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  1. 5 points
    So the way i look at this... I agree with the skill gain addition and anything which could boost a new players advantage against the vets/titans on Epic. I do believe it de-values skill earn't prior to this but i think its an acceptable sacrifice. I don't agree with the WU Grind change! The main issue i have with this change is the fact that it completely changes the way you grind.It isn't a small addition and im not sure the dev's realise what they are changing? Difficulty isn't a factor anymore, so gold, silver, iron veins etc no longer matter. Improving becomes obsolete for grinding as the best method on WU is actually creating (this to me is huge).
  2. 5 points
  3. 4 points
    Hi, I have created a simple discord relay mod that connects the kingdom chats to a discord server. Features: Sends all messages from kingdom chat to the appropriate kingdom text channel on discord Sends all messages from kingdom channels to appropriate kingdom channels in wurm Planned features: Support for villages and alliances Auto creation of village channels and proper permission management for users to read them on discord Discord user to wurm player linking Requirements: Discord server needs to have has text channels for all kingdoms with the same name as the kingdoms in game. Discord bot user (https://discordapp.com/developers/docs/topics/oauth2#bots) with an auth token Ago's mod loader v29.2+ Don't forget to configure the mod in the DiscordRelay.properties Current version is v0.2 You can find the release here: https://github.com/whisper2shade/DiscordRelay/releases/latest If you encounter any problems, please use the issues tracker on github (preferably) or reply to this thread. Have fun, whisper2shade
  4. 4 points
    It won't be a direct copy of WU skilling, creation won't be king, and difficulty will be important for optimum gain
  5. 3 points
    WU skill gain is not necessarily faster than epic's current skill gain. Try a 1x Wu server. It feels even slower than Freedom. What it will do is make it so in order to optimize skill gain yu will need to use high ql tools with the best enchants for everything as opposed to having a second set of skiller tools
  6. 3 points
  7. 3 points
    I'm unearthing this thread because I feel the shield changes in 1.3 made grinding worse. I had to confer with some code wizards to have any hope of figuring out the right shield QL to grind with at my level, and it was thanks only to their calculations that I was able to get to 99 shield skill--previous attempts had only led to frustration and putting off the grind again. I did this by using a shield at what you could charitably describe as "trashcan lid" quality and fighting trolls to the exclusion of anything else--at the end, I even had my horse's ass in their face to give them more CR to nerf my own block rate just a little more. This is because the difficulty of the shield skillcheck relies on the mob you're fighting & its relation to your own fighting prowess, and the size of the gain is based on the strength of the hit you've blocked--in normal circumstances, this means you have to fine-tune your shield QL for trolls and trolls alone, since they are the only mob that hits hard enough for a good gain size, and getting the right QL for trolls means your gain rate with other mobs will be poor. If a design goal of Wurm is to encourage participation in PVP, then PVP-related skills should all be straightforward to grind, and by and large they are: kill lots of tougher mobs for fighting, kill lots of mobs with a good weapon for weapon skill, and shoot lots of things with harder shots for archery. Shield grinding sticks out like a sore thumb, forcing players to fiddle with lower shield QLs and seek out a single mob type. One characteristic that makes a grind good is reliability, and encouraging players to hunt only one kind of creature is yet another way that shield skill is frustrating to raise. As earlier in the thread, I say to look to the weapon skillcheck as an example of what a shield skillcheck should look like: the weapon skillcheck's difficulty scales with your level and doesn't factor in the opponent at all, encouraging you to use a good weapon whether your skill is 1 or 99, while allowing you to get skill at a good rate from any creature. Basing the gain size on the power behind the hit you blocked is a good idea, but the difficulty of the check just has too many variables to make the grind anything but miserable. Make the gain rate reliable, perhaps factor your opponent's CR into the gain size alongside the hit's damage, and shields would finally be straightforward to level up without requiring insane number crunching and knowledge of esoteric game mechanics. post-script: One of the things that made the shield grind bearable was that my character is ridiculous to begin with, and I could fight trolls all day without being in danger. How is a more normal character supposed to grind the skill without hating life?
