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Showing content with the highest reputation on 07/08/18 in all areas

  1. 14 points
    A Toxic Prophecy Fulfilled Attention! If you allowed the one formerly known as Propheteer access to your avatars, change your passwords immediately or permanently lose them. Thank You, Wurm Online Team
  2. 4 points
    After countless hours of debate, we have decided to now accept TC refugees. Get your ragged crusade outfits and turn them into bright and shiny yellow mustard University clothes TODAY.
  3. 3 points
    Sandstone, Marble, Slate forges, ovens, altars, coffins, tables... Could even be creative, heat faster, burn longer, hold more or other perks. Also a use for those pesky rare sandstone shards and bricks ?
  4. 3 points
    Join Pandemonium Empire today! Join for free tomes Join for the views! Join for the booze! Join for the community!
  5. 3 points
    Or just make it possible to mend pottery. Maybe even make the repair function based on Pottery skill, using tools like clay and water. I get the same OCD when I see all the damage on my pottery items while virtually everything else is *easily* repairable ... even things I have -no- skill to make, I can easily repair, from steel swords to Cedar Cavarels, I can repair them all barehanded and without needing any materials. But mend a battered clay pot? Too Hard! Funny, given how the most common relics we have of ancient civilizations are pottery items which survived when all else didn't.... Maybe even make Archaeology skill required to mend pottery
  6. 3 points
  7. 2 points
  8. 2 points
    Annoying thing about the wagon/ships is you can open or maintain the open inventory of the vehicle from various angles and roughly up to 2 tile range, can drop items into it (good) but can not remove items from it (bad). The knarr is a good example, you can be just past the front of the ship and drop items into it, but can not remove items. If you can open the container and view the contents I think you should be able to remove/interact with them, in any case the new setting of having to be under 1 tile range of anything kinda blows, let us have some mobility again without having to drag everything so close to a work station.
  9. 2 points
  10. 2 points
  11. 1 point
    What is your fight skill?
  12. 1 point
    The problem has been fixed. Now if you improve with a lump weight less then what would normally be needed the chance that your next imp tool is a lump again is significantly increased. You simply can't gain a materials-used advantage by making a bunch of improving lumps at 0.04kg (smelting down high creation quality arrowheads). I think they can put smelting pots back so they make high ql lumps again. They can even make it so the weapon-smithing oils can create things at a ql higher than the original lump used for the creation.
  13. 1 point
    Bought, please forum mod can close. Thanks?
  14. 1 point
    Good point, there comes the connection to my old suggestion regarding scaffoldings then
  15. 1 point
    Maybe I have my settings a certain way, but I can make out the cobbled roads by their gray lines between the bricks. Maybe all they need to do is make those lines a little darker so people can see the road through the snow a little better. I'm referring to the outlines of the bricks on the roadway. Just make those a little blacker. Or maybe they could do what they do with packed dirt tiles. Snow doesn't accumulate on packed dirt tiles, sand tiles or tar tiles. Maybe they can adjust it so that it doesn't accumulate on roads either. Or just not as much.
  16. 1 point
    Ok, I guess some peeps would be against this, but I would like to be able to water my planted herbs so I can reduce dmg on my pots like it is case with flowers now(but also with watering reduce ql). Reason is my OCD is giving me nuts with all that dmg on planters and currently it takes too long to be able to reduce ql on account of dmg, you need to plant something and then harvest for whole cycle iirc so when they become unplanted and undmg again ( this was ninja changed so many times I don't really remember how it works anymore). And while at it make it so that regular watering makes plant last longer or give extra herb from time to time like with farming, maybe even add that fo rune for rake works on water container, also it would give gardening tick so we could use coc and woa on water container. Thoughts? I think it would be nice qol addition and not too overpowered
  17. 1 point
  18. 1 point
  19. 1 point
    2 charges out of 3, I am considering 150s/Euro charge, can make a discount if 2 charges are bought at once, pm in game or forums, thank you.
  20. 1 point
  21. 1 point
  22. 1 point
  23. 1 point
    This argument is ridicules if a kingdom spends months fortifying a deed it should be incredibly difficult to be raided. They have built walls 300+ slope added mine hops stone walls reinforced everything they can think of exc. So, what I think I’m hearing is even though the opposing kingdom have spent thousands of hours reinforcing deed defenses and are actively defending it you should be able to sack it in a matter of hours. Does this about some up this rather tenuous argument? I am sorry we don’t bow down to the great Crusaders, but this game should not change to fit your odd and rather telling belief that when TC attacks the defenders should just lay down. That will not happen, not to day, not tomorrow.
  24. 1 point
    After overhearing disparaging comments made by Xagru about collecting snowballs, Cornersville constituents gathered in protest at Xagru's Cornersville annex. News at eleven. TeeeBOMB screenies ?
