Leaderboard


Popular Content

Showing content with the highest reputation on 08/10/12 in all areas

  1. 5 points
    Anyone with 70fs who has the common sense to ask, I'd imagine... Either that or organise your own group. Y'know, like other people do.
  2. 4 points
    That joke is the largest part of Rolfs income. That joke is still bringing in more cash than epic. If you want to argue that way, what is the point in epic? What is the point in playing wurm? Why do you think people should be forced to play a gamestyle (pvp, epic) they don't like, just to experience something that could just as easily be added to pve servers? Some people are simply not interested in the idea of having to defend their deeds and risking their skills, fighting against other players, but they are interested in enjoying all the content of wurm. (afterall, we all pay the same amount of premium money every month) How does some fancy metal on a completely different cluster mean any harm to epic? If glimmersteel is the only reason for people to come to epic I think there's a larger problem going on...
  3. 3 points
    Uses for rare raw materials: Rare dirt: try to make a rare charcoal pile, and it'll ... burn longer? Not take as much time to add logs? No idea. (for that matter, rare charcoal pile? What, are you going to get rare coal? With which you make rare steel? Which you use for a rare sword? You probably have a better chance of being hit by a meteorite or struck by lightning than preserving the rarity of the raw material through 5 rounds of the random number generator) Rare sand: Make rare mortar so that you can get a rare wall? This wall will ... sorry, no clue. Rare log: Use it to imp things, if it's any good. Do it nao! Before it rots! Or, saw it into completely normal planks and curse the gods. Rare felled tree: Amaze your friends! Astound your allies! Then chop it into normal logs and drink to make the pain go away. Rare brick: Use it to make a rare guard tower! Or a rare forge! (No, seriously, you keep telling yourself that) Rare clay: see Rare brick above. Seriously, rare raw materials suck. BUT, sacrificing them for nutrition takes the edge off this suckitude when I'm on a dig-bender or a clearcutting spree, especially far from home with no opportunity to cook, and that's the ONLY value they add, so I wouldn't get rid of saccing them. Giving some love to HFC after 1.0 is high on my "nice-to-have" list, though. Someday, life's little digbender meter will run dry for me and I'll cloister myself indoors like Ivan Vanko, talking to my bird, imping weapons and doing straight shots of Stolichnaya. And when I do, that HFC will be a real blessing.
  4. 3 points
  5. 3 points
    I know a guy name John. My sister is Australia also knows a guy name John. So clearly they are the same person and he somehow is capable of warping through time and space whenever he likes. We also have cows in wurm, and there are cows in Kansas. Oh but also hell hounds and dragons, which do NOT exist on earth or in Kansas. Golly I am so confused now. If this is Earth, how come there are no children? How come we never die? Why don't we need toilets? .
  6. 2 points
    How so ? Was it the case that a medium sized group (20-30) just steam rolled all the smaller groups one at a time ? That's the biggest risk but I'm not sure given the age of Wurm it's that big of one, there are enough 'factions' within Wurm that you'd have opposing groups strong enough to defend themselves. If it's because there's no incentive I'd definitely disagree, the first months of epic were more like non-kingdom pvp and were quite fun. To Gianni, I've been suggesting this since before Epic. When I first read about the future "Epic mode" on the wiki nearly 3 years ago I'd envisioned it being like the Independence server in size with a raw start and everybody going at it. It would be incredibly chaotic for the first 3 or so months but slowly pockets of stability would form as deeds held on and formed alliances. One big island with 6 or so initial spawns scattered around server. Allow village to select BL/JK/MR background on creation for graphic purposes only like towers. Make towers owned by villages and capturable. Make deeds only droppable within the coverage of an allied or neutral tower. A tower is made neutral if it's finished or captured by somebody not in a village. Allow players to be JK/MR/BL by choice not alignment with no flip/flop conversion. If you want a pure JK, MR or BL village then fine, if you want a JK/MR/BL power village that's cool too. Allow villages to place a portal and control access similar to mine doors so new players can portal straight in. Players can select one of the initial generic spawn or a village portal when starting, if they're not on the village portal list they can't spawn. Ally, neutral, war stance by alliance but overridable by village. Two alliances could be allied but two villages within each alliance could still be at war. Alternatively two alliance could be at war but two villages within each alliance could be neutral or even allied. No kingdoms and no PMKs (ie no kingdom title bonuses) just villages with alliances. The biggest problem is the thinned out nature of the player base. Right now I'd say it's a non-starter but someday if the population could support it and there was a new server type this would easily get my vote.
