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Showing content with the highest reputation on 04/08/12 in all areas

  1. 8 points
    There is currently no way of knowing what your bank account history is. i.e. Send out a number of items C.O.D. use some money from your account claim a referral and things get very confused very quickly. Even a short list of the last 5 or 10 transactions would help to keep track of what has been paid or used.
  2. 3 points
    EPIC. It's been 9 months or so since the EPIC Cluster debuted on wurm. Consisting of 4 islands, The Epic cluster is by far the most naturally rich, Social active and challenging yet exciting area of Wurm bar none. The Epic Cluster is by a long shot the most resources and land rich area of Wurm. it's still 75% on average unoccupied and virgin. Epic has the entire assortment of Mobs and animals (including the ones rarely or never seen on freedom) from Bison to Kyklops, Hell Horses to roosters. It's all here in abundance wandering around waiting for you. There is no land type, area type, or natural geographical class that Epic does not have and probably several. From volcanic islands, to sandslide mountains, Unholy ravines, massive craters and more the Epic landscape is wurms most beautiful and accessible. Epic is PvP enabled. From the much safer and more pastorial like home servers to the very thick of elevation. Epic has as much PvP as you want to experience and ways to not exceed that amount. From rookie to vet, Noob to Napoleon. It's up to you. Uniques: The three home servers retain all of if not most of their Uniques still. Dragons, Troll king, Goblin Leader, Kyklops, Forest Giant, and more all here to be seen and if your brave. Killed. The Hunt of the Ancients: A pvp Team based capture the pillar game on elevation that give out prizes, Missions, Some suck, Some don't. They all give out Karma. The White and Black Lights. Exist one place in wurm. On Elevation and are a sight to behold. ​Sufficed to say There is alot to Epic physically. But there is also alot to Epic Socially and Politically. There are 4 active Kingdoms in Epic: The Mongol Empire (Player made Kingdom) That lives on elevation. http://s3.amazonaws....lhost/7c7e7.png Currently the Dominant PvP power in wurm. The Mongol Empire is headed by it's leader Popseh (Hellfang, Hare, Traveler, others) and is comprised of a tight knit and highly skilled group. The Mongol Empire is also the Wealthiest and artifact laden group in wurm and consists of some of the most experienced, PvP focused and aggressive group in wurm. Contacts: Hare, Hellfang, Awakening, Mol-rehan (MR) That lives on it's home server Desertion as well as elevation http://www.wlhost.net/images/b3e54.png Known for their unusually close bonds and loyalty. The residents of Mol-Rehan include many veterains from its former wild incarnation as well as a plethora of new players on Desertion. Desertion in my opinion is the most Beautiful, in fact Gorgeous server in Wurm. MR also has a Elevation outpost and small residency there and maintains a strong if not the strongest connection with it's home server population. Contacts: Gary, Knightstar SavageScholz, (Current Leader Unknown/Disputed) Jenn-Kellon (JK) That lives on it's home server Serenity as well as elevation http://i45.tinypic.com/vhnwk.png Comprised of Serenity it's home server and an outpost and small residency on elevation. Though the JK-Elevation and JK-Home Kingdoms are for all intents and purposes two separate organizations without alot of interplay between them. JK is the most open of the kingdoms. It's Home server excels in New player attraction and settlement and, while sometimes rockus, it is by far the most welcoming and freely open communities in Epic. It is also though the most generic and Nonspecializing. It also has the best and most advanced Starting deed on it's home server, Strongbox. I currently Live at the Serenity Starter deed of "StrongBox" assisting new player get settled in and upgrading the local facilities and utilities for the public use. The best starting place right out of the box is spider island (Spiders long gone) to the north across the land bridge. It's walled in. Towered for safety and a great place to get your feet wet. Then...It's up to you. Contacts: Joanavon, Kuzym, Wiro, Snorfin, Gravitydog, Bali, Volke, Cobb, nym, Lego, Plebian, Michieldewit (Current King of JK-Elevation) Horde of the Summoned (BL) that lives on it's home server Affliction as well as elevation https://s3.amazonaws...lhost/ba21e.png The Horde of The Summoned has a new Emperor. Gameo, While HOTS is not the power they once were on elevation perhaps some new blood can turn it around and pare back the current Dominant Mongol Superpower. Their Home Server Affliction is bar none the most mob dense, animal cramped server in wurm. if your looking for FS targets you can't hardly throw a rock without hitting 8. While in fluctuation on Elevation their population and activity on Affliction is strong and they represent a social unique and tight knit community. Contacts: Borken, Birdmansback, Ryaa, Touchmee, Atazoth (Current Emperor Gomeo ) Each of the Home Servers is connected to Elevation