Leaderboard


Popular Content

Showing content with the highest reputation on 06/08/17 in all areas

  1. 25 points
    On August 5, 2007 these two soldiers were killed by a rocket attack in Baghdad, Iraq. Today is the 10 year anniversary of their deaths, and I wanted to share this with others to help keep their memories alive. The first one, Justin Blackwell was 27 and had a son that was born months before that deployment, as well as two daughters aged 2 and 8. He was a good friend of mine, and was considered the unit's 'class clown', always good for a laugh. The second soldier, Jeremy Bohannon turned 18 years old not long before the deployment. I personally didn't know him that well, he was new to our company before we headed to Iraq on 7/7/07. But tho he was the quiet type, he was also very friendly and helpful to anyone that needed it. All three of us were in 59th Military Police Company, 759th Military Police Battalion, 89th Military Police Brigade, at Fort Carson, Colorado; I was their combat medic, taking care of them and all others in the company before and during the deployment. Unfortunately there isn't much that can be done in the case of a rocket attack. I know the pictures aren't the best quality, but I move them to every new computer I get so that I can remember them as they were instead of what I saw on their last day.
  2. 10 points
    It's a joke but i didn't know where to post it.
  3. 5 points
    Hey. I embark my cog as commander, but when I try to reorganize the items in the hold (drag items from one crate to another), I get [12:39:16] You are too far away from the mortar now. Same happens as a passenger on knarr. Please increase the cargo hold ranges for some/all ships. Thank you
  4. 4 points
    Note: I wrote this over a day or two and added little bits and pieces, it's not a complete blueprint but I reached the point where IDGAF and just wanted to post it so I could close the window. Add to it, get mad, tear it apart, whatever. It's out there now and if others like the idea maybe it'll grow into something and if not, it won't. Fair Warning: What you are about to read goes against everything you know, understand and possibly love about Wurm Online today. Please remain calm, breathe deeply and take time to truly grasp what has been laid out in front of you. If you are easily confused or offended please do not click the spoiler. Let me just say I was bored and usually can't be bothered to write out any of the ideas that float around my head. For some reason I felt the need to get this one out and while it's not polished or perfect I think it does get most of what the idea is, across. I feel it would be a fitting replacement for epic because it would be less grind focused and more about actual combat and more fun orientated gaming rather than survival simulator. I know the model is fun because Planetside 2 adopts a similar model and that game is very fun to play and very engaging, I know Wurm isn't an FPS but I think with a few tweaks the territory control system and a less time consuming gearing system, it could be just as fun as games like Planetside 2.
  5. 3 points
    Karma - Angelklaine Hi Everyone! A surprise in this weeks news with a long suggested and requested addition finally coming, and that's not all, we'll recap what's been going on this week as well! But first... Patch Notes A crate surprise With the launch of 1.3 we introduced several new storage options with the barrel and wine barrel rack, the planter rack, and the amphora rack. Today we tease a new rack coming, one that's been asked about for a while now, the crate rack! The crate rack will hold 30 large crates and a whopping 50 small, stockpiling just got a whole lot easier! Highway testing We've had a few races this week using the new highway routing system which is a lot of fun and really easy to follow. We'll be continuing to hold random events with a little notice, but we also encourage you to jump on and try it all for yourself. It's a huge system with a lot of possible uses so make sure you spend the time learning it! For testing and a guide check out this thread here: Midsummers event all wrapped up! I'd like to thank you all for attending the Midsummers event and providing your feedback. It was a lot of fun and I've learned some valuable lessons for future events (not so long!) We have some more events planned in the future, so stay tuned for those. Unstable client! The unstable client is extremely close to going stable and replacing the existing one, so it's incredibly important that you try it and report ANY issues you have with it. if you have bad performance, crashes, anything that could hinder your play compared to the stable client it's incredibly important that you do report these before it goes live as the stable client. Failure to do so may impact your play if any issues arise from the use of the unstable client and we definitely do not want that to happen! The unstable client link can be found here: http://www.wurmonline.com/client/wurmclient_unstable.jnlp Community Content - Tapestry comp There's been some amazing submissions to the tapestry competition, (I'm torn between so many!) I thoroughly advise taking the time to look through them. I may have to nag Saroman about more than one winner... Not only are we working on the highway system, work continues on the valrei overhaul, the creature movement changes and the new skill coming to the game. There's a lot in the works, and I'm keen to share all the information on them as they near completion. Until then though, keep on Wurming! Retrograde & the Wurm team.
