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Showing content with the highest reputation on 09/01/15 in all areas

  1. 7 points
    cr nerf doesn't affect you offline, sorry
  2. 4 points
    Hello, I have not done much with the map since setting it up and letting the editors working on it. But there are some potential updates so I thought I would share some. I have been discussing with a programmer who is working on an overhaul and things have progressed pretty well. The bulk of the framework should hopefully be taking place next week and if that goes well it should go forward nicely. What I wanted to do here is just give some basic concepts that have been discussed for it to date, and allow players to give their own feedback during the development process as well as make any feature requests. Key Features: Google API Based Direct add to map from players (no forums post required) Editor Capabilities for editors to make corrections and approve player submissions. Admin capabilities to undo player edits if required similar to how wiki works. Optional user/pass for deed owners to manage their own deed information, links, pictures, contact info, etc. etc. Properties can show on the deed for mailbox, recruiting, etc. Alliance groupings to indicate deeds of a particular alliance if desired. Alliance Custom layer. Make your own annotations for your alliance! Public market special icons, varying deed icon sizes etc. Introduction of the Xanadu Global Positioning System (XGPS) featuring reference markers distributed on the server in game. Use of the XGPS will not be a requirement to mark a deed location. It may, however, be an incentive to use it by limiting some advanced customization functionality to XGPS listed deeds only. The XGPS system currently envisions player field surveyors and more detailed information on this system I will leave out until it is further along. Layers to separate deeds/roads/resources/Region labels etc. and custom viewing. Possibility for detailed deed plan layouts tied to the marked deeds. This would likely come at a later date. Possibly a market trade/auction system (this is only a concept currently. It would be worked on after the map not concurrently) So that is the bulk of the concept. One of the base underlying ones is that players would be able to directly add their own deed to the map without having to post on a forum, waiting for an editor to update etc. etc. For that to work it required the ability for editors to revert changes in case of errors or sabotage. Also a system where edits can only go live if approved by an editor. So an editor is mostly approving submissions, not actually creating the data. And that's it for the moment. If you have any features you think would help, please provide them.
  3. 3 points
    Port Benden as a village name has had a few iterations in Chaos and Celebration but we decided we wanted to find an Island where we could establish a village without boundaries and where we wouldn't bump in to other players. We chose to found this in South East Celebration and named the Island 'Awesome Isle", thus New Port Benden was founded on 11th February 2014. Since that time we have been busy building a secure and protected central village area with everything you could possibly want or need, and then leave the rest of the island largely free to nature for villagers to do whatever takes their interest. We are now looking to invite a small number of new villagers to share in our Island paradise. You don't need any special skills or experience to join us since between us we have virtually every major skill going to a very high level. All we ask is that you fully respect the rules of the game including your fellow villagers and contribute to the New Port Benden alliance which includes many villages around Celebration. Edit: a link to some village images https://onedrive.live.com/redir?resid=9C85A54039623DF9!190016&authkey=!AAvr6juI7VwnaF4&v=3&ithint=photo%2cjpg We will post some photos soon to help support this recruitment drive, but for now here is a summary:- -Fully built village with every resource you could possibly want -Established players who are friendly and experienced -Large Island location close to Xanadu with plenty of scope to do whatever you want -Dedicated Website for New Port Benden Alliance members at http://www.portbenden.co -Existing players in US and UK timezones, Alliance members in other timezones -Vibrant alliance membership but in a fairly remote location (Y44-48/X44-48) -Get involved in projects, there is always something going on -Immature freeloaders need not apply - nobody tells anyone what to do, but we expect you to at least add to the community -Sound interesting? Please contact Solmark or Nomadikhan via the Wurm PM
  4. 3 points
    Greetings Lords and Ladies of Wurm... I have a small game enhancement idea i would like to run by you all... To start off i would just like to say that the Fog in-game is amazing...the Snow looks great and so does the lightning and the Thunder sounds are great also. Now to the idea....the Rain....the rain is good and rain sounds are also very good But....in a Thunder storm with the sounds and Lightning, the rain is the same. I think making the rain better in a thunder storm (or making more rain) and adding reduced visual range using the Fog ...say 25% or a sort of mist and more wind sounds would make the game feel more atmospheric. Mixing 25% Fog with the rain we have x3 or even x5 would do the trick then add-on some more wind and we are done. And in the winter the Dev's could do the same with a Snow storm or 2.....Snow we have now x3 + 3% Fog and added wind would be great. Most weather effects in Wurm are great...i love them but when it comes down to Thunder storms and Winter (with no snow storms)...well i just think the game would be so much better with a little tweak here and there. The code is already in-game to add this (apart from a new storm wind sound) so if added it should not be hard to do. Well guys there is it...what do you think ?