and thus each other as well. While it is highly advised that players new to wurm or new to anything beyond freedom Start on the relative safety of the Home Servers. You are if your premium able to jump right into the middle of it on elevation from the very start. How do i get there? It's quite easy and convenient to swap between Freedom and Epic. Using the Epic portal (Built with a log+brick anywhere) You can switch between the clusters every 60 minutes. Returning to the portal you left from when you return. Keep in mind your epic skills and inventory is completely separate from your freedom ones so you don't have to worry about risking or losing anything you earned on freedom on epic or vice versa. Basically while on one cluster your persona and inventory go into stasis and for all intents and purposes time stops for your persona while you are gone. Then whenever you want you can hit a portal and reappear on the other cluster exactly as you left. No decay no damage , No skill loss Nothing. No risk no commitment just flip between them as you please. The only real constraint is your time and thus it's easily feasable and many do play on both often in two very different styles. Variety is the spice of life. So while perhaps taking a break from freedom to explore Epic you are safe in the knowledge that you can return at anytime anyplace with just a few bricks and some logs and presto a new ready to use Epic Portal. Skill Curve and Gain On epic, You gain skills faster per action then freedom. quite a noticeable bit faster. These skills are also more effective (powerful) per level then the Freedom ones, 50 is 70 and so on. What this means is you spend less time imping/grinding/doing boring stuff in a dank corner somewhere in order to do what you want to do and more time simply doing it. Basically: Less Grind, Less Imping, Less Carpal Tunnel. Less Boring. More Fun. Remember: Epic is Pvp enabled but not PvP required. Meaning, That while one has to be aware of the reality of being on a PvP enabled server as far as not auto sailing and paying attention to local. It does not mean everyone on epic must actively or ever participate in more PvP then they want. Even if none at all. It's another part of the Choices of Epic: You can be anywhere from a mouth foaming vicious PvP supa freak to the fluffiest carebear surpassing Freedom's fluffiest or anywhere in between. Choices. Options. Fun. Epic is a different type of game play for most then is found on freedom. More dynamic, More social, More dangerous, more exciting. It has everything Freedom has and more and none of the restrictions or restraints on your choices. Regardless if you decided to become the next Hota PvP champion or a quiet Hell Horse breeder and Puppeteer. The choice is your and one is no more or less acceptable on Epic then another. So give epic another look and perhaps a visit. You have nothing to lose and perhaps a whole other Wurm to gain. StrongBox mid way trough Remodel The Serenity Pyramid, another Epic Construction.
  3. 2 points
    Shouldn't all fruit trees yield more than just 1 fruit? The amount could follow the same code as olive trees, and would make harvesting other fruit trees more inline with olives and farming strawberries. Strawberries can be harvested all year round every few days to grind beverages, kind of leaving the other fruits out of the loop. Apples, cherries and lemons seem to be missing out a bit. (Grapes too for that matter.. missed them in the original list)
  4. 2 points
    Come on, guy. Its rage the solution, or quitting? Really? Are you gonna quit in every hard situation or whenever some kind of problem suddenly apears in your path? You should take the things easy, think, and wait (hard to belive im saying this, but...). If you just leave, you are abandoning so much time and effor for... For what? For nothing. Just for a rage moment (likely a ragequit). I dont care what you are gonna do, but you should give all this a second chance. Most of all, you should give yourself a second chance. That is how life works. Just running from the "monster" cause the monster is not gonna run from you takes you to nowhere. If there is something there, annoying you, just face it, if its worth. And if not, if that thing does not worth enough for you, then you are deciding well (but then I dont udnerstand why you waited so long). Think. You have a brain for that. Give yourself at least a better excuse. An excuse of the same value of all you have invested on this.
  5. 2 points
    one other thing, when making a road, you have NO indication that you are in a perimeter, even when you chop a tree down or pack the dirt ready for the cobble, so unless you actually examine the tile and note it is in someones perimeter, you could put a road through a perimeter and not notice (i've done that before) So should we get an event message when you enter a perimeter? - thus alerting you to that fact
  6. 1 point
    I've played on epic for 9 months now and have like 12 fight skill. I find the combat to be boring as hell and so...i don't do it. since I don't have to do it or anything else and spend my time constructing, organizing, and socializing/bell ringing.
