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Showing most liked content on 02/16/16 in all areas

  1. 3 likes
    Frankly i'd be happier if it was simply "you can carry it in inventory, then it's mailable" Rather than everyone having to know offhand the list of items with peculiar volumes that mailboxes won't take.
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    I have some idea how to handle maps larger than memory installed on your server, both for single and multiplayer games. Now I have to do some additional calculations, but it looks promissing. It is possible to play Wurm (Wurm 2.0?) in the future even on maps 128kx128k and more. Here the number of players is a reasonable limit not a map size. --- Stay tuned TLDR: Soon I write a post dealing with concepts of multilevel mines, vein layers (not vertical axis), new prospecting model and iron acquiring (small amount and low quality for newbies, different from rummaging), and last but not least multithreaded Streamer object for the purpose of loading map chunks (underworld or surface). Maybe also synchronous (Iterator, standard queue of execution) and asynchronous (Locator, event driven execution, triggers) concepts of animations for streamed parts of the Wurmworld.
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    -Jackjones is now the owner of this deed- Located near Summerholt starter town in the North East of Xanadu, G23 on the Xanadu map Amish Estates offers 2 living options ~ Option 1: Plot of land big enough to build a home with enough extra space for a small farm & animal pens secured by fences. ~ Option 2: A pre-built guest house to get you started while out looking at land to acquire of your own, includes a small fenced in yard. Public Areas Currently Open for all villager use: 8 Total Guard towers, Workshops with forges, loom, spinning wheel, starting materials, free tools/armor. Kitchen with skilling forges set up, and community food (this kitchen is kept stocked with high quality meals to keep your nutrition up for skill gain). 7 Farms with lots of animals to work your Animal Husbandry & farming skills. Altars of each god for prayers and sacrificing. A mine, currently with Iron and Silver uncovered. Tar, Sand Pit just off deed, and Clay at connected coastal deed. The deed has been landscaped specifically to hold each type of wood in tree groves, available to all villagers for sprouting and cutting(Just remember to replant so it stays available). Hunting area near by, as well as coastal access. The overall look of the deed is meant to be natural, and make each plot feel like its own little deed in the village. There is no work required to live on the deed. All that we ask is to help out your neighbors when they need, replenish/donate what you can to the public shops & be active. If you would like to help with deed upkeep, you are more than welcome to. If you decide to move on, or stop playing please just lets us know so your spot can be opened to another. If you plan to be gone longer than 30 days, but want to remain on the deed give us a heads up & it will be kept for you. Any player gone longer than 30 days with no notice will have anything left in their home donated back to the village, if there is anything of high value it will be kept in the storage unit for 60 days before being donated to the village. Amish Estates belongs to the NEXA Alliance. The alliance is local, and very active. Often there is jobs available to those looking to make a little silver while bringing up their skills. Amish Paradise market sits just east of Summerholt city, and is open to all who want to sell their wares. Currently in the works is regular sermons for those looking to work a priest. The alliance has a website, as well as a teamspeak server. There is always people on from the alliance as well as the deed in local daily. Restrictions Digging - Is turned off to preserve the landscaping as it is. You are able to pack, pave, cultivate. Planning - We will plan your home base to your specifications and give you complete access of ownership while we hold the "writ". This allows us to be able to keep spaces open when players disappear. Additional Ammenities Joint deed Amish Paradise has 4 extra farms for use, as well as a water farm. *Amish Paradise Stables* Working Animal Husbandry? Stables full of tons of horses open to be groomed to villagers for skill. Some additional pictures of the deed -Please feel free to PM Jackjones in game or via forums with any questions- Or our village managers Dysstone, Mello, Talohan However, anyone on the deed can toss you an invite
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    this has been up for about 4 years i have a Teamspeak server on the interwebs and i thought i would open it to the wurmens. only condition is you use your in-game name so we know who you are. TS3 Download address: ts.beautifulsunset.net no pass the server is currently set to 100 slots Enjoy Status/orignal post post Edit: If people want there own village channel leave me a message and i will make it when i see it.
