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Showing content with the highest reputation on 27/01/17 in all areas

  1. 6 points
    Unlike other people i'm still giving everyone a chance to get their mining potions. It appears this is no longer deemed "normal/fair" going by the standards of other people. Loot is private. Meet on Celebration on the west center island.
  2. 3 points
    another solution might be to spawn a portal to the rift ( like an instance) so the actual rift and area is on a small server but the access to it is spawned like now with the red light. less cleanup that way. I personally don't mind the mess they make but this might be a solution for the people that do
  3. 2 points
    This is one sexy larder! It'll sit in your kitchen and quietly flash blue. Goes with all kitchen sets and tile designs. Be the envy of all your friends! Keep food fresh like a pro! It's made of cedar wood and is 55ql. This may be the first supreme larder to hit the market, so get yourself one of a kind! [01:32:06] A cool area for storing food. You can barely make out the signature of its maker, 'O.af.airyb.eeks'. This is a supreme example of the item, with fine details and slick design. Ql: 55.293556, Dam: 0.0. Starting bid 20s Increments 1s Sniper protection 1hr Reserve 30s
  4. 2 points
    First 2 items will be kept for the finder and penner. All other items rolled. Meet at the center of Gurubears crater. (Theres a 1 tile path going through the mountains from the southeast) that is walkable for anyone. Or take the gurubears crater highway that is being built right now on the southwest side. It takes longer than you think to get there, if you can't make it or are delayed for leaving your village too late i can't help it. We don't want to wait 2 hours for everyone to get there. (Im refering to previous slayings in the crater which were sadly, often delayed). 15 O/P center of the sand crater, no where near sea!
  5. 2 points
    The game lacks information about its various aspects, such as being a priest. Of course, we are used to searching the forums, Wiki, asking allies, friends, CA, Freedom, GL, IRC... But here's what would make priests' lifes better: 1. "Get favour" Currently there's a "get price" option which is generally used for calculating how much favour an item can be sacrificed for. However, it is not the case for animal parts or chopped vegetables. What i propose is a new right-click option on items in your inventory that would tell you how much favour your deity will give you for it: first way would be the client calculating the favour value basing on you faith, item's name and quality and telling you in the event log; another way is to make it return two lines: first being the "base" favour value grabbed from the server, which wouldn't take your deity bonuses and specifics into account, the second telling you to read the altar inscriptions for more specific information. 2. Altar inscriptions Currently there's one "informational" option about priesting available in game, which is the spell list, accessible from altars. As an addition to that, i propose a new right-click option on altars (available to all or just priests) that would spawn a window with brief information regarding faith the altar is blessed to or also priesting in general. What it could include: general information on what priests are, few words about their lore and the player deities; restrictions for followers/priests/champions; information about deity-specific favour items and corresponding modfiers (for instance, Alice sacrifices a garlic, gets 6 favour and tells Bob about it; Bob uses "get favour" on his garlic, sees the line about 6 favour and another one telling him to read altar inscriptions; Bob reads in the altar inscriptions that his god doesn't like the smell of garlic and won't give him favour for it); a short FAQ of some kind, including information about double faiths or something like that.
  6. 2 points
    I just wanted to "Suggest" we all thank the dev's for a number of small updates not enumerated in the patch notes: cleaning up a number of small icon's that have been ?'s for so long. Your work has not gone un-noticed. Felled trees becoming stripped trunks and not the full tree. Please feel free to list any other changes you've noticed.
  7. 2 points
    +1 for any form of transport option for animals that can not swim. Islands with bridges to the mainland dont feel like real islands for me... so I always avoid to connect mine.
  8. 2 points
    Holy, over 1g already.
  9. 2 points
    sounds like a great idea. I loved my in game chickens so much I got real ones now.