  7. 1 point
    Great and very informative post though it's still not enough to persuade me. I play without worrying much about skill values or grinding. In it's current 'wall of text' state I find combat very uninteresting and bland so I tend to stick only with the fight against decay. Lastly, for me, Construction > Destruction. *sings the carebears anthem as he wanders off into the distance*
  8. 1 point
    There are many points to address but I'll try to express my opinion as succinctly as possible. There is a fundamental misunderstanding of "trickle-down economics" here. Real Life Economics; Investor either spends real cash or much time (years skilling/selling) to buy trader. After taking care of his various expenses he has extra silver to spend on other player goods (promoting the economic system and encouraging players to stay and skill) This "investor" then dedicates his/her time to grinding a specific skill of choice, and hires others (usaully newer players, or without silver) to work for silver for premium, deeds etc. In time the process repeats and the newer player gets to 'economically roleplay' this cycle and hire future players. There are few (if any) real hoarders that do all their own work, buy nothing, sell nothing, hire nobody and just accumulate silvers and then sell gold. Only if an investor has risked (yes risked because it can be stopped at any point) a larger amount of money, will he have enough silver left over to sell gold. And those that do make a larger investment still are part of the trickle-down effect. Net Effect; Players with superfluous funds (investors that took a risk) hire new players (and some pay generously relative to Wurms going rates) These players/investors with extra funds buy ships/tools/services provided by people skilling thus promoting the economy and encouraging the whole point of an economy and a market. After hiring players, has time to focus on skilling on higher tiers and providing the market with higher ql goods (this is called "specialization") thus providing rarer products and stimulating economic systems further. My Opinions; Are traders supposed to be used as "money trees"? Not really sure, initial instinct is no, but when real life "trickle down economics" is applied, it's actually beneficial in a progressive roleplaying way, and gives players an added dimension. Would the game loose long time players if the traders are messed with too much? Unfortunately yes, no doubt. Would this have a detrimental effect on the game? Yes, definitely. Are a few irons found randomly worth the coding/potential loss of players/the aspiration of owning your own trader one day and being part of the process worth it. Not in my opinion I believe this topic has degenerated into the real life 99% vs 1% issue. But is not accurate in this game. In real life the Elite 1% Usurp political control, and garnish your moneys by charging you banking fees for you lending them your money. The 1% warp the economic system to acquire (steal/usurp) sovereign lands (Greek islands), mortgages and private lands. You are correct in being against this... but it has no real representation here in Wurm. Trader investors are not the same as the Elite real life usurpers. Trader investors in Wurm are more akin to the real life village store owner that setup his own shop after hard work, that has a couple of employees, and is making a little profit, don't confuse the two. BTW, money trees really do exist in real life, they are called 'trees', 'mines' 'fruit trees', 'water springs', any farm, minerals... in other words any goods derived from the earth "for free" after you've made the investment to aquire them. Then you hire people to work the land, then you setup a supermarket, hire more people...yes, the rich get richer after their investment/risk. And people that took no risk get to have a paycheck. Both do work, just differently, and in reasonably free societies most have the option to work for their paycheck, and then make investment/risk decisions to acquire thier own "money tree". To take from the investor/risktaker and give it for no real productive reason to those that have not really made their own Wurm investment (time/cash). Not fair. On a sidenote that actually applies to this, true Communisms' main failure is that all workers are paid the same in their field, doctors are all paid the same as other doctors, construction workers all get paid the same as other construction workers... hence taking out much incentive to work well or harder, or better than their peers. This applies because the people with traders have either worked, spent much time or used real cash to get that trader. Others simply have not done this, and giving more for nothing, now THAT would not be fair. Work/play/invest, buy your own trader, stimulate the Wurm economy in the process and I'll be happy to dilute my share so you can partake in the returns. But don't be spiteful for my fortunes for I have invested in one way or another. Worry less about what I have, and strategize more on how you can acquire the same without alianating me. Alright, I was not succinct, my apologies. Now may those that understand less about economy begin the hate (yes I'm aware of how arrogant that sounds, but not more arrogant than the entitlement personality recquired to take for nothing from those that have worked/invested). For those that essentially agree with this response; represent, with a +1/like or similar response, the griefers/dummies are always louder, so try to make yourself heard. You don't have to have a trader, just have to understand economics well enough to see how it unfolds...
