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

  1. 4 points
    What better way to play Wurm, than to have the company of your fellow Wurmians chit chat with you while you play. Yes, I've started streaming! You'll most likely find me either working on my deed, or the Ultima Nostalgia project. You're most welcome to come watch me dig dirt. Even better, dig dirt and chit chat!
  2. 3 points
    East side of release, near coast. will post more info closer to date. White hatchling slaying 2 hours after https://forum.wurmonline.com/index.php?/topic/164719-white-hatchling-slaying K/L24 area.
  3. 2 points
    -1 And for the record, I don't think any new player is ever useless.
  4. 2 points
  5. 2 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
  6. 1 point
    I'm sure this has been posted in the past, but I'll dredge it back to light. I'm sure many would like to see drawbridges added to wurm. Some sort of 1 tile bridge affair where you can rasie/lower it only by standing on one side of it. Make it part of bridges, a piece you can swap with other bridge portions in the bridge planning window. Or make it an entirely new bridge type. I'm unsure how useful it'd be in PvP since wurm's mechanics and mindsets have very specific building methods in play for defenses, but on freedom this would be loved.
  7. 1 point
    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 ?
  8. 1 point
    Currently new players are almost useless, except for digging dirt (simply because for most use-cases for dirt, QL doesn't matter). Gathering raw materials for the village/civilization, however, seems as if it ought to be a fitting task for new players. As such, I'd consider detaching mining/woodcutting/digging gather-QL from skill (and skillgain). This would mean, for instance, that a new player could go mine a 90QL vein and get 90QL ore (just a lot more slowly than a vet). Not only is that something useful a newbie can do immediately, but it's logical, too. Ore is ore. Mining is the easy one since all veins have a unique QL already. For woodcutting, I'd consider assigning QL based on age. For digging, I'd consider giving at least each resource tile its own QL. (If, however, it's troublesome to give every dirt-based tile a unique QL, dirt could just be a static QL of some level, high enough so coalmaking doesn't get hurt, and low enough that rare shovels are still interesting.) I know many subsystems would be affected, but I think, long-term, this is worth pursuing.
  9. 1 point
    My suggestion is simple : Give Epic the same skill system as Freedom and have transfer equality between all servers. Economy is separate since items are separate. After that .. atleast people can then make gains on Epic without feeling they are wasting time gaining nothing. The new skill system doesn't do anything for anyone since the transfer is in place. It only makes new players start on freedom and any that start on Epic will quit once they realize they wasted two hours when they can skill gain on ALL other servers and still play epic. It's getting old seeing new players quit when they find out about it. I've seen it happen so , many, times..... If you want people to play Epic - which you should - then it doesn't make sense to tell them to play somewhere else. Atleast give people to ability to play Epic.
  10. 1 point
    maybe we should just start all new players out at 70 in all skills no longer useless, people rejoice wu ----->
  11. 1 point
    from what i understand, the epic system would be kept in place, but transfering to freedom would bring in some of your gains (probably with a conversion rate to be close to what you would have gained on freedom). which, imho, should have been in place from the start... to not make the whole epic experience pointless.
  12. 1 point
  13. 1 point
    Sure I can probably do it. Lemme check what ML my alt has.
  14. 1 point
    -1 if you want to play on freedom play on freedom
  15. 1 point
  16. 1 point
    This topic was touched since patch, wich introduced skill transfers. It was in november, if I remember correctly? Since then, there were no visible signs of devs interested changing anything in that matter. Even old dinos of Epic moved to freedom/Chaos couse of this. How on Earth any new player would be interested in starting and playing on Epic? Only one who is not aware of that. ofc +1
  17. 1 point
    Amish deed cancer strikes again. Sorry bud, but I avoid that area at all costs.
  18. 1 point
    this is like the least useful request of the month, and this does come up every few months, stick the cart in a corner of some abandoned mine and make rolf the owner
  19. 1 point
    @DragonsGateWU Thank you! This helps a lot. I will try it out tonight. ?
  20. 1 point
  21. 1 point
    Hey I was just as confused as you were at first! For starters, you dont need to worry about caddyfile for just an easy lan server map. This is the tutorial I used: https://caddyserver.com/tutorial/beginner You run everything from Command Prompt, that's how caddy runs. It kind of assumes you know that in the tutorial. I will admit it took me hours of testing and trying to get mine working but hopefully I can save you some time (though I am seeing this post late..) Try this in your cmd: G:\caddy\caddy.exe -host 111.222.3.4:2015 using your proper drive (mine is G:\) and your ipv4 address. Usually looks like: 00.00.000.00 and can be found by googling for it. What this line does is it tells caddy to run, and it tells it to host on that IP address with the port 2015. (you may need to portforward that port) I would recommend making a batch file so that you won't have to type that in every time you want to run it/update your map. something like this: start cmd.exe /k "cd G:/MyMapFolder/ & G:\caddy\caddy.exe -host 111.222.3.4:2015" This will start a command window that hosts your map files(by accessing the folder they are contained in) through your ip address. Keep in mind you may have to use your internet ipv4 and not the local ip of your machine for it to work. Then, all you should need to type in to see your map would be that ipaddress plus the :2015 at the end into a browser. Place your bat file in with your map files folder for easy access. The cmd has to be running at all times for your map to be up by the way. I would recommend using the batch after updating with the mapgen updater. Make sure your mapgen config sends the files to where caddy is hosting them from for example: saveLocation=G:/MyMapFolder This should match your cmd line. Let me know if that helps!!