  5. 3 points
    Bugged containers shouldn't be the only way to paint things that require more than 64kg of dye. Those containers should've been removed with the change that made the impossible to make. That's just an another window of opportunity.
  6. 3 points
    To help selling boats across servers it would be usefull to be able to tow a small boat behind a larger boat.So players would have a way to sail back
  7. 3 points
    forgot another one, was going to see about linking in the twitter feed so when a deed disbands it would automatically archive the deed or disable it or grey it out or something. (keep the data though not just delete it)
  8. 3 points
    Would be much better just to get rid of the nerf altogether And while hes at it get rid of the home server reputation system,.
  9. 2 points
    simple as hedges with snow or trees will give more natural look of houses at winter stage edit: would be great to see snow on tower guards too!!!
  10. 2 points
    Hello! I am a Fo Priest looking to cast courier on your mailboxes and fountains in Xanadu. Cost and Travel Fees are dependent on work load and distance but my prices are fair and worth it! I am located at q22 Xanadu *******Courier Cast fees ***** 1.5 silver for 59 - 68 Cast -- 2 silver for 69 - 78 Cast -- 2.5 silver for 80 + Cast -- Travel fee is 2 coppers per map tile on water and 4 coppers per map tile on land. ***cross server casting is available,contact me for travel*** Please pm Dafantius or Xaviour in game to begin or respond below. hey guys:) i am selling my priest:) i appreciate all the feedback and orders!
  11. 2 points
    Combine Bowyery skill to Fletching skill. Never quite understood the need of seperation when they walk hand by hand Fletching should serve for both skills
  12. 2 points
    You always wanted to slice through enemies like they would be made of butter? Look no further! This lovely rare longsword will fullfill your deepest desires, since it will straight forward read your mind, make you smarter with every usage and heal you from every scratch you get. It's almost like a fountain of youth and doom combined! FarTrades first official product a ql 92.05 rare longsword with 83 life transfer, 88 nimbleness, 85 circle of cunning and 100 mind stealing Starting Bid: 15s Min. Increment: 0.5s (50 copper) Reserve: None Sniper protection: 1 hour Item can be send to every server on the freedom isles, mail costs are included in the price. Good Luck!
  13. 2 points
    Come join Chaos guys. We were, are and will be there waiting for friendly new people to join and for despicable enemies. It doesn't matter if you are Mol Rehan, Jenn Kellon or Black Legion. Just be at the best pvp server wurm has to offer
  14. 2 points
    Regarding roads the thought was to have XGPS referenced for the main ones and probably show them as a bolder or darker or other layer. Somehow to separate them visibly. And I forgot there will be a tool built into the map for helping with this. It would track your movements (manual entry) so you can record the path from an existing xgps reference point. (or just use for other purposes). so you could enter in 3 west, 2 south, 5 west, 1 north, 3 west etc. and it will keep track of everything. Elevation can be included too.
  15. 2 points
    Lovely deed with good people in it!
  16. 2 points
    I would like to see more input from players who have used or fought with or against SOTG accounts in pvp on a "wurm regular" basis.