  9. 1 point
    Then the majority should repay the minority for each trader they have if they are changed, fair is fair.
  10. 1 point
    The rich get richer. With their size 100 deeds and garage full of caravels. Must be nice to be able to pay people to do all your digging and farming and mining while you sit back and stare at the screen and never even have to click the mouse. I wish I could not play this game but I can't afford it.
  11. 1 point
  12. 1 point
    Yeah that tends to happen when you forget to string your bow.
  13. 1 point
    So what you're saying is, people that put the effort into buying and managing traders should get paid less, and people that... put no effort into it get something? That's... lame :/
  14. 1 point
    The GMs only give as good as they get, and as to other players you can always move servers to be away from them, don't really see a need for such a passive aggressive outburst but good luck in your future endeavours nonetheless
  15. 1 point
    Elite? They get the money because they made the investment. If someone else wants the money too, they should make the investment - whether it's buying a trader, working for it, or buying it. If you give everyone the ability to easily get enough coin to make a difference, all you're going to do is devalue the silver, a lose-lose for everyone.
  16. 1 point
    Fine forget fair and just go by the popular or majority vote. Either way the tiny minority that are trader draining elite are out voted.
  17. 1 point
    Not a personal issue for me, I tore out every road by my deeds long before the rules were made. But at one time sand was a requirement, why was it removed? It seems the removal of that requirement grandfathered in a ton of roads that previously were not highways. As far as any future removal I imagine I'll remove what I need until caught and asked to fix it. I have although in 2 years plus of owning our deeds had multiple attempts of people making roads around my deed and being upset when they hit my deeded tiles and were unable to proceed further. While the majority may seem to support roads in thier current state some also do prefer to have a sense of Isolation without the hussle and bustle of highways, I merely want clarity to know how to plan personal roads in the future if I feel the need to use them.
  18. 1 point
    I'v seen plenty of dyed boats and I've liked them except for the gaudy awful looking, super simplistic sails and bodies. I think that they would look much nicer with plain white sails with a dyed body. Also i think making them solid colour should be fixed so that you can see the grains in the wood as if it weren't even dyed. The forum seemed to dissallow the usage of my image, so I can't provide example. Sorry.
  19. 1 point
    Its almost as if everyone is looking at it the wrong way round: trying to increase the value of the 'unstable' but comparing it to the 'stable' version. In reality, the 'unstable' is ahead of the 'stable' version and it is the 'stable' that should be compared to 'unstable'. Why not just call the 'unstable' the 'Current build' and the stable version as 'Previous stable build' - or something more along those lines. Attaching a more obvious build number to both would enhance the idea that the unstable is actually further into development than the stable.
  20. 1 point
    Actually my original intent was to remove the negative stigma that people deduce from simply the name of the client... nothing more. So people don't look at it with fear and deduce false misconceptions of what opening it will possibly do to not only their in-game content but their computer as well. Do I think most players new and old should use it at least a small amount to see the new graphics and understand where Wurm is going? 100% I do. At that point weather they choose to use the regular client and wait for the new content to go live is up to them.
  21. 1 point
    The second one looks better because it's not symetric I think. Plus, there is nothing behind the gaps, might looks better if you simply make the insides of the model visible. So it appears to have a thickness when you move. A third plane in the middle with just branches might work well too. that way you can make bigger gaps in the surface without looking weird as well.
  22. 1 point
    I'm not opposed to hearing ideas about getting small amounts of coins out there, I just have issues with the word 'fair' used in this kind of way, because it suggests that while some have paid for a privilage, and others don't pay, and don't have this privilage, that it is somehow unfair
  23. 1 point
    My thoughts exactly. Its not as simple as just putting in two diagonals. there would also have to be borders between all the triangles. Apart from that, there are numerous aspects of the game that would be affected by it. How would this affect digging for example? Now there is a 'central' point that needs to be dug down? What about 'flattening'? What about resources like clay? If each tile is now treated as 4 tiles, how would that affect something like farming? I guess that would have to be changed to examine all 4 triangles or rely on smaller triangular fields... Roads too? would they all now be small triangular regions for each part of the road? Having the extra height point would also affect slopes and the flow of dirt... It would also make any AI pathing much more complex and processor intensive thus would potentially lead to reduced animal caps. I just see this as completely unnecessary and adding an unseen number of problems to wurm and all existing code. Sure, all the problems can be tackled individually and solved, but the number of problems that would need to be addressed makes this seem like too much hassle when there are already so many other things that time would be better spent on. -1
  24. 1 point
    Thats a big change to the terrain layer. It would involve rebuilding the map and the map data would be significantly larger. Also anything on a per tile basis, trees for example would have to be looked at. How would their placement go? Would this also apply to mines? Does it affect deed palcement, planning buildings? There are probably 101 gotchas waiting in the wings if this were attempted.