  6. 3 points
    Thanks from me for your service Lis. I'm a nurse and my first ever job was in a war vets nursing home. I saw the impact combat had on them even years after so thanks for reminding us , we should never forget the sacrifice defence forces go through to make the rest of us safe.
  7. 3 points
    Thank you for sharing this lis, not many people know the harsh reality. Thank you for your service. These two men might be gone but they will never be forgotten.
  8. 3 points
  9. 2 points
    Allow chaos players to keep their kingdoms tabard design when moving to a pve server, this shouldn't work like kingdom banners as to where we would create kingdom tabards and sell them for everyone to wear but for example someone who is on Crusaders on chaos would keep their tabard design when going to exodus,indy,deli etc.. Would go for all kingdoms Hots, DD, Panda, Ebo. An idea for those part of the freedom kingdom maybe tabards could be designed for each god for something and that would solve the problem for freedomers. It would go like this people would create several designs and everyone would vote on their favorites and then to create them someone following the deity would create a tabard specific to that one and it would stay as is when traded.
  10. 2 points
    Not sure if this has been suggested already, couldn't seem to find an existing post, so just going to throw this out here anyways. So, currently we have an option for 'Marble slab staircase', which for those who haven't already built it just has the floor being marble. In my mind, when I built this, I was thinking the model of the staircase itself would actually be marble, only come to find out it was the same standard wooden staircase. My suggestion is have a staircase model that has a texture resembling that which is used for the marble bridges. Please give your thoughts, ideas, suggestions, comments and perhaps build on this suggestion!
  11. 2 points
    You are in my thoughts sweetie, and so are your lost ones <3 I'm always proud of you and thankful for having been your friend for some of those years. \o/
  12. 2 points
    The lands of Statera had not been discovered more than a month and yet, time was here to gather and mount an offensive against a dreaded beast that plagued us all: Nessy, a Champion Sea Serpent rumored to have been observed to wield 65 body strength and ending many a jubilant new rowboat explorer’s first journey. Fighters from Statera’s main continents, Lux and Vex, gathered, young and old, sporting whatever armor and weapons they could muster with this little time to perfect their craft. Three sailboats of warriors left the Hub, Lux’s capital, three or four Staterans in each, but by the time we dropped our tents on the shore near Nessy, a forth had joined, and while the preparations were under way, dispatching scorpions, snakes, and even a Native Pirate, a fifth sailboat arrived. Some even arrived by land, unperturbed by obstacles on their way, to join the fight: “The aged Ancient Boa is dead - distraction solved, moving on”, said Aristia. Fighting on land would have been challenging, but this beast was water-bound, and in a coordinated effort, 5 sailboats circled, veteran warriors traded places as tanks as needed, while all did their best to shield bash, and land as many hits as they could. Ultimately, the beast fell, Nessy was no more. The organizers of the hunt swiftly directed all to pick a random number and all filed to choose their share of the loot. It was orderly, it was rewarding and above all it was the satisfaction of a job well done and a community coming together. While it is unlikely that all warriors were accounted for, Sathal, Racezor, Randolph, Aristia, Lathe, Justice, Solmark, Morrow, Guildarts, Wargasm and Outforjustice – Thank you all for a great time. Nessy
  13. 2 points
    Why though? Don't you think it's enough to take away peoples servers/homes/items if a merge is really in the sake of saving the population? If someone on epic got to get 40 skill faster than freedom, who cares? its 40 skill, even if it's weaponsmithing, whats the issue, having 45ql weapons? If someone on epic got 90 in a skill, depending on the skill it either was around the same speed to get or actually harder on epic If someone grinded properly on freedom, it is far easier to get double skillgain to match epic's skillgain, except not hindered by difficulty that is too high. (on epic, to get double skillgain as you reach 90 skill you will need items higher than 99.23ql. as you reach only 70 skill you still need 93.07ql items) If someone grinded properly on epic... uh... well you can't. Outside of the super high ql requirement for improving, you... can't really change the difficulty for many other skills that are creation only. Meditating is arguably one of the most important skills for pvp, very useful for pve too, but it's 100% harder to do on epic because the skill requirements are not curved but the skillgain difficulty is curved. The only way to change difficulty is the rug ql and where you meditate, which doesn't get you very far. Freedom med grind is fast compared to epic If accounts get merged with a skill loss, I would like to see bought accounts get a skill nerf based on how long they have owned the account, afterall the issue is certain people don't feel like those on epic earned their skills, right? Or is it perfectly ok to throw a credit card at a 90 body strength account on freedom, and anyone that even has an average 50+ body strength on epic didn't earn it and should be nerfed?
