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Showing content with the highest reputation on 25/05/15 in all areas

  1. 29 points
    As many of you know, or can speculate from the long and often colorful stories that are frequently told about the “Wurm of Oldeâ€, this game has been in development for quite a few years (!). Through Alpha’s and Beta’s and Gold’s One through X, the face and shape and foundation of Wurm Online has been constantly evolving. There has been much discussion lately on the forums, in IRC, and in game about the rules of Wurm Online, the duties and obligations of the Developers and the Game Staff, and the fact that actions and rulings can appear inconsistent and unfair based on game and player history. Many cases that seem to be similar from an observing players perspective can have any number of differences that make them unique from other cases. Usually the Game Staff is not able to communicate details about a players case with those not directly involved. This can often create the misconception that there is inconsistent support and even bias. It is important for us to state that many of the service levels that we as Game Staff have instituted were based on the way the game itself worked (or didn’t). Over the years there have been game mechanics that either were broken outright, or did not work as they should, or that resulted in situations for players that we felt were unfair or unnecessary or otherwise wrong. The Game Staff over the years made decisions to intervene in various ways in order to serve as a buffer between the players and these game features and bugs. And over the course of Wurm Online’s continuing evolution, the game Developers have worked to address many of those issues, and continue to work towards resolving many more while attempting to provide new and interesting content and features. As these issues are corrected, or deemed by the Developers to be working as intended, it becomes necessary for the Game Staff to modify and update our service level commitments and then communicate those changes to the players. While we do one part of that well, we have not always done the other part well at all. For example, years ago a player had no granular control over deed permissions, and unintended incidents occurred quite frequently. At that time the Game Staff decided it was in the best interest of the game to try and manage those incidents for players. We might go track down a player that “accidentally†managed to pick up a few things on your deed that he or she shouldn’t have. We might recover a corpse or two half way across the map when there was some question of how drinking water while examining an item could result in instadeath. We might spend hours of our time trying to help a player find an item or an animal or a cart because something in the game or in that particular situation didn’t add up. But now the Developers have increased the control over places and things dramatically, and continue to work on ways to place more and more control of personal and property security in your hands as players. And because of these changes, it becomes necessary for the Game Staff to change the way we do things as well. We do not ever see Wurm Online becoming like CCP or other large MMO companies, where our Terms of Service and our EULA state in simplest terms that “people do bad things, we don’t care, figure out how to take care of things yourself or ragequit†or the best one “don’t be stupid and you’ll be fineâ€. But we also are not in a position to intervene in cases where there is a clear player obligation to act in their own defense. Incorrect permissions, misunderstandings of valid and intended game mechanics, and even choosing to trade with other players that might not be the noblest of Wurmian’s are not going to be the Game Staff’s responsibility to mitigate when something goes wrong. We will still yank your boat out of the side of a mountain because yeah, that probably shouldn’t happen. We will still work to find your horse or cart that decided to visit the inside of a cave wall. We will still try our hardest to give fair and reasonable directives regarding expected conduct, griefing issues, and any number of the many issues that players submit to us each day. And yes, there are still bugs, and we will continue to collect data and relay it to the Developers and work for an equitable resolution. But we will be changing some things, and it is important that you as players and customers understand that because we may have done something last week or last year or five years ago in an effort to support your gameplay, it does not mean that we will continue to do those things going forward. If this game is to grow and thrive, the game mechanics, the platform, the rules, and the Game Staff obligations must be scalable. We want to create a unique balance between your responsibilities as players and ours as Game Masters that reflects the incredibly unique nature of Wurm Online itself, and that can adequately and effectively service the broadest cross section of our extremely varied player demographic. And we want to make sure that we have clearly communicated those changes to you who will be most affected by them. Over the next several weeks there will be many postings that will define and clarify the Game Staff’s policies and positions on things such as item replacement and reimbursement issues, general rules of play, trade scamming, disruptive player designations, third party tools and modifications, and other current and constant concerns. We will try to eliminate the need for the many forum threads that speculate on what we will or can do for you, as well as those things we simply can’t or won’t, but sometimes those can be…exciting…and help us to see where we are not communicating effectively. Some of these postings will be open to civil discussion in the hopes that we can either improve the policy or communicate it better, but some will not since they will concern issues that are not open for debate (we will however explain why they are not). As with all things, we seek to find a balance between a players ‘right’ to free and fair play, and the protection of the ‘right’ of other players to the same. We will continue to work towards that goal. We of course will never be able to please everyone at the same exact time, but we will try to always do more good than harm. And yes, you are in fact the reason that we care.
