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Showing content with the highest reputation on 15/11/14 in all areas

  1. 11 points
    Poll has been open for a day, so I feel I can share my thoughts without raising bias. As a populated test server, I can see this as having some benefit to the development process. As yet another iteration of Epic, I see this as more likely to divide the current pvp population rather than consolidate it. As supposedly adding variety to the game, I see just one more flavor of PvP. We have classic wurm pvp, wurm pvp with candy swirls, pvp-free wurm pvp for the pvp-intolerant customers and now wurm pvp with espresso. As competition to the myriad other fast paced pvp/build hybrids out there, I expect it to fall on its face. All the competition uses fresh new engines with high res graphics, twitch combat with steam funneling the players into it. Wurm by comparison uses a homespun 2.5d engine with dated graphics and everquest combat. The one competitive advantage Wurm should have, years of polish, isn't there because features get added but rarely finished. As a non-pvping freedom player, I see this as sucking up development time at a rate greater than the gains it will produce as a test bed for changes. I also see yet another alternate set of PvP code being added when there is a refusal to separate pvp and the non-pvp code because, supposedly, that would be too difficult. I see my subscription, and the subscriptions of the majority of the customers, again being used to chase "the ideal pvp dream" of the developer and the minority (in this case a very tiny minority) of the paying customers.
  2. 8 points
    I want: Dangerous wildlife that is more than an afk kill. Weather that can kill you if you are an idiot. Actually needing to eat to live and getting weaker for eating the same thing again and again. Needing a village tailor because your shirt needs mending. Tools breaking, boats sinking, fences destroyed by trolls, skills lost from lack of use. Priests that are actually players instead of howitzers or spell spamming cordage powered machinery. Worrying about getting to the next village alive. No global economy - no traders, no mail. Challenge that goes past getting a 50 skill title. Not having to worry about some angry young adult ruining my day because his mommy told him to clean his room and calling it "PvP" Game mechanics that are actually PvE, not just farmville stuff to do between PvP.
  3. 7 points
    Figured I'll give it a try
  4. 5 points
    In the style of "ingame wurm" and "cattle and pumpkins" (wink wink)- omg I want to be able to make paintings ingame so badly now. (Is there a limit on submitted designs? I just love look through my screenshots to make these pictures!) Festival Cove Collosi, Deathcrawler Minion, White Dragon & Farms Garden, Forest Giant, Horse, Lava fiend Livestock, Meadow, Sea Serpent, Shoreline Sky, Huge spider, Vynora, Caravel edit: replaced black dragon with white dragon
  5. 4 points
    A server with a new action packed, competitive version of Wurm! Challenge is a very different platform where we will host competitive games with different themes and goals. Each challenge ends in a Scoreboard of all participants, winners of prizes and a total reset of both World and Skills. So each challenge we start will be unique and everyone starts with the same stats. The only thing you keep between rounds is titles earned, any remaining currency you have and what you are refunded from deeds etc. We will announce that, prizes and competitive categories later. The aim with this very new take on Wurm is to have a place for those who want as little grind as possible and focus on fun and competitive play. Keeping this in mind let me list some of the core features in the initial Challenge. New Raid functionality which will include things like more siege weapons, defensive turrets and expanded functionality for the guard towers. Ultra fast skilling even on failed actions. Super short timers. No repair for walls and fences while in combat. Strategic Resource spawn points which gives the kingdom that controls them an abundance of building and crafting materials. The first challenge will last one month and we’ll see how it feels //Added response and information Challenge is something that is needed for several reasons and by being separate it does not need to follow the same rules. Ideally it could serve as a gateway to wurm pvp benefiting the epic cluster long term by providing a platform with a much lower threshold and plain leveled playing field for those interested in trying Wurm. Because in reality, we would never get epics player base to agree to server cross wipes on both skills and land right? What this also does is limit anything we want to drastically change to alter the recipe for skillgain etc as it affects the value and time investment in characters etc. On challenge however with a clear mindset of initially having at least a monthly server wipe, we have the freedom to change anything to fit the specific challenge making things very interesting from both gameplay and gamedesign perspective. Also, we can find an