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Showing content with the highest reputation on 12/15/15 in all areas

  1. 8 points
    TLDR: The community, developers, crafting, and difficulty level of this game make it worth the investment and worth playing. I've been playing for a few weeks now. I wanted to post a positive thread about what drew me to this game and why I play it. Recently, I had a computer crash and it took too long to fix my laptop, While waiting to buy a new one, I decided to stick my head above the water and look at what other games were out there. You see, I have been playing Everquest since 1999 and mainly non-MMO kinds of games since then. I wanted to search out the landscape and see what was going on. I looked at a LOT of the games out there. I settled on 2 games that I decided to try. Eve Online and Wurm Online. The 2 criteria I wanted to settle on was some type of PVP game and a game where crafting really matters but is also interesting. Cost - Wurm Online is cheap. 4 months, $32. Everquest is $10 per month if you buy a year sub. It is more like $15-$17 per month if you buy monthly. Eve is roughly $13 per month. Granted, all 3 of these games make it easy to make money in game that can pay for you subs out of game. Community - I started on Xanadu. I joined a little community there and I also met someone from Chaos. During that time I told my little community I'd like to go to chaos and try it out. They helped me by building me a rowboat and I sailed from Xanadu to Chaos. This was before the new changes to boat travel. That was a heck of an experience. It reminded me of my first days of playing Everquest and how difficult it was to travel anywhere without dying or getting lost. People are so helpful in the game it is amazing. PVP - I like it even though I can't completely partake in it yet. The deed I am on in Chaos gets attacked like every day or every other day. I like trying to work on my skills while keeping an eye out over my shoulder. Even though I can't really help with the fighting aspect of pvp, I still feel like I'm accomplishing something because whatever I do, I feel like it is contributing to the war effort. Whether it is just skilling up or digging dirt or making bricks, it feels like a community. Even the first time I died, it was more funny than anything else. My kingdom just got done giving me a bunch of gear. They told me to watch local and run to the safe cave if I saw anyone. My newbie buffs had just run out. I had just gotten my teamspeak voice chat configured and working and was chatting away to everyone while chopping trees to skill up my woodcutting. Of course I wasn't paying attention to local until I saw that attack icon come up and 5 players in my local I didn't know! I was dead in about 5 seconds. I felt bad that I lost all that gear, but on the other hand, with the crafting system, I knew it was possible to start getting new gear and I would be ok in a few days. Crafting - What can I say but wow? It is complex, involved, almost perfect to me. Not since Star Wars Galaxies have I seen a crafting system in an MMO I liked as much. You can make gear that seems to mean something through the whole game. Skills are mainly intuitive. Just do stuff and they go up. It seems to me a lot of thought has went into how people play the game. Everything from sleep bonus to how things like digging and prospecting seem to work for preventing macroing. Quality levels and damage to items seems like such a good mechanic. Difficulty - I might offend some people here, but I think the participation trophy generation has ruined MMORPGs. Everything is moving toward "easy", freemium, soloable to the end game in 1 month, etc. I LIKE hard games like Everquest when it first came out. I don't want skilling to be faster, or travel to be easier. I don't want icons on the map telling me where I am. I like that when it is dark, I can't see anything. If I'm in a cave and forgot my torch and a bear attacks me and I can't find my way out and I die, well stupid me! You have to grind if you want to get to some level of skill quickly, but to me personally, I don't play a game to grind skills, I want to just play and let the skills come as I do stuff. That is what WO gives me because for me, the journey is the fun part. Customer Support/Help System - All I can say is that I think Wurm's is great. The wurmpedia is like the best help system I've ever seen. It is logical and straight forward. CS has been great. I've opened maybe 3 tickets and all have been responded to within minutes. To me, the tipping point is the patches and game notes and developer attitude to this game. Listening to my kingdom talk about the last few patches I've heard so many positive comments about changes and mechanics. You can really see the staff trying to make this game better. I compare that to my Everquest experience where every patch is met with dread by everyone as about 90% of every patch is a nerf and, to me, the destruction of the game where they force players into the latest expansions and content to force us to buy the latest and greatest. They will do things like nerf experience gain in old world areas and make item inflation so bad that you can only take down end game mobs with the latest gear drops.
