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Showing content with the highest reputation on 01/08/16 in all areas

  1. 14 points
    Greetings! I hope everyone had an enjoyable holiday season, and I hope you're all back in the mood to get some heavy duty Wurming done! This week we're easing back into the news with the in-house dev team not fully returned from the Christmas/New year break, but that doesnt mean we dont have things to show you! Patch notes Clarification: It's been raised that one PVP related patch note caused some confusion - Made removing reinforcements to be never for enemies and unlawful players as was too easy.. To clarify, this is referring to mining actions only, reinforcements can still be removed via disintegrate after draining the token. New years events! We had some awesome events over the New year, with fireworks, a lot of wine (And many *BURP*s) and some trivia, players won unique little knick knacks and items made of unusual materials (oak toolbelt? steel meditation rug? crazy!) Treasure hunt The long anticipated treasure hunt of Xanadu is back on! Vali has eliminated the pesky bugs that caused issues the first time around, and while there may be some lag, we expect the hunt to operate properly now. The hunt starts at 4PM UTC (not server time!) on the 9th, with the same details as before, all starter towns will have a portal to the main hunt, so get ready to get lost! Riding shotgun You'll now be able to take your BFF for a ride on the wagon with you in style, the passenger will have a unique view, from the back! The passenger will be perched upon the tail of the wagon, and get to watch the Wurm world go by, and also tell you about the trolls, spiders, bears and hellhounds chasing you.... Weekly question We have our planned PVP kingdom interviews coming up, but we'd like to know what YOU want to ask the kings of the various factions fighting for dominance, so leave your suggestion here and you might see the kings asked! Weekly media This weeks screenshot is a picture of the celebration at Esteron, each player was given some fireworks to let off, I think I got most of them! That's all for this week. 2016 is shaping up to be a massive year for Wurm, and I can't wait to show you what we have in store! Keep on Wurming! Retrograde and the Wurm team.
  2. 9 points
    I know it's not really 100% related but that fact that mining straight ahead (instead of up and down) results in a slight gradient downwards by about 2-3 slope drives me absolutely nuts! I know it's not really that big of a deal, especially since the addition of leveling and flatten but at the same time I can't think of there to be any reason for this to be the case in the first place, couldn't mining straight ahead just result in a nice flat tile. My OCD will thankyou devs....
  3. 5 points
    I will never forget the first time I made a long journey in a cart to pick some friends up who started playing, it didn't end very well when this guy started chasing me, when I seen that photo for the new passenger position on the wagon it brought back that memory.
  4. 5 points
    ;_; why change the numbering system back to being by week of the year? Numbering them in sequence means every weekly news has a unique title (it stops working after a year otherwise) and that people can remember which news they saw last more easily, especially if a few news get skipped. So for instance over the christmas break it would go from 88 to 89, instead of 50 to 1. I found with the old system you had to check around to see which news is actually the most recent and if you've missed one a lot more. Passengers on wagons is a really good change imo
  5. 5 points
    It is (obviously) one of most repetitive actions, but... Is there any better possible alternative other than altering timers/actions needed? I think that some big mining changes could change this state - stuff like multilevel mining and building below ground are long awaited features and would surely bring more life into "underground" living. I wouldn't complain about smaller tiles (like 1/2 of current ones) as well (so for example you can walk in 1/2 tile tunnel, but to drive cart you need to make it wider, veins shapes could be more natural as well, more details in shaping would be possible this way as well).
  6. 4 points
    "and also tell you about the trolls, spiders, bears and hellhounds chasing you" That person is also known as bait XD.
  7. 3 points
    If they want to keep it by week of the year, they should include the year. "2016 Week #1" would be pretty easy to find.