  10. 1 point
    I love the looks we have of many of the floors and roofs, from the top side. However, from underneath, it is very rough and unfinished looking, like you would only have in a barn, or crawl space in a basement. I would love to have a few choices of finishing treatments to apply to the underside of the roofs and floors. Plaster, fine carp, detailed stone work, repainting, etc. Maybe when starting the floor of a certain type (such as Stone Slab), you then have to choose an underside finish: none, plaster, box wood, beams, logs, clay tile, marble, mosaic stone, etc. For plaster and the wood options, should then be able to paint the plaster (also between the beams) to really liven up the insides of our houses. Would need to add extra materials to complete. Might also want to make it a stand alone option that could be applied to existing ceilings (roofs and floors), so folks don't have to rip and replace.
  11. 1 point
    No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  12. 1 point
    This may have been requested before (and I know many players are waiting for it) - and it already was present in the unstable client at some time. However it never appeared in the live version of WO, while it is available in WU. Please make text on signs visible! It must be possible (and I didn't see any problems so far), as can be seen by these two screenshots from WU: This will add a lot more realism to the game.
  13. 1 point
    Become The Environmental Hero! Mother Nature helps us by giving wood, ores, food and home. But how can we help her? Answer is easy; by destroying unwanted tiles! Look at that amount of unwanted tiles disfiguring our beautiful lands! http://maps.mvcomputing.co.uk/Deliverance/ We have to get rid of them! What we have to destroy: *Slabs *Plank floors *All kinds of cobblestone *Packed dirt Rules: *Take screenshot of area before and after *Count how many tiles you destroyed and post it here. *Be honest *Don't destroy highways or used roads(if you're not 100% sure that roads is unused, leave it alone) *Make sure that area is abandoned *Make sure it isn't historical place *Remember to pray to retrive eventual faith losses List of Deliverance Ecologists: The Environmental Hero! 1000 tiles+ Nature Lover 500 tiles+ Ecologist 200 tiles+ Little Ecologist 50 tiles+ List will be updated up to date
  14. 1 point
    Changes and Features: Lootable Rift creature recipes will now go directly into the inventory of a participant rather than drop on the corpse of the creature. The deity transfers for Nahjo and Libila PMKs offered with the 1.3 patch will end on February 1. /transfer will be disabled and GMs will no longer accept in game requests for transfers. Show Village Plan via the settlement token will mark perimeter and underwater tiles differently to village tiles to allow mayors to identify the village borders easier. Improved decay reduction on larder contents when filled with snowballs Added search by listing in cookbook, you can now search by ingredient, cooker, or containers. Improved flower and enchanted grass honey production for hives. Bug Fixes: Bugfix: Completed barrel racks will no longer have the add to crafting window option in the right click menu. Bugfix: Removed rarity from milking. Bugfix: A player will no longer get stung by bees when boarding a vehicle containing an active hive, even if they do not have a lit smoker. However, a commander will still get stung as bees do not take kindly to being relocated. Bugfix: Fillets of fish will no longer lose weight after being placed in bulk containers. Bugfix: Fixed a few issues with marking and writing recipes. Bugfix: Beehives will no longer be productive in mines, nor can they be pushed underground. Bugfix: Fixed an issue with a few ‘pasta’ recipes. Bugfix: Fixed an issue where fireworks were not giving the proper number for ‘uses left’. Bugfix: Fixed a few issues with bee hives and smoker mechanics: Dormant hives will only sting if you try to load or unload them without a lit bee smoker. Dormant hives may be opened without the use of a lit bee smoker. Active Domestic hives will now sting regardless if they are locked or not without a lit bee smoker. Bugfix: Fixed so that wild hives on deed abide by deed permissions for removing both honey and wax. Bugfix: Fixed triggers for a few achievements which were not working properly. Bugfix: You can no longer milk using sealed containers. Bugfix: Fix for wild hives not being removed in winter and thereby reappearing in the same place the following spring. Bugfix: Fix for capitalization issues with missions. Bugfix: Honey inside a domestic hive will properly average after the hive has been improved. Bugfix: Fix for single queens in domestic hives migrating to other domestic hives – no matter what quality. Bugfix: Due to the large size of some vegetables and the inability to squish them and other ingredients