  22. 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.
  23. 1 point
  24. 1 point
    Will we be able to soon? If not, I'll continue to get all my real life duties completed during this time. Really wish I could just replace the winter textures with the fall ones.
  25. 1 point
    10/10 would join again. Only my first day in the Village but I can say they are very nice and welcoming also very helpful. Great group of people.
  26. 1 point
    Not really sure if this has been brought up on the suggestion thread, from what I've seen there are scraps and bits of this idea posted all around but my idea is simple and quite good for the overall game experience. Ready? Add clothes that grant a %bonus to crafting and skills. Sounds weird? Think about it for a second. A blacksmith's apron that grants you a max of 5% bonus to all smithing branches at 90ql, starting with a 1% bonus at 50ql. These numbers are just a sketch in my mind right now to give you a baseline for such an approach. Or a woodcutter's chequered shirt (stereotypical much? ) that grants you a bonus to your woodcutting skill. A wizard's robes for priests that give you a bonus against physical attacks and to your channeling skills. The sky is the limit on this one. Think about the fact that clothes right now are quite useless in the game, except for the aesthetic purpose. If this were to be implemented , cloth tailoring will become a major skill in the game and people will work on making lots of clothing sets specific to each task. Some farmer's workclothes for farming, or an archer's tunic that gives him a small boost to damage/accuracy/defence against ranged weps, you name it. It will also help out those people who hit 70-80 in some skills and want to get to 90. This game is all about small bonuses that stack with each other, so I really do hope this idea won't get barreled down in the mosh pit of forgotten threads. Also, to promote fairness, those clothing sets should experience a minor rate of decay as you use them. Using a miner's clothing set for example, should slightly decay the more you mine due to wear and tear, dust, humidity and so on. There are a lot of games out there with various pieces of clothing granting small bonuses to skills/traits/stats/etc. Why not in Wurm ? I believe this will be an excellent addition to the game and hope to see it in the near future. Small list of examples . Chef's and bakers uniform Miner's kit (made by using leatherworking) Blacksmiths apron (leatherworking) Carpenter's set with a toolbelts strapped around the waist Fisherman's overalls Hunter's jerkin (made with furs and leather, and maybe a hood) Digger's duds (sleeveless shirt and baggy pants) Alchemical accoutrements (some mystical/grunge/stained robes for those hermits that dabble in the occult arts of making paint) Gardener's garb Tailor's threads ............and whatever strikes your fancy So what do you guys think? Would you like to get these little suckers into the game and have some nice crafting bonuses?
  27. 1 point
    that picture was from my first month in wurm, and the folks on it are amazing, thankfully some still play they took me in when I was a clueless newbie and taught me the game ❤️
  28. 1 point
    Hey, all. Introduce music and musical instruments into the game. Crafting musical instruments of the middle ages period and playing those instruments would increase mind and body control, and other attributes. We could also hire ourselves out as public performers during special events and festivals to earn extra money from the King for providing entertainment as a public service. Allow us to even write simple 2 minute music using our computer keyboard or online keyboard layout which other people could listen to by clicking on our characters. Also introduce juggling which would also increase mind and body control and other attributes and earn extra income from the King during special events and holidays. Players could even choreograph their own special juggling performances by adding together a series of movements using a variety of unique moves and then saving them as individual performances. Different juggling types would include torches on fire, fire breathing, sword swallowing, and walking on stilts.
  29. 1 point
    The colored picture? I am not in it, though it sounds like it was a great crew that founded the previous Oakheart and it would have been fun to be a part of it! I am a new player that has only been in the game for about 6 months now. The new Oakheart is growing well though, and who knows what it is in the process of becoming? It could become something quite epic, if we are able to accomplish all that is in our minds to do...
  30. 1 point
    A difference in atmospheric pressure, usually.
  31. 1 point
    That pic Thal...which are you? Are you hiding under a new name perchance? lol
  32. 1 point
    Hey, all. It would be very helpful to have a back button on the crafting recipes window. That way, when we click down through a crafting tree to its individual parts, we could easily return back through the tree to the main item once again, and then click forward down through another branch of that item's crafting tree. Without a back button, the only way to get back to the main item we are researching is to start a brand new search for that item all over again. A back button would allow us to move backward through the tree one step at a time so we could more easily switch branches and move forward again down a different branch without losing our place in the main item we are researching.
