground.
  46. 1 point
    This is a beautifully complex cooking system, and I love it - but there are a bunch of sub-recipe foods stuffs which are fiddly or time consuming to make which would benefit from an alternative storage method with reduced decay. For example, I can seal my milk and oil and passata in barrels so it will keep, but it'd be really helpful to make better use of existing items (like, say, pottery jars) as longer term storage for things like jams, breadcrumbs and dry pasta and maybe also for less complex snack foods like candy, chocolate and cookie jars. I'm not asking for slower decay of full meals or pizzas or more complex foods with high nutrition and affinity timers - I totally understand why those have higher decay rates without individual wrapping. What I'm asking for is a middle ground solution between liquid storage (forever on deed) and prepped meal storage (hours or days without wrapping) for ingredients which, irl, would last weeks or sometimes months in cupboards so that a) exploring the full breadth of the cooking system and the hundreds of recipes in the game is more rewarding and b) so we can have our kitchen shelves lined with labelled jamjars and biscuit tins and the like. I don't know - if I'm missing on obvious exploit here, please do flag it up - that's not my intention. It'd just be really nice to have additional logical ways to store some part-processed ingredients, outside of a magical chest, that add to the decor and help us cater for guests without offering them mouldy bikkits.
  47. 1 point
    new stuff https://imgur.com/YlATqnT https://imgur.com/1r3AfsS https://imgur.com/vK0lBKV https://imgur.com/H0ke4uD
  48. 1 point
    quit the disembark button from NEXT to attack button!
  49. 1 point
    Pretty epic landscapes on Jackal
  50. 1 point
    I have a jet black horse named Tich on Chaos that i would like to find a good home on freedom. Can arrange delivery. post pics of barn and pasture. It is venerable and cared for at this time. We would reduce age before delivery.