  17. 2 points
    Everyone has to join chaos now. K THANKS
  18. 2 points
    >https://www.youtube.com/watch?v=84vb24L0P68&list=UU6lOK2rQl5a6cHMGx46iSpg&spfreload=10 Just gonna leave this here as some food for thought since people keep arguing double health is such a game changer, at no point in this video does double health save or change the outcome, even without shield of the gone that 1v2 would have had the same result. In other fights it makes no difference when you watch the enemy all target different people and you just laugh because they dont work together, tactics play a very large hand in how things go down. If i can come out of a fight with over 50% health i know sotg didnt save me, if i can see my enemy with sotg dead i know it certainly didnt save them >https://www.youtube.com/watch?v=OoesYjpzwAI&feature=youtu.be One more video, this is a 4v8 except it may as well have been 3v8 thanks to boat vision issues, if they had swamped us instead of trying to scatter they would have killed at least one of us if not more, gone didnt help us wipe out twice our numbers we werent even in danger. Something like this is an example of what is not fun, sure we got kills but there was no rush no excitement because it was too easy. People think it is Shield of the Gone that is an issue when its just tactics that make the difference, I dont have a video of people with gone dying but they are not gods they are not invincible and they do die, ive certainly died with it. I just dont get the point in playing wurm if we cant be allowed to be better than a new player, i dont understand people arguing that it will take some time for a new player to work towards the same thing. Why does a new player have to be balanced with an end game reward, if they do then why do we grind anything at all if we cant be better or stronger, why is it ok for lower level meditation perks to be unbalanced and drag level 11 insanity down when it has nothing of value before it and make it cancelled out by something that takes two weeks of skill to get. People are scared of the bogey man under the bed but he just isnt there. We all know that a handfull of brand new accounts from the tutorial can take down a vet player, because wurm is primarily about player numbers and tactics, unfortunately not about how strong your account is.
  19. 2 points
    I've come to the conclusion that arguing anything anymore is beyond pointless now, especially with nintendojoe
  20. 2 points
    said the one that only does pvp when the other faction is nerfed, or you have a mine hop, and if it gets sticky, you run
  21. 2 points
    I am of the opinion that SOTG is fine as is and the problem lies in not having other/enough "pvp meditation paths" to counter it effectively. Is SOTG better than enchanted grass in a fight? probably but SOTG also wont keep a horse alive on deed.
  22. 2 points
    Please bring back: 1. Colours/hues in animals, perhaps not the solid candy colours we had, but just a hint or halo of colour would be great. 2. HUGE crocs for champs crocs, perhaps also for scorps, spiders or any other champion animal. Please introduce: 1. Much larger versions of deer and dogs as champions on Release and Pristine 2. The ability to have more pets with higher taming skill.
  23. 2 points
    That "childs play" is all -in fact- part of the Gnome Conspiracy.
  24. 1 point
    right now the amount of dye items need makes no sense for example a sailboat needs 5,4kgs of dye a large cart 25kgs and a bulk storage bin 128kg, and most items people wants to dye depends on an item that was never meant to exist (the fountain containers). so there is no doubt that it could be much better,and i think now that wood textures are going away would be a good time to rethink the amount of dye items need maybe even allow painting directly from containers using the crafting gui or something.that would solve the problem not having containers that are meant to paint big objects.