  2. 13 points
    So... me and a few friends have been testing Siege Shields and there are some pretty huge concerns... "Feature" No.1: When taking 1 siege shield after dropping two siege shields facing into each other on the tile boarder will disable the siege shield remaining there allowing you to walk through. So an example of this being bad is where an enemy blocks you in, you simply just drop a siege shield, take it and you are a free man to walk out. "Feature" No.2: You can drop Siege shields onto house plans. This can be a quick fix to building house walls, and can be easily abused (I,e you you see catapult ammo coming in, you take the shield just before it lands and drop it just after it lands so it takes no damage). "Feature" No.3: You can drop these in front of a boat whilst in water and it will float on the waters surface. This will instantly disembark all its passengers. "Feature" No.4: Siege shields can be used to stop tower capping guards (Simply build walls around a tower and drop the shield in the gap after the tower cap has begun) from attacking the cappers. "Feature" No.5: You can drop a siege shield on someone on a tile boarder forcing them to teleport and bug them out completely. They cannot get themselves out of it unless someone takes the shield for them. Please remove these immediately from all PvP servers to under go more testing.
  3. 9 points
    You may now mail all mailable items outside containers in order to prevent C.O.D scams. Only liquids should be possible to mail inside containers. Enabled DIG (and DREDGE) under bridges. Enabled planting flowers/grass/moss under bridges. Enable planting of thatch in buildings (so makes grass). Made it so lawn off deed is less likely to revert back to grass. Made it so centred trees auto-planting themselves will stay in centre on deed, and have a 75% chance to stay in centre if off deed. Ignore structure permissions for bridges. E.g. treat it like the items were outside. Removed the Scenario Point reward for moving deities on Valrei using Karma since it was considered an exploit by other players. Modified the height requirement for ability items such as the White Tome of Magic. Removed ability to Absorb on mycelium lawns. Added in a way to get height above water when surveying (helper has to be in water).
  4. 8 points
    Somehow i feel this is going to fall on the side of the scammer more then the honest players but i guess we will see.
  5. 7 points
    with the recent breakthroughs that the dev team have made with muti-level code I thin its time this was added to mines, mines have been the same for along time unchanged, its about time a few things we added for us underground people 3D mines and mine housing would be great for us to enjoy and create underground towns and citys whats everyone elses views on this??
  6. 6 points
    Price checking an 80ql rare longsword with some nice casts. [21:50:43] A long and slender sword. This is a very rare and interesting version of the item. It could be improved with a lump. [21:50:43] Nimbleness has been cast on it, so it increase the chance to hit. [95] [21:50:43] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [90] [21:50:43] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [90] [21:50:43] Mind stealer has been cast on it, so it will steal knowledge from non-players. [71]
  7. 6 points
    "Added in a way to get height above water when surveying (helper has to be in water)." for next update.
  8. 6 points
    This is certainly something that we are working towards. We have to of course realize that we have one of the most unique player demographics in existence (for those who don't realize it, our player base runs from just north of (10) years old all the way to the far side of (70) years old). Yes that started with a 7. Its a marketers nightmare really, how can we speak to all of those people at the same time? We have tried a variety of user 'councils' in the past, and some of them were very informative. Ultimately we devolve into an argument about whom is speaking for whom. I have been here a long time, and many of the voices on this forum and in game are amazing, with great ideas and great intentions. Even the most polarizing of players have been behind some of the best changes to the game. That is what makes us special and unique and delightfully weird. So yes. I believe we all want a larger and more recognized player voice. Along what lines we will have to see. Five years ago we might say PvP and PvE, but now we have a gameworld where many of the oldest PvP'rs are also some of the most respected PvE'rs, and a server scenario that allows even the most timid of PvE players to run off and be PvP monsters when it suits them. Again what makes us unique. But also something that unfairly divides our community. To Ascorbic - yes and yes and yes. Ongoing and upcoming changes to permissions are all about giving you and everyone else peace of mind. Many things are in the pipeline even now that will make you and everyone else much happier. Writs for boats and wagons and whatever? Count us in! Be patient is all we ask. We want to make the largest number of you happy as often as possible. It's a bit like trying to surf on a raindrop, but when it works out its awesome.
  9. 5 points
    Like in topic - very simple "quality of life" thing - when only one item for given combination is possible, then auto select this item (for example, mortar in case of sand+clay).