  25. 1 point
    I wouldn't actually mind a updated system for market stalls. I think they should work the same though, you buy it, place it, set items. The catch is, you give the player the ability to view all the public market stalls in one simple user interface for all servers. Allow the potential ability to remotely buy items that way. I don't think this is a bad thing either. I think people need to realize the lack of trading and exploring and the lack of demand for said items these days. Going off on a spending adventure for those market stalls isn't really a thing anymore. Trust me I've done it a fair bit over the years. I used to sail sever to sever looking for deals, but that part of the game is honestly dead. Rares are so cheap because the lack of item sinks. So it was only a matter of time when they're simply were too many rares being shuffled around, messing prices up. However in my opinion the problem is, the is a lack of interesting power goods for "the player" to use or to own. We have rares, supreme, fantastic's and runes. It ends there. Two basic systems that haven't really been improved upon. If the devs did something drastic, like a item sink or disenchanting rares, upgrading rares, combining them etc. It could honestly breath life into the economic side of this game. Which is in poor shape. Something to consider, I wouldn't hold my breath though. Thanks.
  26. 1 point
    And the year before that, we were about -6200- players (July 2014). The point being, we were hemorrhaging players long before WU. If we had 3120 players in May 2016 and then 3069 players in August 2017 (a loss of 'only' 51 players total in 15 months) , then the player loss has actually slowed to some degree since then. When you look at only short periods of time, such as a seven month interval here or a nine month interval there, it's hard to differentiate longterm trends from seasonal fluctuations. You really need to look at longer spans of time. Possibly (??? we don't know for sure 'why' we can only guess) the slowdown in the rapid decline after that was due to the massive influx of cash that came from selling 200,000 copies of WU and which meant Code Club could greatly expand the dev team and thus start the relatively massive content updates of the past two years. Without WU, the population seemed poised to continue a decline that started well before WU and that would mean cutting staff and ending content updates, instead of improving them. You can much more easily make the argument that "WU Saved Wurm" as saying "WU Killed Wurm". In any case, let me repeat : We were hemorrhaging players long before WU. We have actually slowed the trend that started in 2014. It's still declining, however.
  27. 1 point
    Please add Pleasant Point at 18x 34y thank you.
  28. 1 point
    I don't have that amount of time sadly which is why I'd rather throw money at the screen, information appreciated however!
  29. 1 point
    Update released on 2018-08-05 - 14:04 GMT (August 5, 2018) West Inner Sea Area (18x, 34y;L12) - minor changes to the roads to accommodate an extension to the cat's eye network West Indy (12x, 41y; N10) - minor update to the roads - added a new guard tower and its calling range indicator (9x, 32y - 17x, 37y; K10-L12) - added the name for the Western Deserts highway to the map Highway Cat's Eyes - Added in any additional cat's eyed road found during our travels. They will be updated on/in the Albia Cat's Eyes Roads forum. As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  30. 1 point
    If it's someone's perimeter, you definitely shouldn't be able to so easily remove the reinforcements.
  31. 1 point
    All I ask is to make 'grass' not look the same as roads, to make road travel actually possible (instead of guesswork of where the road is).
  32. 1 point
    You won't be able to disable it, but we're working on making winter look better - it got better terrain textures a couple updates ago and we're currently working on the lighting to make the snow look less blinding.
  33. 1 point
    I think our concern is more for the experience and enjoyment of the players, and not how many subs we can force people to get just to use the features.
  34. 1 point
    I promised more information about the priest overhaul, so I'll mention a couple things specifically regarding spells (there's many aspects of the overhaul outside of just spell changes): There will be new spells - Completely new spells with new mechanics are being introduced across all deities. Some spells are getting full reworks - For example, Tangleweave now has a completely different purpose and role in the game, despite having a similar effect. Linked enchant favor being reduced - Venom, Mind Stealer, and Life Transfer will require 100 favor after the update, so they can be cast without linking by those who have perfect faith. New spells will follow the same format. Offensive spell rebalance - Offensive spells now scale differently against PvE and PvP targets. This will mean hitting a wolf with Fire Heart and decent channeling should take a proper chunk of their health compared to a Troll. Body Strength to Soul Strength - Spells will use Soul Strength instead of Body Strength for DR calculations in both PvE and PvP. It's nearing completion. Once it enters testing, we'll start opening the floodgates for information, and you'll see everything it has to offer.
  35. 1 point
    I am enjoying the 500 tile locate soul change. I have been roaming for a week or two now on Chaos and this is very encouraging. If I die/kill, I still have the ability to roam without surveillance until I am near someone again. DA
  36. 1 point
    I tried getting Caddy, but I don't understand most of what it's saying to do. Is there no way to use MapGen if you don't know how to do techie stuff? We currently use MapViewer just because there's nothing much to do to make it work and it's pretty much foolproof. Is it possible to get a similar way to use MapGen? I've never learned the technical language associated with computers, and often they say to "simply" do something but I don't know what the words mean. Caddy instructions begin "make a Caddyfile" - already I'm stumped. What the heck is a Caddyfile? So I read further... "The first line of the Caddyfile is always the address(es) of the site to serve." I don't know what the "site to serve" is - is it the index.html file that I'm trying to view the map from? What is a site to serve? No idea. And how would I know what its address is? After I "define as many sites as want" (no idea what that means), it says to "Run Caddy" -- but no instructions on how to run it, or what exactly it is. There are many files in the Caddy download to choose from, and none that is obvious to me as the one I should be able to "run" which I would guess means double-click? So...I'm back to wishing there was an easy way to simply view the map for my LAN server, using MapGen the way I can with MapViewer.