  14. 2 points
  15. 2 points
    While I agree with most I feel that the damage calculator approach will end up with the same people getting the majority of scale / drake constantly disregarding the amt of work a tank or a priest puts in. I think everyone who fights and is on the kill list should get the same amt of hide or scale. I also feel the charges going to the top damage participants also means the tomes get stacked on the same people over and over, this further discourages people from participating. I fully agree with shortening the time a unique can be penned.
  16. 2 points
  17. 1 point
    Hello I am Auctioning another Supreme Horse shoe 7 day timer No reserve min increase : 1s sniper protection : 1 hour buyout :pm me with offers Starting bid 15 Silver [10:38:37] These are said to bring luck! Apart from improving horse speed and safety, of course. This is a supreme example of the item, with fine details and slick design. You need to temper the horse shoe by dipping it in water while it's hot. [10:38:37] You can barely make out the signature of its maker, 'Numaiky'. [10:38:37] Wind of ages has been cast on it, so it will be quicker to use. [100] [10:38:37] A single steel rune of Vynora has been attached to it, so it will reduce damage taken (10%)
  18. 1 point
    Simple and most games/game launchers have it these days, can right click in the friends list and add a small 32ish char note about them to be displayed on hover over. Maybe something like sells x items, or meet at x spot as examples of a reason to leave a note. I love using it in things like battle.net and steam so I can leave a small note about people I don't talk to daily or even monthly to help refresh me of how I met them or why I added them or what services they can offer me.
  19. 1 point
    First off, this is not another one of those suggested bandaid fixes to unique like simply removing the twitter messages or excluding people from the loot if they've been part of a slaying within the last x days thinking that it'd be a reasonable approach and would fix uniques. They are broken on a way more basic level than that. Secondly, i'm open to feedback, discussion, questions and criticism as long as it remains constructive. If a post seems like it's trying to derail this thread into the usual unique drama that 90% of these threads derail into over at most 2 pages i will ask for the forum moderators to delete said post. Last but not least, this post is gonna be a long one. If you do not have the time to read it fully or simply do not care enough to read a long post about uniques you might want to stop reading now. What is actually broken? There's many claims that this is bad and that is broken but first lets look at numbers first. Specifically, the spawn distribution of dragons, drakes and humanoids on every server. You can check those numbers yourself on niarja but i've made it easier and summed them up in a table. Server # of uniques # of dragons # of hatchlings # of humanoids Expected 55 19.64 19.64 15.71 Xanadu 52 14 21 17 Release 55 15 24 16 Pristine 55 18 13 24 Independence 55 16 17 22 Exodus 55 12 25 18 Deliverance 55 14 19 22 Celebration 55 17 16 22 As we can see, none of the server is actually roughly where it should be at according to the default distribution of 5 adult dragons, 5 hatchlings and 4 humanoids, all of which have the same spawn chance. Some servers are WAY off the chart, especially looking at exodus 25 hatchlings which is over 20% higher than it should have been or pristine's humanoids, which are OVER 50% HIGHER than they are supposed to be. There is a second number of interest. And that is the spawn frequency. I could've done the same and listed all spawn times on niarja here, yet i think for this case it makes more sense at what the code actually does. The unique spawn code has a cooldown period of 14 days after the last unique spawn in which no unique can spawn again. After these 14 days are over, it periodically checks all uniques every 8 hours. For all 14 uniques it rolls a 1/300 chance on wether they spawn now. Spread out over all uniques that means every 8 hours there is a 4.6% chance for a unique to spawn. Yet at the same time there is no forced spawn of a unique after a certain amount of time either. So currently exodus for example has had 27 days pass since the last unique spawn, meaning the WurmNG failed 13 * 8, a total of 104, 4.6% chance rolls in a row. So now let's step back from these specific numbers on actual spawn behaviour and look at other problems that are still in the range of actual mechanics and can be directly altered by the developers. First off the "worth" of a unique. We can pretty much tier those into 4 different categories. 1) Adult dragons. They are worth the most, considering they drop both scale which makes the best armour in the game as well as bloods. Not one of the adult dragons actually has a useless blood. 