Leaderboard


Popular Content

Showing content with the highest reputation on 23/07/16 in all areas

  1. 6 points
    It would be nice if we could choose two titles at a time, then choose their order, to make a sort of compound title. I feel like this would add a nice bit of individual personality and customization to the title system, since you'd walk around with a title a bit more unique than the mostly-boilerplate ones we currently use. Examples of what I mean: Educated Drunkard Alcoholic Farmer Iron Chef Dragonslayer Cavalier Granger Alchemist Gardener Mercenary Caterer Metallurgist Puppeteer Clairvoyant Milkmaid Obviously, some combinations wouldn't sound good, but that would be up to the player's discretion.
  2. 4 points
    I thought of something similar a while back and thought "hrm, nah, not good to paint a target on your back"... without some proper security any accounts can be attacked with a brute-force hack (which is something the team should work on... you know security...). Make it manageable with 2 switches to show the skills, show the fight related skills - both off by default - and a proper ladder on the wurm site. +1, once my main concern is fixed.
  3. 4 points
    Well, yes and no. The loot itself is worth it, especially at the time we were hitting JKH simply because JKH had deeds similar to how the game used to be. They were fairly spread out, the massively populated ones were built up but not to an insane degree like the experienced players were build, and a good portion of the rest were built well enough to give people a chance to actually defend their home. It encouraged us because we could go there on the weekend and have some fun knowing we would likely get PvP and if we didn't we would get some loot. It's why the majority of the time we tried not to grief people and I would yell at people for doing such. On JKH, you also had newer players, some not insane veterans defending somewhat defendable deeds is enough of a combination to spark a skirmish, and a skirmish will bring more people. The problem with the game currently is there is a lack of new blood, and Rolf has made the game so easy to defend that you will never once take a risk if you know what youre doing. No risk = no spark = no skirmish = no pvp. No PvP results in people getting pissy and bored, especially in conjunction with no loot. I know when we were hitting JKH the dynamic of the server was basically BL were the aggressors. JK were on the defense and MRs presence was entirely negligible. It wouldn't have mattered if the kingdom existed or not. What a lot of people don't see is when there is only one kingdom trying hard to stir the pot, it burns them out. We were fortunate that we had a lot of productive people, and we had leaders spread out enough to ensure no matter what time of day something was getting done and people were getting prepared for whatever the next event was. I know I was fortunate enough to have been in HS and later working from home to be able to dedicate enough time to help supply the insane amount of resources we needed to compete. I remember I wouldn't even let us leave if we didnt have a satchel full of vesseled gems, 10 quivers of 50ql+ arrows, raid tools, barrel with water/bread/meals, two unfinished catapults and ammo using the old infinite volume satchel glitch, and spare cotton/horsegear in our rare boat. On top of this, for any large scale raids or whatever we had many people working pretty hard to get resources, like our Zerus raid we had groups of people digging their entire playtime every day for days on end like Karellean or making 400 crates like Monokles. It was bad enough being the smaller kingdom of the three, even worse when you had to work twice as hard to get anything done because its more than twice as hard to be an aggressor. With only one kingdom doing the aggression, only one kingdom is doing a lot of work. It will burn out the leaders first because they are spending their time making the experience enjoyable for everyone else, and then everyone else will burn out and not just because of the work. The game has a problem with new player retention, and when you have an increase in veterans you have more people abusing game mechanics to make deeds not worth even attempting to mess with and you have less people making a mistake which results in less PvP. Less PvP = Less Loot + Work Burnout = Less Aggression. It's why a lot of our players would quit for months. If you had two kingdoms instead going at it, the server would look much more lively, even more than it was with just one and one side wouldn't be getting burnt out so often. If you had three, even moreso, but the third kingdom has hardly ever shifted the dynamic of the server since its implementation and i largely think thats down to population. If we could make the PvP experience more risky so people would actually die, the server would look more lively and the more lively it looks the more people it will attract and that will continue. If it looks like people are having fun, new people will come. At the minute its so hard to make progress in actually getting a fight that people just get pissy and bored because you have to wait hours for little timothy to leave the gatehop and make a mistake because you don't want to spend two months preparing to raid his 900 slope dirtwalled deed. When little timothy actually leaves deed, you can't do anything because Rolf has set up the game in such a way where he is encouraged as much as possible to maintain as many deeds as possible, built in ways that abuse as many mechanics as possible, and if for what ever reason he is not near those deeds, Rolf has given more than ample opportunity to instantly vanish with all of his gear no strings attached. Thanks