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  1. 15 likes
    Prenote: Terms such as "Offensive CR" and "Defensive CR" are used throughout the suggestion. This does not necassairly mean actual CR codewise but rather modifiers that gives bonus hit chance for offensive actions or miss chance for defensive actions that would equate to the CR mentioned. Basics All 5 paths (Love, Hate, Insanity, Power, Knowledge) got their own individual passives. These passives scale linearly based on player level starting with level 2. (10 levels in total) Meditation abilities are not dispellable... since they arent spells. The max cooldown between path levels is reduced to 1 week and thus lets players experiment with diffrent paths without feeling they are horribly gimped by doing so. The skill level is what truly restricts the player. Love performs 3x healing for all non-spell sources. (+20% per level. This includes cotton, lifetransfer, regen and mycelium absorbation) Hate gets 20% dmg bonus and 20% offensive cr bonus. (2% per level. does not stack with passive faith bonuses.) Insanity gets 20% dmg reduction (2% per level.) Power gets 30% stamina reduction (3% per level) Knowledge gets 25% skill increase (2.5% per level) Now with that out of the way, here comes the fun stuff. Each path has 4 abilities that are choosen when to unlock. New ability choices are given at level 4, 7, 9, 11. One ability is unlocked at a time. Love Refresh Unchanged. Enchanted tile same functionality except that enchanted tree tiles yield 3x harvest. Love effect When used on the ground it makes all hostiles in local friendly for 10 minutes. If used towards a specific non-unique non-tamed non-valrei non-human creature it will perform a strong charm/dominate effect and turn it into a pet. Includes unusual types of creatures that normally cant be turned into pets, like whales and kingdom animals. (sidenote: You can currently ride aquatic creatures like crocodiles in water. Human and Humanoid isn't the same thing.) Cooldowns are unchanged. Soothing presence Permanent aggro-range reducing buff (similar to the newbie buff). Also makes taming and breeding easier. Power Erupt/Freeze Allows the creation of lava on rock/cliff tiles aswell as turning lava into rock. Same timers as currently but domain influence doesn't matter. Erupt only works inside your own kingdom like currently. Erupt can also be used on forges and ovens. Thereby lighting the oven/forge, fueling it and turning all items inside them searing hot. Freeze can be used on any container and instantly cools all content within. Elemental Immunity / Lava Walker Passive buff that gives permanent 50% reduction to all sources of fire, ice, acid and water. Active 30 minute ability with 3h cooldown. 50% reduction to all sources of fire, ice, acid and water. (the passive and active ability stack as additions. thus giving full immunity togheter) Might 2 hour ability with 4h cooldown. 50% increased carrying capacity and 50% longer stuns. Wanderer 60% stam reduction for movement (includes walking, swimming, riding, sailing, climbing, dragging). Does not stack with the level-based passive. Knowledge Get Info Combination of level 1 and 3 get info. Thus giving general information, affinities and carrying weight all at once. Also gives +4CR in combat against that specific target for the user. 1h cooldown and the effect last 15 minutes. Survey Area Slightly modified Get info level 3. Informs you of all creatures and settlements in local aswell as showing all tracks of the past 3 wurm days (same as tracking) at your location. 1h cooldown. No skill loss Unchanged. Attention to detail Passive that gives +2 radius for prospecting/analyzing, 10% higher chance for rarity rolls to succeed and +2 passive CR. Hate Rage Rage: Gives 4x increased damage from bashing and 25% dmg bonus to siege engines for 15 minutes. 1h cooldown. Frenzy +50% attack speed and -35% defensive CR for 1 minutes. 15 minute cooldown. (also modifies minimum swing timers) Roar Turns all agressive entities in local passive against the character for 2 minutes and breaks their combat with the character. (This includes guards and kingdom animals) Also provides 2 defensive cr for the duration. 30 min cooldown. Targeted at the ground. Hatred Passively adds a 1 minute debuff to anything that hurts you. If the person who gave the debuff attack the person/creature with the debuff they receive +2 offensive CR. Insanity Break Reality Teleports the character to a random tile on the server, heals all wounds, removes all spell effects, gives a 10 minute +25% speed boost and +5 CR. Also performs a Fill effect. Same restrictions as normal teleports. Makes the eyes of the user go black for the duration of the effect. Unstable Passively gives 15% dmg reduction in two resistances that shifts to random new ones every minute. Imagination Activated ability that removes the largest wound of the user and gives single-target spell immunity for 5 minutes. 45 min cd. Also spawns 2 random insanity illusions that only the user sees. Nightmare Activated ability that spawns a neutral shadow being (translucent and black shaded fog spider, wolf or wraith) that attack the closest hostile entity with the power of a dominated troll and dissapear after 30 seconds. 30min cooldown. Summary Poor abilities removed New abilities added Choices Rewards the player from the get go and keeps giving more things as skill and level progress. Thus keeping it very newbie friendly More choices in how the player wish to progress and if they want to try a new path after achieving high skill it wont take long to get high meditation level again.