into pottery jars, you may also try pottery bowls for some of those recipes. Bugfix: Removed certain creatures from kill missions and adjusted kill quantities of other creatures. Bugfix: Corrected an issue with mission respawning on Freedom when missions are completed or failed. This should resolve the issue, but we will continue to monitor for any missing missions. Bugfix: Fix for a few items not taking decay on deed when they should. This includes: Animals on a spit Christmas trees Snowmen Bugfix: Removed additional means of teleporting with artifacts in inventory. Bugfix: Removed mission ruler and added a title for the Won the Game achievement. Bugfix: Fixed an issue where the taste option on food would not appear if nothing was activated. Bugfix: Fix for vinegar recipes not properly being added to the cookbook in some instances. Bugfix: Removed goat cheese from any recipes that used it as an ingredient as it was too rare (from easter eggs). Bugfix: Fixed an issue where newly discovered named recipes were not updating some cookbooks. Bugfix: You can no longer unload internal cargo from loaded vehicles as it resulted in ghosted containers taking up space. Bugfix: Resource gathering rune now works correctly with surface mining. Bugfix: Fixes for a few text and spelling errors. Bugfix: Fighting in defensive stance will no longer give occasional aggressive fighting ticks. Bugfix: When planting an herb or spice in a pottery planter, the planted pot will have the quality/damage as the empty planter. Bugfix: Fix to prevent rank gain from all mission types, battlecamp conquering, and HotA pillar conquering. Guard tower conquering now gives 1 rank, the rest trigger rank decay prevention. Bugfix: Flags should no longer take damage while in inventory or on merchants. Bugfix: You will no longer be able to plan a bridge which spans perimeter tiles unless you have village permissions to do so. Bugfix: Addressed an issue with the timer and messaging for conquering battle camps. Bugfix: Changed the way a number of recipes were updated and sent to the client. Bugfix: Recipe fixes for the distilled liquors so that they are correctly recorded in the cookbook. This means that some existing recipes will need to be deleted from cookbooks due to bad recipe data, the recipes affected are the fruit and berry gins and brandies. Bugfix: Planter racks were intended to hold 30 planters so the size has been reduced as was intended. If your rack currently has more than 30 planters, if you remove one it will not go back in and when you plant in one, it will fall to the ground. Bugfix: Fixed a number of cooking recipe and ingredient issues: Creams and butter have their milk type in names. Split fruit juices into individual recipes. Corrected some unnecessary specifications of raw ingredients. Removed some optional ingredients from recipes, as they were unable to be used.
  15. 1 point
    Great cross country hill climb very good exercise. and a fight at the end !
  16. 1 point
    Verified and added. Thanks for the report.
  17. 1 point
    I need 3g total. Can do transaction earliest 3 hrs from now. Even if you got 10s I will take it but bulk is proffered. Pm ratios EDIT: please close got my 3g
  18. 1 point
    A while ago we got three more horse colours, and it really got a lot of people enthusiastic about horses again. PLEASE add all the rest too? All the options were great, makes the game more immersive and brings more interest and fun to the game. As a reminder, here are the options we got from Malena a while ago on this forum thread: Edit: As requested before, please make bred hellhorses non aggro on Freedom:
  19. 1 point
    that is quite a large amount but pvp (at least chaos) traders are using their own kingdom funds, meaning if no one pilfer from the king chests they will have (way) more. Less traders also means more money on them. At this point i would happily make a pmk on freedom with my deeds to keep the money i spend in upkeep in my traders funds, seeing i pay way more than i get back.
  20. 1 point
    Nothing is wrong with them. It is meant to be that they fade away and become useless like personal merchants. Rolf never wanted those to be private anyway. So solution to this problem was made coin finding avalaible via forage/botanize and coins come from same coffers as for traders.
  21. 1 point
    Strangely, there isn't a keybind for planting in planters, and 'plant' doesn't work. I asked in game too, and nobody seems to know of any. Please add planting in planters to 'Plant' keybind (preferred option), or add another for this. Note: it should work for herbs and seeds.
  22. 1 point
    Thanks for trying. I hadn't even realized there is a tech support forum. I'll head over there. I do appreciate you guys giving me some input. :-)
  23. 1 point
    The export plan is a benefit of owning a deed, I don't see this changing honestly.
