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Showing content with the highest reputation on 12/30/16 in all areas

  1. 7 points
    I think that all who drinks coffee are like me disappointed on the cooking update! ANyway atleast i wants coffee in the game, would be nice! Could inplant coffeebean or make acorn for coffee too! Water + Coffeebeans/acorns in cualdron. What do you think!?
  2. 4 points
    Thanks for all the testing and feedback everyone. I read it all and I'm hoping this new release should deal with most of the problems. However, it did involve rewriting most of the mod, so there will probably be some brand new bugs to replace those squished by this update. Clothing now has an effect (ql doesn't matter for now) Fires now give maximum heat at a lower temperature to match the examine text GM protection mode, configurable via .properties file Verbose logging mode for testing, configurable via .properties file Lots of bug-fixes and minor balance changes Some detail on how clothing works: Any item of clothing/armour provides a small warming effect. Cloth gets an additional bonus and wool gets a bigger bonus still. Wool slightly mitigates the cooling effect of rain, and leather (including drake/scale) mitigates this effect more strongly. Leather (including drake/scale) slightly mitigates the cooling effect of strong winds. Wool strongly mitigates the cooling effect from swimming.
  3. 4 points
    Being a new player myself (Arakiel insists I am new even after a month) I find this ridiculous. I have received incredible help and an amazing reception by the people of Wurm. Seeing stories like these kinda make me wonder why. There is nothing quite like getting your ass handed to you by a wolf and having to run crying like a p...y to the nearest guard tower, then licking the red off your healthbar for the next few hours. Day before yesterday I saw my first shark. Wondering if I could take it out, I sailed towards it and whacked it over the head. Being the newbie I am, I did not notice I was at the border of the map, and either that shark or the game mechanics kicked me off the boat. The shark beat me around like a redheaded stepchild as I tried to board my ship to sail away but kept getting knocked off. I managed to board the ship and set course to some random island and immediately zoned, ending up with 3% health. Thankfully Vernex was nearby. Within a minute I was back on the Celebration server and sailing back. He intercepted me and used cotton to bind my wounds. Why do I tell this story, you ask? Because if I had been a thief, a brute, or a Shitler I would had died cold and alone from bleeding wounds. No free 100ql enchanted sword is worth loosing that. Experiences are the reason we play the game. Never sacrifice community for a few silver. Unlike silver, you can't get community back.
  4. 2 points
    Its not hard to put a moat around a deed which is what I'm currently doing, placing some bridges for access and its starting to look how I'd like it. But. I do have a serious problem in that I cannot think of any way to ensure crocodiles stay in it. They are needed for the ambience which also means no fences otherwise how can I enjoy it when unsuspecting peons fall in? I'd go with piranha at a pinch if they were in game but sadly they are not. Any suggestions on how I can resolve this artistic dilemma?
  5. 2 points
    The wall of text: Every other MMO I've played has major tweaking to their skills along the way and each time they do, they hit the reset button, so that the players can reallocate their skills and all be on an even playing field. In Wurm, for some reason, any time there is a loop hole in skilling, the first people that discover it get to skill up rapidly and then keep those skills forever. The other issue I have with the Wurm system is I see a lot of account trades happen solely because someone got tired of playing their character, based on the skilling choices they made last year or the year before. It results in people just leaving the game, if they don't feel comfortable making account trades. This game really is tailor made for about 300 people that love the skill system the way it is now, but not for the 1 billion other gamers out there. As a result, it can't ever grow. When bridges were added, it brought lots of old players back to the game. When Xan was added, it brought lots of old players back to the game. The only new addition to Wurm that really brought significant new players was the private servers with an upgraded skilling system. So I say, let's tweak it even more. Let's figure out a way to bring more players to the game. That has to be the goal right? I can't imagine a game company just focused on the retention of a very small legacy player base, but it sure seems that Code Club is doing exactly that. Especially when most of the developers are also part of that legacy player base. How do you decide to make good changes to the game, when those good changes are going to negatively impact your character and many of your closest friends in the game? I know I'd have a difficult time with it. I think the only way you can make a major change to the game is to make a new game, while leaving the old game intact. It worked with WU. Nobody was forced to leave WO, but people did. Why? Because they LOVE Wurm and were finally given a better choice than what classic Wurm had to offer. The people that stayed were disappointed and predicted the end of Wurm, but it didn't end. There are far more players today than before WU launched (both versions of Wurm combined). It gives people more choice to fit their play style and that is a good thing. What could the new new, new Wurm look like? It certainly isn't going to be a new graphics engine, with a fully 3d world - Code Club doesn't have the time or resources for that. But it does have the ability to make smaller changes, to alter the way the skilling/leveling