  7. 2 points
  8. 2 points
    If you want PvP come to Chaos or go to Epic. Dont take away the only things going for the servers. A big -1 from me.
  9. 2 points
    As a player of Chaos, and has experienced non kingdom PvP, i would highly discourage the removal of kingdoms from PvP servers. PvP is and was built around kingdoms, and with the removal of kingdoms PvP is extremely broken, and hard to play. A massive -1 from me.
  10. 2 points
    First -- that's true for working Americans, $6.50USD is pretty dang cheap entertainment for a month. But not all of our playerbase are Americans, and not all are working. But anyway It probably wouldn't make much difference in the end if Rolf charged $15 a month (frankly most of us would still pay), or if he charged only $1 a month (frankly most of the free players, would still not pay). Bottom line is ... most of us in Wurm already pay exactly what we feel like paying and very few "premium" players are really shelling out exactly $6.50USD a month. Some buy silver or even gold coins every month. Some have extensive and very expensive deed holdings that cost a lot more than their character's paid playtime. Some pay for 3 or 4 characters even if they only play one of them at a time, or even for characters they rarely ever play at all. I would wager there are a surprising number of Wurm players who pay $50 a month or more, or who now and then shell out $100 in order to buy some dragon armor, or a fancy new deed, or one of those magical no-decay chests or a rod of transmutation, or a prelevelled priest. Or all of the above. Most of us who play regularly, actually LIKE the idea that we can choose to spend as much or as little as we like, and still have FUN. The $6.50USD a month, and whether that "isn't much", isn't really the point. Even those who ARE paying precisely $6.50 a month, are actually being subsidized today by a much smaller pool of players who are paying far far far more than that. Wurm's success has NEVER hinged on having all 3,463 or whatever-the-number-is of premium subscribers, paying exactly $6.50 a month. Much of its success is actually because people pay what they want to pay, and that's usually MORE than $6.50 a month. Somehow "forcing" everyone into paying exactly $6.50 a month, accomplishes ... zilch. Rolf would actually be a lot poorer if that was the only working model, and we'd probably not be on the verge of seeing customer characters and new art and Wurm 1.0 et al. What makes a game a success is not always in percentage of paid subscriptions. That might have been true ten years ago, but not in today's gaming world. It actually has much more to do with whether the game is PERCEIVED as a success or as a failure. Whether it is dynamic and alive and fun, or decaying and dying A lot of MMOs have been shutting down despite having a small but solid core base of paying subscribers. Earth and Beyond, Asherons Call 2, Chronicles of Spellborn, Tabula Rasa, Shadowbane, Sims Online, Matrix Online, Star Wars Galaxies, now City of Heroes. I am sure I missed another dozen or more. Theres a wide variety of reasons why those games closed the doors, and it wasn't always because they could not pay their basic bills. Most of those MMOs shut down because they did not meet someone's expectation of success. In some cases their parent companies simply wanted to focus energies on other titles seen as bigger successes, and dump titles seen as failures, even if those titles were breaking even. In today's MMO world, what makes or breaks a game's success is NOT what percentage of the playerbase is paying the base subscription amount. That might have been true ten years ago but it is not true today. A game can be successfully profitable even when only 20% of the playerbase is paying money into the game. Often, what makes a game a success is just ... success. Lots of people logging in and having fun with friends. There is a special dynamic lifeblood in some games that have active and growing populations, and a certain morbid graveyard feel to games that have slowly decaying populations. If you join a Wurm village with 20 people, and nine weeks later its down to six, then there is a very good chance those last six people are going to start questioning each week if maybe they should also be leaving, and they are certainly going to question whether they should be investing MORE money into the game. The game never once changed in its core mechanics, but your attitude and feelings about the game changes as you see friends come and go. And the reverse is also true -- if you start a village with four