interesting dynamic formula for a more quick paced Wurm online experience to offer. Talking about recipes and such, I see some are talking about having to grind from 0 each restart. This is easily addressed and planned into the initial release. Firstly, when I said ultra fast skill gain I truly mean it. You will not need to grind much at all. Secondly, we can start out Challenge characters with a pre set skill level to already be sufficient to create ok armor and weapons etc. I know it is not for everyone, but at least for me personally I have always wanted to try Wurm in such a game mode. Knowing how it feels from the perspective of someone who has built allot with a dev character where you can build quickly and without much limitations. It is a very interesting concept to truly unlock all that Wurm has to offer and letting loose a truly creative chaos in an MMO environment. The thought here is also that even with a player population that does not come close to the freedom cluster it will still feel highly populated. We are going to start out with having a pretty small and intimate environment where territorial control and struggle becomes more tangible. Where travel distance/ time does not count much into the equation. And the loss for dying in a raid is not bad enough to make you feel you have to prepare for days before trying again Where emphasis shift from grinding and gear to going into action and just having fun. Why not try and help us make this into a truly fun experience? Because player input will be much easier to include both on a scenario and gameplay level now that we will have a platform that is agile and not set in stone. //More updated information It is completely separate from all other servers but we will try to enable you to teleport there. It would work pretty much like the separation between epic and freedom, separate skills and inventory. So either you create a new account specifically for the challenge server or play with your main but with nothing other then your name and look transfered. To clarify, you character would only be wiped regularly on the challenge server. Once you go back to your original server you will still have the same stats and inventory as when you left. Unaffected by the transfer in either direction. Currency would be transferable between the servers with your account and any refunds etc you get on Challenge can be carried back. If you have premium time on you account it will however stay on the same timer even if Challenge is on free premium.
  6. 4 points
    What I can see, only one post has been deleted in this thread and that's one by Bluedragon and its deleted by his request. Cheers!
  7. 4 points
    Herne the Hunter. A pastel i made some time ago.Maybe this one could hang on some walls?
  8. 3 points
    No not epic, No not shitty chaos trying to be wild. Not oh no i ran out of nutrition my skill gain! No care-bears. Since we are getting a new type of challenge server I thought I might as well put in my long wished for thing. A survival server where you actually die when you are starving.. or 0% water.. Get a disease? It might kill you. Just like bad wounds that do not get better! This in turn makes villages more useful than a spawn point.. Cause guess what, My idea includes perma death all around! < This might make you all be like NOOO -99999, But oh well... Ill add more in the future, Also instead of being like no post, maybe use your words instead of -1's and add to it to make it better Much Love, Hateful Ruka in a pissed off mood.
  9. 3 points
    I (strongly) disapprove. I feel that increased workload is not the answer to a game with such small staffpower where the bugs are already plentiful and rampant. It's not what I wish my money to be used for.
  10. 3 points
    Bad idea to hand out items from banned player accounts. Players should not benefit from anything that these types have amassed from their game time. Delete their account and items and hopefully their existence within the game will then fade from memory over time. Make it like trying to find the remains of bin Laden. A more fitting non-tribute. Like in Ultima Online, there could be a secret chamber deep within the core of Wurm that only the GM's could enter. Inside they could place the corpses of these banned players slowly burning for Wurm eternity, with a faint flickering light that would that would dimly illuminate these gloomy confines. Players considered for banning could be transported there for their final judgment before the imposing figures of these GM's. If guilty as charged a tiny bizarre enraged image, faintly resembling a combination of a Gnome and Rolf, would lash out with a lightning strike shattering the silence and starting them upon their toasty journey into these times lost into the infinity of non-existence. *nevermore* =Ayes=
  11. 3 points
    Heres a few hand paintings, All original PScs5, if reworked screen shorts are not accepted Flame Aura
  12. 3 points
    Made this a while back. I've probably got all sorts of other things lying around that would also look cool on a tapestry but I think this would be the most well fitted to the game.