  10. 4 points
    This weekend has proven to be very interesting for me because it really highlights another dimension of the game that until now I hadn't really payed much attention to. Our nearby foes, the Roman Republic made a strong drive in the direction of the HOTS capital with the capture of approximately 7 towers (need to double-check the actual number) and the establishment of a new deed in what initially appeared to be a strong strategic location. The new deed is in a position that blocks the ability of HOTS to advance to HOTA and the supply depot by the easiest and fastest approach vector. Even though they are my enemy right now, I have to applaud them for their strong advance. However in carefully considering what they've done, I've also come to realize some of the deeper strategic implications of their actions and how what appears to be a strong victory could actually be the key to their eventual defeat. Here is a very poor text diagram of their position. JK MR ROME <== HOTS ==> By moving forward in the aggressive way that they have the war situation they face has also likely changed in the following ways. They are now working on two deeds instead of one. Based on last weeks recon of the Rome capital this likely means a slow down of the capital's completion By placing the new deed in it's new location they have encouraged the possibility of a pincher attack where JK or MR or both attack from the North while a mobilized HOTS attacks from the south. Even in the event of an attack by MR or JK on HOTS their current positioning allows them to act as an additional defense layer for the HOTS kingdom if either JK or HOTS decides to take the easy land route to attack With the addition of the new deed they have also increased the sheer amount of area they need to defend. Best case they are splitting resources between two deeds The actual work they are performing, clearing the land of trees etc is all work that would have had to be done by HOTS had the previous setup continued. At this point Rome is completing the work instead! From a HOTS perspective the situation also allows for some training of new members. Instead of pursuing an aggressive kingdom-wide mobilization why not instead allow new players to get their feet wet in PVP? The front lines from the HOTS capital are about 3 minutes so new players can go and get bloodied in battle while work continues on the more important work behind the front lines. The distance from Rome to their new deed are further then that so any attack has the potential to further disrupt their capital work if reinforcements are called from Rome. It will be interesting to see what happens in the coming days. Will Rome be attacked by JK or MR taking advantage of their over extension? Will HOTS decide to mobilize to take back what is currently non-essential territory? Will Rome decide to end their over-extension and refocus on their capital deed? It's really cool when you discover another dimension in what is already a very detailed and complex game. Having to carefully consider the advantages of just letting the current situation remain has proven to be very educational. I've given one potential analysis of the situation here to highlight another part of this incredible game in order to share with my PVE friends an aspect that they likely haven't needed to consider before.
  11. 4 points
    I'm guessing it's the bridges. Not that they actually brought in more people, more that you have to have your alt online in order to plan them out properly.
  12. 4 points
    I think what he's saying, Mojo, is some of us old timers might want to pull our heads out of our ass long enough to realize a different perspective. I'll grant you that most people from freedom that give PvP a go, have got no idea what they are getting themselves into. And yes, they rarely take any advice given at first. Usually, if they last long enough, they start accepting the advice of people that have been around for a while. However, what Nappy says carries some weight. Stop thinking small. Look at a bigger picture. Especially a bigger picture that could unfold if a few people put down their purses and learn to let go of some of their fear of dying and losing gear. What he says is true about overextending. Sooner or later, it will bite you in the ass. You may not see it the same way as your enemy, and that is when it gets dangerous for you. I think he's just giving out food for thought and not necessarily a prediction or threat.
  13. 4 points
    Sooo a 10 second timer with a 30 second cooldown that heals some random 2-damage frostbrand wound is so OP (well...only when the tile isn't destroyed in the process, because these tiles are so rare in BL lands) that sucking on a mycelium lawn is enough of a reason to ban an account with half a decade of work put into it. Yet killing alts for skill and affinities, abusing window-of-opportunity bugs and then being allowed to keep the skill from them, disrupting raids and griefing cities with prem alts, buying and selling accounts, and using shady websites to sell ingame items are all within the realm of acceptable (if not encouraged) behavior. Gotcha.
  14. 4 points
    Well this is certainly an interesting volley. But again only Code Club AB can actually determine what those things actually are. I am no Nostradamus of course. I actually run businesses in real life. If I have an operating division in one of my companies that consistently loses money without giving me any other value adds we of course do the logical thing. I certainly don't know the intimate details anymore than any of you do, but if Chaos or Epic or Release was costing more to host than it made in subs, I would expect the company to cut the losses and move on. It is at the end a business. The fact that all of these particular game spaces are still here is a testament to their validity. One cannot be better than another if they both serve to support the thing we all love. One of the most unique elements of Wurm is that it can be so dramatically different to each player. I'd hate to lose that. A lot of us would.
  15. 4 points
    Or perhaps we start looking at it as if we have a game that allows for two unique player communities to exist in relative harmony. Minus the code bleed that often creates issues for one side or the other. We can argue about whether the egg or the chicken came first, but that just wastes the time we could spend on productive things doesn't it?