  24. 1 point
    Congrats on your 500th post! :-) I can't get into any servers. I keep getting the same error message, whether I try Windowed Resizable, Windowed Fulllscreen, Fullscreen, or Windowed. "Could not create window with selected width and height. Pixel format not accelerated." My PC is at least 5 years old. It came with Windows 7, to give you a sense of its age.
  25. 1 point
    Pocket Sun - 1s (91ql) white please cod Szai <3
  26. 1 point
    I have to admire your ambition Attenia. Unfortunately, I don't think the lag would be limited to just your deed/village You'd be right that it's totally up to said village if that were the case though. It sounds like you want one heck of a massive working ranch to fill the needs of everyone counting on you. I think the spirit of what you're trying to accomplish is feasible, just maybe not at the scale you're thinking. It sounds like Wurm is more set up (currently) to accommodate a number of smaller ranches and farms supplying their community. Someone might focus on cattle, another on horses, another on specialty horses (hell+unicorn), etc. Kinda spreads out the opportunity for many people to have sizeable breeding operations while working with limited RL resources.
  27. 1 point
    I'm afraid I don't know the answer to your question, and hope someone does, but in the meantime... I'm sure you know about @Yaga's Wurmclock? It makes it really easy to quickly check if it is day or night. Harvest calendar is also very handy. Doesn't depend on the game so you can leave it open while you work and hop in when daylight hits. Or you can choose to post-pone a break because it is still night. Good luck and God speed. edit: ps. I'm with ya by the way. At night, I'm by my forge, or scurrying to my mine. If I get caught out while traveling, cozy campfire and staying put. I think night adds a lot to Wurm in that regard.
  28. 1 point
    I'll send all the new priests I know of your direction!
  29. 1 point
    Yeah if you read the FIRST part of my post I said it was based on being miffed. Logic and professionalism are the questions I asked. How I said it is how I feel. Both are legitimate and in my case I don't think to overboard in any direction. Yes I agree I have never had anybody quit due to the UI. But trying to help new people understand a messed up tutorial area and having to re explain everything is maddening and demands a response. And trust me this is not me extremely emotional. This is me after I calmed down for a couple hours AFTER the fact.
  30. 1 point
    I chopped a tree this morning and it showed with no leaves. It looks quite dreary but the visibility was great!
  31. 1 point
    I also wanted to point it out here in the suggestions forum so that it gets a little more love from all the people who may not read the change log.
  32. 1 point
    Animal crates. Can they moo? If so then +1 Otherwise how are we mooving these cattle?
  33. 1 point
    This. Actions unrelated to pvp shouldn't interfer with rank in any shape or form.
  34. 1 point
    I couldn't agree more, when I started wurm, there was no tutorial and although it was hard and unforgiving in terms of learning curve, the thing was, what kept me going was seeing all those creations from other players and finding out that EVERYTHING is made from players, which means I could too! That! right there, motivated me to come back and try again Which is why I think a possible tutorial should be more about exploring the actual world and experience it for yourself and having the tutorial aspects more "by the side" of it, like little windows of information popping up the moment you try to do something.