  13. 3 points
    Here's a piece from like year 11 at school.
  14. 2 points
    -1, can guarantee will only be used for smack talk and drama.
  15. 2 points
    This is going to be bad for two reasons: 1. The devs have absolutely no idea whatsoever how PvP works. You can change code, change numbers, but you don't know how it will affect anything until you have actually been in PvP. Spells are still broken, meditation is still broken, priests are broken, priest vs. non-priest is unbalanced, gear replacement still sucks (horseshoes/arrows especially), raiding is terrible, no one goes to HotA except the winning kingdom, influence is useless, battlecamps are useless, there is absolutely no reason to use certain gear (all shields are pretty much the same, small weapons in general except smauls on Chaos, anything less than plate/drake/scale, medium bows, large mauls in combat, etc.), hell horses vs. regular, karma abilities are broken and exploitable, deeds can be exploited for influence... This is just what I can list off the top of my head. No offense to the devs, but like I said, you can't understand the impact that these have until you have been there. Your new server is NOT going to fix any of these issues, with the possible exception of gear replacement. 2. This will split the community. Freedom has Chaos and seven PvE servers. Epic has four servers (it's debatable which ones are PvE and which are PvP based on player attitude). Golden Valley is kept going for nostalgia and the tutorial, while this new server is going to be PvP enabled and separate. That's effectively FOUR different clusters, three if you leave out GV because there are sometimes 0 people online. Either way, fix what we have. It's pretty sad to see the individual and total server pops when this is supposed to be an MMO.
  16. 2 points
    Items/money that was created and shouldn't have been could easily be removed from the items put into a treasure hunt. It's not rocket science.
  17. 2 points
    I chose not to answer the question because I don't have enough information. I suspect this is just Epic 2.0 and/or it's a testbed to try ideas which might be buggy or problematic on normal servers. I'm also guessing this has something to do with the percieved grind in Wrum Online, versus other games like Minecraft. Many plyers in this game and on these forums think Minecraft is a superior game b ecause of its quickness. They believe this assists the creative process and makes it funner for people who're seeking purely to create. Myself, I don't like grind, but I like inertia. Inertia, as defined by me, is simply the time required for things to change. If inertia is low then things change almost instantly. With more inertia, things change very slowly. I prefer more inertai because I like the feeling I get when I work long on something and finally finish. I also like that what I see on one day will be there tomorrow and weeks or months later, whether I made it or someone else did. Inertia doesn't just cover things which we're in the process of building, but it also covers things which're already built. Another way of thinking about this is objects at rest tend to stay at rest and o bjects in motion tend to stay in motion. A game can take a long time for things to change and NOT be grindy. Case in piont, I never felt I was grinding in this game until I wanted to make a sailing boat. In order to do it, I had to make cordage rope. But to do that I needed to train ropemaking to 20-plus. Now, normally I use everything I make to accomplish a goal, like finishing a house or finish a fence or a million different things. And normally I don't have to wait too long to get what I want. So I started training ropemaking and discovered I'd be making bow strings. Problem is no matter what I made, I wouldn't really use it. Sure, I can store it in the BSB, but when will I have a use for 100's of ropes or bow strings? This was unlike anything I had previously done, since I always had a use for what I made. It also requires a lot of time to get the required skill. So instead of making the sailing boat, I made a rowing boat. And instead of grinding ropemaking to 20-plus immediatley, I've trained it eveyr now and then. Fast forward maybe a year and it's still only at 16. Slow skill gain isn't a problem, but the way in which we gain skills IS. For example, my carpentry is 53 and never did it feel like a grind to me. The difference isn't that I grinded 20 houses and somehow liked it, it's that I made 20 houses as part of separate journeys. I never made those houses with the expressed purpose of getting 53 carpentry. I got 53 carpentry completely by accident, as a result of PLAYING THE GAME and setting my own goals. The way to fix this grind, at least in my eyes and in my experience, is with two potentail answers. The first is just to allow me to make low quality cordage; a crappy but functional sailing boat. Alternatively, use ropemaking in more overlapping recipies so that by the time I come across the idea of making a sailboat, my ropemaking will be close to what's needed. Additionally, these overlapping recipies shouldn't be