Karma/Recall Home! Mechanics like that, and DR stacking just make it too easy to escape, the first being for long distance skirmishes, the second for gatehops. I enjoyed raiding JKH, but I got bored with nobody coming to raid me, and it was the same before that and the same after. Having played this game for as long as i can remember, I can count the number of times i've had to actually defend my deed on both my hands. Yes, LESS THAN TEN times, on Epic and Wild combined, and thats saying something considering there used to be PvP every week/weekend or whatever. Doesn't sound right, does it? (and this is a sample size of at least 8 years, which is when i actually started to invest a lot of time into the game instead of playing on/off like an ADD kid.) Hopefully someone gets some use out of this rambling, I really enjoyed this game and I hope I can do so again, but the developers don't seem to be taking the game in a direction my friends or I would enjoy. I came to this conclusion when it took a group of 18 people over three days on/off to raid an s15 deed because there were safemines every tile and we burned over 7 satchels of gems disintegrating and still didn't get into over half the ######. Hexproof, Ezalor, Zekezor, Fevster, Rai, Orlaz, Chev, Superspazz, and many others can all attest to ###### like this happening often. It was further drilled into me that this was a game i would no longer enjoy when doing something like that made building any deed in a similarly cancerous fashion take like 8 hours more at the most if you were working at a snails pace with hardly any help. tl;dr rolf has made the game as hard as possible for the aggressors and continues to do so, no aggression = no pvp = people get bored. memories Omar, the statement you made about players not going to take a risk if they can't get away simply isn't true at least when you look at the past where it was infinitely easier to catch someone. Look at the stories or videos involving combat before anyone had these garbage meditation paths, deeds every two feet, or traited horses. Oh, and for maximum nostalgia, heres our old alliance MOTD. Also, one last thing. I'd like to remind everyone that I took the heads of just about everyone who was an active participant of PvP on epic at any point in time. Thanks for getting me to 99.99996. Sucks the server is dead. But the one thing i can be proud of in my time playing is that i wasn't a new recruit of Ebonaura on Chaos before that died too, struggling for flint, being denied basic luxiries like tools and being assigned to a west-side, rundown, wooden Favela for four weeks before getting my class 1A security clearance, peace.
  4. 3 points
    we got a winner yay noizhead at 90s
  5. 3 points
  6. 3 points
  7. 3 points
    Tested it, freakin hate it. So here we go, kill a bunch of crap, target as many champ as we can, hit phenomenal and... One adamantine lump of 0.38 kg and nothing else (was 0.40 for the lucky ones before the fix) ... is that how you reward the players, not even a complete lump of moon metal ? A downsize from the current drops is not exactly what the players have been asking for. At that rate you either need alts (*cough cough* meta much) or do tons of rift before being able to craft and improve anything. Was that the goal ? give a hint of what we can have but make it impossible to reach ? Others loot, yup, still the same thing, PvP designed pauldrons, with little to no interest on freedom (and i bet they are still disabled on pvp, right ?), no use for the decorations and useless amount of moon metal. Congrats, as announced earlier, you managed to mess up the rifts even more. Loot was scarce before, it's even worse now. As everything else in Wurm, the starting idea was great, but band aid patches after another, you just denature it completely making it a completely meaningless shell.
  8. 3 points
    HOTS emperror is BDD who is not playing, is currently on freedom, and since Hashirama has access to him, is keeping all HOTS titles. If devs want to make chaos live again, how about looking into simple things like stopping people who are not even playing this game from ###### chaos up before looking into damages, armour changes, etc. pardon my french...
  9. 2 points
    Here we go, After a few cryptic announcment in Freedom chat about highways disruptions... and a few players knowing the project and helping with it, I'm proud to present the (almost) finished cave canal between Echo lake and Rainbow lake. (green arrows are access points) Idea started years ago with a player named Juliar (in our alliance) who wanted some kind of harbour by her place and a canal going to it. We had a start on echo lake side but the rock layer was way too shallow to do anything proper. Nor we had the time to do it properly. Juliar left, but the idea remained in a corner of my head (swizz cheeze full of hole, can be a real mess there I swear). Both Echo and Rainbow access are easy to find with their bridges towering above the canals. The canal is lit with yellow 70QL imperial lamps (because it's a subway/tube/metro/underground thingy). And the canal run for the bigger part bellow the current northern highway to be out of the way of future deeds mine (and also allow them to have their own underground harbour). Trivia - Around 400 tiles long. Most veins were murdered with lava. Almost 2K of concrete have been used to raise the rock layer allowing shorter open air canals. Also Odynn never bathed that much. Hall of Fame. (yes, the lack of list is an incentive for you to visit the tunnel) Midgard Harbour. (no knarr here yet, we still need to finish the floor mining) Nota : We will have updates, typo to fix and others stuff to add in due time... yadda yadda, queue legal disclaimer plox.