  8. 3 points
    The iron found from rummaging could be increased to a larger lump I think, 0.2 is not enough to make a large nail, and for a new player to even make that nail he needs to make a small anvil first (10 rummaged shards), if there are not enough rock tiles around to rummage enough iron to make a small anvil and 4 large nails (18 rummaged lumps at the very least, if he fails enough making stuff the count goes up) there is no way he is going to be able to easily make his starter home. A stone house is really not an option for a new player as the masonry skill is too high to start with for this and certainly out of the question for a non-premium player, as it should be I think. Most starter houses built are abandoned as the new player moves on. The amount of rock shards and clay and sand needed is a lot for a new player, and you still need the carpentry skill to plan the house in the first place. Perhaps a decent idea I have seen in the past is a new wall type, made from logs, no nails required and a new player would be able to build a secure home with nothing more than trees easily found anywhere in wurm. (a lighter limit would be required for the construction logs, as a new player would need to be able to carry the log to use in building his home). I would also suggest a wooden latch for locking the door, simple enough to fool trolls and goblins, but nothing more till a iron lock could be made to replace it.
  9. 3 points
    Err. Not to sound presumptuous or big headed, but i'm chief of the biggest kingdom in the game and what? since when? who told us? any other kings out there heard about this? I'm totally up for it and willing to be involved but it helps to be asked
  10. 3 points
    Hmm... How about making this depend on skill, with up to 0 error at 90 mining?
  11. 3 points
    Remove it completely please it's not cute just annoying, especially hunting - you think you finally stumble upon some critters to kill and next thing you know they're all gone...
  12. 2 points
    They never ever.. ever stop moving unless you move out of range of them. They run around and pack the grass.. and if you don't pen then in 1x2 little pens they all flee and disease each other. I'm certain there are also some lag/fps benefits no not having them roam and roam and act like idiots for hours as well..
  13. 2 points
    Starting Bid: 225e/s (Private Offers Accepted) Buyout: 300e/s Current Bid: - Minimum Increments: 5e/s, 1hr Sniper Protection End Time: Sunday, January 10th, 2PM Central US No Reserve This set features unique scale pieces from an ancient dragon from the original Jenn Kellon Home server, about 7-8 years ago, as it noted by 'The Dragon Scale,' rather than 'Red Dragon Scale.' The entire set has Xallo signatures, and it has Fo's Touch that can be removed by request. Unsold. PM for offers.
  14. 2 points
    1. Dredge should work same way as shovel- all goes to inventory. 2. Leveling/Flattening options on surface mining(70+ mining skill). 3. Marsh - Don't know why it exist in wurm. We should have more options to destroying it. a)some casts or b)cultivating/planting it 4. Clay tiles should be removable/plantable.(on freedom servers, 70+diging skill or casts) 5. Destroying pavings takes too much time. Clining up places after deeds taking all days. 6. Destroying hedges is too hard. 7. Option for picking up sprouts from hedges. Terraforming should be fun for people with premium account and repairing terrain after someone should be easy.
  15. 2 points
    Thank you for sharing, thank you for caring. You are awesome and cute, your poetry is beaut! Pick up your pen and let more words flow, to teach us of turmoil and things we should know. It distracts us from the dramas caused by game bugs, until you post again, here are some Fairy Hugs. Guess this is where my poetry ends, so I bid you adieu. Glad poetry is written by Wurm friends, like you.
  16. 2 points
    Access to clay. No cart if no iron. That means inventory carry, sometimes over large distances, with no strength, a herd of things wanting to eat you as you crawl home, better armor and weapon than before but still no fight skill to speak of. A 1x1 house with 4 walls will be more weight in clay for the shingles, mortar, and walls than a new player can carry without crawling like a snail. And chances are they die before they make it back home at half a kilometer per hour, log out, and never come back. The game is bleeding players. It's beyond about how hard you had it when you were new. It's to "we need a player base that stays to play and pay before Wurm Online goes the way of the dodo."
  17. 2 points
    Mining is fine, I don't see why things in-game have to be changed until everybody enjoys that thing. There are many things to do in Wurm, if you don't like mining then do something else and barter for your iron. That's exactly how I think Wurm should work.