people and a month or two later your village is growing and growing, even if now you are only up to nine people total, you still feel optimistic and excited. You start trying to talk more friends into trying the game. You start getting a little more free with the wallet, to buy that fancy weapon, those power tools, that deed expansion. Free to play players are not JUST "free trial players" who need to eventually either pay up or get out. They are also the players who may just play a few hours a week, and partly just to socialize with their friends who ARE premium. They are never going to be very powerful, being capped at 20 as they are, but they still have a big impact on the game just by giving it that "bustling, alive" feeling. Some may only play a few hours a month ... but maybe would play more often if they had more fun things to do. Some may play only a couple weeks .. but might still be playing if there was more "fun" for them to partake in. It's not about somebody "getting something for nothing," it's about whether a game is dynamic and fun enough that even more people want to jump into the pool. And I don't think minor things like letting them ride cows, or build a dugout canoe, or have a pet dog, is really going to end up "encouraging freeloaders". But if I have not convinced you of that by now, I seriously doubt 15 more pages from me (or even 15 more words), will make any difference. You might as well go back to the "7-day trial" (which most MMOs have now realized is shooting themselves in the foot) if the only concern was to punish the freeloaders. The issue has never been about PUSHING people into paying, but PULLING them into paying.
  11. 2 points
    Seriously, if there is anything that at times makes me just want to QUIT this game, it is the idea that it is somehow "fun" to have random large scale destruction of your work when you are not even online to participate as a part of the story. Sorry but the tunneling bugs thing was completely idiotic and this trolls bashing on deeds is only slightly below that. I would go to the PVP servers if I thought it was "fun" to log in and find all my work destroyed while I was offline, hahaha. Seriously Rolf, this is a STUPID STUPID GAMEPLAY MECHANIC and it is seriously something you need to give some thought to. Here's the thing -- the stories we live through in Wurm, the things we remember even years later about the game, have to do with the adventures and experiences we PARTICIPATE in, that become interwoven as a part of the daily lives of our characters. We don't PARTICIPATE when we login to the game, eager to play, and find our walls smashed down, animals missing or stolen, theives and griefers given free entry, all because something that happened while we were offline and non-participating and had zero ability to counter. There is no excitement or fear or adrenaline from such moments, no feeling we are participants in a living world. Instead this is only irritation and dull resentment at being made into a passive helpless victim, instead of an active part of the story. Put more roaming dangerous creature out in the world if you will, make travel something dangerous and unpredictable but also rewarding, give us motivations to get off our deeds from time to time so that we don't become flabby and complacent. Put in more unexpected moments and times when we have to react to changing circumstances. Times when we feel scared and times when we feel triumphant. But please just realize that randomly destroying players work while they are offline has ZERO gameplay appeal. None. Zilch. You are turning this into a passive reaction gameplay instead of being an active part of the story.
  12. 2 points
    Why not color code all the regular players instead? There are less regular players than there are volunteer staff LOL.
  13. 1 point
    Haven't you ever gotten bored of the same old stuff on indy,deli,exo and cele. I know i have. The same old fighting mobs and sometimes sparring friends. It gets old after awhile, and traveling to chaos takes forever sometimes a couple hours depending on the boat and most of the time when your there its hard to find anyone, and then you go to epic and its only pvp. Now i had this idea along with Shads and Kaytra. Why not take some sections of land that aren't used up around the Pve servers and make them into pvp arenas. It would be a fun experience for most players to go there with some friends and random people and just fight to the death. I mean you can make it so its no looting it would just be fun pvp to get out of the same old routine.