  10. 2 points
    Goblin Leader Celebration + Exo Forest Giant (Cele GL First) Loot is Private Location GL: Y33/34 - X41 on this map https://dl.dropboxusercontent.com/s/yjracuee2r5aj18/Celebration map.png?dl=0 or O22/23 on the in-game map (its just below the mountain ridge) After that the location for the Exo Forest Giant will be given. Everyone can show up for a hit/title/twitter count and get potions. Goblin Leader = Mining potions Forest Giant = Woodcutting potions
  11. 2 points
    I know,I know, there is Niarja for showoff skills and great work was put in that site, BUT..i think the ranking sistem its not fair(in my opinion).. and everyone can cheat and add some more points in to his skill dump. I know it would be extra work for the dev team.. but would also be a great thing for wurm.. it would give the competitive feeling and people(some) would be more motivated to grind their skills. Ofcourse it would be everyone's choice if they want to add the account to the ranking system or not,to stop the pvp thing... For extra motivation..there could be some special titles for the first 10 or so..that would be available only for the time you are in that rank. Any other suggestions are welcome.
  12. 2 points
    Just as the title says. 550 of these things are quite unwieldy when not combined.
  13. 2 points
    So much is broken. So much is lost. Please, you developers, look at the core mechanics of Wurm Online...it was a pvp gme but now that is dying due to too many ' fixes ' which involved playing to the ideas of one or more people or groups. Please just reset the current Chaos map, give reimbursements where warranted, and start again.
  14. 2 points
    Hey Proph.. ever heard of tl;dr? That's a prime example.
  15. 2 points
    Great colors and wonderful service!! Will buy from again. In fact, I need a larger order - I sent you a pm on this. Will def buy from again!!!
  16. 2 points
  17. 2 points
    Eh, what the heck. +1, as long as we could still choose only one or none at all if preferred.
  18. 2 points
  19. 2 points
    Mailing limits are bad for business. Limits any type of rental business like the meditation rug rentals. Limits those trying to run a imping service. (Can only get your armour imped a certain number of times? Really?) Limits crafters who make non-mailable items and the people who would like to buy those items. Priests who rely on others for crafting. Sending items for enchantments uses up your limited number of mailings. Forgot something on your deed? Having a villager send it to you uses up another mailing. When you buy that weapon, you might want to consider how many mailings are left on it. Mailing limits damage the Wurm economy.
  20. 2 points
    Damnit Berris, The Fletch Prince would totally have been cooler.
  21. 2 points
    Essential packrat tools: Painted barrels and crates to color code your stuffs and loots. 'Cause the ten ql logs you find on the fallen noobie deed just has to come home and go into the green crate!
  22. 1 point
    Hi there, I always wanted to have an offline clock showing the current ingame time, even when not playing. So, after some research and helpful dicussion I created WurmClock, a little desktop application for Windows, and I would like to share it with you. Meanwhile WurmClock has been around since April 2012 and I am happy that many users seem to like it. Versions 1 and 2 turned out to be rather popular among Wurm Online players, so I decided to give it a major overhaul: here is WurmClock V3. You can download it here: WurmClock V3 The app shows a small (300 x 300 pixels) image of an analog 24 hour clock which can be placed anywhere on your display by clicking and dragging it with the mouse. By default, the clock will be displayed on top of other program windows unless the user chooses to turn this option off. In addition to the clock itself WurmClock V3 has a new calendar dial, showing the Wurm year with its starfalls and seasons, and indicates the current time of year (starfall and week). Of course, the calendar display is optional (for those of you who prefer the smaller "clock-only" version), as is the additional info window shown below. The "Real Time Days" scale will make it easier to calculate the number of real days left until a certain Wurm date (for example the end of winter ). WurmClock can be used as an offline tool, i. e. when not playing Wurm Online, to keep an eye on the in-game time. It will show you at a glance if it is currently