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Showing content with the highest reputation on 08/07/14 in all areas

  1. 15 points
  2. 6 points
    Personally i think that its necessary to have atleast 1 passenger spot on a Wagon, should be implemented
  3. 5 points
    In addition to mining gems randomly, use the same formulas to provide a random "chip" of Seryll lump or "chip" of Adamantine lump. The chip could be .1 kg. Discuss.
  4. 5 points
  5. 5 points
    You do understand that it was because of PVP that it was changed in the first place. Don't go putting "Change it on PvP" like it was nerfed because someone on PvE complained about it.
  6. 3 points
    New server, new location, same great service! Masonry (forges, ovens) 95ql - Negotiable via PM 90ql - 2s 80ql - 1s 70ql - 50c Stonecutting (rock mine doors, grindstones) 75ql - 30c 60ql - 10c Weaponsmithing (mauls, axes, swords, knives, sickles, scythes) 85ql - 1.2s 80ql - 1s 70ql - 50c Mining services up to 93ql On site mining from your veins (you arrange transport) per 100 N.B. All ore that does not meet the ql request is thrown in free of charge 90ql - 1s 80ql - 50c Veinbreaking and tunnelling services by request. Will COD from 99 power mailbox (2mins post time) for anything able to be posted, all other items must be picked up. Boat accessible. Valley of the Damned, P14, Xanadu.
  7. 3 points
    Remove Dragon and Unique Kills from Token Area History. All these names listed for these kills take up so much history that they block out a lot of Deed foundings and disbands. Some other place should be found for these names to be listed one after the other with the mob killed after them. Do we really need to see all these names listed in this Area History tab. I think not. Other than those who killed these mobs, I think others viewing this tab could care little about seeing their names listed and what mob was killed. They should be listed somewhere else. Maybe not even have a tab for them on Deed Tokens at all. Please remove them to some other location Dev's and let us other players once again be able to scroll down through a longer list of Deed disbands and creations, as has previously been the function for this Area History Token tab all these years. =Ayes=
  8. 3 points
    Freedom cherry pickers unite! Legendary titles are too good for Epic but anything and everything that makes Epic unique is gone nearly except for the terraforming events. If you want some you should have it all. I'll give my +1 if terraforming events become a thing on all Freedom servers and/or legendary titles are given to Epic.
  9. 3 points
  10. 3 points
    +1. Freedom is the backbone of wurm and thus freedom players should not be treated like 2nd class players, as it is right now.
  11. 3 points
  12. 3 points
  13. 3 points
    Already have done that, But I can't.... Link the description!!!
  14. 3 points
    +1 only if the passenger is forced to wear a pretty floral bonnet, and allows you to refer to them as a powerful ugly creature.
  15. 3 points
    i played on epic since the beginning, and it was extremely fun for the first year, quite enjoyable for the 2nd, and the only real reason i played much after that was friends, and some enjoyment from the pvp when epic was seriously starting to become a server that was going to exist instead of something rolf talked about a couple times, the major appeal(to me and a number of others) was the resets, and lack of things like farwalkers and copious dragon armours, after it was announced resets wernt going to be a thing because some people cried, i still played, and i had fun for the most part, but the resets were what really drew my attention in the first place if a server was announced that was pvp and would have a full skill and map reset ever X amount of time, or when X condition was met, id be back in a heartbeat i was happy with the beginning, i knew that was going to be the case, but as it dragged on it became dull and the valeri system never smoothed out, so i lurk the fourms and laugh at the skirmish threads
  16. 3 points
    Speaking purely as a player, I'm suprised how much people mention the community as a reason. Epic, freedom, and chaos are all pretty much equally toxic in their own way
  17. 3 points
    It's rather successful though, never before have so many felt that they just can't pass a market without a little stop first! 10/10 for availability 10/10 for marketing
  18. 2 points
    Ohoy! Would people be up for giving arrows a chance to come out higher QL on creation? Even though they are easier to improve then other items already, there is a whole lot of improving and then a quiver is empty in no time during pvp. Maximum quality is capped by the quality of the arrow shaft used. The quality level of the arrow head affects creation success. Would also require fletching skill. The higher, the more chance to make it max QL. (Like locksmithing, ropemaking etc.) This would also make it easier for priests to make their own decent arrows, if they grinded up fletching before they entered the priesthood. Hmmmmmmmm?
  19. 2 points
    "A manger, or trough, is a feeder that is made of carved stone, wood, or metal construction and is used to hold food for animals (as in a stable). Mangers are mostly used in livestock raising." - Wikipedia Just something so my pigs can eat stew rather than failing to notice the floor-meals they just turned away from then dying of starvation.
  20. 2 points
    I would disband it and move to freedom. Enough said. 29:00 and 0-5 It's raining goals !