  8. 2 points
    Just an idea for PVE... A new quest mechanic for PVE: Compass from Heaven An uber-rare chance that a humanoid mob will drop a "Compass from Heaven". Examine compass --> "This compass appears to have been dropped from the gods and picked up by a creature incapable of understanding it's significance." Right click on compass in inventory --> "Get Bearing" will read, "The compass appears to be pointing {direction}". Alternately, right clicking on the quest compass --> "Make Active" will replace the compass bearing of a standard compass with the quest compass. Following the compass will lead the player to a special loot chest containing random loot worthy of the quest. The compass can be no-drop, no trade and acts as the key, where only the person holding the compass can open the chest. Both chest and compass are destroyed after 48 hours real time if not found.
  9. 2 points
    How is it exploiting again? Because i pay more for better service, i'm 'cheating'? This argument is as old as 3D MMO's. I pay for a second account therefore i'm 'cheating'. I pay for a nicer car than you, I'm 'exploiting' life. See how little it makes sense? This game especially has 0 emphasis on others, in that all you pay for is convenience. No townie friend to link for a spell you 'need', but 'want"? Subscribe another one. The problem with some of you, especially those that play with a juvenile thought process, is you somehow feel the need that the measly money you spend on this game per month is somehow justified that less should equal more. Every goods and service you've ever paid for is based on the model that paying for more = better. The digital gaming world is no different, and if the mechanics are that only an extremely small portion of the game is inaccessible due to social structures, or your inability to do something within the confines of the game, then 'paywall' is a solution for you. There's no situation in the game that says "i cannot get this unless i 100% pay real money for it", unless it's based on premium status (skills only). Trust me, i hate having batteries and paying more. But i do not have the time to find people to link with, and an extra 8eu per month is nothing in terms of value for me. That being said, yes it's not your onus to understand how CC creates revenue, but I'm simply telling you your suggestions are negative-sum solutions. You have to offer alternative-value to customers when you need to actively change something that may negatively impact them for a potential 'gain' through another group of customers. If anything I'm on the players side all the time, because i sure as hell love to critique decisions i think are made half-assed or otherwise completely asinine. You are also putting together a small issue with a completely different major issue. The fact that this game dwindles in population is a whole other problem, and one that is never addressed properly. If anything, priest/religion overhaul is low priority.
  10. 2 points
    Golden Joinery, as a means to repairing pottery items, or some other means would be pretty neat.
  11. 2 points
    I was out in the wilds hunting and thinking about highways and old single wide cobble paths that you find all over the wilderness, paths are useful but a cobble path just seems too industrial. I thought it might be nice to have a new paving option for a single wide type path, not everything needs to be a highway that may fit in more naturally. My artist skills are non-existent so pay no heed to the blobs in my diagrams. What I had in mind is 2 paving styles, the straight path with a corner turn and a diagonal path that can lead off a straight path. The red star indicates where you would need to stand to when paving each type. The paving on the path itself could have a few options, gravel, sand, dirt and maybe a flag stone type. As for the green area, it can be the same as we have now with corner paving, where the 'unpaved' part of the tile adopts the tile texture next to it, where it could be grass, sand, dirt.
  12. 2 points
    This is first group I've joined on Chaos. 3 days in and have already been on 2 small raids and a dragon slaying!! Would recommend to anyone looking to join a friendly group to come play on chaos with Hexd trying to solo the Dragon
  13. 2 points
    My sentiments exactly. I prob wouldn't use them all that much myself either. In my case it's because I'm one of those weirdos who actually enjoys sailing. lol. But I still +1 this suggestion. I will always support anything that gives people more choices or that promotes/encourages people-movement and people-gathering.