  25. 1 point
    Hi, also looking to check price on my main toon, this is due to less playtime and she will be put up for auction also. Name: Fujiwara Location: G24 on Xanadu Noteworthy abilities Blacksmithing 99.5Chain smithing 94.4Jewelry smithing 51Metallurgy 50.7Masonry 75.5Carpentry 62Can ride horse (BC 21)Can defend itself (FS 70.6)Can queue 3 actions (ML 38.6) Highest skills Blacksmithing = 99.5Chain smithing = 94Jewelry smithing = 51Fighting = 70.6Masonry = 75.5Carpentry = 62Mind logic = 38.6Body control = 37Prospecting = 37Meditate = 33 Come along stuff Full Chain Set Gold QL 83+ QL 91 Pickaxe QL 97 Pelt woa 96 coc 54 QL 86 Whetstone woa 71 coc 53 QL 91 Hammer woa 67 Skill dump Skills dumped at 2014-dec-20 ----- Religion: 0.0 Alignment: 99.138275 Faith: 27.65465 Favor: 27.65465 Skills: 0.0 Paving: 50.204876 Tracking: 3.287618 Milling: 4.868451 Coal-making: 9.004918 Prospecting: 37.004623 Thatching: 1.0 Polearms: 1.0 Halberd: 1.0 Long spear: 1.0 Staff: 1.0 Hammers: 1.0 Warhammer: 1.0 Religion: 6.899039 Prayer: 16.222456 Channeling: 1.0 Preaching: 2.75 Exorcism: 2.0 Artifacts: 1.0 Clubs: 1.0 Huge club: 1.0 Healing: 21.545393 First aid: 41.536766 Archery: 31.998594 Long bow: 1.0 Medium bow: 1.0 Short bow: 25.10848 War machines: 7.0610557 Catapults: 11.442759 Thievery: 1.0 Traps: 1.0 Stealing: 1.0 Lock picking: 1.0 Climbing: 10.017405 Shields: 1.0 Large wooden shield: 1.0 Medium wooden shield: 1.0 Large metal shield: 1.0 Small metal shield: 1.0 Small wooden shield: 1.0 Medium metal shield: 1.0 Axes: 32.978237 Huge axe: 1.0 Large axe: 1.0 Hatchet: 41.206493 Small Axe: 1.0 Swords: 31.63383 Two handed sword: 55.928173 Shortsword: 1.1413118 Longsword: 1.1863331 Knives: 23.675135 Butchering knife: 31.142414 Carving knife: 19.522951 Woodcutting: 51.83297 Mauls: 9.852061 Small maul: 1.0 Medium maul: 2.2457137 Large maul: 17.235031 Carpentry: 62.432377 Fine carpentry: 34.564156 Ship building: 21.249321 Fletching: 20.014744 Bowyery: 16.356266 Toy making: 1.0 Nature: 35.50644 Gardening: 34.932014 Fishing: 4.088936 Papyrusmaking: 1.0 Animal husbandry: 12.094487 Meditating: 33.494698 Milking: 1.4804014 Farming: 50.675457 Forestry: 23.005707 Botanizing: 21.648247 Animal taming: 10.875279 Foraging: 19.858408 Cooking: 20.081156 Dairy food making: 1.4881805 Hot food cooking: 35.745228 Baking: 4.333691 Beverages: 2.0705936 Butchering: 27.03193 Fighting: 70.67683 Shield bashing: 1.0 Taunting: 1.2215931 Normal fighting: 12.374305 Defensive fighting: 8.998546 Aggressive fighting: 52.98081 Weaponless fighting: 1.754753 Toys: 1.0 Puppeteering: 1.0 Yoyo: 1.0 Alchemy: 11.638317 Natural substances: 27.029852 Miscellaneous items: 66.484116 Stone chisel: 28.906528 Hammer: 79.977554 Sickle: 25.106102 Scythe: 12.701437 Repairing: 47.059635 Saw: 18.596561 Pickaxe: 54.43415 Rake: 34.048008 Shovel: 62.666767 Pottery: 3.0033355 Firemaking: 27.925507 Digging: 77.926285 Mining: 51.85336 Smithing: 84.994064 Metallurgy: 50.757656 Jewelry smithing: 51.695057 Locksmithing: 7.054707 Blacksmithing: 99.576996 Armour smithing: 38.627697 Shield smithing: 5.1473074 Chain armour smithing: 94.414154 Plate armour smithing: 1.8526227 Weapon smithing: 29.49736 Blades smithing: 26.366001 Weapon heads smithing: 16.26804 Ropemaking: 12.811479 Masonry: 75.54996 Stone cutting: 32.33331 Tailoring: 7.3282757 Leatherworking: 5.8176937 Cloth tailoring: 15.763183 Characteristics: 0.0 Soul: 24.491146 Soul strength: 25.385176 Soul depth: 24.445526 Mind: 32.724705 Mind speed: 21.306395 Mind logic: 38.672783 Body: 48.86628 Body stamina: 29.752207 Body strength: 45.26144 Body control: 37.060387
  26. 1 point
    Cod the highest coc sickle and the highest coc oak fruitpress to me please
  27. 1 point
    Ill try moving them around as you suggested. ------ Okay I tried to move them; that did not help. I found the source of the problem though. I had moved my Wurm data to my program files. On windows 8 you need to give things administrative access to write to files in that directory and I had forgotten to run it as administrator. Each time I would change my toolbelt the settings would not save because java did not have permission to write there I guess. I have solved the problem, thanks for the reply though!