2) Hatchlings. They are worth considerably less than adult dragons. However, they still drop drake hide which makes up the second best armour in the game as well as bloods, quite a few of which are useful. Their main problem is the fact that the amount of hide dropped is considerably less than scale, so while their armour set is a little more than half the weight of a full scale set the amount is less than half. 3) Humanoids. They have the most useful bloods in the game. Mining and Woodcutting are by far the most commonly used imbues in the game and noone wants to miss their imbued tools. They also have a 50% chance for a 3 charge valrei tome, some of which can be worth a fortune. However, it is a gamble on wether or not the item actually drops and then there's 15 different items that can drop. 4) green and white hatchlings. Or how i like to call them the red headed children of the unique family. Their blood is worthless, the amount of hide dropped is still too small and overall most people consider those two not even worth the effort to go out and look for them. Poor little neglected creatures. Secondly, one of the biggest issues with public slayings, overall game client performance with multiple dozen characters within a small area. Third, the ability to pen uniques underground. Some people say its bad, some people say its good. To my knowledge the developers consider it bad. Next up a problem that is bordering between a mechanical issue and a community issue. That is, 'loot soaking' on alts. Currently, making a unique event public will result in a far bigger local count than the actual number of active fighters by multiple times. The current loot distribution mechanic spreads out the scale and drake hide evenly amongst everyone in local and gives them a blood to go along with it. This is one of the main reasons why noone does public dragons or hatchlings. Lastly, a problem is one purely coming from the community. The general toxicity, drama and group vs group mindset that come with a public slaying. If people already go through the efforts of finding a unique, penning it, organising a public slaying and deal with the lag that comes with it, certain people will still find reasons to trash talk them and act unfriendly in general. How do we actually deal with the mentioned problems? That is after all what a suggestion is all about. Suggesting ways to deal with problems you see in certain mechanics. So let's handle the problems mentioned above in the order of their occurrence. Spawn distribution I would suggest using a rotation to handle this matter. And by rotation i mean a reoccurring spawn pattern, such as: dragon – drake – humanoid – dragon – drake- dragon – humanoid – dragon – drake – humanoid - drake – dragon – drake – humanoid and then start over again. The purpose of this is to guarantee an equal distribution of all unique kinds. Currently there are 5 adult dragons, 5 dragon hatchlings and 4 humanoids, and so every iteration of the pattern would spawn 5 dragons, 5 hatchlings and 4 humanoids. Which one exactly is spawned would still be RNG-based, however it would eventually even out amongst all possibilities. Spawn frequency Again, I would suggest cutting down on the RNG involvement here. The cooldown period of 14 days seems fine to me, yet the fact that there is no fixed timer for a forced spawn seems like an oddity. As such there are two possible suggestions on how to handle it. 1) set the respawn timer to a fixed 14 days. 2) keep the current minimum respawn timer at 14 days, keep or slightly increase the frequency of respawn checks after the initial cooldown period and add a forced respawn 72 hours after the initial cooldown passes. Also slightly increase the chance of a unique spawn for checks after the initial one to equally distribute respawns across the time zones. While next up would be the general loot balance between different uniques i will keep this back for a bit and mention it together with the 'loot soaking' problem i mentioned as those two are closely tied together. Client performance So next up is the general performance of the stable client 3.99 in bigger gatherings. The current stable client just performs horribly in those situations. I haven't yet had the chance to test unstable in situations like this, however seeing its current performance after the recent performance boosts i'm quite hopeful for this and think it will be resolved in the near future, or at least will get a lot better than it currently is. Unique penning Penning uniques underground. This is indeed a certain thing where views divide very heavily. As i stated, to my knowledge the devs think that this should not be a thing at all and it was never intended for them to be penned the way they currently are. HOWEVER at the same time, what they and certain other people might not be fully aware of, the one and only reason why public or