  2. 7 points
    Bug Fix: No longer able to pick up or load an occupied chair. Bug Fix: You stand up from your chair when disconnecting. Bug Fix: Chairs can no longer be driven due to weird circumstances. Added safeguard for plot course allowing a person to swim across when their boat transfers without them. Bug Fix: Renaming chairs works and keeps the vehicle-like display. Grammar fixed on some special moves. Disabled turning ON PvP Travel Blocking while embarked on a boat as a passenger. Fix for new player kingdom being wrong when spawning on the Chaos server. Added SACRIFICE, MEDITATE, LOAD_CARGO and UNLOAD_CARGO binds Keybinds for spells have been added. The names of the binds will be the same as the spell name in most cases (where spaces are replaced with underscores). The bindings can also be set up from the ‘Options’ within the client, in the ‘Keybindings’ tab FILET key bind added
  3. 4 points
    Now that the devs have revealed their long range plans for the game, we are excited to talk about all of the changes, both current and upcoming! While completing our first house on our WU server, we converse about our renewed passion and vigor for the game that the recent dev Q&A has brought us. As well, we have uploaded our Wurm Unlimited trailer to our channel so that you may link to it on your social media and share it with your friends. You can find it here: https://www.youtube.com/watch?v=kDZJq7jfKIk
  4. 4 points
    Most common issue I come across from people having start up crashing is making sure you are using the right java (64 bit not 32) it may or may not be your problem but just throwing it out there.
  5. 3 points
    https://github.com/ago1024/LiveHudMap/releases/latest Sponsored by Razors Edge (Ages of Urath Saga) server This is a client mod. Requires client modloader * Download livemap-<version>.zip * Extract livemap-<version>.zip into client folder (the jar should land in mods/livemap/livemap.jar). * Enjoy Issues * The buttons are ugly as hell * The 3D view may scroll out of range when walking up a high mountain * Your dot may end up behind a mountain in 3D view
  6. 2 points
    Add rideable Moose to the game. Could use the hell horse model, increase the size and add antlers.
  7. 2 points
    I disagree. The priests are fine the way they are. They offer benefits like spells that regular players don't get, so they must have some hindrances elsewhere. If priests had no restrictions, everyone would be a priest. That's not what this game is about.
  8. 2 points
    The problem with posts like this is it does absolutely nothing to help in identifying the problem at hand and potentially fix it. @Brash_Endeavors is an absolute wizard and often helps people when they post for assistance in the Support forum. Did you try that before making this post? That said, looking through past posts in that same forum may offer you a solution.
  9. 2 points
    http://forum.wurmonline.com/index.php?/forum/262-requests/
  10. 2 points
    Joining Chaos has never been easier with the new travel system, so hop in your boat and pop in your application to join Black Legion, the oldest and most proven BL PMK out there.!
  11. 2 points
    I'm fairly certain this has to do with a lack of animation at the moment. There was already a sitting one, but I don't believe we have a lounging one. Also, apologies on chair names. I've got a fix pushed... my testing chairs didn't have older data, so they looked fine. I know on Live, some older chairs can't seem to accept their new names willingly.
  12. 2 points
    Activate no-drop item, right click mailbox, send. Receiver has it appear in inventory when accepted Would have to do one by one I guess but better than nothing at all? Rather not make them drop
  13. 2 points
    The listening is real, great job team xD
  14. 2 points
    This got me all nostalgic, I actually miss these little guys
  15. 2 points
    I dub this one 'The Happy Couple'. I was out hunting for furs when I ran across them. I took a few more screenshots of them but I'll only post one here
  16. 2 points
  17. 1 point
    Constantinople located in the very heart of Xanadu (K18) is looking for friendly villagers. Whether you are a seasoned player coming back to wurm or you are a brand new player, we have room for you. We are dozen active players who specialize in blacksmithing, shipbuilding, weaponsmithing, leatherworking, armorsmithing, enchanting and in farming. There is always things to do around the village but you are not required to do any chores. If you like you can participate in our business and make some coin. We are mostly on in the evenings Central America time zone. Come see check it out yourself, perhaps this might be the perfect new home for you. Reply here or contact: Eyerobot, Nazero or Copeland ingame for more info. The front face Panoramic View The Raw Hide is our leather-working and tailoring building. Captain Lafitte's Blacksmith Shop is one of the most active blacksmith shops in Freedom Isles. With our three Master Blacksmiths and four apprentices the blacksmith shop brings us most of our revenue. In the very center of Xanadu. Through tunnels in every direction Constantinople is easily accessible by water. Our Cathedral of the Lady of the Lake. This is where we hold sermons. Priests of distant lands who come to attend our sermons rest in our inn, fish in our lake and train in our cooking school. Academy of Culinary Arts is our cooking school. with it's 3000 pan capacity you can raise your hot food cooking to 70 in minutes. We remember(!) those who left us abruptly. Real life architects planning our town. Overview of our farmlands and stables. Time travel. This is how the land was when we moved here. We had to drop 100k dirt and terraform for months etc. We still have the seal. Constantinople is built on a giant rock hill. Under the town we have endless dungeons where we stash our goods. It is also a ship drive-through where our customers drop and pick up merchandise. It's like... our personal pirate cove! Enterance to our Pirate Cove. Open Sesame Open!