  35. 1 point
    I am sorry, I normally don't do this, but I have to chip in here. I have been playing for about 3 months now, and I vividly remember my run through the tutorial. Wurm's tutorial was so horrendous that it made me quit less than an hour into the game. Period. Full stop. One of the reasons you are not getting many new members is because of your tutorial. Allow me to explain. Nearly 10 years ago I started my first day in another MMO. This mmo had no tutorial. It told you to shoot an enemy and thats it. So you were forced to turn to the playerbase and ask for questions. They had a nifty rookie channel, not unlike our CA Help channel. That's a no brainer. Ask your fellow players. Unlike WO, however, it had NO tutorial. So from the get go, you had to ask people questions. However, if you are a new player, and a tutorial is provided to you, you will wander over and do the tutorial if you are one of those shy people that like to keep to their own and not bug anyone. Wurm has a tutorial? Well lets try that. Sign tells me to take the sword from the chest... however its a steal action. Cant do it. Confusion strikes. Move on to the combat portion where there is a mannequin. Sign tells me to pick up the weapon and hit the mannequin with it. Can't steal, cant attack. See where I am going with this? By the time the player exits the tutorial, selects a server, and ends up in the main world... they are absolutely clueless, frustrated, and nearly given up on the game. So they walk up to the next person they see... the dude with the refreshments... and find out its an NPC. They wander off their starter village and find a wolf, who eats them because no one told them they had armor on them and weapons. Remember the sword they tried to pick up and couldn't? Well, it would had been handy now with the wolf! If only the game had more clearly explained to them their gear was in their inventory.... So an hour into the game, the player is clueless, confused, frustrated, tired and now dead. I had already given up by this point. If not for my friend's insistence, I would not be here today. You cannot expect new players to whoely depend on CA's which they have no idea they even exist. Your Help channel is not exactly clearly labeled... I mean, what the heck is a CA? Do you think a new player will know that? I was asking for help when I came out of the tutorial. But guess where? Local. Yeah that wouldn't help me much now, would it? I know its Wurm, a cold, desolate place, and its meant to be hard, but if we don't take care of our new people, we will have no game in the future. Take it from a new player who went through hell and back to be here today. Not only is the tutorial useless, but its actually confusing people even more than they would be if there was no tutorial at all. I think this is an important task that the Dev team should tackle. Don't wait until its too late. And @Retrograde, that bit about "those things don't add anything"? You are flat out mistaken. Zoning into a flat brick house is not nearly as impressive as zoning into a palace. Seeing a couple fences and a dirt wall, is not as attractive to someone new as walking through a harbor with caravels, water, beautiful trees and slate roads. If you think looks don't sell, then I wager you need to get out more, because commerce and sales are all about how good things look.
  36. 1 point
    Sounds as if you're thinking of the previous tutorial, that had you chopping a tree and making a few things - to teach the very basics of how to interact. The current tutorial is just walking around and getting a wall of text - the is no real interaction. Given the basic questions that tend to get asked I suspect many don't even bother with the tutorial. IMO, it would be far better to have that wall of text elsewhere as reference material, and have people learn by doing. At least to as a way of learning the basics.
  37. 1 point
  38. 1 point
    Takes 10 days to get refresh ability at a level of skill that doesn't even have cool downs on med ticks, we are lucky that we still get 99 nutrition from it and it wasn't nerfed like originally intended.
  39. 1 point
    Already been discussed and it wont happen, just be happy it does not nerf CCFP to 0 like it did after the update.
  40. 1 point
    A few years ago I catched a disease on my own homeserver when i kissed Sme's alt, she was enemy kingdom and i helped her with a mission. BL kissing MR got me diseased immediately Dunno if luck or coincidence lol.
  41. 1 point
    we had a rift near our deed not to long ago right in the middle of our cherry orchard. after the rift a bunch of people offered to help and rebuild. there are great people doing these rifts that are friendly and helpful, in the end we rebuilt it our selves took one tree hugger from our alliance about 3 hours and it is back to normal. I see no need to change a system that is not broken to begin with.
  42. 1 point
    A mod for most of that already exists, do not believe there is a easy way to do tabards. I have a method for the towers i can put into the next version. I can add them into the next version.
  43. 1 point
    well considering this guy (Zukapit) sold an account that he put into a position where it would immediately die to tower guards and lose the advertised items that came with the account.. tread lightly E: oh yeah when questioned about it he put the purchaser of the account on block iirc lmao
  44. 1 point
    A Brave GRATSALOT Knight (Fluttershy) and Lady Melpy discuss the courts politics
  45. 1 point
  46. 1 point
    On that subject, could we get a way to keep grassland "grass"? After years of hearing how terrible "clear cutters" were and believing it, I finally clear cut a map tile~ where it wouldn't bother anyone. I liked how the open terrain looked. Within 2 months shrubs and trees littered the meadow. Apparently, any grass tile has a chance to "roll" a random sprout on it from what I've been told. Eventually all grass tiles will wind up with trees/shrubs on them. Can we get to make meadows, green spaces and the like without turning masses of tiles into lawn?
  47. 1 point
    It will be fun +1 I would like clock tower too
  48. 1 point
  49. 1 point
  50. 1 point
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