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    Recently the mailing system was reworked and most of the restrictions were removed like not being able to mail large weapons, this has massively increased trade which hopefully means more people buying silver and supporting the game. However, I recently tried to mail longbows and was surprised it they don't fit still. Would it be possible to allow longbows to be mailed? It does not really make sense when you can mail things like unfinished wagons, unfinished boats, large anvils etc
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    Kirkwall Kirkwall is located in The Northern Great Desert. Great place for raising fighting skill. Deed is suitable for both beginners and advanced players. Member of Exodus Republic. In game map: G22 Community map: x40 y13 Complete gallery here: http://imgur.com/a/OKzkW What all is in deed: Workshop Warehouse Large Kichen Park 4x houses 2x farmhouses Large Harbor with Shipyard Castle with many pens for animals Curiosities: Off deed farm protected by hedge (more than 750 tiles) 2x Guards Tower (QL 50+) Large mine with many iron and slate veins Great place for raising fighting skill Deed is protected by a stone wall, 4 patrol towers and two gates Selling with all animals and most materials No traders Getting all the keys and house ownership Moving all members within 48 hours You can visit deed anytime. Please send your offer to PM.
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    should perhaps make the offer 9 silver 93 copper? Free bump.
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    Please stop using URL shorteners for these URLs. I can't click through them because of filters at work, and it's really difficult to track down where the news is ACTUALLY located.
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    From a PvP aspect I can see a plethora of issues with the transformation of resource tiles. What happens if we clay/peat our dirtwalls and therefore make them impossible to dig down, making raiding near impossible? What about griefing on PvP servers where the objective is to just remove the enemies resource tiles? Resources on PvP servers are fought over and create PvP. I feel this should be a PvE feature only.
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    Server is now live. Refer to this thread and this site for further updates
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    Hello. I saw this thread almost by accident. I haven't played Wurm Online since the first round of Challenge, a year ago or so, and I had moved on to other games, but a few days ago someone left a comment on one of my Wurm essays on my blog where I addressed the economy, so I decided to see if there was anything new on that front. And sure enough, there is this thread. Wurm Online has always been plagued by structural rot, which emanated from the top of the player hierarchy. I'm not even saying it came from Rolf. He enabled it with his game design, yes, but that structural rot was quick to turn against his own financial well-being. Structural problem #1: Pegging the in-game currency to real money. Because Wurm sells coins through the cash shop, any in-game coin faucet (i.e. other than the cash shop itself), whether it's through traders, foraging or any other means, is a lost revenue opportunity for Rolf. I will get back to that later, but the existence of in-game faucets even though it is a lost revenue opportunity indicates such a measure was necessary. Why? I've seen other dying games -- without this real-money connection -- where the economy was dysfunctional, but it was because of the lack of players, who would take part in the economy as a matter of course: they would earn in-game currency while playing the game. (Kill ten rats, get reward and all that.) If nobody plays, nobody produces and nobody buys. Simple as that. Wurm is different, even with these in-game money faucets. Let's imagine if they were turned off. Wurm could have a maximum number of players on every server, and it still wouldn't change the reality that the only money circulating in the game would have been bought at some point with real money. There might be several people willing to buy player-made goods, yes, but it doesn't change anything if the sellers won't accept any payment other than coins, which those potential buyers could only have obtained in two ways: (1) by buying them through the cash shop, or (2) by obtaining them from other players. What happens to be the case in Wurm is that the people who have the most money also happen to be the ones trying to sell goods, and the people who might want to buy either have no money or higher priorities for that money, such as deed upkeep. And then those players start getting ideas: "Well, if other people sell goods, why don't I? Instead of buying stuff from a player merchant, why don't I buy my own merchant and sell stuff too?" Anecdote: Back in the day, I was playing on Celebration when it had just been launched. At one point, a new trading hub was announced. It was planned to have more merchant stalls than there were people playing on the server. Everybody sells. Who buys? Structural problem #2: Rolf subsidizing a skill-based elite using money from newcomers. I am referring, especially, to that sorry episode with private traders, which he more or less ended in time for the release of Xanadu, but which ensured, for years before then, that his top players might never have to pay another dime on the game if they played it enough to make and sell enough garbage to traders to make all the money they needed for their own deed upkeep and their own premium time. And since price was