  14. 2 points
    Oh for sure the book would have to make no sense. In fact for it to be just like Wurm's Combat Handler and Combat Engine we would need two seperate book series that contradict each other constantly and have completely redundant chapters about things that exist but don't do anything.
  15. 2 points
    "Making sense of combat in wurm" would be a 10 volume series xD
  16. 2 points
    Thank you Enki. It has been alot of fun reading all of the stories.
  17. 2 points
    It really wasn't your fault that they introduced both the new permission system and new cooking update last year before the Impalong. That being said, I was there from beginning to nearly the end and had a fabulous time. Even with all the commotion and "downs", it was super fun. Don't be so hard on yourself, Shrimps. Kyoko! I'd say the more, the merrier at the BS forges. We got slammed last year and it didn't stop until the end. I worked 3 forges for the first 3 days. Come on down!
  18. 2 points
  19. 2 points
    confirmed, lol =) [16:29:33] The venerable angry kyklops is dead. R.I.P. [16:29:33] The venerable angry kyklops has been slain. [16:29:33] You loot a pumpkin shoulder pad from the corpse. [16:29:33] Rocklobstar picks up a pumpkin shoulder pad from the corpse. [19:09:37] Spooky, scary shoulder pads. They send shivers down your spine. [19:09:37] You can barely make out the signature of its maker, 'The .e.erabl. .n.r. kyk.ops'.
  20. 2 points
    Hell with the scale I just wanna be able to reach inside the wagon without having to stand in the freaking middle of it.
  21. 1 point
    2017-10-27: I bumped this thread because I still feel it is relevant; some details in this OP are no longer valid. The recent brouhaha over shield training got me thinking about how bad shield skills are to train, and weapon skills are much more intuitive to train. Why aren't they more similar? Right now, weapon damage is derived from a ton of factors, but the actual skillcheck at the end is designed so that the gain rate is always very good if you are using a weapon of decent QL, and the gain size is based on the damage you deal. You can't grind the skill on just a few mobs, because you need to do actual damage to things in order to gain weapon skill--you are forced to actually go out and fight. Shield skillchecks, on the other hand, have a whole pile of things that factor into them, and since the skillcheck is part of blocking itself, getting the best gain rate involves manipulating your effective skill with low shield QLs so that blocking is what you could call "difficult, but not too difficult". I say that shield skill should be revised to function like weapon skill: copy weapon skill's skillchecks so that the gain rate is always high if you are using a good shield (difficulty=skill, use the shield as the tool), and base the amount of skill gained on the size of the hit you blocked. This would make the current/old method of grinding shields obsolete (good riddance), instead rewarding players for using decent shields against enemies more threatening than cows and horses. Since pen training would not be a fact of life anymore, you could toss out the 0.1 minimum shield damage as well, to further encourage hunting for skill--it's my understanding that players do a lot more than 0.1 shield damage when you block a hit, so that weird mechanic must exist as a result of people wrestling pigs all day. Shield skillgain, in general, seems riddled with old contrivances that could be thrown out.
  22. 1 point
    PC Supreme Horse I have no troubles hitting anything with my wrecking bar stance, except for Tulemes, grrr.