semi-private slayings are even able to be a thing is exactly this: because uniques can be penned. If uniques would not be pennable at all it would be a rush to become the first group of roughly 15 participants to arrive at the location, you would slay it, and the unique would be gone as quickly as it came. What this means is that, looking at the last bunch of uniques slain and their slayer counts on niarja, for most uniques the participant count would drop by 30-75%. In other words, most people would no longer be able to participate unless they are lucky enough to be around at the time they were found. So, the ability to pen uniques should remain. However, at the same time, the possibility to pen uniques for prolonged times should be removed. If a unique has been penned for more than a week he should despawn and randomly reappear anywhere else on the map. The only uniques not affected by this should be uniques hatched from dragon eggs. They are a relic of old days and still a possible reward from finishing all of a players personal goals (albeit with a very small chance of 1%). The same behaviour of despawning and reappearing on another spot of the map should also be applied to uniques that have been around for a long period of time and are most likely in spots noone might ever find them, and so blocking the servers spot to respawn this exact unique. Due to this i would suggest having any non-penned unique do this as soon as another unique spawns, in other words, every 14 to 17 days after its initial spawn until it has spawned in a location where it was actually found and slain. Community problems/drama Now let me quickly talk about the community problem i mentioned before i go ahead to the last and biggest part, the loot distribution. The behaviour i described above opens up two big questions for me. Why would anyone want to deal with this kind of behaviour? And why should the devs bother to build mechanics in a way to sugarcoat friction between certain groups of the community? I don't see a reasonable positive answer to either of those questions. So in my opinion those are not things the devs should focus their time on. Those are problems the community has to deal with themselves. If you want to be included in peoples kills of uniques that they spent their free time searching for, you should act like someone who they would want to bring along. Of course, now you can see this two ways. You can either act on mutual benefit, saying i will include you in my kills if you let me in on your kills, or they might just invite you along randomly because they've met you before, notice you when sailing to the location and remember you to be a cool guy, or you're a friend of a friend. There are a lot of ways to go about this, yet the least thing i would suggest is sucking up to someone just because you know that they could help you get in on unique kills. It's just not the way to go about this. So, now after all this was already said, let's get to the fun part. Which also just so happens to be the one with the most different views on what is right or how it should be done. That's right. Loot distribution. For this there have actually been two problems mentioned in the initial part about problems i see with the current system. On one hand we have differences in loot value as well as how the loot distribution works in general and allows for the mentioned 'loot soaking'. So here i will present a few ways in which i would redesign unique loot distribution to encourage actual fighting rather than just standing around on 20 alts with 1 fps on every char just to get as much loot as possible. First off, there are two things i would not change about the current loot mechanic. The skull, bone and meat should remain a butchered product just as they are now. This is due to the reason that the corpse ends up with the party that initially found and penned the unique. In other words, the people who usually used a shaker to trap and silver to found the deed it was eventually slain on. Also, bloods should remain a local wide loot for everyone who has premium time on the character. However, drake hide and scale as well as tomes distribution should be changed. For hide and scale distribution i would recommend the following: 1) Pre-generate an amount of hide/scale based on the dragons type and condition. Every active fighter will have an invisible damage counter adding together both the damage he dealt to the unique in successful hits as well as the damage he recieved from the unique. Once the unique dies, the pre-generated amount will be split according to the fighters contribution and added to their inventory. 