based on quality, and quality on skill, then the higher the skill, the more money, until you'd siphoned off all that you could. Then you presumably bought another trader with the proceeds, until you reached an equilibrium between how much time you had and how much money you needed. Then bye bye cash shop, I'll never buy from you again. Back in the day (2012), the proof of that was how established players all paid silver coins to buy the 20 days of premium time offered to new premium members (as part of the new subscriber package), which was more expensive than just buy a month's premium in Euros through the store. Wurm's upper crust has rarely been known for its generosity, so if they did that, there was because there was a financial advantage to it. And if they never bought their silver coins in the first place and obtained them through their own trader, then yes, the advantage was clear. I remember Rolf saying at the time that traders, even those bought by players, should be accessible to all. Naturally, the Wurm elites continued to keep their traders locked inside 3x3 locked houses to make sure nobody else traded with them. And when Rolf told his player core that traders weren't supposed to be the "fountains of income" that they were and that he was considering turning off the tap considerably, his own precious elite players graciously told him off and threatened to quit playing. Structural problem #3: Those subsidized elites then went out of their way to exploit and/or antagonize new players. Never forget that indentured servitude used to be a thing in this game. Rolf designed Wurm knowing full well that his economy would rest on the divide between people who had money and people who had time. And that's how you get to the state of affairs where for most newbies, taking part in the economy -- i.e. having coins -- translates more or less into: "grind me 500 bricks, peon", because they don't have the skills to produce anything else of value. All they have is time, to make objects where quality is not even a requirement. That's why skilled elites outsource menial tasks like 500 bricks: they need them, but they have a more profitable use for their time. At the same time, you saw those same elites complaining every time Rolf made any attempt at changing the game in a way that would run contrary to their interests, as with the traders above. Likewise, they wanted to keep Wurm as hopelessly grindy as possible, because that's how they enjoyed the game, they said. Then the first thing they did was to turn around and outsource the production of those 500 bricks to some poor newbie soul too naive or desperate to say no. I've met some good people in Wurm, but also a number of elitists of the worst order. The worst I've encountered was someone who had contacted me to provide her with 500 bricks or something like that, but who then got offended because I had failed to sufficiently thank her for providing me with a glorious opportunity to waste my time. I was premium at the time. I had my own deed. I did not really need the money. I did that to make myself useful. And that was how I was rewarded. Well, then. My deed was fairly close to spawn on Celebration, so I got a fair number of newbies, and even invited a few to join the village. A few of them were also offered by other established players to provide bricks or clay in bulk, and I always tried to dissuade them from accepting. Not because I was afraid they'd join another village -- I did not really care -- but because what good is it to have disposable income in this game if obtaining it is enough of a grind to disgust you off playing it altogether? (Whatever their reasons, they still stopped playing after a while, but I suspect it had more to do with Wurm's lack of an endgame.) You ask about the economy, but the real question you should ask yourselves is why the game by and large failed to retain new players, leaving Rolf with a core of players motivated entirely by self-interest. Players who should have been told "no" a long time ago. Structural problem #4: And since Rolf legalized people cashing out of the game, the incentive was there to make money at it. You bring in the possibility of real-life financial gain, and you make everything worse. It not only encouraged the elite players to exploit the hell out of anyone coming their way, but it also deprived Rolf of revenue. Come on, Wurm sells coins through the cash shop; for a private exchange to happen, it has to be done at a lower rate than what the cash shop offers. Any such private exchange takes revenue away from the cash shop, therefore away from the game, until the game collapses because nobody uses the cash shop anymore. If your complaints about the Wurm economy all hinge around making real money off it, I don't care. You've always been leeches on this game's potential. I've seen your ilk at work before, talking about Wurm in terms of investors and workers, and never using words like game, players, fun. Wurm is supposed to be a game. I like it as a game. If it's a second job, I want nothing to do with it; and for that matter, if it's all about the money you can make, any other second job is better. Don't get me wrong: I usually love to play the economy in online games. But I hated that very notion in Wurm itself, not only because the currency was pegged to real money, but because Rolf himself legalized and even encouraged the idea that players could make real-life money out of this game. Which led to the kind of core player base we have come to expect from Wurm. And then, there's Unlimited. I haven't bought Unlimited yet, because I'm waiting for my friends to express an interest in playing Wurm. Then I'll