  18. 1 point
    THESE CAN NOT BE MADE ANYMORE STOCK IS LIMITED Flags(shown in Wagon Screenshot) 2s each (11 in stock) Banners 2.5s each SOLD OUT Tall Banners 5s each SOLD OUT Towers 25c each Temporarily out of stock. Wagons 20s Each ONE IN STOCK
  19. 1 point
    Map is at this location: http://xanadu-wurm.rhcloud.com/ I am not actively monitoring this map, the editors have taken over maintenance of it.
  20. 1 point
    Anyone aware of a way to force new users to have /ca channel enabled? We have a staff of CA's and an #alerts message to ask questions in /ca but cant seem to get anyone to read I noticed with GL, especially during an event, questions often get buried by other player chat. Thanks in advance.
  21. 1 point
    Hey guys, I understand extra storage has been a suggestion plenty of times, but I had an idea that I think would be pretty awesome if implemented. When your building your home, obviously, you want some nice looking storage, that can fit more than a BSB of goods. At the moment, i have seen people use carts, boats, wagons etc in their homes for storage. Being the neat freak that I am, I really crave some cool looking mass storage. I have seen some suggestions such as shelving or lockers etc. However, i thought of an idea that is slightly different, but serves the same purpose. Rather than having an item that can hold alot of goods, why cant we build a storage tile? For example, instead of building a wooden floor in my home, wouldn't it be great to build a 'Warehouse Tile' that fills and entire 1x1x1 square of a cool looking collection of crates/barrels? This tile could hold say 25 crates. Or, we could have a 'meat storage' tile that had hanging meats from the ceiling? Maybe it could potentially reduce decay too? These tiles would be great, not just for storage, but for aesthetic purposes. Its two birds with one stone in my opinion, because we lack in design options for interiors, as well as storage.
  22. 1 point
    WTA Supreme Small Maul 89ql full enchants [20:59:27] A smooth heavy clump of metal on a shaft. This is a supreme example of the item, with fine details and slick design. It could be improved with a lump. [20:59:27] Nimbleness has been cast on it, so it increase the chance to hit. [90] [20:59:27] Life Transfer has been cast on it, so it will transfer life to you when harming enemies. [73] [20:59:27] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [89] [20:59:27] Mind stealer has been cast on it, so it will steal knowledge from non-players. [73] Start Price: 25 Silver Min. Inc: 1 Silver Buyout: 50 Silver
  23. 1 point
    I found the concept of the priest great but wow not with this restrictions, its realy not playable. Priests typically cannot do any of the following actions, with some exceptions. See the table below for details. Improve, continue or destroy/bash items, walls or structures, or repair structures. However they are permitted to create and plan items and structures. WTF it forces the players to make an alternative character if the trying being a priest, this is a total misconception on the freedom servers in my mind.