throwaways (aka 100's of bow strings). They should be immediately useful. Now, for other things, like stone houses or items which require very high skills to craft, it all depends on whether a new player expects or plans on making them. For example, I wasn't bothered by not being able to make stone houses early on (need 30+ masonry) because I made wooden houses and built stone walls around them. By the time I wanted to make stone houses, my masonry was very close to the requisite 30. Now, if the designers of the game can make that happen with as many craftables as possible then the game is going to be a much smoother experience. I'm not saying this game isn't repetitive. It often is, when any single period of time is examimed. For example, I might be mining for 15 minutes and my actions are very repetitive. In another period of time I might be moving some logs for several minutes the same way each time. To some extent, this is grind too, but honestly, I never really FEEL it. Would I like a more eventful form of mining where you had to use more tactics to mine effectively? Yes, definitely. I'd love to see more meat to some of these skills. Even imping is better than mining. Yet as long as I don't have to sit there and mine for hours at a time and don't feel what I produce isn't useful to me, it's admissable and playable for me. The underlying foundation for all of this are my goals I set. Whether it's a house or a new fence or something else. With no goals and journeys to fulfill, there's no reason to do anything. There's no immersion. Time to log out. The beauty for me is these goals are my own mostly. They're somewhat guided by the developer, as stone walls naturally follow after wooden ones in terms of durability, but generally, the things I do very mcuh are part of me. And frankly, since stone houses take more time and nuiance, I do oftne just build wooden ones. In fact, I think the more developers work to give items at all skill ranges purposes, the funner and more unique my choices would seem to b e. I'm definitely not calling for items to be equal. I'm calling for items to be distinct and not just fit to a linear scheme.
  18. 2 points
    I think it should always be possible to play solo. A good solo day might go something like: spawn, gather firewood, be hungry, start work on a fence, be invited to dinner from some goblins. My ideal configuration would be something like: Troll and Goblin tribes being the primary antagonist, having their own rudimentary villages that can be wiped out but also spawn wandering mobs and mob groups. Goblins can hide and ambush in the woods. Trolls are more overt and actually attack settlements. Defensive works and towers that function and work on an effort/maint->results paradigm instead of buying guards. Villages should be under attack often but rarely face possible destruction. Villages with robust defenses, wide territories and great success get rewarded by harsher spawns with a chance at great rewards. Outside the villages the server cleaning itself aggressively. A very rapid rennwal with constructions off-deed decaying rapidly including roads. Some version of erosion removing terrafroming. Villages with a more robust internal politics to encourage players to feel secure sharing space and resources without there being an "owner". Perimeters would be much cheaper but you buy "push" not tiles. Nearby villages push against each other for "control" as would random troll and goblin lairs. "control" limits building but also limits where goblins/trolls spawn. Harsh weather with frostbite, heavy rains, dangerous winds, dust storms and even small brush fires. Actual seasonal crops with food variety being important. Heavy losses on death with rapid gains but also the return of skill decay. Robust health/illness/wound system where you need a good diet, new clothing, shelter to stave off illness. Wounds take much longer to heal and need special treatments to heal properly. Several diseases, some contagious player->player but others animal->player via handling or wounds.
  19. 2 points
    I vote approve on this one. It allows Rolf to trial new PvP concepts without messing with Chaos or Epic. If the new system delivers a good mechanism then maybe it could be considered for the other PvP environments. It resolves the oldest PvP complaint of the game, "can't catch up to the older players" which is not necessarily true anyway but its perceived as a big barrier Any "windows of opportunity" that get exploited are now temporary, all those gains get flushed. With such a short window players don't have to nor should they start out with 0 skills, There is no reason that skills can't start at say 20 in everything which means when they start they won't have to struggle. For pure PvE players this has no impact. Scoreboards are a primary focus for many types of PvPers, This may well lure a different demographic to the game. Even if it doesn't work out I'm sure Rolf will learn a lot from it. Only real question I have is if someone only plays on the challenge server then what rewards can they actually have? everything is wiped apart from titles and silver.