day or night before you log into the game. The clock is updated frequently (every few seconds) and will usually show the current in-game time with an accuracy of ± 2 Wurm minutes. However, each time the Wurm servers are shut down due to maintenance, Wurm time will stop and be frozen until the servers are running again. WurmClock will, however, try to re-synchronize with the in-game clock as soon as possible. WurmClock V3 displays the following information: Current in-game time Current in-game date Current in-game season Current harvesting seasons Current wind data Date & time for next sunrises and sunsets. To run WurmClock V3 you only need the executable file WurmClock3.exe, a recent Microsoft operating system (Windows 7, 8, 8.1, 10) and the current .NET framework (which usually is already part of your operating system). In addition to the executable file there will also be a collection of alternative skins. Unpack the archive WurmClock3.zip (containing the executable, a subfolder called \Skin, and a PDF documentation) into any folder of your choice and run the program. ============================================================================================ NEW: WurmClock now also displays the current wind situation: ============================================================================================ To learn more about the features and possibilities, please read the manual (also contained in the archive file): https://dl.dropbox.com/s/x04qi2lc86iidyo/WurmClock3 Manual.pdf Credits I would like to thank - Hakim for creating the artwork and graphical representation of the clock, - Moogien, Explora and Jdbooker for valuable contributions during beta testing, - Substr for helping me with setting up the software metrics web server, - and, of course, Rolf Jansson and his team for giving us Wurm Online! Have fun Yaga ---------------------------------------------------------------------------------------------------------- Please check my other tools: WurmDate , WurmStatus , WurmSkills , DPMapAssist ---------------------------------------------------------------------------------------------------------- ---------- Updates:
  23. 1 point
    Disclaimer to avoid confusion: This post was written in 2016 and is no longer accurate. Cedar containers no longer slow down the decay of their contents any more than other containers do. I wrote this based on my own in-game testing prior to being on the development team, and while the information was correct at the time, it no longer is, and has not been for quite a while. Conventional wisdom dictates that cedar items decay more slowly, but that cedar containers do nothing to slow down the decay of their contents. Turns out this is actually wrong, and cedar containers do, in fact, slow down the decay of their contents, in addition to cedar items themselves taking less damage. In fact, it stacks. A cedar item, or an item in a cedar container, decays more slowly. A cedar item inside a cedar container decays even more slowly. In fact, the more cedar containers are nested inside each other, the better the effect. For example, an item inside a cedar bucket, inside a cedar large barrel, inside a cedar raft, inside a cedar wagon takes quite significantly less damage than normal. For some background on this and where I got the idea, see here: Of course, the decay code is essentially a basilisk and scares the hell out of me, and empirical data is always a good idea, so I've run a couple tests over the past several days. If you don't care to read lots of numbers and rambling statements, feel free to skip to "Overall Conclusions" at the bottom of this post. Methodology: Removed hundreds of cooked meat from a food storage bin, then placed them in various off-deed, outdoor containers in a secure area. I then checked back a certain time later and noted how much decay was on the meat in each container, and how much (if any) had already completely been destroyed due to 100+ decay damage. Meat QL is not quite the same from test to test, so specific decay values can't really be compared between them. Container QL does not matter, but is listed anyway for the sake of completeness, and I've tried to use roughly equivalent QL of containers anyway. Damage is 0 when not specified. Also note: "Cedar count" below means how many containers in the chain are cedar. For example, meat inside a cedar bucket inside a firwood raft inside a cedar caravel would have a cedar count of 2. Test 1: Two