  16. 4 points
    Nice post Tamorlane, is it possible that we have a select group from pvp servers "1 from each kingdom" that can talk direct with possible devolpers/Gm's in regards to pvp bugs/ gameplay some stuff that would not be deemed a bug/issue on the freedom servers. this would allow a nice flow of information that can be communicated and would stop a lot of frustration from that player base?
  17. 4 points
    Trading Scams Avoid accepting any containers via mail on C.O.D. or make sure to deal only with long term merchants with a history of good community feedback. Once in a while we encounter someone who thinks they are being "clever" by scamming others. Unfortunately, no amount of moderation will ever fully protect people from social or financial interactions on the internet. The best protection against scam artists is yourself and your knowledge. To this end we want all of you to be aware of who you are dealing with and be extra cautious when entering into any arrangements especially when using the in-game mail system. Always be skeptical of new forum accounts less than a month old with very low posting history or new in-game names you and your friends have not heard of or dealt with before. We do our best to watch for people who would intentionally harm our community, but the sad truth is that by the time we are called in on something suspicious, the damage is usually done, and we cannot help you get your losses back. Thank you, Wurm Online Team
  18. 3 points
    I really hope this is the start of a new era of transparency. I haven't played Wurm nearly as long as many, but as someone who writes software for part of my living, I'm appalled at the lack of information provided to customers in change notes and other communications from staff. Please, no more ninja changes. No more hidden mechanics. The people who don't want to know, don't have to look; those who do, should be able to get the info. If you'd like an example of what a proper game documentation system should look like, have a look at the Dwarf Fortress wiki. Rather than inflicting "it's more fun if you don't know" on everyone, allow your players to make the decision for themselves. I applaud your efforts to unify and codify the rules - the current situation reminds me of a campaign in the UK where the police are having to ask parents not to make them out to be bogey men ("if you don't behave, the police will come and drag you off to prison!") to their kids, as they want kids to see police as someone to work with and go to for help, rather than someone to be afraid of. GMs should be trusted and approached for help, not feared or hated. I strongly suggest that once you've enumerated the list of things you won't help with, you still respond to requests for help with these things with a considerate, caring response, instead of just ignoring it, or "your ticket was closed". I'm too cynical to get excited about this until I see some decent progress, but I'm all for fixing some of the crippling problems that Wurm has - many of which are completely non-technical. I'm sure you've got lots of posts lined up, and I'll be reading them with interest, but for now, please let us know how you, the senior staff of Wurm (and thus presumably the people who know more about game direction and priorities) feel we, the common players can help make things better.
  19. 3 points
    This scares me Think of all the bridges that are built now. If a new boat collision system gets added how many bridges will need to be ripped out(not a easy thing to do.) And new bridges put in. I can only hope that if/when new boat collisions are put in that it improves collision with out making all low bridges obsolete. As far as current system the magic number so far seems to be 20. If it's +10 above water for the start of your bridge, plus a arch of 10, it's passable in the middle. If it's 15 land plus 5 arch again it's passable. So from the playing around I have done on test it seems like +20 might be the minimal required clearance. Even a cog with 2 passengers can pass through. If any one has specific heights, lengths, scenarios they want tested. Let me know and I'll try to test it on Bridges test server and let you know the results.
  20. 3 points
    [14:33:08] For now absorbing mycelium lawn is a bannable offense. Why is this? It dont decay from absorbing and still has the 30 second cooldown its like this since lawn was implemented, whats the point of lawn if this is not possible anymore? I mean, a single fungus cast cost 30 sec too and gives u 9 mycelium tiles instantly. I really dont see the problem as it still has a CD anyways.
  21. 3 points
    (Edit: first part of post deleted as I thought it pointless) Advance notice of changes coming, even if quite cryptic like this, are much welcomed. Keep this coming and try to be more direct about it. I much prefer you lay it on the table, rather than giving us some hints or clues as to what might happen. Think of it like a tool tip. "using this setting might help performance"... not entirely useful info. Telling us "sort of", "might" or "it is possible" isn't really telling us much. It is "sort of" better than nothing and it "might" help us prepare for changes coming. So, just say it: Is PvP and PvE getting a code split? Is PvP going to start polluting PvE servers? What exactly is in the works, so I can decide if I am staying in wurm or selling the rest of my accounts. Thank you!