get my $30 copy and never have to worry about the usual Wurm Online elitists anymore, or newbies cutting every tree they can find, or the endless grind just so I can get to the levels where my skills match my building imagination. Playing Wurm Online is fun, but not alone. The last time I logged into Celebration, there were maybe 25 people on the server, none in the local chat (and as I said, I was fairly close to spawn). I'd rather play with 6 people I know and like hanging out with, than with two dozen strangers who never bother to act as if this game were still alive because they're too busy grinding to make money or complaining about how their grinding in fact makes no money. Of course Unlimited imperils the survival of Wurm Online. I like to think that it's intentional. I like to think that Unlimited is Rolf's (belated, sadly) realization that the player core of Wurm Online ruined his game, effort after effort, that it was too late to redeem it, but that there were several people out there who liked Wurm in some other way than what the elite of the game had made it like, and who would pay for the chance to play Wurm their way, without the grind, and the snobbery of players who spent too much time taking pride in a bunch of pixels. Still, if you want to ask me how to fix the Wurm economy: 1) Introduce some form of in-game currency distinct from cash-shop currency (which could continue being used for deeds and such), with perhaps a method to convert in-game currency to cash-shop currency. I'm thinking of an exchange bank à la Puzzle Pirates. 2) If #1 is impossible, barter should be encouraged. I suspect it would be a lot more satisfying than the current system where everyone wants coins nobody wants to spend. But most important of all... 3) End private coin-for-cash transactions between players, likewise the selling of accounts and any other item in Wurm for real money. These exchanges were, I thought, unethical to begin with, and since they translate into a loss of income for Code Club while offering nothing of benefit to the game, they don't even have a financial reason to exist. I'm sure this proposal will be extremely popular among the remaining players of this game.
  14. 1 like
    There is a % who leave cause they want a console version of WO where they can sit on there buts for a hour and accomplish what it takes in a mmo several hours or just instant spawn it in cause they are even lazier than that. But this is not the only thing there are many thing's that cause ripple effect's. Me leaving WO to go to WU had nothing to do with the economy dropping and sales going down or cause I'm lazy and want a fast paced game play or that I'm a freeloader wanting developers to make me games for free. In 5 years of my WO exp I bought items twice from other players. Once some building mats when I felt lazy on my large project and once at the very beginning day one of my WO exp to buy a set of chain armor and 2 long swords to help me live longer. So in 5 years i contributed only about 10s to the economy. Every other RW dollar I spent was to the online store for silver for deed upkeep only and I paid for sub on the store. I don't like this RWMT system never did. Only thing I got from leaving is the type of server and system I wanted but it came with a additional perk. I now don't have to pay a monthly fee to play it. Heck I would of left if Rolf charged a monthly fee for WU when he released it. There are many who fall under this reason. What you saw was a decrease mainly from people who didn't like this system either or who wanted a faster pace lazy man version. They all didn't mind paying for the monthly access to the game they where use to it. It was the RWMT they wasn't use to and didn't like having to pay to win or get ahead most of these people played as hermits grinding there skills alone to make there own stuff rather than buy it for RW cash. Now that WO lost these players cause before WU, WO was the only place to play Wurm period we have this huge economy slump. So why do we have it? Is it because the people still left playing are high skilled vets who no longer have to buy good's cause they can make high goods? Is it because people look at WO and WU and compare This version one time fee this version life time fee? I think a good portion of the people who are complaining right now are those who can't sell there good's well this is what you get when it is a player driven economy. Lets look at this from a scifi perspective. Lets say some company comes out tomorrow with a food generator that can make food from thin air you just type in the food you want and pop it appears. Now what happens to the farmers selling there crops to stores, then the stores selling food on the shelf. well these guys just lost a large % of there buyers. There will still be some who continue to buy there stuff cause they don't believe the new food generator is healthy or safe but a large portion who see a wallet relief will buy it. This example above is Wurm Unlimited an Wurm Online right now. There is the sellers left and a portion who think WU servers are not safe. RWMT system Real world effect. What you need to do is now have some type of system put in that causes sellers to have a reason to buy a lot more from other seller's to stable the market. Cause the only fix I'm hearing from the seller's right now is Rolf find a way to get people to play the online version so I have customer's who can't make what I can make. Seeing this is a player driven economy you'll need to fix it and stop asking Rolf to fix it for you he never broke it in the first place. WU is not him breaking it. It is him as a seller him self trying to make a buck.