  28. 1 point
  29. 1 point
    We do need a secondary login server so that when the login server crashes or looses connectivity it doesn't take out the 20 or however many other servers we have along with it. But I don't see any reason for having a 'pvp' and 'pve' login server. As others said you don't need separate login servers to have different code for the actual servers. We already essentially have different coding; just look at things like protected highways on PvE servers or the fact you can't use catapults; there is no reason why there can't be further differentiation between PvE and PvP and you don't need a second login server to do it.
  30. 1 point
    I really have no clue what you are talking about at this point, you just keep saying things that are unrelated to anything and factually wrong.
  31. 1 point
    I feel that people trained to that ability for a reason. Their effort may have been put elsewhere had they had known it was going to change. My vote is to keep it the same as it is.
  32. 1 point
    Dang I really miss those large mobs.
  33. 1 point
    Naw Valdor, you can't follow all the components' paths, just the longest. Otherwise, as bwg pointed out, a big ship will always win. So using Snakegal's path to lye, your best path to saddle is: Sprout > Tree > Felled tree > Log > Kindling > Campfire > Ash > Lye > Leather > Saddle Seat > Saddle Which s still the current leader at 11.
  34. 1 point
    IMO it will take more than just one cycle of Storm to see what it will come to... the first cycle was, from what I could tell, mostly a joke to half of the current PvP players (most of whom are back to Chaos/Epic.) However, once Storm develops its own community (if it does) it might come to grow over time... in any case, this isn't something you can judge right off the bat, IMO. Give it time before declaring its death..
  35. 1 point
    And drain health which is by far the best self healing spell
  36. 1 point
    The game's out of Beta, there's no reason to still treat it like a Beta game. If people don't want to know about the changes and still hang on to the "mystery" of never knowing what's a bug and what's intended they can avoid reading the update news imo and we'll all be happy.
  37. 1 point
    @MrGary I base my information on Saint being 1.5x on the information provided by a Fo Priest. Saint affects healing abilities too, where Cure light heals 10, it gets buffed to 15, and the same calculation applies to medium and serious. This was back when the tool tip showed "double healing", this was reported to developers who then changed said tool tip to 1.5x iirc. good post fooli - simple and spot on. So everyone who supports the nerf are lazy people that cba to get it? That's a poor judgement. I have level 11 in a meditating skill, I went through that grind to get to level 11 in a path, am I lazy just because I didn't pick insanity from initial inspection? or will you now decide to call me lazy for not wanting to change path to get gone (and then I would have done 2x as much work). I choose not to because I have always anticipated some sort of re-work on meditating abilities as some paths / abilities are really awful compared to others, don't work well or OP imo. I'd rather swap path when (if) the system was reworked so I can pick the path that I'd consider more beneficial to myself. I consider the path I'm on fairly balanced (love), apart from almost all abilities having a really good use compared to other paths the "elite" ability is easily counter able and the level 9 ability is pretty handy sometimes in pve albeit a little buggy. I personally feel in order to stand a better chance in PvP you NEED to be on the path of insanity. It's the only dominant meditation ability for pvp in the game. I am curious about your multiple methods of countering a gone player so I'm going to ask you to help with three methods to counter it assuming the Gone player is a standard experience player. Keeping in mind there is generally ingame mechanics that are supposed to get you out on top and everything the player can do, the SoTG player can also do. The only things I personally can think of lies within the smarts of the player of luring away from the group and gank or throw more people on the said people than the other group can combat against which aren't really in game mechanics to counter it. - These are my ideas in order to keep a better Kill/Death ratio in a situation. Base your methods on how to get a better K/D ratio against a player or players where their side has SoTG (1-5 people) and your side lack any. What baffles me the most about the whole meditation ability is generally games offer the same opposing ability with a similar nerf to counter it (so 2x damage passive) where this game doesn't, not in the slightest which screams players who want to be the most successful in pvp to use that path. Not only that, the game offers a superior