  20. 2 points
    I'd also like to see someone with artistic talents do a series on "Wurm Professions" -- the Farmer, the Blacksmith, the Shipwright, the Carpenter. Also hmm fisherman, hunter, explorer, miner, sheep rancher, etc. People like to have things that remind them of their ingame "identities." Also maybe the four deities (especially to decorate chapels & altar areas, but also living spaces. Unfortunately I am not good at "original art" so I used screenshots off Google but someone is very welcome to take this idea and do it better than me:
  21. 2 points
    Hello Wurmians! I do understand your skepticism of this and change is always a bit scary. Let me just first underline that most things added to challenge would also be added to the epic cluster. Challenge is something that is needed for several reasons and by being separate it does not need to follow the same rules. Ideally it could serve as a gateway to wurm pvp benefiting the epic cluster long term by providing a platform with a much lower threshold and plain leveled playing field for those interested in trying Wurm. Because in reality, we would never get epics player base to agree to server cross wipes on both skills and land right? What this also does is limit anything we want to drastically change to alter the recipe for skillgain etc as it affects the value and time investment in characters etc. On challenge however with a clear mindset of initially having at least a monthly server wipe, we have the freedom to change anything to fit the specific challenge making things very interesting from both gameplay and gamedesign perspective. Also, we can find an interesting dynamic formula for a more quick paced Wurm online experience to offer. Talking about recipes and such, I see some are talking about having to grind from 0 each restart. This is easily addressed and planned into the initial release. Firstly, when I said ultra fast skill gain I truly mean it. You will not need to grind much at all. Secondly, we can start out Challenge characters with a pre set skill level to already be sufficient to create ok armor and weapons etc. I know it is not for everyone, but at least for me personally I have always wanted to try Wurm in such a game mode. Knowing how it feels from the perspective of someone who has built allot with a dev character where you can build quickly and without much limitations. It is a very interesting concept to truly unlock all that Wurm has to offer and letting loose a truly creative chaos in an MMO environment. The thought here is also that even with a player population that does not come close to the freedom cluster it will still feel highly populated. We are going to start out with having a pretty small and intimate environment where territorial control and struggle becomes more tangible. Where travel distance/ time does not count much into the equation. And the loss for dying in a raid is not bad enough to make you feel you have to prepare for days before trying again Where emphasis shift from grinding and gear to going into action and just having fun. Why not try and help us make this into a truly fun experience? Because player input will be much easier to include both on a scenario and gameplay level now that we will have a platform that is agile and not set in stone.
  22. 2 points
    Found the problem (I hope), should be fixed with next update
  23. 2 points
    'Magranon and The Wurm' I chose this subject matter because as well as being for decoration, tapestries were also used to tell stories. My tapestry depicts Magranon defeating the Wurm. The runes at the top say 'Wurm' and I know its a little cartoony but oh well lol I tried really hard <3
  24. 2 points
    Not an expert but here is my own experience with my cave boat entrance. First and most important the entrance, if you want to fit anything with a draft bigger than a knarr, you have 2 choices. One is to locate the right tile, this means such a tile as wen the entrance is opened the lower border depth is at least 20 dirts under water, the higher slope I think even a couple of dirts above water level is fine functionality wise, but of course you probably wants it higher for aesthetic reasons. The second option is (was my case because I had very few choices on the geographic position of the entrance) is to choose a tile next to water with enough clearance for higher border, and surface mine the lower border until it is totally submerged. In this case the max depth for the lower border will be 14 dirts, thus making the entrance unable to fit corbitas, cogs and caravels. This is only a problem if your wallet is as shallow as mine, but if you have a way of obtaining a sculpting wand, you can then increase the depth of the future entrance to the required depth of 20 dirts. The entrance of a cave boat can´t be tunneled from outside, this means that you need to mine out from inside the cave, the only requirement here is to be precise enough with your calculations to mine the right tile at the right heigth. About the cave itself, for aesthetics reasons if you want to have enough ceiling clearance, then you need to calculate how high you want the ceiling to be from the water surface , and start mining straight all the cave, once you have all the cave cleared, and the ceiling flat, then you only needs to mine the floors until you reach the max depth, unlike sm in the exterior, inside mines you can mine down the floors up to 25 dirts under water level, so there is no restrictions for even biggest ships. If you have one available, a Mag priest is always handy to fix any mistake you can potentially make. One way of starting from the entrance is to open a side entrance about 4-5 tiles away from the future entrance the closet posible to water level, then mine up for some amount of tiles until you reach the level of your ceiling into the direction of the cave, then mine laterally until you are in line with the entrance, mine in the direction of the entrance up to the last tile, then flatten the ceiling and mine the floors to the max depth and then mine the last remaining tile to open the cave from inside. I hope this give you enough clues to get started and good luck with your project.