  23. 1 point
    I'll start my comment with the fact that I don't have a priest, because I made a promise to myself that if I play Wurm I won't alt it. (I have a tendency to alt the crud out of games normally...to the point where I had 15 characters on LOTRO at one point before I suffered burnout, and multiple servers full on other games.) I just have a highly skilled main. Therefore, because of the restrictions on this game...and my promise to myself, I cannot even play a priest. I started early on wanting to be a Magranon priest (Before player gods even were implemented)...because I saw they could collapse tiles and I wanted to be able to fix my own mines when I messed up/wanted to change things...so I became a follower and worked my way up to the 'max' before you can priest up...then I read about the restrictions and priesting became a whole aspect of the game I simply cannot touch, even though I'd love to be able to use a few of those spells. I've only ever paid 2 people to collapse a couple tiles in my mines over 4 years of playing, so the game coin is certainly not going into other priest's pockets from me either. I'd rather wait for the game to collapse tiles by itself than pay someone for a quick fix. (And that's even slower than watching paint dry.) This argument that we should keep it so priests are interdependent upon others is a throwback to old gaming thought processes...on a game where we're losing people/spreading it too thin...something needs to change. I'm not saying we should all become uber-mage-of-doom or whatever either. As a person who's often kept premium up while playing, it's an utter waste to just lock our characters out of the ability to even participate/use certain stats/skills. I have pretty high soul strength/soul depth from working on a lot of my skills, and I'd heard rumors that those were useful for certain priest spells. Kind of pointless to keep it so all we can do is use the god as our toilet for items we want to throw away (saccing). I also really believe they should tweak/adjust the deed bonuses you can earn from saccing stuff...make it be earn-able/permanent bonuses to our deeds...stuff that's accrued over time (Which would stick with the 'long term'-ness/grindy of this game.)...instead of losing 15% every 'day'. I mean, it's not even worth the time/effort to sacc most things in for that stuff...I had 28% healing bonus on my deed, at one point, and it didn't even last very long. Like, why would someone waste the effort to push one of those up when it'd just be down again in no time at all... (I'm starting to ramble off topic...but as far as I know, the deed bonuses were intended to be 'faith' bonuses as per wurmpedia...) I would personally like to see the simple spells like dirt creation/mine collapses/animal bad trait removal/overall useful spells/skills of that nature to become something that a follower could do, or re-do priests so the low stuff like that could be acquired without all the hardcore restrictions. (You know, for the Quality of Life of us PvE players.) If you really have to...separate out the 'combat' oriented stuff/spell lists and restrict the crud out of them/balance it out..(I mean, I'd love to have LT on my weapons, but I simply won't pay someone to do it because I don't trust people as far as I can throw them in-game....and even with 49 bstr that isn't very far...) I get why we don't want everyone to have a max LT 'godly' weapon with all the trappings...but I also wouldn't lend a friend a rare/supreme/fantastic to cast on either...because I'd be worried it'd blow up/shatter or they'd SAY it did and keep it. You're expecting way too much trust on a game where you're goading people to steal other's stuff 'for fun'. I have managed to play numerous other games where they allowed us to use magic and still manage to socialize without it being a 'requirement'. (Anyone remember having mages on WoW where they could make everyone food and we'd sit around chatting while we re-buffed/got our stats back in shape?) I don't see where forcing the requirement/thereby forcing socialization between people is helpful. We'll socialize if we want to. We don't need to be shoved into doing so. I also agree with at least a tiny portion of another person's comments up there about folks just doing the 'one-person alt army' thing to get around these silly restrictions anyway...I have a neighbor who does this, and I never hear diddlysquat from them because they are constantly running 3-5 clients making a massive bunch of changes to a location/doing it all by themselves anyway...this current theme with priests isn't working IMO.
  24. 1 point
    I would like to see the number of altars needed to support all of the priests reduced. My deed is littered with altars to all of the various gods. It would be nice if altars necessary for faith gains and sacrificing could be reduced to the two main altars BL and WL. All priests could pray or sacrifice at one of these two altars, depending on their base alignment. Altars for determining the prominent domain of a given area could be current altars, but I'd prefer that domain only apply to the original gods and not the player gods.
  25. 1 point
    So 48 and you have three masks. 68 and I have none. Seems right. Whyever would I be ticked?.
  26. 1 point
    +1 to pottery damage repair but not imping. Also to some sort of JS/Potterymaking crossover.
  27. 1 point
    This is only for crocs being ridden, right? Crocs are already evil enough otherwise, particularly for new to intermediate players. +1 if only when ridden though, sure.
  28. 1 point
    We'll be doing more than just skillgain, and plan on making some changes with the release as well as ongoing balance changes as time goes on
  29. 1 point
    Why wasn't this advised in the original post? I mean that's pretty important information!