styled account (champion) which can be met on par or bettered if you just select and obtain a few things and is permanent. I can turn my own account into a 'champion' without the added bonus of instant +5 in body stats and 50 in priest skills. Obtain SoTG = +50% damage reduction Obtain specific Valrei items = +5% additional damage reduction Obtain other specific valrei items = 5% or 15% damage reduction from SWORDS and MAULS (with 10% debuff on the other if only one selected) Become priest and sermon to 100 faith Grind channeling to 70 or 90 This gives you equal or MORE damage reduction (in some cases) to your main combat style in PvP, and all the other abilities a champion gets are obtainable with some effort. There's pretty much no reason to be a champion which offers you a whole point in characteristic reduction and a temporary bonus to priest stats characteristics when the game offers exactly the same to those who chase it (minus characteristic reduction) Whole point in a champion is not to be comparable to it to have that massive bonus over other players, but nowadays players can be more beneficial than champions, and they are not capped to 3 maximum. Where is the thought in the whole process.
  38. 1 point
    Buyout successful! Thanks so much, Thea! Great seller, and recommend buying things from this player to anyone! Very quick and professional!
  39. 1 point
    Cobbler is the maker of shoes and Clothier is the maker of clothing, yet they are one skill. Wurm has a preponderance of skills that should be combined for simplicity. Why do we have Botanizing and Foraging? Shield skills for both Wood and Metal? Mining and Prospecting?
  40. 1 point
    I am not Charlie. I refuse to pick a side between two groups so filled with hate. I can not stand in solidarity with anyone that spreads hatred and provocation anymore than I can stand with someone that kills, even if I can see the vast gulf between those offenses. I can, and do, have the utmost sympathy for the those lost and those that lost. I do not provoke the many to ridicule the few. I do not hide my own faults behind the freedoms of our great society. I may not believe in any gods, but I refuse to intentionally, publicly insult the beliefs of so many others other than to say, "You are wrong". I do however, wish those vile killers slow and painful deaths and hope all those that see them as righteous or heroic have a change of heart.
  41. 1 point
    > I just want to introduce a choice between social independence and having really nice and easy things. Saying players are entitled to social independence AND access to nice and easy things has a big impact outside of the hermit player base. Where we end up perhaps at crossroads is what we interpret as "entitled" to "nice and easy things". Is a simple 10Q rowboat (anchor + rope), a 10Q bed (cotton sheets), a 10Q large cart (urg, blasted yoke!!) and a 10Q sickle (attaching blade to handle), something that is really likely to get the market back on track? ("No but its a start!" No, it is not). Should those be items that a random new player can expect to make themselves given enough effort, or should they expect to need to purchase these items from veteran crafters as their only means ro acquire them? To say there is a sense they are "entitled to these free" if they take the heavy effort to make them themselves, betrays a somewhat elitist view that new players owe veteran players for even the most simple and basic items. Here is where you and I may part ways. Players who pay money to Rolf for premium subscription and deed upkeep, should not have to be paying a second time an entry fee to veteran players just to be able to partake in even the most entry level rudimentary crafting. But I think we both agree that its healthy for the game if players pay for "nice and easy" -- if we can agree what is nice vs rudimentary basic, and what is easy vs hardcore grinding. So lets discuss what is and isn't "nice and easy": Should making a Knarr be "free" and easy? No, and it's not free and it's not easy. That's why most people buy those, not try to make them. Should making a 70Q set of chainmail + weapons be "free" and "easy"? No, and it's not. That's why most people buy those, not try to make them. Should making a set of 70Q enchanted tools be free and easy? No, and it's not. That's why most people buy those, not try to make them. All of those are things people tend to buy and not even attempt to make themselves, at least not in their first months. The amount of effort required is too much, the cheapness of buying them from skilled crafters is too low. They are not going to want to wait 6-12-18 months till they have grinded those skills, either. They are going to want those items their first few weeks and the ONLY way they are going to do this (outside of a "social interactive village" that is really designed to promote production not consumption), is to