  2. 7 likes
    I think I like most of it, have to think on it. From a quick read it looks like a lot of buffing to hate path, maybe too much especially with the double main passives where other paths only have the one main passive. Not sure how I feel about losing fill on its own, probably nothing to care about with ccfp For what it's worth I'd probably stay insanity, I like the insanity idea of it (was the first path I chose when I started wurm and didn't even know sotg was a thing) and the changes making it more fitting to insanity, usually tanking things/hunting a lot so dr is handy, and it's so much nicer to spam meditate for days in your mine watching stuff (to get 19th). I'm not just that though, other prem account is hate (12th) so I'd be experiencing both "pvp" paths fully. No other premium accounts, just enchant grass alts An addition to the rework though is to end the difficulty of making a path tile. What is the point in them being hard (especially hate...)? No need, they don't disappear normally so Love: Change to any single tile with flowers is always a love tile Insanity: Change to any single mine tile is always an insanity tile Knowledge: Change to any single paved tile is always a knowledge tile Hate: Change to any single thorn tile is always a hate tile No more weird restrictions regarding area size, height, mycellium, nothing. Just simple, anyone can make anywhere they want
  3. 6 likes
    Good start. Can we get some more discussion going on the proposed abilities and balance involved, instead of just +1's. Hate would seem fairly powerful to me for example. As Omar said, the stacking of the passive and Frenzy seems like it could be a bit too much - I like the idea of it though. I'm not sure on the ability unlock choice at each level, as some abilities are clearly better than others on each path - especially with how easy it is to get to level 4. Possibly a choice between a couple of abilities at each level - or only having one or two active abilities at a time that you can switch off to another one after x hours or days.. Anyway, more discussion please. More thoughts and ideas or alternatives is always good. We might even be able to work out some higher level (>13) abilities if we can come up with some good ones.
  4. 3 likes
    Seems like ever since editing the wiki has been relegated to a handful of people it keeps getting more and more out of date. I dare say looks like more things have been deleted than added. Perhaps the team needs to be expanded or just go back to the way it used to be. Well maybe not more and more out of date but always lagging behind long after updates. There is always someone working on updating it but really more man power would not hurt.
  5. 3 likes
    I'm fine with the 2 weeks, but logging option is really needed on mails AND merchants. I stopped using merchants to sell because of the burden of keeping track of what is sold. Mail status is quite the same, you need to dig up event log and guess on rhe bank amount changes.
  6. 3 likes
    This is a good idea to me, but I would specifically say from the start, nothing at all that directly affects pvp, and more of gimmick bonuses that are just neat qol or something along those lines, and probably equal to all paths like recall home/final breath are Like some bonus to reduce natural drain on ccfp, a natural higher healing factor, some kind of small like 1% per level skill gain bonus to all skills that stacks with knowledge, dunno, neat little stuff like that, stuff that isn't game breaking but rewards spending the days/weeks getting the question with something other than a shorter cooldown for level 12/13 abilities
  7. 2 likes
    Did some pondering and it seems an easy fix to correct the Body Stamina issue on Epic would be to increase Body Stamina by 10% each for Mining and Digging. Had a look at several characters and this would seem to bring it up to an acceptable level if raised inline with leveling the skills naturally. If you had 90 skill in both your Body Stamina would increase by 18. Thoughts?
  8. 2 likes
    Love path I suggest to remove tile enchanting from meditation and give it to every player through some other means, be it runes (if rift resources stop being limited) or something different. The reason for this is all other meditation abilities are focused on the character, while enchanting is focused on "deed-building". It isn't anything game-breaking so could easily be made available to all. I know there're some people offering this as a paid service now, but they're very few and usually don't travel far for that anyway. Path switching While 1 week instead of 24 days is pretty good, I want to sugegst a new mechanic: instead of leaving path and then choosing a new one, meditate on a new path tile to get an option to switch to this new path, losing half your levels (rounding up or low). For instance: Switch at lvl 6 of path A to lvl 3 of path B Switch at lvl 11 of path A to lvl 5 or lvl6 of path B
  9. 2 likes
    In the end a lot of people are concerned for their own well-being. Some to a higher extent than others. Thus a lot of people choose abilities that let them personally live longer rather than abilities that shortens the lifespan more greatly of the enemy. If thats the mindset then it wont matter how slim the bonus to survival is. But as the benefits of other paths increase, those survival bonuses become less incentive. But hey, if ya dont like your choices repicking path is simple with the max 1-week change. (not to mention partial passive gain and choosable level choices) Level Delay to reach Delay to Reach New 0 None None 1 12 hours 12 hours 2 36 hours 36 hours 3 4 Days 12 hours 4 Days 12 hours 4 10 Days 12 hours 10 Days 12 hours 5 22 Days 12 hours 17 Days 12 hours 6 46 Days 12 hours 24 Days 12 hours 7 70 Days 12 hours 31 Days 12 hours 8 94 Days 12 hours 38 Days 12 hours 9 118 Days 12 hours 45 Days 12 hours 10 142 Days 12 hours 52 Days 12 hours 11 166 Days 12 hours 59 Days 12 hours
  10. 2 likes
    This is the first time I've seen a "meditation rework" make sense and I guess we can argue "oh this path might be x over this path" but actually, I could be any one of these paths and find a good pvp use. Good work zeke
  11. 2 likes
    I have knowledge. I don't see the skill gain in there.....put it back!