works in this game. They have Epic, Classic Wurm and WU, which all have different skilling mechanics. So far, the one that works best for me is WU, where you are rewarded for your actions and not forced to constantly gimp yourself and your crafts, just to get a successful skill tick. So for Wurm 3.0, I suggest a new cluster of 4 small servers. On each island, make several large areas of protected biomes - call them "King's Parks", which can't be built on, teraformed or have any trees chopped down. Sprouting, harvesting, foraging, botanizing and cutting grass is all ok. These parks will really help protect the natural resources, beauty and spawning zones for the server. For the skill system, create a master experience bar. Every skill-able action you perform ticks a point into the master experience bar and also raises the appropriate skills for what you were doing. Skills will progress mush like they do on WU. If your tools are higher QL and have speedy enchants, your actions are faster, thus your skills will gain faster. None of the WO mechanics of let's get that plastic hammer from my son's toy tool set, then cut off my leg, to reduce the size of my stam bar, then it will take me a really long time to hammer in that nail, to get max exp for the action crap... The next step is to create skill trees. We have parent and sub skills now, which are sort of a tree, but we need to group them into 3 or 4 trees, which will be leveraged later when a skill redistribution happens. I think the trees should be Fighting, Crafting, Gathering, for simplicity. Each tree will maintain it's own experience bar. So now we have a master Exp bar and 3 Tree Exp bars. For those that like to compare skills to their friends, these will be a great way to go, much like the STP number from Niarja. More importantly, when skill imbalances happen, Code Club can do either a full skill wipe, or specific tree skill wipes. Players then reallocate exp points to the skills they want. Characteristic skills will automatically be adjusted, based on where skill points are allocated. You can't make a priest with only faith and channel have a really high strength. Players will also get paid resets. Purchase from trader or maybe even deed tokens. Pay to reset any tree, as often as you want. For the full reset of all Exp, it would only be when Code Club requires it for re-balancing and every 6-12 months of unbroken paid subscription. I think the flexibility this gives the players will really appeal to those that want to try many of the different skills at higher levels, but simply will never have the time to skill up everything to high enough levels. Many other successful games allow you to reallocate skill points, eliminating the frustration of not being able to play a different role, without having to spend the next year training up for it. We live in a world of instant gratification, so when that is the norm, it is extremely hard to succeed by offering a game that has a 10 year plan for character development. Who the heck wants to make that kind of commitment to a game? One in a million it seems, because that is about how many people have played WO for more than a month. This would also be a great time to introduce new account management. One master account and multiple character slots. I'd love unlimited character slots, since I have 60 alts, but that probably needs to be reigned in, to prevent alt sprawl (especially with boss hunts). So maybe 5 character slots max per account. It isn't like anyone will suffer, since we would all be creating new accounts and new alts. We should also be able to manage deed upkeep through account management. Nice Web Interface to cover it all in one place. If I could check my deeds and keep them paid, right from the web, I'd be frickin happy. So the summary: - New 4 server cluster - lots of protected bioms (parks) - Skilling like WU - Experience bars: Master and three skill trees - Fight, Craft, Gather - Skill reset options for trees and for all (some paid, some as rewards and some as required for re-balancing) - New Web account management system with multi-character slots & deed management. This does not have a PvP solution, but the best way I can think of to add PvP to the idea would be Epic style - Add in a portal that takes you to the PvP server, where your PvP Experience is earned. Probably with a 10x rate gain over the PvE server. I'll let those that really understand the PvP needs figure all that out, but it MUST not intertwine with the PvE servers in any way. No bringing PvP rewards to PvE. What happens in PvP stays in PvP. The PvE servers are will be set up with everything protected and secured from the start. New players should not be worrying about everything being looted from their unsecured camp site on day one. Drop a tent to secure a perimeter from theft. All permissions should be set for lock down, for everything, unless the player specifically changes it to an unsafe mode. I think we are close to that already, which is good and appreciated, but adding in the tent security perimeter could be a nice touch for the new players. May or may not be something we remove after a player passes a certain number of days of play time. Could get used in griefing, so needs consideration. Remember, much like with WU, if people leave classic Wurm to play this new Wurm, it isn't a bad thing. How can it be bad, if people are going to play something that fits their play style better? Do we want to try stuffing square pegs in the round hole that is WO today? Let anyone that wants to keep on the old classic Wurm, stay right here. Give people that like the awesome sandbox, but not the broken skill system, another alternative. At one point, I'd suggested Code Club open up their own WU server cluster, but I know that won't work, with the ability to Mod clients. It also doesn't address the skill reset needs, which is the core component to make this work.