2) The uniques will no longer generate a fixed amount that is evenly split between everyone in local but instead will distribute a scrap based on their type and condition to everyone who is also eligible for the uniques achievement. As you can see, the main objective with both loot distributions is to remove the 'loot soaking' aspect of alts. If you can handle having multiple characters in the fight then you will be eligible for multiple scraps, however simply driving up a knarr full of alts will no longer make you get the biggest scrap. The first option, however, is still plagued by the current problem that increasing the number of participants reduces the loot by every single participant which would favor smaller groups. The second one would possibly allow increasing the loot to levels way higher than expected if you just have every alt hit the unique once. Wound tracking would probably allow to prevent this, so that you will only be eligible if at the time of the uniques death he has to have a wound of the player for him to be rewarded. Next up, humanoids. For them, my suggestion would be to remove the tomes from a drop and instead roll it out between the highest scoring participants based on total damage dealt and scaling based on the total number of fighters. Instead of the current 50% chance to drop a 3 charge valrei item, the unique will roll a 50% chance for every 10 fighters to roll out a single charge valrei item. I imagine it working similar to this: The unique dies with a total of 52 slayers. So he does floor(52 / 10) rolls of 50%. Let's say we get lucky and get 3 charges. Now the system will take the highest scoring participant, Player A, with a score of 1700 damage. The system will not roll off the charge unless the amount of players in the pool is higher than, for example, three times the amount of charges being rolled off. So the system will take Player A's score and multiply it with 0.95. It will then include all players whos score is higher than this value. It will now have, for example, 4 players total. So it will go down another step and multiply Player A's initial score with 0.9 and include all those people. As soon as it has 9 or more players it will do a random roll for the first charge, distribute it to the player, remove him from the pool and continue with the next charge. The charge the player gets is not determined beforehand but after a winner has been chosen. He will just receive any random charge out of the total pool of 15 possible valrei charges. One last thing about loot changes are the mentioned green and white dragon hatchling. They really need a change to their potion. Acid and Frost potion in their current state are somthing noone would ever use. So either the potion effect itself needs a rework or they should give a blood that can be crafted into a potion that already exists yet can only be obtained from valrei creatures (eg carpentry), or they should have a new imbue potion made (eg jewelry smithing). I think that's it so far about all the problems i see in the current unique mechanics and what i consider possible solutions to these problems. Of course, it is quite possible that i missed something, so if i did let me know. Also, feedback and other people's views on this are welcome, just keep it constructive. I guess here's a TL;DR: change spawn behaviour to fixed pattern to prevent server-specific inequality in spawn rates adjust spawn frequency and force a spawn after uniques failed their spawn check for x amount of time keep short-term penning, remove long-term penning for all non-hatched uniques have non-penned uniques change their location every time a new one spawns so they aren't stuck in unreachable locations don't expect the devs to tailor their solutions around community problems such as dislike between certain groups changes to the loot system keep currently butchered items that way keep blood a local wide distributed loot remove drake/scale scraps from local wide distribution change scrap to either be based on damage score or a fixed amount of every active fighter roll off valrei charges as single use items based on amount of active fighters to the highest scoring participants give white and green hatchling some love
  20. 1 point
    Ill take all the low crystal for 3.2s cod elvenwing if you accept
  21. 1 point
    If you arent sure about creation chance, then don't use the service, simple. But the man is offering free imps. Creation benefits him in no way, what he wants is imping anyways. This is a good service. Imps to 80 are pretty useful and the man is doing it for free. Whats not to like?
  22. 1 point
    Thanks, Firestarter, for your reply, but my son came to this solution by accident before reading your post. The following was dictated by my son, who is more techno savvy than I am! "Tried the unstable client to report bugs for Linux, but it did not run and it turns out that it was altering settings on the main client. As a result of this, when the experimental pack downloaded, the check sum failed and the client hung. Immediately turning off the experimental and verifying the graphics pack, seems to have corrected this."