  25. 1 point
    From what I understood, it was in the works for sails not to be dyed with the ship, and could even have kingdom designs on them or something, not sure what happened with that.
  26. 1 point
    it would be VERY difficult to design a rule that would cover every way possible to grief someone with roads. thankfully there is no need to. You can simply design a rule that covers the issues that actually come up and allow a GM to oversee the application of this rule to weed out any obvious unfair/grief situations.. which is what they have done. If memory serves the majority of road grief that crops up is in the form of someone trying to point out how easy it is to grief someone without technically breaking the rules anyway. And the rule isn't there to dictate normal behavior anyway. i think this point is lost on the typical "gamer" who will game the systems rules for every single advantage. Your supposed to man up and work it out between yourselves like adults. the rule is really only there to provide recourse to someone who is being wronged by another person who refuses to be neighborly. Thats the thing most often forgotten i think. the whole point of the game is exactly these sorts of conflicts and how the players work them out.
  27. 1 point
    Yaga's Wurm Clock is so cool -- why can;t we actually craft there ingame, hang on on a wall, and see at a glance not just time/season but also what fruit trees are in season etc? Maybe a dial/slide indicator of how long till the next climate change (idea from another thread) Well I know we can't actually hang things on walls ... yet .. hmm so maybe designed a little more like a token/mailbox, maybe even be a birdbath type design: Maybe even real birdbaths that would have an animation effect of an occasional small bird flitting in to bath, and a sound of birds chirping
  28. 1 point
    chicken coop: .. put 3-4 chickens in, fill the feed trough with corn, remove one egg a day (semi random; depends on number of hens) from the egg box . Eggs count as .15kg of meat for purposes of meals (so 6 eggs = 1 basic meat unit), and even the small villager with little land or access to fishing/livestock/hunting can slowly learn to care for themselves. Course, we'll need more wild chickens for them to chase and catch ... but the hens & eggs will no longer over inflate the passive animal counts.
  29. 1 point
    well instead of a sled then... another pet-project of mine has always been an all-purpose coracle: It weighs about say 85kg so can be carried but not convenient to pack it around very far. It can hold two people. You can set it down on a snow texture and if the slope is over 5 slope, it will slide. If the slope becomes over 28 slope however, it has a high probably to flip and toss out occupants, who can become seriously injured. It bounces off trees (miaybe a Light Bruise each collision) and its final path becomes unpredictable. with a very slight "pinball machine" type effect. It can be dragged across regular ground, perhaps filled with harvest from a field, though it holds much less then a small cart, more like a backpack, It can float! though it has only backpack-sized inventory and cannot be locked or moored, so more limited in use than a rowboat. But easier for new players to explore with. Maybe each passenger needs to equip a 2H Oar (ie no weapon/shields eqipped but the oar instead ) to navigate with it, so its a little more awkward than a rowboat. Until you get the hang of it, it tends to go around in circles a lot.
  30. 1 point
    If his deed is the terminus of a highway he can alter/block/remove it as he pleases. When his deed is part of a highway, he needs to consult a gm and work out a solution. If you offer a viable replacement route the GMs won't mind alteration of the highway at all. Threads like these are unnecessary when people start actually following the steps given in the rules.
  31. 1 point
    Since its kind of on topic; Have maple trees use one bucket and let the bucket sit there and collect sap until said bucket is full.
  32. 1 point
    While Farmerbob was continuing a joke with this quote it does bring up an interesting idea. If your trying to make olives more useful, instead of nerfing lamp's how about implementing a longevity buff to wooden item using olive oil. i.e. applying olive oil once a month or so reduces decay significantly. The world stays bright and shiny and olives become useful, win, win. Craftsmen IRL have been using similar methods for hundreds of years.
  33. 1 point
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