  14. 1 point
    Carpentry (the main skill) does not give any characteristics gain at all. This is unique in Wurm. It is the only crafting skill (I have tried them all, yes) that gives 0 stat gains. Is it a bug, an oversight or intended? No, I am not retarded, dumb or a troll. Carpentry gives no stat gain, and I am talking about imping and creating spindles, mallets, fishing rods, pure carpentry items. I just improved mallets and spindles for hours and the only minuscule characteristics gain I got was body control and mind logic. Body control is from the carving knife, mind logic could be also or from misc tools. I got 0,002 body control for those hours, had I imped needles I would have gotten probably 0,05 body control because blacksmithing, like most if not all smithing skills give body control. So discuss, Is it a bug, an oversight or intended? My personal opinion is that its probably an oversight, not fair and should be remedied and brought in line with other crafting skills characteristics gain ASAP.
  15. 1 point
    Fishing Poles to lose the line, like a long bow loses a string. Wouldn't it make more sense for the fishing pole to be strung and unstrung, just like a long bow is? The ql of fishing line could be taken into consideration, and the Fishing Pole would not lose its enchants when the line snapped. When a line snapped, a new line could be attached to the existing unstrung Fishing Pole. This will eliminate the 99ql shafts intentionally being created. This will eliminate the need for a fisherman to be a great carpenter. (Most fishermen cant make a great fishing pole, but do know how to fish. Same as archery where an archer doesn't often create their own bow to know how to aim properly.)
  16. 1 point
    Characteristics gain in probably low for carpentary because it is a parent skill that is increased as sub skills increase. If you gain a "normal" level of characteristics from both the increases in the sub skill and the carpentry skill it would probably be too much.
  17. 1 point
    Italy sends message to Russia complimenting its focus on modernization and the creative approach taken to address the country's issues (albeit with a delicate use of words, avoiding the word "issues"). Furthermore it is suggested that the President of Italy pay a visit to Russia in the near future and a complimentary crate of the finest Italian wines has been sent. Italy keeps otherwise very quiet on an international level and makes no note of China's rapid change.
  18. 1 point
    Ok, Wulfgar. Yes, the skill carpentry may not give very good characteristics gain, but most people (correct me if I'm wrong) look at "carpentry" as a general term for skills such as fletching, bowyery, fine carpentry, etc. This is because these skills involve the same tools as carpentry, give normal carpentry skillgain when used, and are simply skills that many people would look at as "carpentry". If you actually were 100% serious when you made this thread, I'd suggest you ask it to be moved to the bugs section of the forums. What I'm assuming is that you made this thread initially intentionally misleading (the title) by trying to catch people off guard with their assumptions about carpentry and the use of the term. You wanted and expected people to then become slightly mad about your claim to superiority, and thus hoped that they would respond in some way that you could shoot down or barrage with insults (obviously some people who responded were insulting first, yes), and now will fight against the forums to try to prove that you, Wulfgar, could yet again make some practically irrelevant point to show how we are all stupid little lemmings. Let me know if I'm wrong about any of this, because if you're serious, then congratulations on catching this bug.
  19. 1 point
    Please choose another text colour. I have to squint to see anything the CAs write.
  20. 1 point
    How would you feel about a map the size of Deliverance that had the Curve, but instead of Kingdoms there were only player made villages and alliances. Villages would be neutral to eachother unless they declared war or became allies. Alliances could build guard towers. I think the default kingdoms are often disjointed, while villages are typically more organized.
  21. 1 point
    -1. Want more PvP events on a PvE server? Organise tournaments, like Sklo has done several times. If you don't feel they are frequent enough, feel free to make your own. This is a sandbox game, content comes from players.
  22. 1 point
    The world isn't flat. It's round. Like a pancake!