barrels, one cedar and one fir, placed on the ground off-deed and outdoors. Each barrel contains one cedar bucket, three cotton satchels, and the rest of the barrel filled with meat. Initial meat QL not recorded but was likely 46.61QL. Meat left to ripen for approximately 2 or 3 days (not certain; all that's important is all the meat in this test decayed for the same amount of time). Please note that average damage of meat inside a container may be very misleading if some of the meat has already decayed away entirely, since those are not factored into the average; a container's meat stack may have significantly more decay than another even with lower average damage, if it has suffered more total loss of meat items, since the average is only the average damage of REMAINING meat in the stack. Results: Cedar Barrel (41.65 QL) 61 meat (Cedar count: 1, avg. 37.53 dmg): 7 - 0 dmg, 11 - 8.58 dmg, 9 - 17.97 dmg, 8 - 42.91 dmg, 17 - 57.94 dmg, 9 - 78.34 dmg, 0 destroyed Cedar Small Bucket (30.93 QL) 47 meat (Cedar count: 2, avg. 18.30 dmg): 13 - 0 dmg, 11 - 8.58 dmg, 8 - 25.74 dmg, 15 - 37.30 dmg, 0 destroyed Cotton Satchel (10.49 QL) 71 meat (Cedar count: 1, avg. 28.78 dmg): 8 - 0 dmg, 23 - 8.58 dmg, 13 - 17.97 dmg, 9 - 42.91 damage, 9 - 57.94 dmg, 0 destroyed Cotton Satchel (10.49 QL) 71 meat (Cedar count: 1, avg. 33.66 dmg): 9 - 0 dmg, 16 - 8.58 dmg, 9 - 17.97 dmg, 13 - 42.91 dmg, 17 - 57.94 dmg, 7 - 78.34 dmg, 0 destroyed Cotton Satchel (10.49 QL) 71 meat (Cedar count: 1, avg. 37.98 dmg): 9 - 0 dmg, 16 - 8.58 dmg, 6 - 17.97 dmg, 6 - 42.91 dmg, 23 - 57.94 dmg, 11 - 78.34 dmg, 0 destroyed Fir Barrel (42.37 QL) 43 meat (Cedar count: 0, avg. of remaining 39.13 dmg): 3 - 0 dmg, 11 - 8.58 dmg, 7 - 17.97 dmg, 8 - 28.43 dmg, 4 - 68.85 dmg, 10 - 96.03 dmg, 18 destroyed (29.5% loss) Cedar Small Bucket (31.70 QL) 47 meat (Cedar count: 1, avg. 30.95 dmg): 10 - 0 dmg, 12 - 8.58 dmg, 5 - 17.97 dmg, 4 - 42.91 dmg, 8 - 57.94 dmg, 8 - 78.34 dmg, 0 destroyed Cotton Satchel (10.49 QL) 56 meat (Cedar count: 0, avg. of remaining 37.20 dmg): 5 - 0 dmg, 15 - 8.58 dmg, 13 - 17.97 dmg, 6 - 28.43 dmg, 3 - 68.65 dmg, 14 - 96.03 dmg, 15 destroyed (21.1% loss) Cotton Satchel (10.49 QL) 57 meat (Cedar count: 0, avg. of remaining 38.36 dmg): 8 - 0 dmg, 13 - 8.58 dmg, 13 - 17.97 dmg, 3 - 28.43 dmg, 6 - 68.65 dmg, 14 - 96.03 dmg, 14 destroyed (19.7% loss) Cotton Satchel (10.49 QL) 49 meat (Cedar count: 0, avg. of remaining 35.59 dmg): 6 - 0 dmg, 12 - 8.58 dmg, 10 - 17.97 dmg, 7 - 28.43 dmg, 3 - 68.65 dmg, 11 - 96.03 dmg, 22 destroyed (31.0% loss) Tentative conclusions from test 1: Time between decay damage ticks is somewhat highly randomized. Higher sample size/more tests needed to determine if time between decay ticks is influenced by cedar. Damage due to a single decay tick is entirely deterministic, as only certain values were encountered. Damage amount definitely appears to depend on how many cedar containers "deep" an item is stored within (including, presumably, the item itself being cedar). For example, the same damage "steps" are encountered in the meat stack inside a cotton satchel inside a cedar barrel, as encountered in the meat stack inside a cedar bucket inside a fir barrel, because each has a single cedar container somewhere up the chain (cedar count: 1). Meanwhile, the meat stack inside the cedar bucket inside a cedar barrel (cedar count: 2) has different values from the rest. Cedar containers definitely slow decay. With a sample size of a few hundred meat, and the amount of consistency we see here, this is essentially certain. The only meat stacks with any totally-lost items are ones with a cedar count of 0. Multiple nested cedar containers certainly seem to slow decay further. Stacks with a cedar count greater of 2 seem to take less damage on average than stacks with a cedar count of 1, and the damage tick sizes are different in magnitude (see #2 above), but more testing is needed. These results were pretty encouraging, so I decided to do another test. Test 2: Testing to see results of more varied cedar container nesting. One fir barrel placed on the ground off-deed and outdoors, containing three cotton satchels filled with meat. A cedar wagon also parked nearby, containing: 85 meat and one cedar raft. Cedar raft inside wagon contains three cedar buckets and three cotton satchels, all filled with meat. Each barrel contains one cedar bucket, three cotton satchels, and the rest of the barrel filled with meat. Initial meat QL equal