buy those items. No one feels "entitled" to them. If you think most players do, then you and I know very different people. And they are probably also the people joining villages for freebies and quitting the game 2 weeks later, not the self sufficiency "nuts". Ok so how about "nice and easy" things like a 10Q mallet, a 10Q rowboat, a 10Q large cart, a 10Q bed, and a 10Q sickle? Well, they are also neither free nor easy, not for a brand new player. Each of those represent a frustrating amount of effort to someone brand new to the game, yet so easy for the bulk of us that we would not be dissuaded in the slightest if you tripled the difficulty level of those. Will making those items 3X harder, fix the markets? No, they will not. There are just too many rowboats, too many abandoned beds, too many people who give out sickles because they want new players to learn to replant trees right from the start. Yet these are the playerbase most likely to be impacted by restoring the "mats lost on fail." Yes I purchased my very first lead anchor, I purchased my first cotton sheets for a bed, I purchased my very first 10Q sickle when I was new. Those were hardly even a tiny dent in the rather hefty amount of reallife money I put into the game my first few months, most of which went to Rolf to buy a deed and purchase my premium, and to get the items that would have simply been impossible for me to make myself in my first months, living as I did on a solo homestead: a set of good tools and wepaon and armor. Today a huge percentage of the playerbase is 50+ on basic creation skills such as carpentry, blacksmithing, tailoring, heck even weaponsmithing & ropemaking. Failing on creation will not impact those players at all. The people it will impact are people just starting the game who are not feeling "entitled" to have the chance to make 70Q enchated tools and 90Q steelpalyemail armor and 90Q weapons with Life Transfer. Those are items people buy. Making them even more frustrating for skilled crafters to make, is not likely to "fix" commerce either. Basically you are approaching the "problem" from the exact same mindset as American corporations who think the economy can be "fixed" if they can just subvert the entire political system to "fix" the problem of the internet. Think new. Think smart. Be innovative and not reactionary. Think things that people WANT, not simply trying to punish people into the behavior you think they should be taking with punitive measures. The "smart" companies are the ones who look for ways instead to make it more attractive and convenient for people to purchase through Amazon and Steam, who bundle their goods with attractive value-added perks. Steam is probably one of the best examples -- they added ways for players to communicate and interact. they made game libraries something to show off and boast about, they made games super convenient to purchase, to download, to update, to play in their own language, to run. And - it paid off. How to do this in Wurm? Rare items is a great start. Better perks for steel (and mithril?) class weapons and tools is another area. Social clothing and flashy jewelry and entertainment and status items are others. I am sure smart people can come up with better solutions than "let's use more bruteforce punitive measures so that crafters can make some decent profit." Trying to punish new players for the sheer audacity of feeling "entitled" to make entry level items, is really really shooting yourself in the foot.
  42. 1 point
  43. 1 point
    Some people have more money than sense Enjoy your windfall of dirt, Trivin
  44. 1 point
    To add to this, no snow in buildings! Thanks!
  45. 1 point
    Create some concrete and then reconsider if you really want this an option for building roads. This is one of the most time consuming items to create within the game with the esoteric Natural Substances skill required for producing the end product as well. A very useful item discouraged from use by this creation process. Terrible! =Ayes=
  46. 1 point
    From the responses here I see it is not so obvious to some as to what this first step would accomplish, although they possibly realize this and just want to have an opportunity to vent. Separate login servers would allow for different coding to be applied for PvE and pvp game play. Each side then could be coded to the optimum benefit of these two differing play styles. Under the current system of unified login servers and coding, each play style must be nerfed in unwanted ways out of compromise for the other. Separate login servers would serve as a starting ground for this process. =Ayes=
  47. 1 point
    The player numbers are not really representative. At the moment, everyone playing there enjoys the freedom of free premium. Yet, the player numbers have droped really hard. We'll see, how it goes for the next round of Challenge, when people actually have to pay.