  22. 3 points
  23. 3 points
    This post just makes me sad, geode. So you're saying that there's no way someone who likes the sporting aspect of PvP can live in harmony with players who enjoy PvE? I'm sorry, but you are quite mistaken and your attitude is disturbingly counterproductive. You are right that some players seem to share particular traits that make them mutually exclusive, but that's on both sides of this debate. What really needs to stop happening is the constant bad-mouthing and spreading of false information that I have seen from both sides of the fence. In fact, the attitude you describe in your post is more often found in the PvE environment than the PvP one, because on Chaos there are consequences for your actions that cannot happen on Freedom. People who refuse to "play well with others" have been pushed off the server before, because once you lose your kingdom and have exhausted all other kingdoms, you have no way to really survive. It also isn't "kill their neighbor". This isn't unfettered slaughter on Chaos. It's Kingdom vs Kingdom warfare. You don't step out of your house to insta-death. Raids happen, but they're not quick and they take planning and time to execute. I mean just look at the battles here: http://wild001.game.wurmonline.com/battles/?C=M;O=D That's a log of all the deaths with anyone over 20 fight skill, if I recall correctly. There's also a number of PvP players that have Freedom deeds for various reasons. For me, it's the freedom to have a deed that I don't have to defend. That doesn't make me opposed to having to defend a deed, I enjoy both styles of game play. Basically, please consider your post and your attitude. From my perspective, you're making general accusations and assumptions that you cannot defend. This isn't about choosing a side, this is about finding the best way to make it all work together.
  24. 3 points
    I'll give you two drake sets for it!
  25. 3 points
  26. 3 points
    Aye that one was interesting. "Play Nice Or We Will Rip Your Heart Out" But but but... I liked that KALI MA!!!
  27. 3 points
    First section completed! Second section to commence in a few days! We'd like extend a special thanks to Moral from Calamari Bay for the donating extra wood for this bridge. We'd also like to welcome some of celebrations newest residents and thank them for giving us the inspiration and encouraging us to push on to complete this bridge. In particular, we'd like to thank the following new arrivals to wurm online. Amnzero Luewen Companyderp Dafort Emilyfrances
  28. 3 points
    I know what you mean by the "still under construction" quality to the wooden bridges, Edmazur. However, in your case, I absolutely love the bridge and I don't get that feeling at all. I would keep it. What an awesome gate.
  29. 2 points
    So you just ground up to 40 channeling, was it worth it? Well probably not since 40-50 is a nightmare for anyone save vynora or someone willing to fork out a fortune for gems and you don't really notice that much difference till you do hit 50. This is a little something to change that, to reward people who do take the time to grind up channeling in a much more tangible way. This suggestion adds a set of unlockable innate powers (akin to meditation in that they are cooldown restricted rather than favor consuming) as channeling levels up. Each of these powers uses a priest's hand as a tool to avoid clogging up the menu. These powers can ONLY be used while you are a priest (so if you de-priest, you lose them). They are designed to make a priest's life easier in small ways and give them some useful party tricks. 10 Channeling :- Ignite. Allows the priest to light a fire, supplying channeling/10 kg of material to be burned. Can be used once per hour. 20 Channeling :- Call water. Allows the priest to fill a container with channeling/10kg of water. Can be used once per 4 hours. 30 Channeling :- Wither. Allows a priest to wither any tree or bush below mature growth, removing it and clearing the tile of grass. Can be used once per 4 hours. 40 Channeling :- Heat. Allows a priest to instantly heat a bowl, cauldron, saucepan or frying pan and all it contains to red hot/boiling. Can be used once every 6 hours. 50 Channeling :- Unseasonal Harvest. Allows a priest to force a plant to bloom, even out of season making it harvestable. Can be used once per 6 hours. 60 Channeling :- Moonlight. Allows a priest to conjure a spectral lightsource that lasts channeling skill minutes and is tinted with relation to which moon is highest in the sky. Can be used once every 4 hours. Cannot be dropped or traded. (Channeling QL, 0 weight) 70 Channeling :- Compass. Creates a spectral compass in the priest's inventory that lasts for channeling skill minutes. Can be used once every 4 hours. Cannot be dropped or traded. (Channeling QL, 0 weight) 80 Channeling :- Magewind. Allows a priest to fill a boat's sails with a gale force wind for channeling skill minutes, this only effects boats driven by the priest (cannot be used when enemies are in local). Can be used once every 6 hours. 90 Channeling :- Geomancy. Allows a priest to turn a piece of flint into a random kind of gem of the same QL. Can be used once every 12 hours. 100 Channeling :- All channeling skill cooldowns reduced by 1 hour. edit: Incorperated Frae's suggestion for magewind and corrected my terrible spelling
  30. 2 points
    I hate having to rearrange the inventory at every login. Please let the game remember how it was on the previous login and arrange it accordinlgy.