to 45.21. Meat left to ripen for approximately 3 days, 18 hours. Please note in this test that the starting meat QL is not the same as in the prior test, and it was left to decay for a longer period, so please do not compare numbers between the two tests! Don't do it! I mean it! Fir Barrel (42.37 QL, 2.0 dmg) Cotton Satchel (10.49 QL, 9.5 dmg) 35 meat (Cedar count: 0, avg. of remaining 37.52 dmg): 1 - 0 dmg, 2 - 8.85 dmg, 5 - 18.55 dmg, 7 - 29.42 dmg, 11 - 41.95 dmg, 8 - 57.19 dmg, 1 - 77.86 dmg, 36 destroyed (50.7% loss) Cotton Satchel (10.49 QL, 9.5 dmg) 39 meat (Cedar count: 0, avg. of remaining 39.36 dmg): 3 - 8.85 dmg, 6 - 18.55 dmg, 12 - 29.42 dmg, 4 - 41.95 dmg, 10 - 57.19 dmg, 1 - 70.78 dmg, 3 - 77.86 dmg, 32 destroyed (45.1% loss) Cotton Satchel (10.09 QL, 9.9 dmg) 31 meat (Cedar count: 0, avg. of remaining 33.54 dmg): 2 - 8.85 dmg, 4 - 18.55 dmg, 15 - 29.42 dmg, 7 - 41.95 dmg, 1 - 57.19 dmg, 2 - 77.86 dmg, 40 destroyed (56.3% loss) Cedar Wagon (40.482 QL, 7.54 dmg) 70 meat (Cedar count: 1, avg. of remaining 43.10 dmg): 2 - 0 dmg, 14 - 8.85 dmg, 11 - 18.55 dmg, 7 - 29.42 dmg, 3 - 41.95 dmg, 3 - 44.24 dmg, 11 - 60.10 dmg, 19 - 82.28 dmg, 15 destroyed (17.6% loss) Cedar Raft (16.72 QL) Cedar Bucket (30.93 QL) 47 meat (Cedar count: 3, avg. 17.95 dmg): 9 - 0 dmg, 12 - 8.85 dmg, 5 - 17.69 dmg, 4 - 18.55 dmg, 11 - 28.44 dmg, 6 - 40.81 dmg, 0 destroyed Cedar Bucket (31.82 QL) 47 meat (Cedar count: 3, avg. 20.15 dmg): 3 - 0 dmg, 12 - 8.85 dmg, 9 - 17.69 dmg, 6 - 18.55 dmg, 10 - 28.44 dmg, 7 - 40.81 dmg, 0 destroyed Cedar Bucket (31.70 QL) 47 meat (Cedar count: 3, avg. 18.11 dmg): 8 - 0 dmg, 10 - 8.85 dmg, 6 - 17.69 dmg, 6 - 18.55 dmg, 12 - 28.44 dmg, 5 - 40.81 dmg, 0 destroyed Cotton Satchel (10.49 QL) 71 meat (Cedar count: 2, avg. 23.96 dmg): 8 - 0 dmg, 22 - 8.85 dmg, 10 - 18.55 dmg, 6 - 26.54 dmg, 3 - 29.42 dmg, 9 - 38.59 dmg, 11 - 52.99 dmg, 2 - 71.81 dmg, 0 destroyed Cotton Satchel (10.49 QL) 71 meat (Cedar count: 2, avg. 33.68 dmg): 2 - 0 dmg, 11 - 8.85 dmg, 14 - 18.55 dmg, 5 - 26.54 dmg, 3 - 29.42 dmg, 17 - 38.59 dmg, 11 - 52.99 dmg, 8 - 71.81 dmg, 0 destroyed Cotton Satchel (10.49 QL) 71 meat (Cedar count: 2, avg. 25.94 dmg): 7 - 0 dmg, 15 - 8.85 dmg, 14 - 18.55 dmg, 4 - 26.54 dmg, 9 - 29.42 dmg, 10 - 38.59 dmg, 9 - 52.99 dmg, 3 - 71.81 dmg, 0 destroyed Tentative conclusions from test 2: Conclusions from test 1 seem to have held water. Higher cedar count definitely seems to matter, possibly without bound. Meat stacks with cedar count 0 suffered much more item loss than meat stacks with cedar count 1. Stacks with cedar count of 2 or 3 suffered no item loss, but every stack with cedar count 2 suffered greater total damage, and greater maximum damage on any single item, than every stack with cedar count 3. More testing may still be necessary to determine if time between decay ticks is affected by cedar count. That was a lot of numbers and words to type, so... let's finish this up, shall we? Overall conclusions: Cedar containers slow down the decay of their contents. The more cedar containers an item is nested in, going all the way up to the highest parent container, the more the decay of that item is slowed. For example, an item inside a cedar bucket, inside a willow raft, inside a cedar knarr (2 cedar containers), will decay more slowly than an item inside a cedar bucket in inventory, a birch knarr, etc. (1 cedar container). If you want to slow decay on an item but don't have a magical chest, you can't bank it, and you can't or don't want to put it in the inventory of yourself or a storage alt, your best bet is probably to nest as many cedar containers as possible ([[[[[Bucket] Large Barrel] Raft] Huge Tub] Vehicle]?), inside a building, on-deed. Amphorae also slow decay of contents, as confirmed by staff (see linked post above). According to WU code, the effect is the same in magnitude as it is for a cedar wooden container, and implemented the same way, so you can still benefit from nesting an amphora inside a cedar container or vice versa. I may test to verify this in the future. Cedar is, more than ever, the obvious choice for pretty much anything that serves as a container, whether it's a ship, a chest, a barrel, or anything else you can make out of wood. Almond milk, while vegan-friendly and not unhealthy, should not be construed as a nutritional replacement for animal milk, as the former is lacking in many important nutrients found in the latter, especially protein content. I am a very tired man.