  48. 1 point
    And yet, months ago people would say that Xanadu would be a terrible risk and a lost bet cause we already had enough room and the server was too big. Yet you are there, you got your deed and your impalong. I don't see you thanking anyone for that.
  49. 1 point
    Some images from my old Wurm folder. Some from 2011-12 when we worked on the new characters.
  50. 1 point
    changes to trade +1 changes to rest of wurm -1 4 times consumption? do you want to drink every 5 minutes while mining and eat every 7 minutes? or the no foraging in winter what if newbies start out in winter? now as someone else said dont make it trade resources in between trade posts automatically like there is some hidden npc that does it let actual people purchase and sell it when they notice a price difference between 2 posts so that people can make a profit if they are smart enough to catch it the system you suggested has been suggested a few times in the past and every time i have hoped for it to be added but chances are it wont be added for a long long time sadly enough but might i add 1 thing to your list of things the area of trade that the trade posts have if this idea was ever implemented then rolf please make it so that if 4 posts are placed on say deli that they are posted in each corner of the map(or general region) and that it extends so far that their influence borders touch so the more trading posts the smaller their influence area but dont limit it to say 4 posts and only the people within 200 tiles of the post that have a deed can list stuff as then itl just be a race of who can post a deed next to it the quickest :/ so either have it being restricted to local deeds only or make it so that everyone can post on those trading posts regardless of when ever they live nearby on a deed or not(sounds more fair to me) now 1 thing i didnt see was the ability for a person to go to a trade post and make a listing of what they want say i want 10000 ql 70-80 iron ore id make a listing and anyone can sell any quantity of ore to my listing and help fill it and get paid and it will also check every other listing from people selling and if its in the same price range itl be used to fill said order this also comes to adding in the ability to set quality/price ranges as i know you want it simple but without those 2 in a game like wurm it will lead to chaos and the inability to make listings of what you want to buy so say i can say that i want to pay 15i per ql 70 iron ore and 20i per ql 80 and i make it so that i want to buy a total of 10k ql 70 to ql 80 iron ore and i put in 20s now anyone can sell me ore within that quality range and get paid accordingly so if someone has 10k of ql 80 iron they will make 20s if they have 10kg of ql 70 they make 15s and once i pick up my goods after the contract is done(or partly paid for) i get whats left over back into my bank that would allow one to make a better demand on trade posts as there will be a higher demand then supply if say 1 area consists mostly of smiths with high skill but very few miners who are selling ore thus say trade post 32 has 20-30 orders up ranging from ql 50 iron ore to 90 and from 1k to 20k in quanity and trade post 31 has several sell orders up of ql 70 ore I would now be able to go to trade post 31 and buy all that ore for as much money as i have then go to trade post 32 and sell it thus make a profit as well most likely thus promoting people to trade between each other and trade posts and makes it easy for people to sell bulk or buy bulk now given all that i do hope that if we get a system like this(a properly coded one and implemented and not coded over the weekend and several 6 packs of beer) that we do keep merchants and traders as merchants are pretty much hired by people to sell specific things in a private area over a public area which if you have both a trading post and merchants would mean you could promote your merchant by selling semi decent ql at trading posts and amazing quality at merchants over at your house 1 of the things id love to see the most right now in the near future is the ability to have merchants have buy orders so that we can setup merchants that buy things that we want from people who travel around and that its implemented in such a way that there are hints of change in wurm which leads to this kind of trading system being added later on as wurm's lore changes due to the times of wurm changing and the people of wurm making this possible by working together the last part is mostly so that it wont be an other post on a forum and no real story around it and poof magically from 1 day to the next trading posts are added but more like a small story about the desire of the people of wurm wanting to trade and a bunch of them coming together to start the trading posts(which brings me back to the idea i made several years ago about starting something like this with a group of people)
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