  6. 2 points
    I have just released a new version with the following changes: Leather adventurer's hats now have a small additional bonus against rain. Brown bear helms now have the same properties as a woolen hat. Improved heat source formula so that heat drops off more realistically Reduced heating effect of lights such as candelabrum and torches, relative to campfire, forges, etc. Increased cooling effect of swimming. (This update should address the issues Wulfrock & Jukken raised above)
  7. 2 points
    I read about half way through. Dude just stop being lazy and host a WU server
  8. 2 points
    I strongly disagree that the same affinity should be granted to all players for the same recipe. The current system in which the affinity is different for everyone is a very refreshing departure from what games usually offer. It's like having your very own personalized game in which you actually discover things yourself instead of looking them up on the internet. We need more content that works this way, not less.
  9. 2 points
    There is. If there were 5 or 10 foods that gave the most preferred affinities, that's all that would be cooked without special reason. This way, most all foods will get equal love, as they provide a useful affinity for *someone*, if not for you.
  10. 2 points
    Ye and maybe temp speed boost too
  11. 2 points
    Drake Replaced - Another day of creating PVP by The Crusaders Create, play and have fun - Join The Crusaders [11:19:16] Afusion slain by Pedro Sagaras Bumbum Gau Iaqb [11:22:18] Iaqb slain by Doctorchaos Bloodmaster
  12. 2 points
    Assuming mines work, just hit up one of Aske's roads to the North of Whitefay on Xanadu and go all the way to the top. He should have roads and tunnel connections all the way to the very top of one of the flat mountaintops. Edit: I have the Thin Air achievement, so that must have worked. On the Way to the Moon might be more difficult... Maybe we need to make a spire on top of one of those flat mountain tops, lol. I've been on top of DF also, and haven't got the Moon achievement either, fwiw.
  13. 2 points
    Went Up A Hill and Mountain Goat are some of the first achievements I got, because I lived on a mountain on Independence when achievements were added. I still don't have Thin Air (which is the achievement you want) or On the Way to the Moon but I can tell you the requirements: I'm fairly certain you would get On The Way to the Moon at the top of Dragonfang, so I suggest you stock up on stamina sandwiches and get back to climbing that.
  14. 2 points
    I just wish the wood type still had an effect on the appearance. As it stands there are very few items left that it actually makes a difference, the beds being one of them. Here is a video from nearly 2 years ago, mentioning the loss of customization that came from these updated textures, and how it sort of took away from the "charm". Apparently being able to dye bsb's (without using bugged containers) was in the works, but must have been scrapped...
  15. 2 points
    free bump just got a wagon and i love it
  16. 2 points
    The new one will use topgraphical one. lots of things to adjust and add and all that before its completed. After all this xmas madness i will attack it again so a complete one should be out shortly as its go fairly quickly when i can focus on that completlty, And in the future i think only major road will be marked for the sake of not filling the map with gray dots thus "erasing" some data.
  17. 2 points
  18. 2 points
  19. 2 points
    Much as you might be right - but still a big -1. Far too afraid any tinkering with them would mean the loss of one of the very few things with woodtextures showing that came through the 'lets take it out now 'cause some time in a far future we might get something else for it'-era unscathed - lets keep it that way, in other words don't let anyone touch it in any way please.