  21. 2 points
    Just thought I'd share this video. It is my first attempt at a time lapse. Please excuse the obvious cuts as I could not do this in one take. >https://www.youtube.com/watch?v=xvfOK8cMpt4&feature=youtu.be
  22. 2 points
    It mostly really is not like this, it's really sad that some people/villages do this (for any pvp server that is) because a few bad apples will give a really bad reputation for everyone, as this is what gets told to others about the servers/community
  23. 2 points
    The only fix needed was to make them not target your untamed horse immediatly and constantly. The fix inmplemented was like a nuke to the system when it jsut needed a turn of the wrench...
  24. 2 points
    Only Seryll please. If anyone wants Ada/Glimmer, then Chaos is right over there +/-1
  25. 2 points
    +1 For PvE. They became practically useless on PvE after they were changed for PvP reasons, so increasing their speed on PvP again, without doing the same for PvE would be so insanely .... something. I am lost for words.
  26. 2 points
  27. 2 points
    Honestly, minecraft has these, why doesn't worm? It's the same game because they both have iron. duh We need TNT and dynamite too.
  28. 2 points
    Use a reed pen, weighs virtually nothing, takes up very little space, holds writs and settlement forms
  29. 2 points
    Mol-Rehan's navy preparing. Enlist now!!!
  30. 2 points
    %$"#% PvP There I said it.
  31. 2 points
    This definitely needs a screenshot, both as proof and for us to drool over.
  32. 2 points
    Mind providing a screenshot for reference and quality.
  33. 2 points
    2 person 2 horses passanger can shoot driver cant 2x fast as large cart
  34. 2 points
    Basically it comes down to having to drink the cool-aid of one group or another...and I hate cool-aid. I play games for fun, not for getting stressed out by cliquey, "cool group" drama. There are several other reasons that also apply that have been mentioned - the insane "Valrei" events, the broken group play mechanics, the pointless griefing and bullying of new players etc. But in the end it's mostly because of how people want to play the game, and the control the groups exert to get their way.
  35. 2 points
    When i wore iron chain I never cared much about the dragon armors, And I never wanted to get involved with people that were hoarding them. Then one christmas I won a set in a treasure hunt. It is nice, but it isn't so nice that I would worry myself to death over it, If I didn't have it. And I damn sure wouldn't pay the prices that people are charging for it. I have always worn whatever I could make, Because it was a personal goal for me to improve my own gear. So if all the dragon sets were removed tommorrow it wouldn't stop me from playing the game. So in short I say who cares wether it takes two months or two years to get a set of drake. go practice making your own armors, And if you happen to get lucky and get a set of drake, then good. but if not, then big deal.
  36. 2 points
    Why focus on combat in a game that has no combat system, What wurm has is a joke. Like the missions, They aren't even a piss poor attempt. All I can say is they must have a large stack of comic books, And plenty to smoke, Because they don't get as much done in a year as most companies get done in a week. If pvp in this game gave no character loss, and wasnt full loot, I still wouldnt play there, Theres no way in hell I'm going to work that hard just to see everything wrecked. Then theres the fact that your main goal in this game is to kill other people. When the game should be redesigned so that players have to work together to survive the game itself. And I don't like high xp servers.
  37. 2 points
  38. 2 points
    +1 I want to do a drive by in a wagon
  39. 2 points
    Yes, it goes with the nature theme. ;P... And priest can actually do it...
  40. 2 points
    Well, that escalated quickly. Do you even DO beverages?
  41. 2 points
    You shorten the size to the smallest size and kick all the villagers from the writ, this shortens the disband to one hour...
  42. 2 points
    The problem is that there are players who have made a significant amount of RL money from the sale of drake and dragon scale armor and don't want that ability reduced by changes to this system. Since they already have their sets and the ability to improve them with leather, you might wonder why they would be interested in obtaining more. The first sentence points that out. Limiting the capacity to obtain future scale, while keeping the current stock in a more scarce supply thus maintaining a higher price, also limits the ability to sell more of it for RL profits; so a sort of compromise made by those who do so will be to endorse more availability of the scale to then craft, sell and add to the supply. Until some sort of saturation point is reached there will be little protest against increased supply but rather support of it. The game behind the game of Wurm for some is the ability to make RL money from "playing" it. This shifts Wurm game play into another direction, with others who will endorse policies and game mechanics to support this source of income for them. Other players then outside of their associations merely become a market for their goods. Many aspects of the game are then influenced by these endorsed money making opportunities, which detract from the game play as a purely enjoyable experience and turn it into directions contrary to what ordinarily would be the objective of game developers, that being to provide enjoyable interludes of entertainment for those who participate within their game designs. I see a small shifting away from some of these portions of the game that provide either ways of making RL profits or reducing payments to game income from game mechanics provided to do so. This I think is a good trend that must be as subtly applied on the Dev side as those who endorse these abilities do on their side, as this will not contribute too much of a withdrawal effect causing a backlash of disruption within the player base. The timeline within Wurm slowly creeps forward with the assured seconds expiring as within a crafting timer. Some influenced by the Dev's enchantments, others by the players observation of the effects. Adjustments are made on both sides of the equation with results yet to be analyzed. An advantage here or there adds to one sides objectives and decreases the others. The Wurm conspiracy continues unabated, confounded by the ridicule of those who would wish it to remain hidden from those who might get a gleaning into the depths of its hold and influence upon a mere stroll through the wondrous forests of these lands. *sweeps remaining dust under the rug* =Ayes=
  43. 2 points
    I think exactly the same. Then I remember we are talking about Code Club and its tight-lipped policy about everything. Then I'm glad that we at least got 3 lines about it.