  31. 2 points
    You can get your ships here, currently I do not deliver: Xanadu S15, Community map: Azgardia: http://xanadu.ydns.eu/#mark/3497/6856/5 Pm me: Midguar or Buy here. Now Sale: 1 x Knarr 60q / Cedarwood / 10 s / + Free Anchor and lock
  32. 2 points
    I think this may have been suggested before but I would like to expand on the idea. I think it would be great to have some animals spawn a rare white version such as bears, wolves, bison and maybe a few others. Unlike green these would actually be white and drop white fur which could then be used to create white rugs, bear hats, and eventually capes. To make it even more interesting they could be tougher to kill as in almost champion but stronger than green, thus giving more fight skill than the regular version.
  33. 2 points
    As part of my ongoing series of articles about Epic it made sense to approach the Epic leaders for an interview. All of the leaders have agreed to an interview based on the following questions. Each interview will be posted separately and in the same order that the leaders responded to the original interview request. For the purpose of these interviews I was Kingdom neutral and all articles were approved by the leader(s) interviewed prior to being posted. Name, rank, title(s), name of kingdom Personal How long have you played Wurm? What path has your Wurm journey taken? How did you become the leader of your kingdom? Most satisfying moment as the leader Most satisfying moment in game for you personally Kingdom Can you tell me more about your kingdom? What are the overall goal(s) of your kingdom? Why join your kingdom? As an experienced EPIC player As an experienced CHAOS player As a Freedom player coming to Epic How does someone contact your kingdom in order to join? Here is the response from the Roman Republic: 1. Oniichan, Rank/title = Chief (The PMK Equivalent of Chancellor/Emperor/Grand Prince), Roman Republic 2. I've played Wurm for quite a long time. I started playing on/off as a wee lad around late 05, but I never really stuck around, kept quitting because i had the attention span of a fruit fly back then. Around mid 2008 was when I actually played the game with some form of permanence, I didn't quit every three weeks at least. As for my path, i'm not quite sure what that question entirely entails, but to give it a shot... I started on a PvP server of course, as I've always been drawn to PvP in any game. Over time and through trial and error with servers like JKH and Independence when it was first released, I came to find that i enjoyed the "risk" of a PvP server as well as the evolving game play. The PvE life in Wurm was rather stale to me as i didn't really see any form of competition outside the market, Throw friends into the mix and I think anyone can see why I stuck to the PvP servers. Later on down the line, when Epic opened, i decided to try that out as with some changes to the fundamentals it felt like an entirely game, and after trying it, I came to find I liked that play style more than the traditional Wurm PvP style that players can currently experience on Chaos. For my leader status, I guess i was kind of thrown into it? I didn't really ask for it, but I didn't object either. It didn't change my play style or anything either as my job was basically what I was already doing. But from the minds of those who put the crown on my head, the reasoning was simply because I was active and was good at motivating people to PvP. With that being said, A leader isn't always someone with a title, and it doesn't need to be. But the CR buff is certainly useful, as is the infi-cotton robes. My most satisfying moment as the leader and in the game would probably be one in the same as you could probably guess it directly relates to PvP, and even then I am only able to narrow it down to two things, and I can't really decide which of the two I would pick over the other. The first would probably be the Zerus raid, simply because everyone told us it wasn't possible, and after some intense preparation, we managed to do it. The other would probably be when I scouted a group of 25 JK sailing to raid Kingdom of Sol while i was out hunting, we then proceeded to wipe said group 13v25, that was a crazy rush, and a crazy risk too. Video for the 13v25 can be found here. >https://www.youtube.com/watch?v=fDW3L9tPkcM 3. There's not much to tell really. For the most part, we are a kingdom made up of like-minded individuals who have known and played with/against each other for a long time. As for goals, We mainly made a PMK to try something new and try to avoid the drama of a template kingdom through the extra control the PMK route provides such as character expulsion and easy transfer of the Chief bonuses. Why join the Roman Republic? For experienced epic players,, we play somewhat differently from other kingdoms. We are risk-takers, and most would rather PvP than craft. Most of us as stated also have known each other and played with each other for a long time, so the rules are very lax here. As for gear, moon metals, valrei items, its all for the cause here. Those who don't have them usually receive them. Realistically though, there is only so much difference each kingdom gives and beyond the basic play style differences, its more about the people than anything else. For experienced chaos players, Epic is an entirely different game. It's more common skirmish based PvP and coastal raids as opposed to large scale sieges. This means you get to experience almost twice as much PvP, usually no holds barred without the extremely common clever mechanic usage that limits PvP on chaos, such as gatehops. (Admittedly, there are some, but nowhere near as much.) It's a different experience, and different people, but as I said before, its more about the people you enjoy playing with over striking kingdom differences. For Freedomers, our group in particular is probably the best learning experience. Most of our members have been around for quite a long time and as such newer players get to experience story time and those with questions will usually get a solid response. Joining the Roman Republic is simple, just contact me (Propheteer) on the forums, or Oniichan, Zekezor, Orlaz, or Bix ingame and one of us will propose it to the rest of the village and decide on it from there.