  18. 2 points
    Speaking of tutorial, I'm making some newbie videos for people who choose to "skip" the tutorial in-game. Hopefully this will help point some of those folks in the right direction.
  19. 2 points
    With bulk iron mailing now back in play I don't see mining as crucial as it used to be, also village life is strongly encouraged at the start of wurm for such a reason. I used to mine for the town and the people who hated mining used the iron. They imped my tools becaused I hated blacksmithing, it worked out well.
  20. 2 points
    Iron rock can be found via rummaging on rock tiles, (found as 3kg lumps, smelts into 0.2 kgs) which does serve a fair purpose of starting out, it's possible we could look at making these possible to be found foraging on grass, or simply increasing the amount of iron smelted (with a cap on ql obviously). I'm aware that mining gets easier at higher levels, and motivation, and all those things, but the main question raised about this (and indeed is a common complaint on WU too) is the difficulty in starting from scratch with the need to find iron. Mining is definitely not THE problem, but it might be an area we can improve on to make starting easier
  21. 2 points
    1705 Virginia: "As everyone who came over to the plantations needed to build a house, iron nails quickly became a highly sought after commodity and were often used as change. Nails were so scarce that individuals were often forced to build using wooden pegs in place of nails, needless to say, a time consuming operation! Iron nails were the primary product produced at the Hammersmith iron foundry in Saugus, Massachusetts, which opened in 1629, but there was no similar operation for the Virginia plantation. Nails were so scarce abandon(ed) houses were often burnt down just so the nails could be retrieved. In order to stop this wasteful practice Virginia passed a law in 1646 offering to pay an owner the cost of the nails so a vacated house would not be destroyed."
  22. 2 points
    At this time I am keeping the Raid Ban in effect. There is still some testing and possible corrections required to catapulting. Until I am shown that it is working as expected this ban will remain in place. Thank You, Wurm Online Team
  23. 2 points
    Some way to rummage for iron, maybe a 'crude iron lump' that can only be used for certain bulk good creation, such as for making those first nails/ribbons etc. Or, a way to build without using nails. That could mean a new wall type that takes increased decay, or alternate versions of common items like BSBs that don't have ribbons on. This could result in for example a lower cap on it's max contents or again, an increased decay rate. This way, iron would still be a great thing to have, however not necessary. A player could get established and build a home (maybe give a max size of 2x2 without nails or something) that they can operate from while tunneling out their first mine. It wouldn't be a good idea to remove iron too much from the newbie experience, although being able to create lesser versions of the most common tools/buildings/objects without it would certainly remove the whole 'first thing to do -> find iron' part of Wurm that is pretty intimidating to new players and even a lot of long term players should they be in an unfamiliar location.
  24. 2 points
    Meanwhile, mining is one of the easiest skills to grind in the game. (Set your Keybind): Queue > Netflix > Repeat
  25. 2 points
    -1 Make ship ql affecting boat speed. Remove light breeze or adjust wind speeds of the low winds. Have a ship speed spell.
  26. 2 points
    [17:29:56] A small sailing boat that will accommodate five people. It is locked with a lock of very good quality. It is made from walnut. It could be improved with a log. Ql: 17.06232, Dam: 12.086618. The name of the owner, Red, has been etched in the stern. All kingdoms have problems. We do too. But we're always open and transparent. No hidden fees, no taxes and most importantly, no Red. You know you do good, when your enemies curse you. Join us
  27. 2 points
    Ah, the days of chasing bison across the steppe! Would a compromise be removing fleeing from animals born in captivity? This would keep the more natural aspect of wild creatures being flighty but remove the peski running around in fenced areas.
  28. 2 points
    Sure, this would also help bison darting 100 tiles away the moment you unhitch them from your wagon (by accident)
  29. 1 point
    I've seen noob after noob having a great time playing Wurm Online and Wurm Unlimited. And then they have to mine. They are never seen again. It is so slow it hurts for a noob to do. Yeah I know, all you old guys don't give a crap and it's not really that bed blah blah blah. It is that bad for new people. It's also one of the things you HAVE to do, like it or not. So they quit.