  30. 1 point
    After reading volume 1 you must skip to volume 7 and then to volume 3. Cause RNG. Wogic.
  31. 1 point
    Perhaps not in a 1v1 situation, but how often does that happen? Wurm PvP has always been about working as a team, and a 1 month old account can more than assist in a team situation. I agree with this to a certain extent, but there are extremes in which this stops being true. For example, why not start everyone with 100 skill? I don't feel this change is that extreme, but I do feel it isn't warranted. However, if most of the population support it, then go for it.
  32. 1 point
  33. 1 point
    i'd like to see this glow on weapons tbh
  34. 1 point
    Seriously, i spent two WHOLE days hunting. Over 16 hours hunting. I attacked every troll I found. I went places that had no roads, just to find them. Sixty eight trolls in 16 hours, and nothing. I feel like this was a joke. Yea, I'm pissed.
  35. 1 point
    An intermediate step between priests and non-priest sounds good in theory, but in practice I suspect it would just overcomplicate things The idea of magic as a congregation falls sway to the "alt farm" and doesn't really fix anything. The crux here is that anyone can get a good strong priest by levelling channeling up to 50 or 70; folks with more than one priest alt have a much easier time (linked casting exploit). The only way you're going to root out "priests as alts" is to give them a wider skillset that needs to be levelled individually, or link priest spells in with existing skills (though you'd need to give priests a better way to level those skills because creation levelling is just pain). A simple example being wild growth being influenced by faming/forestry and healing spells being effected by firstaid. In essence, give priests a different use to existing skills so that they, like non-priests, have a wide number of skills to level before being considered "effective".
  36. 1 point
    -1 because Attenia wants it. if she hadnt posted I would have supported it because it is silly.
  37. 1 point
    Nimbleness increases chances to hit. Belfezar noted he had 101 on his weapon. My 2h Sword also has very high nimbleness on it. Seems chance to hit higher difficulty mobs (noticing many *misses* even on spiders these days) is badly out of wack. A slower 2 hand weapon swings less so every miss is even more significant. Then if the weapon has LT on it this adds further significance when fighting say Trolls since their hits do so much damage and none is healed with all these excessive *misses*. Fighting mobs in Wurm is very poorly implemented and it seems the results have degenerated over the years, which is why I mainly avoid it and just take them on when it can't be avoided. Really no fun when opening the Combat tab and watching all these *misses* or *glancing blows*. A real *yawn*, other than *perhaps* dying to Venerable Trolls if all the resulting *misses* result in no LT healing. Definitely a problem (misses) that should be significantly adjusted (reduced). I am agreeing with Belfezar's observations and comments on this situation. =Ayes=
  38. 1 point
    I think, when it comes to priests, a solid question should be answered. Do we want them to be playable as mains, or do we want them to remain as alts? A lot of support lies in the latter (wurmians hate having to rely on others, both crafters and priests), though gameplay-wise the former makes better sense. The following thoughts are put forward in support of the former (priests as mains), so beware that they may not be as popular as some: Player gods need a serious rethink, the notion of relegating them to "saints" or some other minor role would promote balance without needing to rethink all spells. Otherwise you might as well remove most of the elder gods now because the RNG will always break whatever balance you enforce Grind faith, grind channel, master priest. That's pretty much it, the role is very narrow in its main capability, extending it outwards a bit, maybe having channeling be the parent skill to enchanting (casting spells on items), abjuration (casting defensive/healing spells) and evokation (casting offensive spells) might diversify the role a little and encourage the creation of new spells to fill the training gaps. Of course, this is not something that would be encouraged under "priests as alts" as it would make creating an effective genesis bot much more difficult. Creation skillgrind; this is quite painful and really could use some form of better balance. I challenge anyone here to level stone cutting or jewellery smithing via creation only from 1-50. Alchemy really should be the province of all priests, not just fo priests. It's such a basic skill with 0 economic impact. Free alts; if I want to do something as a priest I just log in a free alt. It doesn't encourage me to buy or use other player services, nor to prem that alt. Extending priests to the capabilities of free players would provide a solid QoL boost without impacting any markets (unless QL20 tools are worth a lot now).