  24. 1 point
    I wholeheartedly disagree with the prospect of offering name changes, even if some system was devised to keep public record of the previous name (or.. hopefully *all* previous names). Now, I'm about to admit something I'm not proud of.. BUT because I love the game Wurm Online is (and hopefully stays) I will divulge this.... I used to play Runescape... a lot... That, however, was a long time ago, before all the various changes they made that made the game unrecognizable to me. It turned into this bizzare place where everything was "buy, buy, buy!", and pay-to-win, all the name changes..., the long hours spent on grinding up no longer meant a thing.. The old game and the old community no longer existed. Runescape was never the game WO is, both in terms of "community" feel and overall jist, but even that loss of community was just .. wiped away.. all gone. I never wanted to quit Runescape.. because I had loved the game for so long, but I just couldn't stand what it was anymore and pried myself away. It wasn't Runescape. Maybe bringing Runescape up isn't the best idea.. because.. I want Rolf to make lots of money and keep WO going forever.. and with all the money-grabbing reputation that Jagex has gained they are probably still rolling in some serious dough... Now.. I want Rolf to roll in dough.. but because Wurm Online is 100% unique and I love the game, and it has carefully improved upon *itself* over time. Not because he feels he needs to fundamentally change it. But if you think about it... WO may not be huge (and I do hope it continues to grow!).. but it holds out its own as different and even against .. dare I speak the name.. Minecraft. On top of that there are now games trying to knock off Wurm Online and snatch up the player-base that Wurm Online specifically caters to. I like the slow "grind". I enjoy coming here and putting my efforts little by little toward something larger that takes more time to achieve and feels better when it is achieved, and I enjoy the process and the community(mostly) If I wanted to play a game *like* Wurm Online but with less of what WO is.. I'd go play Minecraft.. Wurm Online I fear would not be successful if it tried to be Minecraft.. Minecraft is already taken. Wurm Online can continue to grow and reach yet-unknown heights of AWESOME as "Wurm Online". Some changes are improvements, and some (the kind that shouldn't take place) are game changing Offering name changes is fundamentally game changing. It tears apart the community. It diminishes the philosophy that Wurm Online has always held that everything about Wurm is molded over time by us, the players. The terrain is player "made", and the community is player "made" and "tight-knit" (sometimes for good and sometimes for bad).. and this includes our reputations being our "own" It absolutely equates to "pay-to-win". Giving a good portion of the long time, loyal, player-base a big slap in the face... when not only can anyone buy their way to skills (by purchasing an account from a third party that they put no time into).. but they can also have whatever name they please to go along with it.. as if they had played the account from scratch. This is having their cake AND eating it too!!!... This goes against all laws of nature! You either have your cake in your hands.. or you have eaten it and it is gone.... or you have some fraction of each. You never have all of both, it's unnatural. As for the other proposed items on the tentative "plan" .. some of them sound like they could be improvements to WO and some sound like they are frantic jumps, and not in-line with Wurm Online. The other options that cause me some concern, and if implemented I think would require very extensive fleshing-out and forethought and testing before release would include: The changes to ticks and tools/timers -- this could very well be game changing. Removing low nutrition penalty -- I understand that this is mostly geared towards helping new players venture off. But, as a blanket "remove" I have concerns. Stormblade already expressed "Why do we have Nutrition anyways not like we can starve to death as it is." in relation to this potential change. I don't see any reason why WO shouldn't continue to have a "functioning" nutrition system for the playerbase at large. Removing the penalty entirely is a considerable change in game workings. Various tile modification options such as clay -- As I understand, if this was implemented it would be meant to be arduous to convert an area to a resource. I'm on the fence on this one, as it could be an ok change.. or it could result in a more "never leave the deed" atmosphere. Also, would all these playe rmade resource areas eventually degrade, or would they stick around indefinitely? Reshaping of abandoned land, especially along the coasts -- I'm having a hard time thinking of how this can successfully be implemented, unless it is done manually and that would be a lot of work! The idea of old areas sort of .. gradually reshaping to a more natural terrain.. well that might be sort of nice for newcomers not wanting to see old abandoned terraforming.. on the other hand will it conflict with old intentionally changed and still wanted changes?... If we start stepping in and intervening in the player's "sandbox" where is the line on what we modify and what we don't? Currently WO is all *sandbox* and the staff will not interfere or intervene in that process (unless it is breaking some rule,and then usually any "damage" done is up to players to fix... even Heritage sites are ultimately up to the players to keep maintained... ) Consider items to sell on traders as expensive money sinks -- well... this again needs to be very carefully done, so as not to turn into something counter-productive to the spirit of WO. I don't think most people would like items that devalue what is and can be achieved w/o the item, or give that type of "advantage" over the usual "manual labor" Name changes -- already discussed.. at length.. but in-case anyone skipped the top part of this novel and is unaware I disagree with the idea I sincerely hope if any of these potentially game-changing ideas are adopted that there will be very definite and clear-cut research and results to show that it is truly what "the players want", and what is best for the game - and not a more nebulous version of "this is the vibe I got and from that vibe I feel there is majority support". I don't mean this offensively, though I'm sure over the internet the words don't look great.. its just that for a SUBSTANTIAL change I feel there should be substantial and demonstrable research/market-research done. For a small change less "burden of proof" would be needed. Even if it is felt there is sufficient data to say a "majority" wanted a game-changer to happen, I think it would be be exceedingly wise to have these facts already pre-gathered and ready to show the "non-majority" who will not agree with the change, when/if that change occurs, if not before. This may soften the blow those players would likely feel. I don't usually come out and post these sorts of "strong" opinions, but I feel it is my duty to put my voice and concerns out in an instance, like this one, where input is sought on potentially very large game changes. Of course, many have probably noticed my tag is staff - I am posting here as a concerned player, and my opinion is mine alone. If my posts resonates with you, by all means please do "Like" it to give it more weight in terms of consideration.