  24. 1 point
    How about adding a sextant so that we can find our position while sailing. I know we can use landmarks but those usually only work if you are familiar with the server, doesn't really help much when you're going to make a deliver and you're not familiar with the server. 'Find the nearest deed' well sometimes that wont' help as well, how many deeds aren't listed on the on the community map? With a sextant ( limited to only being use while on a boat ) you could wait and appropriate time and much like a compass would say, you are around P12. Anyways just a thought from having to make deliveries to unfamiliar servers and guessing at which bay or towards which mountain i should be heading to only to find out i gotta sail back 2 hours against the wind. P.S. Length of time to find position could be based on the type of material the sextant was made of, Wood, Tin, Iron, Brass, Bronze, Gold, Silver.
  25. 1 point
    Glimmersteel Great Helmet glows in the dark compared to the rest of the glimmersteel plate set Please fix.
  26. 1 point
    Thanks Bangz! Great guy with fast delivery!
  27. 1 point
    We lure a few, take them down and move to the next, trouble is, our amount on freedom is probably higher than yours on epic and we quickly have the "too crowded to attack" event message... which is fun when only champ now drop loot... Hard to say that since they changed the loot distribution totally ^^ The glance rate / miss is awfull, no matter the kind of weapon you are using, teamwork is highly needed to take them down (and we get back to the "too crowded' issue). Between the frequency of those "spawn", the time they take and the overall lack of interest, i hear more and more player saying the same thing, they no longer bother with rifts. Might be time for the devs to understand where the problem is and to fix it. 1) Rifts are players against creatures - Most of the loot items we get was created for PvP leaving the PvE crowd with cosmetic items with little use. 2) Moon metal reward - yup, it's nice and totally silly as well, plenty of tiny bits around, not enough to do anything on your own, if the goal is to improve player trades, you might want to give everyone something to trade, because the market is quite dead right now. 3) Rift loot - Heeeellllloooooo, can you fix the liquid metal and seryll bracelet please, first one cannot be used (and need to be kept in a container), second one is bugged as hell (and probably do nothing). 4) Rift loot and RGN - Except the useless pauldrons, the few interesting items are quickly used and are really hard to get. Add to that the QL & Rarity to it and you can enjoy a once in a time powerful or totally useless item. Might either want to increase their longevity or their occurrence / amount in rift drops. 5) Rift decoration - Give them a use, 50 mining actions per crystals, random stuff going from source crystal, gems, moon metal. Weird plants and trees, glimmerwood and adabark anyone, can add some silly use to them but still make them usefull. Plants and remaining rift creatures hearts could be use to make some new potions. 6) Landscape destruction - We still need a means to repair damages to the tundra when those rifts will hit it. And don't tell us the ice pillar trick, that thing is an insane waste of time and favor to get the right RGN powered action. (Add to that any landscape we can't repair as well). 7) I prolly said it somewhere else, skip the yelling, find the good stuff and fix it for the game and community sake.