  39. 1 point
    having similar issues lately with huge axe
  40. 1 point
    I've noticed it too. I thought it might be because I have relatively low skill, but I've been missing a lot more than I usually do.
  41. 1 point
    I'd like to see Life Transfer, Mind Stealer and Venom changed into double-digit favor spells I've never understood why it's just these three enchants that require linking to cast increase the dispel timer/difficulty when casting on an enemy player there's currently no way to punish people for just freely dispelling every opponent they face which means that many buff spells are completely worthless to cast thx
  42. 1 point
    Skill gains is one reason I play Wurm Unlimited. Rather be able to gain skills on usage instead of the Wurm Online version.
  43. 1 point
    I wish so many more skills were as gloriously simple as weapons. Use best gear, use it a lot, get skilled.
  44. 1 point
    That's a wee bit complex. Why not just have the default creation of the path create a small tile of the paving in the middle, then apply a shovel and select the shape? Much easier on the server!
  45. 1 point
    RIP MS paint .... you will be missed
  46. 1 point
    That is the idea, roughly 1/3rd of the total tile width. My turd drawings don't really show how nice it could look.
  47. 1 point
    Making them ingame tools instead of external apps would do it. I know enough about programming to know it is possible, it just may be hard to figure out. And that is their job, isn't it? Also, Wurm Assistant is NOT a program made by the Wurm staff, it is made by a player. I'd rather have staff made items I can use ingame. I don't see your problem with this, I said it could be made toggleable, so you can turn them off and keep using your workarounds.
  48. 1 point
    Jake, I'd rather have something ingame than have to use an additional program like Wurm Assist. Be honest, it does the things that have not been integrated into Wurm (yet). As to the crazy spam, you at least get a better warning of 1 week left of prem time and when the village has less than 30 days upkeep, and you can get rid of the messages by fixing the issue. I'm also sure it could be set as a toggleable action, so you don't have to see it if you don't want to.
  49. 1 point
    Orders can be placed by responding to this thread, sending me a message on the forum, or if you're lucky, you can catch me online as Wort or Ilromov. Offering: Leatherworking Items up to 95ql Tailoring Items up to 95ql Carpentry Items up to 90ql Fine Carpentry Items up to 85ql Blacksmithing Items up to 80ql 80+ power Vynora enchants. Message me for quotes on decorations. I can make just about anything for your house. Special order status: (Open - no current orders; Delayed - a few current orders; Closed - too many current orders) Blanks: Open Enchants: Open Pricing structure: Armors: ql60 10c ql70 15c ql80 20c ql90 40c ql93 90c ql94 1.50s ql95 2.50s ql96 4s ql97 6.50s Toolbelts, Tools, and Rugs: 50ql - 20c 60ql - 30c 70ql - 40c 80ql - 60c 90ql - 1s Saddles: 50ql - 15c 60ql - 20c 70ql - 40c 80ql - 60c 90ql - 1.40s 93ql - 1.90s Barding: 50ql - 30c 60ql - 40c 70ql - 50c 80ql - 80c 90ql - 1.80s 95ql - 6s Enchants – start at 32c for 70 power 2c for each power between 70-79 (32-50c) 4c for each power between 80-89 (54-90c) 6c for each power between 90-99 (96-150c) 80c for each power between 100-104 (2.3s-5.5s)
  50. 1 point
    Just because the GM team is dropping the highway rules because of this change, it does not mean we're dropping the Griefing rule at the same time (Play Nice or we WILL Rip Your Heart Out). If you're going around and pointlessly bump up roads, maybe you don't belong in wurm. Or rather, you really REALLY should have a good reason for doing what you're doing.
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