  34. 2 points
    ATTENTION: This is a public service announcement from the Wurm Online team. In response to these messages, I would hope that it goes without saying that improvements to the mail system would help players avoid these issues. Considering that there are still items that cannot be mailed outside of a container.
  35. 2 points
    Welcome to The Tinder Log! Here, I will be posting about my adventures in Wurm. I'm a long term player, however after taking a break, I'm back and excited to get back into it, with a new goal in mind. Many times in the past, I've told newbies and others that Wurm Online can be played for free. I'm going to put that to the test. I shall be starting out on a new account, Tinderlog, and wont be spending any euros on Wurm, at least until after buying my first month of premium. Then I'll support the game as I have always done. One could argue that simply playing and participating in the economy helps support the game due to the real life economy, but that's a different topic for a different day. I wont be taking donations from old friends or making use of contacts I already have in the game. I want to get out there and meet new people while also not giving myself an 'unfair advantage' over a complete newbie. I also wont just be spamming bricks/mortar etc. Yes, that may be the fastest way...but it's also boring and frustrating on a new character. Instead, I shall be exploring different options with the primary focus being on having fun and meeting people. That's what Wurm is all about, right? See you in Wurm! Day 1 Tinderlog is born! First task shall be collecting some cotton to make a fishing rod. Easiest way to collect meat, without having to rely on tower guards. Will also get some healing cover materials, just in case I run into some trouble. Let's hope for some lucky coins! After a few minutes of foraging for cotton, I get lucky and find a rare coin! Time to make a fishing rod and continue on my way. After failing to create a spindle 13 times in a row (38% creation chance), I finally managed to get my fishing rod finished and caught some dinner.
  36. 2 points
    The difficult thing here is finding the most acceptable answers as uniques discussion often leads to what is known as "dragon drama". The second difficulty is price/market value is determined by the players demand and adjusts accordingly. The price is not artificially set, but determined by it's perceived value by players and self adjusts accordingly in a free market capitalism paradigm.
  37. 2 points
    The Premise: Don't you want to sit back and enjoy a nice pipping hot cup of java after a long day of slaying trolls, mining out canals, and farming your thousand tile fields? Wine is great for stamina, but what about smarts? Admit it, it feels wrong consuming copious amounts of white sleeping powder, but there's nothing wrong about a tall, dark, cup of crisp smooth home-grown Coffee. A proposed crafting process: Growing the Coffee Cherries: 70 Farming Requirement - Takes one in game month to grow. Picking out the Coffee Beans: Right click the Coffee Cherries, and choose "Pick Seeds" - No skill requirement, can be done in large batches. Grinding the Coffee Beans: Uses the Milling Skill. Uses a grind stone. Higher Milling skill and higher QL grind stones increase the ability to produce higher QL coffee grinds. Cooking the Coffee Grinds: Uses the Beverages Skill that increases similar to HFC. Use of a fire safe container such as a Cauldron or Pottery Jar and water creates Coffee when heated. Higher coffee grounds and higher Beverages skill increases the QL of Coffee. The Benefits of Producing Coffee: Coffee can be an alternative drink to Water and Wine that decreases thirst, but also gives a small Sleep Bonus. An example could include 1 minute per 0.01kg of 99ql Coffee. So a .10kg of 99ql coffee will give someone 10 minutes of sleep bonus. Balancing: The Water Meter: Obviously the concept of giving free sleeping bonus can come off as highly controversial, precisely why the consumption of coffee should be directly tied to a player's "Water" meter. The Difficulty: Coffee is difficult to grow in real life, and it should be equally difficult to grow in Wurm. The goal is to make a highly valuable market for Farmers, Millers and Beverage Makers to use in conjunction with Wine. The Amount: With proper metric use, you can control the amount of Coffee produced from every one Coffee Cherry. The end game goal would be to make Coffee's cost equal to the value of a single market rate Sleeping Powder. The Benefits of Coffee for Farmers: Due to the high volume of Coffee Beans required to create Coffee Grinds, which produce very little actual Coffee - With proper implementation and balancing the effort required to make even 1 hour of Sleep Bonus would be the equivalent of a single Sleep Powder (Low Market Cost of: 1s, High Market Cost of 1.5s) This could be a secondary source of income outside of Onions, Garlic, Cotton and Wemp - and could even net some Coffee Growers a regular customer from certain hard-grinders who are always on the look out for Sleep Powders. The slow pace of growth could also give growers who are going to be away for a week a crop that is sustainable without long term attention. The downside is they'd receive less cherries due to a lack of tending - the upside is, they wouldn't have to worry about dead crops. The Benefits of Coffee for Everyone Else: Coffee could also be a controlled reward in intervals outside of the usual 1 hour bonus automatically granted by the sleep powders, or the maximum bonus granted by server outages. This could allow for smaller rewards such as 15 minutes or 30 minutes sleep bonus to be granted to players rather than a flat hour, or in unison with a sleeping powder. The introduction of an item that is difficult to make, but highly rewarding - you give players additional reason to take up otherwise unused skills such as Beverages and Milling - while at the same time, opening up a whole new market for players.