  12. 2 likes
    In tomorrows update we'll be taking an initial step of scaling SotG according to path level, starting at level 7 with 20% of the 30% DR (6% DR). Each level will then add a further 6% up until the full 30% at level 11. Hopefully this does lessen the "six month" requirement on PvP and reward newer players as they advance, we'll keep an eye out and continue to monitor what else can be addressed.
  13. 1 like
    nothing new on WU but lets bring this to WO already! When you mine shards pop out infront of you... lets make same way diging! No more inventory needed and so many actions for stupid moving dirt all the time... Make it same as mining!
  14. 1 like
    There has been a ton of activity on the wiki, to all pages. I'd suggest checking out the recent changes link to see how active the team is. http://www.wurmpedia.com/index.php?title=Special:RecentChanges&limit=500&days=30 The issue is balancing manpower with correct information, which in the past did not happen that fluently. Our focus moving from here on is ensuring that information that does wind up in the wiki is accurate, and we address past inaccuracies within the wiki. If you, or anyone else would like to apply, we have the application link here: http://goo.gl/forms/Flo0Jq2WQxKuADPP2
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    if the case is still that pvpers flock to insanity, then a slight buff can be made to other paths or simply flick that little 20% into 15% and see what happends. I'm also keeping the non-pvp benefits of the paths in mind. Some paths have lovely bonuses outside the actual fighting and thus offer tempting bonuses.
  17. 1 like
    Bleed out. Cut open a mans bowels. Watch. It's time to cook.
  18. 1 like
    cedarwood knarr is finished, beds could be delivered to impalong now
  19. 1 like
    I do not have the update. it sounds to me like you make a liquid base, either using an item on a barrel of liquid for instance, or in the cauldron in the oven, Sometimes it then must be fermented first in a wine barrel , then if the result says it needs to be distilled, as a LAST STEP you put the "Undistilled Liquid" into the still for the final step. You never start out at the still. Cooking Update Guide: https://docs.google.com/document/d/1PhEhJkjNy-jl3_L5mdaQRVzyfdS7MfAt8_iNwSaHYYE/edit Section on Still: As a general rule, alcoholic drinks follow a multi-stage production process: an unfermented mixture is made (via a heat- or action-based recipe) which is then allowed to ferment via a time-based recipe. This may produce a final alcoholic beverage or another intermediate mixture, which may be distilled into a final drink via another time-based recipe. Alcoholic drinks are divided into fermented (e.g. beer) and distilled (e.g. moonshine) groups. Still - used for distillation of undistilled liquids into final drinks. Functions much like an oven for liquids (needs to be lit with a kindling), but will burn for a lot longer. An undistilled intermediate placed in a lit still will gradually change into the final drink over time, so long as the still remains lit. A still is started using two copper sheets, and requires a plank, 2 ribbons, 25 rivets and another 5 copper sheets to complete. Stills have two internal compartments: a boiler (where the undistilled intermediate is placed) and a condenser (where the final distilled product will appear). There is a note that some liquids must FIRST be fermented (wine barrel) THEN distilled: As a general rule, alcoholic drinks follow a multi-stage production process: an unfermented mixture is made (via a heat- or action-based recipe) which is then allowed to ferment via a time-based recipe. This may produce a final alcoholic beverage or another intermediate mixture, which may be distilled into a final drink via another time-based recipe. Alcoholic drinks are divided into fermented (e.g. beer) and distilled (e.g. moonshine) groups.
  20. 1 like
    And I was gonna whine that Path of Love is useless. Puts my problem in perspective.
  21. 1 like
    yes this should be done, I did put it to the devs and retro said they're looking into it, suggesting a fix like this should make it easy for them There is zero reason for this to take months. Needs a hotfix
  22. 1 like
    thanks, that is actually a good reason, would have been nice if someone had just said that in the thread. Still hope to see this one day
  23. 1 like
    They also show up quite often when mining with multiple people. It was reported a long time ago but it seems little to no progress has been made on it, possibly do to the somewhat random nature of the bug. Sense the same issue already exists with mining and has for a really long time, I don't see real reason why not to add it in.
  24. 1 like
    You know the best way to store sheets of paper is by binding them in to books... Activate a needle on a stack of papyrus, add some string and leather.
  25. 1 like