  25. 1 point
    So, was talking with a friend yesterday and thought I'd post some of the thoughts we had on this subject. I think most agree that community and economy is something that helps hold people in any game. And no matter what, even where there are multiple separated *official* servers in a game, each one has it's own unique community and economy. It's one of many things that will always differentiate official WO servers from WU, even if everything added to WO also gets added to WU. With that said, the jist of our conversation was along the lines of the need for central "hubs" where people are likely to gather for socializing and selling/buying as well as providing a newbie friendly area. Easing the server crossings was a great start but needs to go further. So, what about if the starter towns were real towns owned by CC and not players? Towns where plots (big enough for one small-footprint house and maybe room for one horse), could be bought cheaply and with low monthly maintenance. Theirs to build what they want on, cheaply, in safety and around others, with a nearby marketplace. (I fondly remember in UO, people hanging out in towns hawking their wares and services. Anyone remember Brit Bank?). More money for CC too. For that matter, CC could even rent out Inn rooms to newbies for the night for a couple irons. The whole idea being it is game-run. New people I think would be more likely to trust something like that rather than having to trust strangers they know nothing about yet. Some people like joining villages owned by players but many do not. Especially when they've had the experience of feeling like slaves building someone else's deed and doing their work for them. (I knew of one who used to send emails to her villagers with their daily chores listed. lol). And some people just like living independent or living in and around towns. And currently, the newest players have to be the furthest from the starters towns if they want independence. Combine something like this with a sensible portal system between starter towns and I think the economy would pick up and become more vibrant as well as building community as people new to the game would have a place to hang out, get to know people, maybe make/sell some resources, get the hang of the game, etc. Obviously it would require a lot of thought, things beyond the scope of the conversation I had with my friend. Things like avoiding a situation where plots are monopolized by a few, etc., etc. *shrugs* But anyway, I think something like this could be the start of a really good idea.
  26. 1 point
    I agree with you 100%, it seems like most younger players are not at all motivated by a sense of accomplishment. Unfortunately easiness is the direction games are taking, even this one. I wish you could have played this game in 2009, way more difficult then, you would have had a blast. Welcome to wurm, hope you enjoy your time here and hope the game does not become even easier to try and compete with WU.
  27. 1 point
    So the auction timer means nothing here. This auction just ends whenever you deem fit.
  28. 1 point
  29. 1 point
    In Wurm's current system, the best you can hope for is a skillgain rate of just over 50%, and the streaky nature of random numbers means that large sample sizes are required before you can be confident of your skillgain rate. It is excessive--even in Wurm--to need to repeat an action hundreds of times before you know if you're on the right track. My ideal skillgain system would be one where skill increases on every action, but the base size of the increase (before effects like COC, Knowledge 11, high nutrition, etc) is modified by how far the action was from the "optimal" difficulty for your effective skill. A player should be able to tweak their item QLs and see immediate changes in skillgain, allowing them to find their best tool QL through a reasonable amount of trial and error. If the skillgain size for individual actions was changed accordingly, this system would produce minimal change to overall skillgain speed while giving meaningful feedback to the player. I never have played with the Challenge system, but I do remember reading about it rewarding easy actions done with high quality tools. While I can see the reasoning behind "your best tool should be your best tool, period", I do not agree with how that would manifest ingame. Wurm's current system rewards the player for challenging their character by doing actions that are difficult without being too difficult, and it creates a somewhat interesting system where equipment is oriented around either skillgain or production. If that was changed, an entire class of equipment and items would become obsolete. To make a real-world analogy, it would not make sense for someone to master a field by focusing on easy tasks that even a novice can handle.
  30. 1 point
    with the devs wanting to implement new quality of life changes, I thought i'd suggest the thing i've been wanting for some time now combining common keybindings into one new keybind (keep the old keybinds also though as they have their uses) so something like this: open/close to one keybind lead/stop_leading to one keybind load/unload to one keybind drag/stop_dragging to one keybind climb_up/climb_down into one keybind would also like an embark/disembark keybinding for both creatures and vehicles
  31. 1 point
    Nice! Now we just need emote keybinds
  32. 1 point
    This game just keeps on getting better and better for every week that passes by. Shoo naysayers. I love these additions!