  23. 1 point
    To be honest, when I find people on my list whom I don't even remember, I remove them But, yeah: +1
  24. 1 point
    ok will put in post right away enjoy
  25. 1 point
  26. 1 point
    I can't draw but a lot of medieval tapestries featured dragons with more than one head depicting powerful entities...so this got me thinking: How about something depicting the eternal struggle of light (Fo, Vynora and Mag) vs dark (Libila)? I tried putting the light side against light background while adding darker touches behind Lib. Obviously more artsy people can draw this properly and add some snazzy celtic type scroll frames or something, but paying homage to the oldest deities seem somehow fitting, with a reference to dragons. (The tapestry below does not really show a struggle, which is what I would have liked, but since I can't draw, it will have to just convey the basic idea!)
  27. 1 point
    Thank you for contributing Findar. Updates done! Kindest regards! Hughmongus Co-Administrator - The Albia Roads Map of Indy
  28. 1 point
    if you simply mean that the tabbard shown on your toon displays the kingdom from /mykingdoms chaos line then i +1 it... meaning if someone else puts on that same tabbard and they are freedom or no kingdom on chaos it would show freedom design! that would be awsome
  29. 1 point
    I'm still seeing the fixation with high skills. Perhaps it's me, perhaps I've been under-developing my Epic character, but Jahpeople is not that much higher skilled than Zenity, and in fact lacks some skills Zenity has used more on Freedom, yet both have similar playtime. Seems to me the only advantage I have on Epic is the effective skill curve, which wouldn't affect my character if it were on a freedom server. The only skills that are better than Zenity's is my characteristics skills, which I have consciously ground up a bit, had I done the same on Freedom Zenity would probably have similar characteristics. As for the amount of dragons killed, have you seen how many live Uniques are on Serenity just now? Low population means that there have probably been more killed on the Freedom cluster than Epic, it's only 4 servers, as opposed to 7 on the Freedom cluster, since every server got respawning of uniques at the same time, it's logical to conclude that Freedom has amassed way more hide than Epic, even if all the dragons still on Epic re killed next week we'll still be behind by 7:4, always. Freedom gets plenty moonmetal, and crafted items from Chaos already, and you're assuming Epic has huge stockpiles of the stuff, sure, that's more likely on Elevation, but the homeservers only get a little seryll from Valrei mobs on occasion, I've got about 5kg stored away, and no weapons, armour or tools made of it.hardly riches..... But, I take your point, and would actually be opposed to joining Epic to freedom the way Chaos has been, that's not the direction I want to see Epic going, not at all.
  30. 1 point
    fyi, wild wasn't shut down and then later reopened. it was a planned merge to join wild to the freedom cluster as a pve server nothing, what I do understand is that everyone that is vocal about adjusting epic skills in a merge is crying to nerf them, never raise And no, we wouldn't be gaining body stats as body stamina was already adjusted when mining/digging was changed to give stamina If you don't care and are fine with a 1:1 merge, then why suggest changing it at all? Why do you care about "real skill" when you have purchased accounts, did you earn those real skills? It's not fair to anyone to raise epic skills in a merge, so I won't consider that. But again, if epic skills would be reduced in a merge because it's not earned, why is it ok to buy accounts and keep those skills? edit: yes my main concern about any potential merging are dual cluster skills/tomes/med paths/faith, and yes it has been brought up in probably 90-100% of the merge threads
  31. 1 point
    i laughed out loud at the comment it has ... lol
  32. 1 point
  33. 1 point
    sometimes people use rock mine doors and they don't want them easily identified by simply mousing over, that is why i have a -1
  34. 1 point
    I'd say for best appearance, make it show a normal cave floor. (though that doesn't make much logical sense) I assumed that's the reason it wasn't implemented. Gets tricky, but anything to make it happen would be amazing!
  35. 1 point
    Be a lot easier if they would just allow fishing poles to fit on the spear/staff//polearm racks again.
  36. 1 point
    Glasshollow Capital City is recruiting new folks and returning players. We are an evolving Academy to help folks get started and back in the game. We are building a new deed from the ground up, player housing, mines, access to Glasshollow Market and Harbors. Message me or PM me in game. Welcome back and hope to see you soon.