  25. 2 points
  26. 2 points
    -1, we have a free market, get used to it.
  27. 1 point
    Ravenholm is a large, established town on the Chaos server. We're always looking for new villagers to come and join us in our spacious and friendly part of the Wurm universe. About Ravenholm: Ravenholm was founded in March 2013, and has since blossomed into one of the largest, most friendly and most active PvP villages that you'll find anywhere in Wurm. The town is a member of a player made kingdom called the Empire of Mol-Rehan. Located in the west of the server, Ravenholm is far enough from the frontlines for life here to be comfortable and carefree, but still close enough that it's easy for us to go out and PvP when we want to. The MR Homelands are vast and expansive, offering us almost unlimited resources and hunting grounds. On a whole for us, Chaos and PvP offers an interesting side to the game that you can't experience on Freedom. People tend to play in larger groups here and stick together much more - and so you'll soon find yourself a part of the MR family, playing the game with more other people than you thought possible! If you're looking for more information about the server, then I'd strongly recommend checking out this guide. But What About Shiny Things? Between our many highly skilled players, we're able to offer a huge range of items to villagers, ranging from 90+ql weapons, casts, platesets, tools, bows... you name it, and there's probably someone here with over 90 skill in what you want! And best of all, we all share here, and so we'll happily make your wildest equipment dreams come true in exchange for a small favour (like dirt, bricks, or sacrifice materials for a priest.) As for housing, we offer very large plots to newcomers, even by PvE standards. Upon arrival, you'll have 35 deed tiles (7x5 of space) to do with as you please. After all, you're going to need a mansion to keep your new plateset in! Sounds Great! Where Do I Sign Up? You should make an application on our kingdom's forums. The 'access password' is MolRehanRecruit. Feel free to contact any of the below if you have any questions! Docterchese (forum & ingame) - Recruitment & Elder Balmore (forum) / Reincarnation (ingame) - Mayor of Ravenholm armyskin (forum & ingame) - Co-Mayor of Ravenholm revengo (forum & ingame) - Elder of Ravenholm Tulemees (forum & ingame) - Elder of Ravenholm Wulfgarr (forum) / Wulfgar (ingame) - Elder of Ravenholm Pictures! Maybe we'll be seeing you soon!
  28. 1 point
    Currently not offering panfilling. Do you need higher ql food? Do you fail attaching runes to your stuff? Or would you like a longer action queue? Then you've come to the right place! With panfilling you can easily raise your cooking, HFC, mind logic and soul depth. I offer fast panfilling at affordable prices. Prices Filling 1s/1k pans Filling+materials 2s/1k pans Baking grinding 2s/k No longer offering baking grinding until cooking times are better, http://forum.wurmonline.com/index.php?/topic/154662-unbreak-cooking-times-please/ Payment methods I accept payments in silver, Paypal payments at 1€/s and Bitcoin payments. Location My cookhouse is located at F22 on Xanadu. For 50c I can bring my cookhouse to your place, all you need is forges. For orders over 10k outside Xanadu delivery is free. Skillgain and data If you're wondering how much pans is needed to reach a specific HFC skill you could take a look at the table below. For ML/SD/cooking skillgain predictions you could PM me. HFC skillgain, using sleep bonus, no affinity and not Vynora/Nahjo: The usual method My method 1-70 5k 5 70-90 9k 7.5k 90-95 9k 5k 95-99 29-30k 12-13k As you can see in the table I can save you a lot of money if you're looking to grind HFC at high skill. The bad thing with my method is that it reduces characteristics skillgain, which you may not want. The method doesn't require any extra effort when filling, so you decide which method you want to use, no extra fees added. Reviews [19:35:08] <Coastis> hmm, not sure what to say other than the man is a beast If you have any questions contact RobZ ingame.