  33. 1 point
  34. 1 point
    Winter is coming - embrace yourself!
  35. 1 point
    Maybe if we put our "ancient elite" pride aside and accepted the less "hardcoooooore" newbies who usually get filtered out, WO's player retention would not only increase, but you'd also get more people willing to.... BUY YOUR CRAFTS? If you want ONLY the superhardcoreultraselfsufficient players to stay on WO, don't complain later on when there's no one to sell to because everyone in the game is just way too proficient.
  36. 1 point
    You still are giving misleading information, what you are claiming happened should not happen. If you put an item into a bsb with none of that item type in it will go in at its actual quality, then when adding additional items the difference in quality is increased by 10% if it is negative and decreased by 10% if it is positive. This seems like a logical way of preventing people from using bsbs to up the quality too much of items which cannot be combined. If you really did put 7 undamaged logs above 90 ql into a bsb with nothing in maybe you found a bug and should report it, from the testing I did this is not the case.
  37. 1 point
    Hi Jinxx Thanks. Its a mod that we wrote that updates the DB by faith and applies the spell and effects. We hope to do more with this mod than just adding spells but add more faiths. Urath had 7 churches which still need added into the game with all the Gods and deities that go with each one to fit the story. Have fun with the project, as its easy when you have over 7 years of storyline already built by the players throughout the years. More to come!
  38. 1 point
    New players now start with a long sword and leather armour in order to get a better chance of survival and discovering the game instead of ragequitting due to being owned by a pheasant. Fixed incorrect butchered cooked meat weight.
  39. 1 point
    Better than........ Viking cats would be?
  40. 1 point
    And if you aren't interested in imps or imping, stop by to see this deed. It's incredible and worth the trip.
  41. 1 point
    Added in Game live map HUD.
  42. 1 point
    the 100 ql sac for good favor gain.
  43. 1 point
    Offer name changes - I hope there is some way to track names, would be a shame that SoandSo that ripped of SuchandSuch or griefed or has a bad reputation doesn't continue to do so with a new name. Make skills increase every successful action instead of per tick - Can you be more specific about this? As it is now you would use a ( for example ) 90ql Pick with 100 WoA to mine 10k shards and maybe get a few skill ups. With the way this is worded you would get 10k Skills up using the same tool but in less time ( every successful action - mining? or the 1.1 to 39.9 ql shards. As this is worded now skiller tools would be obsolete in that with a low ql high coc tool vs high ql high woa tool you would get more skill ups with the high ql high woa tool. Would hate to see someone come in after someone of 2 years hitting 99.99 and 2 weeks later hits 90 Better tools shorten action times - We already have that it's called WoA and BotD best bet is to get rid of the negative impact of gaining skill while using a fast tool ( see the skill increase on every successful action ) Remove low nutrition penalty - Why do we have Nutrition anyways not like we can starve to death as it is. Use salt for storage of fish in barrels - Just way to complicated, for instance and this is a Generous number say out of 100 tiles mined only 1 gives Salt, and say out of that tile ( mining straight, plus ceiling ) gives 100 chances, you still only have a low percentage of getting salt. 1. You would have to give us Salt tiles to mine, or some other way to gather the Salt resource - time that could otherwise be spent doing something else. 2. Uncomplicated Answer - 25 Planks + 1 Ribbon + 4 Large Nails = Fish Rack much simpler and gives us something new to create
  44. 1 point
    Jar Jar Binks as a dark lord?
  45. 1 point
    This is just not the case. Your servers couldn't handle booting my Wurm Server with a 4k map and 50k creatures, no mods.. As soon as I took them files to my VDS it booted within 2 mins. And I'm pretty sure after 8 hours trying to load. It's no longer called "load time" just a failure to launch.
  46. 1 point
    I brought a VDS at wholesaleinternet.net on the cheap 4GB ram. You only really need 2-3GB unless you are going to max out stuff and load 4+k maps. However. if you can't even get it running with citadel's control panel. You might find command line Debian harder. If at a later point you decide it's not working for you with shared game server companies and want to try a VDS etc. I'm happy to teach you and help you set it up. Just PM me.
  47. 1 point
    The difference between understanding and simply not caring. I regret nothing!
  48. 1 point
  49. 1 point
  50. 1 point
    Boat Factory - night shift