  20. 2 points
    *Reads official statement* I in no way, shape or form had prior knowledge of my pet skeletons intentions. They acted on their own in this crime. As for the guard, he is known to take bribes. If the skeleton crew promised a cut, then I didn't know about it. Now if you'll excuse me, I have imping to do... *shoves items in pockets as she walks away from meeting with skeletons.*
  21. 2 points
  22. 2 points
    Settling the Dust of 2016 Greetings and Happy Festivations! This last year has been a long and dusty road, but we have made it through and are preparing to tackle a new one. At this time we start beating out all that dust we have picked up on the trail over the last year and need to close out some of the rockier parts of the old year. I refer directly to the Niru incident. Officially, we are done with this individual and all of the accounts and items that were associated with the individual are and always have been the property of Code Club AB and may be used, dispensed, or removed at Code Club AB's discretion as defined in the EULA that everyone agrees to upon playing Wurm Online. After a long period of open claims being taken in by forum thread and forum pm has finally passed I have decided to finally begin closing this chapter. First, a handful of claimants who lost items and properly noted their losses to us when asked will receive items that we were able to seize in Niru's possession. You will not receive all of your item losses, only those we were able to successfully show were yours. Second, we will be conducting an auction on all of the items that were seized with no proper claim received for. This will start with a listing of items for overview, and then after a week, an auction/s will commence. Third, all of those who lost silvers in transaction with Niru and properly posted a claim in the forum thread or forum pm will receive a percentage of their losses back. The proceeds from the auction will be returned in percentage to those with silver related losses. I cannot stress enough not to get hopeful and expect a full recompense. This is not a reimbursement and I am not setting any new precedent as this is normal procedure for us to attempt to return losses seized in regards to scams. I will not entertain any attempts to apply this situation to other cases in an attempt to retrieve long lost items or accounts. This was a special case of scamming and is in no way similar to other cases such as bans due to rule violations. Thank You, Wurm Online Team
  23. 1 point
    On 30.12.2016 at 10:10 PM, Ricowan said: Personally, I think it should be random for the chef, but once the meal is created, the affinity stick to that specific meal no matter who eats it. So two chefs making the same exact recipe will result in different affinities, but everyone eating the meal from Chef #1 will get the same affinity. Yes, this will randomly favor some chefs who get a desirable affinity from an "easy" meal, but hey, Wurm isn't fair anyway. Edit: Suggestion from Ricowan is obviously much better than this suggestion so I am supporting his suggestion instead of suggesting below.
  24. 1 point
    This is a small tool to send commands to WU servers using their Java RMI interface, intended for use from scripts, cronjobs, etc. RMI must be enabled in server config, and you need to know the IntraServer password. Currently available commands: Shut down server: java -jar rmitool.jar <Server IP> <RMI port> <IntraServer Password> shutdown <Name> <Seconds> "<Message>" Name is purely for logging, users will not see it Seconds - Time until shutdown, in seconds Message - Reason that the users will see, if it has spaces it needs to be quoted Broadcast message: java -jar rmitool.jar <Server IP> <RMI port> <IntraServer Password> broadcast "<Message>" Message - Message to broadcast, if it has spaces it needs to be quoted Check if server is running: java -jar rmitool.jar <Server IP> <RMI port> <IntraServer Password> isrunning Exit code will be 0 if the server is running and can be cotacted by RMI, otherwise it will be 1. Check number of players on server: java -jar rmitool.jar <Server IP> <RMI port> <IntraServer Password> playercount The number of players will be printed to STDOUT (everything else goes to STDERR) Add money to player bank: java -jar rmitool.jar <Server IP> <RMI port> <IntraServer Password> addmoney <Name> <Amount> [Reason] Name is player name Amount is how much money to add, in irons Reason is optional, and does nothing with current WU implementation On success exit code is 0 and a summary will be printed to stdout ("An amount of 1 silver has been added to the account. Current balance is 31 silver, 85 copper and 76 iron.") On failure exit code is 1 and an error will be printed to stderr On success the exit code will be 0 otherwise it will be 1 and a human readable (YMMV) error message will be written to stderr. More stuff will be added in the future. If you have any specific ideas - post them here. See here for what can be done in theory with the RMI interface. Downloads and source code: https://github.com/bdew-wurm/rmitool/releases
  25. 1 point
    Personally, I think it should be random for the chef, but once the meal is created, the affinity stick to that specific meal no matter who eats it. So two chefs making the same exact recipe will result in different affinities, but everyone eating the meal from Chef #1 will get the same affinity. Yes, this will randomly favor some chefs who get a desirable affinity from an "easy" meal, but hey, Wurm isn't fair anyway.