  29. 1 point
    No not a new server it is Sarek National Park in Rolf's home country of Sweden. Now you know where he gets his ideas for new servers! (That might even be TUNDRA in the lower left, I am not sure) rainbows & unicorns! (the unicorns are being shy, the rainbow is not)
  30. 1 point
    The default settings have this turned off in order to change it. Go to "My Settings" (should appear when you click on your name in the top right hand corner), than open the "Notification Preferences" page. Click on the check-box next to "Notify me when someone quotes my posts (and I'm not already following)" in the Notification List column. "Save Changes". Sounds pretty obvious, but not everybody knew that.
  31. 1 point
    Yes, there is something wrong as it can break chat rules with excessive drama You can also try to pm people of other kingdoms to say hi
  32. 1 point
    Or much better several configurable action bars (toolbelt is not a real action bar if you wonder).
  33. 1 point
    Kinda gets annoying unhitching and rehitching animals when u have 4 to do it to and have to swap around. Should make things simpler and easier.
  34. 1 point
    You get periods where you just randomly suck for no apparent reason. It's Rolfs punishment for all the Challenge server moaning.
  35. 1 point
  36. 1 point
    Bloody hell elwood thats less than 20 seconds in
  37. 1 point
    Man.... because your sentence "javasettings in Control Panel" make me though about something. I uninstall my java andreinstall again with java offline 64bit. now I can play Wurm. Thanks man
  38. 1 point
    I don't really see the purpose of this project. Yes, it could be fun for a few people, but I don't think it will achieve what seems to be a hidden desire behind it: attract a lot more new players to Wurm or make a lot of pve-ers suddenly dedicated to pvp. Most pve-ers I know don't play pvp simply because they don't like it. Making skills go up faster won't make a big difference I think; you either like competition based gameplay or you don't. Sure, there might be a couple of freedomers tempted to try it out, but shuffling 10 people around won't make Wurm completely different all of a sudden. And for luring new players in... Xanadu with all it's massive ambitions didn't manage it, so another new server with "fast paced" pvp in a world of games that have pvp that is 100 times as fast... so I dunno.
  39. 1 point
    Hello, I Am Jacolantern On Xanadu Near Newspring, Figured I'd Introduce Myself
  40. 1 point
    Yeah, you do not want to mail it. The COD charge (seller has to pay mail fees) is going to absolutely kill you, then if you refuse to accept the COD mail because the outrageous cost of the added mail fee, you have just caused problems with the seller which will hurt your reputation.
  41. 1 point
    Hello Wurmians! Challenge is something that is needed for several reasons and by being separate it does not need to follow the same rules. Ideally it could serve as a gateway to wurm pvp benefiting the epic cluster long term by providing a platform with a much lower threshold and plain leveled playing field for those interested in trying Wurm. Because in reality, we would never get epics player base to agree to server cross wipes on both skills and land right? What this also does is limit anything we want to drastically change to alter the recipe for skillgain etc as it affects the value and time investment in characters etc. On challenge however with a clear mindset of initially having at least a monthly server wipe, we have the freedom to change anything to fit the specific challenge making things very interesting from both gameplay and gamedesign perspective. Also, we can find an interesting dynamic formula for a more quick paced Wurm online experience to offer. Talking about recipes and such, I see some are talking about having to grind from 0 each restart. This is easily addressed and planned into the initial release. Firstly, when I said ultra fast skill gain I truly mean it. You will not need to grind much at all. Secondly, we can start out Challenge characters with a pre set skill level to already be sufficient to create ok armor and weapons etc. I know it is not for everyone, but at least for me personally I have always wanted to try Wurm in such a game mode. Knowing how it feels from the perspective of someone who has built allot with a dev character where you can build quickly and without much limitations. It is a very interesting concept to truly unlock all that Wurm has to offer and letting loose a truly creative chaos in an MMO environment. The thought here is also that even with a player population that does not come close to the freedom cluster it will still feel highly populated. We are going to start out with having a pretty small and intimate environment where territorial control and struggle becomes more tangible. Where travel distance/ time does not count much into the equation. And the loss for dying in a raid is not bad enough to make you feel you have to prepare for days before trying again Where emphasis shift from grinding and gear to going into action and just having fun. Why not try and help us make this into a truly fun experience? Because player input will be much easier to include both on a scenario and gameplay level now that we will have a platform that is agile and not set in stone.