  30. 1 point
    WTA this trader deed: Cotb Outpost The size of Cotb Outpost is 19 by 27. The perimeter is 5 and it has 0 guards hired. The settlement has 5 silver, 24 copper and 28 iron in its coffers. The monthly cost is 1 silver, 2 copper and 60 iron. The upkeep will last approximately 143 days, 1 hour and 52 minutes more. This settlement has acquired knowledge that increases the productivity bonus of its citizens by 2.75%. Deed is located at 45x 51y on community map and Q20 on in-game map. Its at shores of southern Crystal Lake, near Crystal Canal. - Very good location! Easy access to all around Crystal Lake (and Freedom Market). Short trip to Deliverance border. - 1 Trader on deed (private). - 2 Buildings on the deed, complete fence around deed. - Huge cave under the deed with lots of veins. At least Iron, Zinc and Silver. + Tin and Lead. - Easy access to off-deed docks (check the picture below). - Moss and steppe and good hunting grounds around. - Lots of harvesting to do around! - Brown 5 speed breeding pair (horse), both cared for. Few other animals too. - Some basic supplies and items on deed. - 1 relic item: a cedarwood crop storage bin! - Ql 80 oak floor loom, woa[82] coc[84]. - Spirit castle, enchanted power[97] (very fast, about 4 minutes timer). AUCTION RULES: Starting bid: 9€ / 9s Min. increase: 1€ / 1s Snipe protection: none No reserve Buyout: taking offers Time: 4 days. Check the timer below. (buyout will close). Payment: I prefer € / £ / $ and via paypal. Im paypal verified. (rate 1s=1€) If you have any questions, please pm me here in forum (Corrax) or in game (Cormax)! EDIT: Trying to fix image links. EDIT2: Updated veins. EDIT3: Updated more veins. EDIT4: Added enchanted floor loom and mailbox. EDIT5: Updated mailbox enchant. EDIT6: Accepted buyout. Please close.
  31. 1 point
    Staircase, wide with bannister ... same issue... I guess this 'continue building' on right-click menu is *slightly* broken
  32. 1 point
    That's a funny way to phrase 'kidnap and enslave'.
  33. 1 point
  34. 1 point
  35. 1 point
    I'm so sorry, your second reply help clear my mind. I have since fixed the problem. Long and funny story short, I had a char log file with a toon whos name was over the really really long and I'd have to guess that it was making the total path length above the 260 character limit. I simply deleted the char log file as it was a "mistake" to begin with and I never play it anyways. Once that log was removed the program works flawlessly! Thanks again for all the help!! ~Oriss
  36. 1 point
    In my opinion mining speed is good as is. At low skill it is quite bad yes but later not an issue at all. Slow mining for starter players is good - avouding big damage to their mine (dropshafts, accidenral floor mining,long adhoc tunnels or not well thozght entrances that will block their mine on the long run). The learning curve this way will finish affecting a much smaller mine area. I've skilled up 4 toons in mining including one total new on Xanadu whrb opened and another on wu recently. I very much enjoy the hard times... Wurm online is about community ,should emphasise for new players to interact with others. The iron man types will still want to do all themselves but will enjoy hardship.
  37. 1 point
    -1, Although I like when people come up with and offer new ideas..some just give me pause in a way I can't get with. This just seems wrong from a couple of viewpoints and having problematic implications across all servers
  38. 1 point
    [21:33:38] Frankthetank slain by Blayze Poco Rolath Solaire [21:34:18] Blayze slain by Frankthetank Grats Robbyo [21:35:18] Zipzap slain by Grats Zehive [21:36:04] Zeafaw slain by Robbyo Cardboardboxprocessor Frankthetank Ordec Good fight, thanks for the horse gear and seryl!
  39. 1 point
    Please don't waste my time by adding me to stupid PMKs like this again.