  38. 2 points
    Cotton is better than mycelium in every way. But at least we now know who was whispering in the devs' ears and framing it as some horrible, game-breaking bug. Gotta love petty Chaos politics.
  39. 2 points
    We can subs the landbridges with flat bridges going from almost sea level to an elevated 1-2 tile island, then build archbridges that are really high. That would be an impressive view
  40. 2 points
    I love projects, will be happy to help out once you're ready to roll.
  41. 2 points
  42. 2 points
  43. 2 points
  44. 2 points
    This sounds like it "might be" a damn good direction, Tie ins that sort of how to say, sew together the two communities? After reading further in the thread, Ill stick with "the road to hell is paved with good intentions" and hope for the best. And how are you going to address this without inadvertently pushing a morale pedestal that not everyone agrees with. Not everyone has the same morale views. For instance in the US.."Money is Morality" Quoted from a conversation I had with a Federal Judge about bankruptcy and how its supposed to be a process vs its supposed to be a punishment. Point is people can understand hate much easier than morality or in the case of my example money. Hate is universally understood, morality is a variable. This is not to say that WURM should go the route of CCP as they are designed around exploiting everyones inner psychopath because without pvp and the mentality that makes people want to go out and blow stuff up, they dont have a game. WURM doesnt need this mentality at all to succeed. But everyone of every flavor should have a place somewhere in WURM, even the psychopaths, even the complete nutjobs, even the religious zealots and all manner of degenerates and moral pillars out there. To get back to the point, by saying or even implying that your not going to let the psychopath model reign supreme, by default, your setting up a morale baseline. Who decides what this morale baseline is? Ultimately the point is Staff alone cannot even begin to hope to achieve such a lofty goal without the full backing of the developers with hard coded ideas and solutions that allow all the different flavors of people not just to actively play WURM, but also thrive in it. The inconsistency is largely due to the following take all the GM's....give them each a private room with no communications.....then give them a GMing scenario...all of the scenarios exactly the same and ask them to write down the correct way to handle it........then count how many different answers you get. Then add in real biases, miscommunications, language barriers , age ranges, vastly differing RL experience levels and no standard way of interpreting the rules, and you have a gigantic mess. I have heard all the excuses as to why a good level of consistency cannot be achieved, and they are just that, excuses. Consistency can be achieved by properly training people on the way CC wants the rules implemented. NOT letting everyone just do it however they think is correct, and then coming to a consensus after the fact. IMO if you put as much time and effort into training people how to correctly interpret the rules and consistently apply them as all the energy time and resources spent on having to make excuses and defend your position on the current standard we would have a much better, much more understood and much more acceptable set of rules to play by. Now i get your post is about trying to address this, but exactly how are you going to, because without training, there is no real way to address this. Without training its just lip service. (ie, telling everyone what they want to hear)
  45. 2 points
    I would much prefer Rolf spend a lot of his energies on the "pure" PvP server - Challenge/Epic/Chaos - even if they got a majority of dev time, than in him trying to "introduce" PvP concepts to the carebear servers in any way.
  46. 2 points
    Actually one thing ccp does well is they have elections for a player committee that gives the Devs feed back on where they want the development to go. This came to be after they spent years making walking in stations when no one wanted it. Maybe it time this community did the same.
  47. 2 points
    The mail system just simply needs to be removed and replaced with a good trade system.
  48. 2 points
    I am going to assume that this Wiki committee will consist of people who have access to the true functionality of our game mechanics (straight from the devs) and will be slowly trudging through the wiki, correcting the vast amount of incorrect information. If they don't have access to the true functionality, then the committee itself is no different from the current misinformed editors of the wiki (and a waste of time).
  49. 2 points
    Only 3 show, there is 4 atm, 5th being built this weekend. All are 31 tiles long.
  50. 2 points
    Looking awesome, I must say. Just have this standing by . . . just in case . . .
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