  44. 2 points
    Why is this stuff not announced in the game in orange? Why is it tossed in the GM Hall and not in general discussion? Why is it not on the launcher page for the game? Where are the details? Who has it? How did they get it? Why did they get it again after they got it a month ago? I keep my account secure but that does me little good if Code Club can't keep it secure.
  45. 2 points
    BTW, why make an item with 3 charges? is not better just put 3 items with a single use? who come with that kind of "ideas"?
  46. 2 points
    Yes, i've read your randomized drop per premium player suggestion before. Honestly, I think it's as silly as the limited drops. Part (a half-assed version, ala Wurm style) of your suggestion made it into game (all attending members get a sliver of hide in inventory upon kill), which did nothing but make the situation worse and spread the hide out even more. It's now even harder to collect enough for you to make an entire set, whether that was implemented as a premium feature or not. Drake/scale will never be "too abundant", nor has it really ever been rare (and that point is proven by how many no-named players with mediocre stats have obtained a set of their color choice, as long as they had the coin to spend). Coming from a guy that has more drake than the common folk, there will never be too much of it in the game world. You could spawn a dragon with full loot per day, and the people hunting the dragons will NOT put the work in and sell the hides for less return than a set of plate. They will sit on it before they let that happen. Get over the fallacious idea that full, regularly timed loot drops would make hide so common that its prices would sink low enough to make the drake set the only armor worn, meanwhile putting all other armor sales out of business. It's just not going to happen. The real problem stemmed from the same, select people penning the original (and non-respawning) uniques and profiting until their pockets swelled over. Now that uniques are being respawned, that's not a problem... There was never a problem with the amount of materials found in the drops, the problem lied in the fact that they were very limited (not respawning unless a new server came online), and being controlled by a select few. A bit off topic, but related because of comments you've made in this thread itself: Sometimes I agree with some of your points, Kane... and then, sometimes I feel your suggestions/ideas are just as wild as Joedobo's, and that you'd like to turn Wurm into a game that it isn't. Your opinion of a "quality" game is one that has a population that meets "AAA" games. I, honestly, can't agree with that fact. I wouldn't want Wurm to have the turnout/popularity of WoW, nor to see the game hold the interests of those types of gamers. You suggested earlier to nerf the armor's rating just to make the prices more affordable... seriously? Are you listening to yourself? You want prices to be more fair for everyone, but yet you don't mind creating an unfair situation for those that currently have drake just to meet the end result? You complain about the dev team being short sighted, but that suggestion isn't really any different... completely kneejerked. I, too, have complained about retention... but don't get that confused with your complaints. I would like to see the team stop making the same mistakes year after year, and I would like to see the team stop making kneejerk reactions to "fix" problems we have in game, without using much critical thinking before hand. They need to stop turning away the people that have enjoyed this game for years by completely changing long existing mechanics in the matter of an overnight period, only to "fix" some other problem somewhere else in the game - kneejerk fixes. I have no issue with the fact that this game is a "niche" game and that it's not for everyone. I don't think we need to retain the common gamer, nor do I think Wurm needs to see a player population of 6 figures+ to continue on. The day that Wurm's focus becomes driven on that is the day that I think about leaving. If I wanted to play common games with the common gamer, I'd be playing WoW, or Minecraft, or CoD, etc. Here to play chess with other chess players, not candyland players. In my opinion, your suggestions aren't always the "right way" (as you believe them to be), due to the fact that you are so accepting of letting Wurm "dumb" down to appeal to the common, casual gamer. Joedobo thinks all his ideas would make Wurm an awesome place too, and I wouldn't touch the game that he wants it to be. If that means to you that I'm wearing cataract glasses and sporting a cane, so be it. I am paying attention and reading, I just don't happen to agree.
  47. 2 points
    "Oh, someone might have my password? Well, I won't change it because they might just get it again". Nobel prize winner right here.
  48. 2 points
  49. 1 point
    Suggestion to add a larger version forge that takes 3 or 4 times the materials of a forge to make. It should also be graphically much larger than a forge to give forges a use in decorating homes. Make it medium->hard to start to build (30-40 skill?). Allow it to smelt 50 to 100 ore at the same time. Preferably more than less. (this is the BIG point in this). Please. -------- UPDATE: To outline what I've gotten out of the suggested improvements stated in this thread, - The smelter takes 30 to 40 skill to start and continue. - Serious amount of materials to build, up to 5 or 10 times the regular forge just to not make them mass produced. - 100 ores fit in it. - One per tile. - Graphically large. - Burns a lot of wood quickly. Some suggest up to a full 100 kg tree to fuel it completely. - Smelting time quality dependent, just as forges. Faster the higher the quality is.
  50. 1 point
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