  28. 1 point
    Made two smaller Skins based on the default ones. Extra Small ( 222x222 px ) - Download Extra Extra Small ( 100x100 px ) - Download
  29. 1 point
    When people can make gear fast enough, they don't need to play safe and there is more pvp. But armours like drake/scale, plus hours to get 1 guy pvp ready makes people just want to win win win and not take any risks. I would say faster timers for creation of items but that will remove the balance on the pve side. At least on epic the creation and improvement of items should be faster, caus atm epic and chaos arent much different. On WU at desolation we had like 30-40 active players but everyday we had 2-3 fights and I can say WU and challenge were the most fun pvp I had in wurm. Reason was simple: People could make gear fast enough > go die > do it again. Like it literally took 1 hour to get everything from armour to weapon to horse gear to arrows!!!! For pvp servers gear stocking is the biggest incentive for players. No one wants to go through the effort of making gear for hours even if they have the skills to do it. Hence, they succumb to mine hopping - for better hopping they plant war deeds everywhere on the map - due to that smaller groups have a hard time deeding/establishing on the server. It's fcked up if you ask me. ^ All this comes from the perspective of a player who started chaos in the most underdog kingdom and had to do pretty much everything on his own. Still am crazy thats why I pvped a lot
  30. 1 point
    Hello, items are located on Xanadu (s19), can be mailed to any server (1c CoD fee to Xana, 2c for other servers). No enchants on them. Pickaxe, tin 89ql - 4s Saw, tin 89ql - 2.5s Rake, tin 88ql - 2.5s Send me PM or reply here.
  31. 1 point
    We are located on the NE side of the map - at Lothlorien Meadows (you can find it on the community map). I don't have much time to play these days so no deliveries - pickup only. Its easy though. Simply drop by, buy the key corresponding with the horse you want (token is accessible here if you need to use it), then you can grab your horse (and drop off the key in the chest by the vendor before you leave pretty please.) Current stock and prices: 5 speed hell horses I also have 5 speed hell horses - currently charging 1s each and got a waiting list for those. Hell horses wont aggro you once you are in a cart, hence they are a vey convenient way of travelling when hunting or hauling stuff for large distances due to their speed (they do about 30km/h with some decent gear). I would not advice them for your around the deed cart but they are great for hunting trips, travelling or hauling stuff. If you can't reach me in game then send me a message here on the forums and I will get back to you as soon as I can.
  32. 1 point
    Thanks for the enchants and shiny anvil.
  33. 1 point
    That clock is pretty cool. Found the HTML version. http://jenn001.game.wurmonline.com/battles/stats.html and Xan http://freedom007.game.wurmonline.com/battles/stats.html Thanks a lot Retro and Lisabet
  34. 1 point
    According to recent changes, loot can only be gained from champion creatures, and I believe the warmaster.
  35. 1 point
    Wow nice! Is that with the unstable client with the new renderer? Nope, that is the regular client - everything just regular. Below are the settings I have currently. Awhile ago I was messing about with turning settings up and just left them this way, but usually I just have them set low according to Budda's thread "Configuring The Client: Looking Nice, While Running On Low Settings" Honestly I'm not too picky on my graphics but find Budda's suggestions work great. P.S.- I got so excited when I opened the startup to grab my settings and saw my house on the cover of the news that I forgot to say thank you for the likes / compliments Thank you!
  36. 1 point
    The main problem in my opinion is that the map resolution is way too low. The same applies for the map we have now. Can someone compile a new image out of this map instead? Not take the data in there, just take the full resolution image from it.
  37. 1 point
    [11:47:37] You attach the lock to the gate. tested on deed np, and see that someone did the off deed gate as well, so all good I was given a link to this video, but it did not help things https://youtu.be/lTK0oaz6V0c
  38. 1 point
  39. 1 point
    let me do the LooneyMontreal: Berris got all the op-contend. no reason to play anything anymore. Guess it is time to switch sides: i am going for 100 foraging and will choose 'I like Berris' - will be back in a year or two.
  40. 1 point
    My humble forest cottage
  41. 1 point
    daily bump [23:24:38] Buddha [23:24:29] Faith increased by 0.3400 to 66.1611
  42. 1 point
    yeah lets remove anything fast instead of making slow things faster because we need bigger maps and slower travel this makes the game more fun and easier for new people to get into
  43. 1 point
    Nice i think is 3rd in wurm history, good luck with auction.i will see if i can sell mine for good price
  44. 1 point
    Bump, Really think this one should be implemented.
  45. 1 point
    Ok I I've just spent exactly 2 weeks here. Started with 30 faith and no experience as a priest. Today ended at my goal of 70 faith so I can cast genesis and with a great understanding of how sermons are run. Qdlaty I've now left with Malena and Shalestina. Thank you so much for everything and good luck with all of your goals and happy sermoning till the end!
  46. 1 point
  47. 1 point
  48. 1 point
    Psalamon, if you meant my knarr - the screamin' Green Eagle - Archaed did that one. But he's gone into retirement and Toey is as skilled if not more so, just a bit farther away. But good friends and colors are worth a trip, and we love to sail anyway!
  49. 1 point
  50. 1 point
    Now selling color kits for 2s high ql and looks fantastic on marble statues all colors come in 1kg lots.
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up