  40. 1 point
    Certainly an interesting thought. I have found that the search for iron, while logical, does take some time, especially starting out and not using a public min. The need to mine down half a dozen tiles with about 10 or so minutes spent on every tile can be frustrating. Iron is also completely necessary for starting out, in nails, tools and all sorts of things, so we're not really looking at grinding mining, as that comes later. What are some ideas to make mining less of a roadblock in new player experiences? Promote rummaging for iron rock a bit easier/more abundant? Or something else?
  41. 1 point
  42. 1 point
  43. 1 point
    There's more pvp here in a day, then there is in all of the WO servers combined in a week
  44. 1 point
    Most browsers have a zoom that you can set i have the forums here set to 125% and it makes it a lot better. While i am here there seems to be a missing tab to take you to the wurm website the only tab we have is for the store. Also would also love to see the holiday candy cane things go away too. (the snowflakes are cool for the holiday but the stripes i never liked)
  45. 1 point
    Patch notes 1/01/12 Increased materials to create Guard Towers back to 500/500/100. Lowered Size of Large Crates so you may fit more into Vehicles. You may need to make new ones for this. Clay should now drop properly after 500 - 600 Clay. Lowered Maximum Guard amount to 5. Added Web Armor to Vynora. Currently running a poll to raise the Max guard limit.
  46. 1 point
    Patch notes 31/12/2015: Due Hell horses not spawning, Lairs have been placed on Steppe around the Map. Aggressive Creature Limit raised to 32.5% Creature Count raised to 30k Fix for some container changes making items not fit properly(Rafts, Small Cart, Sailboat, Large Chest, Rowboat) Enabled Hota as a No Build Zone. Added and Removed some Spells to Religions: Magranon Added Reveal Settlements to Spell List Added Human's Demise to Spell List Removed Lurker in the Woods from Spell List Fo Added Light Token to Spell List Added Locate Artifact to Spell List Added Reveal Creatures to Spell List Libila Added Light Token to Spell List Added Smite to Spell List Added Lurker in the Woods to Spell List Added Reveal Creatures to Spell List Added Mind Stealer to Spell List Added Nimbleness to Spell List Vynora Added Light Token to Spell List Removed Aura of Shared Pain from Spell List Removed Reveal Creatures from Spell List Removed Reveal Settlements from Spell List
  47. 1 point
    * When entering a boat inside a cave it should not start drifting. Wind should have no effect in caves. * Boats and tabards could be more like wagons, flags and banners. Boats can have the kingdom symbol added to the sail like the wagon and tabards could be kingdom tabards like flags and banners. * The starter deeds should be designed as medievalish cities. They are uninviting for newcomers and you cannot do much there. Their first impression is this is an empty game world. They could also be moved a bit more towards a trade center with little benefits for (placing) traders and merchants there instead of at other places on the servers. * Metals and stones should be more like woodtypes. All with their own properties. More consistency makes it easier to understand the game. * Do research. Bows are held in the wrong hand, caravels have a carrack model, the topography in Wurm Online is odd to say the least. * Trolls live underground and only come out at night. Sunbeams turn them into stone. * Add decent sound to creatures like crabs and seals. They all sound like sick snakes. * Remove the auto-locks on carts and boats. This is a feature for lazy pve players that does not add anything on pvp other than the annoyance of false security and extra actions to replace the lock by a decent one. Decissions like this harm existing skills and remove depth from the game.
  48. 1 point
    I'd say the new models for each Kingdom Chief's Armor. I'd love to see Gary looking stupid as hell.
  49. 1 point
    I like the 2 months prem time in WO if you purchase WU. Some sort of gift card
  50. 1 point
    advertising to get a new influx of player. better fix for the settings so we don't loose those new players in the first 5 minutes where they are unable to run the game. making the staff team competitive again, 3 month to get a /support ticket answered is no good for paying customers. and maybe share how the game is 'supposed' to act which will help us to find the bugs for you, instead of relying on "it's secret, dig in WU code to find the features"