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    We have been defeated on one server, let us not allow the same to happen again. Back to the top with you!
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    So in short, can not use paint terrain inside?. But change terrain works just more annoying.
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    As someone with over 70 in both Taming and Husbandry I find this an interesting idea, but I`m wary of the consequences. From the wording, I`m interpreting the OP as being about hellhorses. As far as I know, the only red outlined mobs that are both tamable and hitchable are bears and hellhorses. Domesticated bears pulling a cart, novelty item, fair enough as they`re still inferior to equipped horses. But hellhorses are a different story. If hellhorses are allowed to become domesticated and become 'blue' with no age restrictions on hitching (the branding changes have already negated a downside to hitching hellhorses now that you can change equipment while still hitched) then normal horses are almost rendered obsolete. Only those without the required body control will use normal horses as personal mounts until they can upgrade. Which raises another issue regarding the pvp aspect, with potentially raising the bar for entry into pvp. Domesticated hellhorses would become the standard (obviously it does depend on how difficult it is to domesticate them, but pretty much everyone would start grinding to do it), so anyone only able to ride a regular horse is at a mobility disadvantage. And because the hellhorse itself no longer requires taming, then the rider can tow something big and nasty along behind for extra clout in a fight. I would say that stuff like bears/cats/wolves, no problem. But the hell creatures? Nope, no domestication.
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    I've paid and played, preached and prayed, Locked and picked, pointed and clicked, Ridden and walked, emoted and talked, Cut and chopped, taken and dropped, Fled and fought, sold and bought, Stealthed and spied, defended and died, Lit and burned, pushed and turned, Targeted and aimed, groomed and tamed, Mounted and led, butchered and bred, Saddled and branded, founded and disbanded, Cultivated and farmed, hurt and harmed, Harvested and sown, fired and thrown, Pruned and planted, sacrificed and enchanted, Dug and packed, foraged and tracked, Levelled and paved, chatted and waved, Dragged and moved, repaired and improved, Tunnelled and mined, created and combined, Rowed and sailed, tried again and failed, Hammered and bashed, logged in and crashed, Had lots of fun, but now I'm done.
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    yes, fug us. Ignore the bulk of the players and focus on what makes you happy.
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    i'm the owner, it's my summer house where i (almost) never go.
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    I honestly don't play enough to support either side on this subject, but I have to comment that you are winning no argument with me by using Autism as an insult towards anyone. As is stated a plethora of times in the forums when disagreements about land usage erupt....if you don't have it deeded, you cannot control it. I hope yall can come to a reasonable and peaceful solution to the issue.
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    I see this topic as chance for both sides to do this thing right way, either would it be steppe or sand. You should all know better then myself that Skeleton Desert has long been community hunting area. That desert was changed without anyone asking about community opinion. Lets not bring emotions into this and please stay on topic. If anyone wants their opinion to count please use your real accounts and not forum alts.
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    *controversial opinion alert* notch seems kinda bored these days, why not invite him round to the office and get his opinion on the games development so far?
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    I don't play WO much any more. The cost is greater than the amount of time I care to devote to it. WU is the perfect alternative for me.