  26. 1 point
    It was a pleasure doing business with Wingfoot. He is a nice and helpful player and the delivery was very fast Can only reccomend! Thanks again Wingfoot
  27. 1 point
    DD payed us a nice Visit the other day bit of a skirmish but no death tabs look forward to more fights in the future!
  28. 1 point
    exquisite shoulder pad, leather 75 1 3s COD to Seelery please :-)
  29. 1 point
  30. 1 point
    There was a bug with how seasons were calculated, which made it very cold. This bug is now fixed and the new release should work properly.
  31. 1 point
    Great stuff indeed. I tried the new version (1.2). Seems none of my heat sources work now. I've tried oven, open fireplace and a campfire (outside). They do not warm you up at all now. Spring 23.00 (night) - You are rapidly getting colder. (right at the fires).
  32. 1 point
    I like the idea of no map / no local and stronger creatures / weaker players. Exploring the world at all should be difficult. Survival mod would be a good fit with that. People need to band together to survive at all then like people always would, start a war
  33. 1 point
    I just want the different wood types for carpentry items ie beds, bsbs etc put back in the game, there was mention ages ago of the reason they were taken out. Has there been any response about why they are not back in now from the devs? Or any eta of when they can be put back in? Apart from that I still and always will miss the old flat coffins, wish they could be considered for a work bench . I haven't liked anything put into this game as much since then :/
  34. 1 point
    why did you even post then if you're too lazy to even figure out the difference wurm mauls are pretty much sledgehammers, just big pieces of metal attached to a stick this is what a warhammer looks like can you notice the difference between them? we have slash weapons, slash/pierce weapons and crush weapons we do not have any crush/pierce weapons, which the warhammer skill could fill in on
  35. 1 point
    Pretty sure as of now, WU will only get 80 or so recipes. So for the majority of the WO recipes we won't be able look them up in WU. Who knows when it'll be okay to share them here. I feel it's smarter to just go elsewhere to share them. And we can do that NOW. The president of useing moderation to prevent people from sharing information because it might inconvenience another who lacks enough self-restraint to not open a spoiler is really a sad thing to see.
  36. 1 point
    [07:51:12] The items silently disappear from the spirit cottage. You expect them to arrive in less than ten minutes. Thanks again! : )
  37. 1 point
    QL 79 Huge Axe Ms90 LT72 C72 N71 (3.8s) QL 89 File c66 (75c) QL 86 Carving Knife c64 w62 (130c) QL 95 Whetstone c72 (55c) QL 92 Mallet, Oak c59 w39 (1.2s) Send it all to "HaraldOst" Also thanks to Tallion who linked me this page.
  38. 1 point
    Make no bones about it, an impalong can be a dangerous place!
  39. 1 point
  40. 1 point
  41. 1 point
    The test server is currently at the absolute height of winter, so you'd need to stay fairly close to a fire and make sure it is well-fuelled with logs. You can type /mytemp to find out if you are getting warmer - if not, then add more logs to the fire. The idea is that winter should be prepared for by gathering logs, building fireplaces, etc.. I know this isn't really possible on the test server, but it is just there so people can test out the mechanics.
  42. 1 point
    I just released an update with this change: Damage from freezing changed from every 15 seconds to every 30 seconds so that actions are less likely to be interrupted Wound size from freezing doubled to balance the lower frequency
  43. 1 point
    If you are inside and close to the fireplace, you should be warming up, even if it is windy and raining. Try fuelling the fireplace with a couple more logs, or standing closer to the fire. The new version has a /mytemp command to check your temperature and whether you are getting warmer or colder. It should be easier to experiment and find out what works now.
  44. 1 point
  45. 1 point
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  48. 1 point
  49. 1 point
    Can move these to the front of the queue in my opinion.
  50. 1 point
    Why would it need to end there? This is merely a joke btw and sorry about the texts being hard to read, it was not meant to be clear and informative.