  42. 1 point
    don't know why people ar elike epic is dying. it's bigger than wild ever was. Still is. 4 servers of pvp. The mistake was reopening chaos.
  43. 1 point
    I like something like these two. I have these hanging in my real life house and they are beautiful. ll
  44. 1 point
  45. 1 point
    I think it's a good idea to get the more pvp shy Freedom folks to have a go without risk as well as introduce Wurm pvp to new players without having to spend an age (comparatively) grinding on Freedom or to a lesser extent, Epic, before being able to get stuck in. Also, level playing fields are just what people want as an option vs always playing catchup elsewhere. This is going to be good for Wurm and there are going to be benefits to the established userbase as well as pvp enriched folks on Challenge eventually migrate to the real game and settle on Chaos / Epic with new characters and boundless enthusiasm for the ultimate Wurm experience. Course, short term people from Freedom / Epic may venture over for a fiddle about or a change of pace but I doubt all but the newest players would abandon their lives here for an eternity of endless resets on Challenge. The new server is a hoover to suck up new players, not dilute the existing ones. New players are more likely to stick around and move onto Freedom / Epic if they have some quick and easy fun at the start of their experience rather than the hit and miss new player experience they will get elsewhere.
  46. 1 point
    Love this idea. Already just posted an alternate tapestry idea using actual ingame scenes from Wurm daily life here However I like this idea even better. I am already visualizing Lisabet's work in my house, plus anticipating entries by .. THE ROSEDRAGON I am hoping especially from Rosedragon some great "war and combat" epic work with knights and dragons. If they get many of high caliber, consider making more than one winner as we might like 6 different ones (plus 6 more from the dev team. Am I greedy? You bet!!) You may need some sort of "rule" CLEARLY STATING (not implied) that the artwork must be their own creation to avoid someone from entering something they did not make themselves that could cause legal issues for the dev team later on. I would place the limit on entries as somewhat generous, maybe 6-8, but ask the judges to pick no more than 3 from the same artist. Sometimes judges might have a better eye than the artist on which entry is the best choice for introducing it as an ingame tapestry.
  47. 1 point
    I see nothing wrong with posting comments within the Merchant section for sales, auctions, etc. of those who are selling items. Pointing out overpriced or just plain bad deals only give others something to consider in respect to the sales. Of course this can only be a problem to the seller who has priced something excessively, so I am sure they would not like to have these comments within their sales/auction threads. If the comments made are not insulting to the seller, I think anyone should have the right to make them. Is it better to have a forum policy of squelched silence wherein the seller can make any inflated comments about their items without others being able to point out the hype? I think not. =Ayes=
  48. 1 point
  49. 1 point
    the 0.1kg meat is indeed special, it works kinda like a meal [17:29:00] The very nutricious meat from a crab. 94ql hot meat gives 96% nutrition ~60ql hot meat was 88% nutrition it can't be put in a fsb the 0.3kg ones cook like normal meat [17:29:03] Raw meat from an animal. so it might actually not be a bug but a new special feature
  50. 1 point
    How about a 1 tile Spiral Staircase, where you right click on it hit ascend and if there are more then two floors you get a text prompt box, and it puts you on the floor you want.
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