  23. 1 point
    There's also the possibility that the law of the wurm universe differs from ours.
  24. 1 point
    Lets examine the weight-to-lift ratios and wingspans required for dragons to fl... oh wait nvm they dont fly in Wurm. Maybe GMs have hollow bones like birds...
  25. 1 point
    The science behind it is simple: it's not a real sun. It could be dark purple, bumping up and down singing "I'm a little teapot" if Rolf wished it.
  26. 1 point
    For once, I agree with Joanavon.
  27. 1 point
    Meridius, you need more make more than one observation in order to determine that as something it always does, where I live the sun raises in the south east and goes down in the south west, during the winter months. depending on when you are where on the planet you will observer it differently. The wurm world is not the earth, I believe the GM Helge made alot of observations he posted on the wiki. It is quite posible that the axis the wurm planet rotates around Sol makes the sun go up and down in an north-south fasion,
  28. 1 point
  29. 1 point
    No in game map. What, does your character have radar sense? Every other dumbed down MMO has a map and radar. Wurm is about immersion. Grab a pencil and paper and map like they did in medieval days. As far as tools, I would love to have glassblowing added. Oh, do you mean GUI and gameplay tools?
  30. 1 point
    I think that Rolf either needs to eliminate dragons all together or go back to his original goal of making them impossible to pen. As it stands now the availability of drake armour has totally ruined all the other armour markets making some skills almost pointless to work on. Alot of ppl who worked hard to lvl up armour smithing now feel that they totally wasted their time. Like it or not what we currently have is a monopoly on drake & that simply should not be allowed to continue as it hurts the entire game.
  31. 1 point
    updated and changed topic´s tittle
  32. 1 point
    I would rather see it use the combined skill values, so masony + carp used to plan houses, especially for multistory ones
  33. 1 point
    Well, you could make steel plate as good as scale, or drake, with the dragon armour's advantage being: 1. its weight and 2. it doesn't need steel to improve. That's enough of an advantage imo. I know stud, chain etc are supposed to be better against certain types of attack, but in practice (PvE) it isn't that noticable. Perhaps a small buff for the 'normal' armours in their respective attack-resistance? If your average player can quite happily fight in 90ql chain and dragon armour is the flashy-lighter-slightly-tougher version for those who want to spend the time/effort aquiring it, I think things would be fine.
  34. 1 point
  35. 1 point
    And these reports should be acted on de facto? Trust the reportee? And not read the 20 minute argument on politics that were going on before the first report was sent so you have the context of what was said?
  36. 1 point
    Eliminate all the CAs, reintroduce PAs with a complaints system for them if they don't answer questions, and have chat moderation based solely on a player-reported system whereby you can flag lines of offending text to be dealt with by a member of staff later. Warn offending players a few times, then start giving them fixed or permenant bans from the chat they've been causing problems in if they repeat offend. Solves the problem of arbitrary or flippant CAs and means people don't just watch the chat to check if any are online so they can talk normally again. Also means that if nobody is actually offended, nobody gets punished. Giving CAs a colour just means people know when to avoid them. Chats will always be rowdy when they're not around to play judge, jury and executioner, and their presence rarely solves anything. Give PAs and GMs coloured names in all chats though, just like GMs do in local.
  37. 1 point
    All the funny creature things should stay on epic. *creatures bashing fences and walls *creatures altering cave tiles *all types of 'epic' creatures All of these points don't make any sense on the freedom cluster. not the tiniest bit.
  38. 1 point
    Arched walls should take half the materials of normal wall types.
  39. 1 point
    The problem is trolls spawning "on deed" and then bashing what they came across because they spawned "on deed". I'm all for having folks keep safety up on deed, this however just griefs offline folks because they're offline? So folks wander by and pick through stuff through the gaping walls and say " well the walls are coming down, i thought it was abandoned". I'm guessing the GM's hands are tied in said situation. So yeah... needs fixing +1
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up