  33. 1 point
    Old video horrible quality and awful music, but still one of the most stupid things I have ever done.
  34. 1 point
    Welcome and anytime:)
  35. 1 point
    I made my way to the village with the help of Alinicon (thank you!), just waiting for someone to be available to invite me. I am available until 2:30 PM EST and then I should be back around 9:30 PM EST for today.
  36. 1 point
    Hit me up as well. Alinicon ingame. I mostly on
  37. 1 point
    Good to hear from you, jklingman! I will try to reach you in game. If you don't hear from me soon in-game, message me again and let me know when you tend to be on and I will do what I must to connect with you. ~TH~
  38. 1 point
    I am very interested! I am a relatively new player with some skills, would be very willing to help out in the village. My name in the game is jklingman
  39. 1 point
    Sailed a caravel up a mountain.
  40. 1 point
    AJ got to love alts;)
  41. 1 point
    If I wasn't owner of my own deed, I think I would be joining here
  42. 1 point
  43. 1 point
    Yeah, drawn by doorlord way back when. Really like that picture!
  44. 1 point
    Good to see the name Oakheart resurface! I was the mayor of a village called Oakheart way back in the day on the Pristine server under the character name Malicarth. Still have a lot of fun memories from those days and I wish you all the best of luck with the new village!
  45. 1 point
    I joined the OakHeart community as a brand new player around 3 weeks ago. These folks have taught me many things about WURM and have been very helpful with anything I've needed help with. It's been fun growing the village and chating with this bunch while we work together to accomplish our goals. Special thanks to Thalius, Thrayne, and Bearnorito (Oh! and Alinicon! ;D) for guiding me in my first weeks of WURM.
  46. 1 point
    I don't want 100 in this skill, i don't even want above 50 in it
  47. 1 point
    This thread has begun to get bogged down in details, so I'd like to redirect it back the main point and hear what people think. The main point: Gathering actions (Digging, Mining, Woodcutting, Foraging, Botanizing) should not have quality caps determined by skill. Maximum quality should be a function of the thing in question (vein, tree, clay source), not the gatherer's skill. Why: Realism. Even unskilled workers in real life can gather resources without spoiling them every time. In some cases, spoiling them is virtually impossible. High-quality dirt dug by a master digger – really? Consistently wrecking every inch of wood in every tree you cut down – how? Never finding a decent mushroom or plant growing in the wild – why? Of course games shouldn't always be realistic, but I'm struggling to see how this departure from realism enhances the game.
  48. 1 point
    Now that I've got my skills and tools to where I can get most resources at 100-ql, I finally feel I can make this suggestion without anyone accusing me of self-interest. But it's something that's been on my mind since I started playing. Problem (As I See It): Skill-based quality caps on most gathered resources are illogical, frustrating, and – worst of all – are likely to deter new players from sticking around. You cannot spoil ore by hitting the rock-face the wrong way with your pickaxe. Lack of expertise in tree-felling does not consistently ruin the wood of the entire tree. And higher-quality wild plants are not somehow invisible to novice foragers. Yet this is exactly how resource-gathering works in Wurm. Possible Solutions: #1 – Drastic Make gathering quality always equal to the cap of the gathering target. An ore vein always returns ore at its pre-determined cap. Like ore veins, trees could have a randomly assigned fixed quality cap (perhaps affected by age) and will always give felled trees at this quality, regardless of skill. Foraging and botanizing always produce items of random quality, regardless of skill level. #2 – Less Drastic Make skill's impact on gathering quality purely a matter of distributions within the target's quality cap, if one exists. For example: at skill=1, 1% of gathered resources are 100ql; at skill=99, 99% are 100ql. Butchering already seems to work something like this. High skill in either case would still have advantages. Action timers would still be shorter. Success chances would be higher: action failure could be introduced for mining and woodcutting at lower skill levels (you hit the rock face, but your pickaxe glances off it ineffectually, like with surface mining); and highly skilled foragers should almost always be able to find something when they click 'forage' while low-skilled foragers should struggle to find anything. Occasional double- or triple-yields could be introduced for higher skill levels of all gathering skills (e.g. a master miner knows just where to hit the wall to release a cascade of ore). Tool enhancements such as gather ruins and imbues would still have an effect: in solution #1, they would raise the target's quality cap; in solution #2, they would simply lift the average quality of harvested resources. Skill-based quality caps make perfect sense for crafting skills or skills that involve processing raw materials or coaxing them into existence (farming, gardening), but much less so for gathering skills. Gathering skills are the first ones new players get to grips with and these caps create an early impression of pointless, grim grindiness. Overhauling this aspect, in my opinion, will be better for the game in the long run, even if it's slightly disadvantageous to established players.
  49. 1 point
  50. 1 point
    Fortunately it matters not what you think is important, only that the correct information is available to the player base and for that i thank you!
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