  37. 1 point
    Two very small edits: 1) The mailbox at 50x, 29y has decayed away. Please remove the icon. The red mailbox just NE of it is in good shape -- I repair and imp every time I pass. 2) Small typo in the Southeast at 61x, 52y in the New Hope deed. It's "Shards Mirror" (plural) not "Shard Mirror".
  38. 1 point
    My entry - portraying some of the things I love most about Wurm - Stunning views, the almost-touchable cool evening air and a crackling fire to enjoy it all by!
  39. 1 point
    Magranon Bacon Disbanded n 2017-01-27 04:43 PM There is presently no deed at the listed location of 33y 47x
  40. 1 point
  41. 1 point
    Alyeska's and Ehizellbob's are my favorites so far! You're all very talented, color me impressed.
  42. 1 point
    (and without the darkened edges https://dl.dropboxusercontent.com/u/1365803/Games/Wurm/Wurm - pictures/Favorites/wurm.20170801.2125_1.png )
  43. 1 point
    I would love to see a re-work of fountains and wells as a whole. Wells: I would like wells to be built on a tile, like guard towers. Not be restricted to "water tiles" Have a building cost based on how far down to water level the tile is. (similar to how bridges calculate supports) Not have a standing amount of water. Produce 12 Liters of water per "Draw water" action Have speed of "Draw water" action improved by well Quality and Body Strength of user. "Draw water" action should improve Body, Body Strength, and Body Stamina. Damage of well would lower water quality Fountains: I would like fountains to be built on a tile, like guard towers. Restricted to water tiles. Should be able to maintain their large amounts of water. Would fill 1-10 liters based on strength of water tile they are on. Have a fill speed improved by fountain Quality (basically full strength at 50QL, double(x2) at 70QL, quadruple(x4) at 90ql, and Octuple(x8) with 100ql) Damage on fountain would degrade quality of water added Quality of fountain would determine "evaporation level" how much water is lost per tick. (or amount of damage water takes over time) Now I certainly don't think this is a definitive set of rules for improving things, but I just wanted to get the ball rolling for a better more robust system. Thanks for listening.
  44. 1 point
    I don't at all doubt your prowess and capability when it comes to the algorithmic, "hard science," aspects of the mechanics underlying how uniques function. However, I do think you're really glossing over the community side of things while dismissing a large group of people. The devs don't need to sugarcoat friction, but they should notice friction and determine the root cause so they can address it. They need to ensure friction within game is within the game's design, functioning as intended, and appropriate to the specific populations involved. PvP and PvE communities have different mindsets, different goals, different cultures, different ways of approaching things. When the devs create something as important as uniques are to both PvP and PvE players, they should recognize that there will be culture clash. This is not necessarily a problem for PvP minded players as clash of all kinds fits in perfectly well with PvP styles of play. It is a problem when it comes to PvE though, because while there is a tolerance for friction in PvE, it doesn't compare to that of PvP. Nor should it have to. Designing for PvP and PvE involves a bit more social psychology and social engineering than what you're allowing for. Aside from that, above my paygrade No particular interest, more interested in the part you kinda phoned in. Just my luck.
  45. 1 point
  46. 1 point
    5 day run ... nice try!
  47. 1 point
  48. 1 point
    we should close down all server and all move to chaos or xanadu... and all will be fun again... some ppl will left but many new will come
  49. 1 point
    Sorry, but I think a map reset is pointless. 1. It arguably killed Elevation. 2. "Retired" PvPers would come back for 2-3 weeks and then quit again. 3. Years of work building deeds is lost. 4. A reset opens the door to future resets, which would become more and more frequent in desperate attempts to keep players. 5. Infrastructure is probably the only reason my kingdom is still standing. However, I'd love to hear from people that want a map reset... to tell me why they think a map reset is beneficial (and don't give generic answers like the economy or the player base. Why do YOU want it?
  50. 1 point
    For magranon i reccomend you just cry a lot and throw things at your screen in a mad rage. Least thats what happens when i try to grind channeling after i run out of gems to vessel =/
  • Newsletter

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