  37. 1 point
    Update released on 2018-07-22 - 17:45 GMT (July 22, 2018) Another small update. . . summertime keeps us busy at other things. Inner Sea Northwest (22x, 30y; K13) - added a new guard tower icon and calling range indicators - minor adjustment to the roads Black Dog Island - South (24x, 30y) ; K14 - added the roads on the island to the southwest of Black Dog Island - added a new guard tower icon and calling range indicators Inner Sea Northeast (35x, 18y: G17) - updated the roads in the local area - added a new guard tower icon and calling range indicators Bay Hill Canal Area (25x, 19y; G14) - added in a new section of roadway Highway Cat's Eyes - Added in any additional cat's eyed road found during our travels. They will be updated on/in the Albia Cat's Eyes Roads forum. As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  38. 1 point
    We are working on a new working forum for applications, untill that is done you can send me a pm here on the forums.
  39. 1 point
    It also means you can't pick up things dropped, or better, accidently dropped in the ocean
  40. 1 point
    This has turned into the same old discussion here on to "save" the game from its "inevitable" demise. All the things you listed as problematic to the game "economy" have decreased the costs of playing the game for everyone, except of course those who would profit financially from selling items to other players and taking advantage of opportunities. Only really the reduced deed costs and mail costs directly reduce game income since they are not player mechanics that can be used for personal profit. Yet those reduced costs benefit everyone financially by reducing the costs for playing the game. Even more so the reduced mail costs greatly encourage trade among players since most purchases and improvements to items go through the mail. Somehow you think to list this as problematic when even those who profit from increasing the game costs to promote their trade (making money) are benefited from mailed items reduced to 1c in contrast to 10c. Sure some people play the game because of these effects listed and yet they cost everyone else more to play the game. So all the changes you have listed here I see as positive effects since I and many/most others pay to play the game directly out of their own financial reserves obtained from outside the game. As for this idea, it really eludes me as to how it would create anything but loss for all those who play and continue to play the game because of the Villages that they have created. Somehow packing players into more confined spaces (fewer servers) will "encourage" them to interact more and make the game seem more populated? If the objective is to create more player interaction, making the game more attractive and enjoyable to those who are positively influenced by this aspect, then I see a far better way to do so. That would be to make it easy for this to happen by having Portals able to be created on every deed to every starter Village. Then at every starter Village have a Portal to every other server. This would make social gatherings and visits to other players readily available with minimal time devoted to traveling to them. This system can be easily created by the Developers since it is already in existence in the game but in a much more restricted format. Even then these points are not what will "cure" the decline in the Wurm Online population and I think they are the wrong direction to look if that is the goal. Wurm Unlimited is now the great direct competitor to WO since it is basically the same game. Yet this has had some positive effects in that ideas from the Modders there and certain concepts have been gradually and gently introduced into WO. Until WO can become as player friendly *time wise* as WU it will always have the lesser advantage, thus drawing more players to it (WU) who prefer this style of game. The *time* needed to accomplish anything is the great destroyer of the WO player and as you see, only the strongly determined survive. Reducing some of these time sinks are the most beneficial changes for the game population as a whole, as well as new players to come. This is I think what should be focused upon as an improvement to player enjoyment and retention. Beyond all this, if a person plays the game to enjoy the creative sandbox elements which are its core, then I only see the game as accelerating positively in these respects by what the Developers have added to it over these past number of years. What the future holds in this respect I have no control over, so I don't see it as my problem to resolve, which pretty much frees me up to just enjoy what the game has to offer. =Ayes=
  41. 1 point
    I've got all of these stories beat. So when I started playing on the "new cluster" (Pristine), I took over as mayor of my deed when my mayor was quitting. Soon after, a buddy started playing the game with me. One day he decided he was going to groom my horses, and was under the false impression you had to unhitch the horses (no saddles) from the cart to do so. Never hitched them back, so quite naturally they ran away. The "Pristine horses lost/found" thread was where I went. I posted "looking for my two lost horses, paying a reward for their return". Their names are aged fat horse and venerable fat horse. Consequently, I got alot of PM's...
  42. 1 point
    New hair, new picture... It used to be this long.. Funny pic at festival (Mysteryland)
  43. 1 point
    In real life, ceramic items last... pretty much indefinitely. That's why archeologists name entire cultures after the kinds of pottery bits found in dig sites. In Wurm, however, pottery is one of the least manageable things in terms of decay: It decays like other items, but can't be repaired, and Mend doesn't even work on it. This is especially frustrating now that we have QL-relevant items in greater use, like pottery cooking containers. I suggest: Significantly less decay on all pottery items. Let Mend work on pottery items.
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