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Showing content with the highest reputation on 17/09/18 in all areas

  1. 7 points
    The example I gave was specific to Cure Light because it's extremely easy to visualize. LT is affected because I've also seen it used to "cheese" combat in some situations. On my Wurm Unlimited server, I implemented mobs that were designed to be taken down by a group of 3-5 players. Instead of encouraging hunting parties (my intended design), the players instead opted to take an LT weapon to the fight. They'd combat with the mob for ~1-3 minutes until they were on low health. Afterwards, they would disengage the creature and begin healing by attacking nearby horses, cows, and similar to heal back up to full in a short time period. They'd then re-engage with the creature and take it down in 3-4 consecutive skirmishes, despite being no match for it individually. This extends to similar encounters such as uniques. I've witnessed players get hit by AoE attacks from uniques then disengage to heal on nearby cows & horses before rejoining the fight. In the end, the decision was made to apply the healing resistance to all sources of healing that were magic-related. The primary reason is that magic is essentially "free" - especially in the case of Life Transfer. When using first aid, you are consuming cotton, and are limited by how much cotton you bring along. By implementing a healing resistance to magic-related healing effects, it puts a cap on how rapidly you can accept combats. Again, I'll reiterate that if you're playing normally and not entirely outside the bounds of how you should be playing (fighting trolls with no armour equipped for example), you're very unlikely to notice the change to Life Transfer. It's honestly so negligible that during my own testing when I was coding it, I actually checked the math several times over and even wrote debugging messages to ensure it was actually applying the proper values because it was so unnoticeable. I ended up having to test against two trolls while wearing no armour to get the healing resistance to become noticeable enough for me to confirm through eye-test that it was functioning as intended. I understand the frustration that comes with changes that look bad on paper. It happens very frequently and players do a great job of calling out issues before they get implemented. These types of discussions are critical to ensuring that the game development proceeds in the right direction. However, Life Transfer feels just as good as it did before if you're using it as it was designed (preventing using cotton during hunting). If there really is something wrong with healing resistance being applied to Life Transfer, it will come out in public testing and be changed at that time. To those wondering when the public testing will begin: My estimate would be a couple of weeks before it's ready for public testing. My personal timeline was actually a few weeks ago but unfortunately real life kicked in and got me at a bad time. I'll be back to coding this week and going through all the bugs that have been found in the meantime. I know people are anxious to get hands on and see it all for themselves. Truthfully, I might even be more anxious to just get it up and running and out there. This will be the first major project that I've worked on as a developer, and I'm really excited to see what people do with it.
  2. 6 points
    1. find a kingdom on chaos that you are interested in and apply. don't mess with Epic, it isn't worth anyones time. 2. learn the most efficient ways to grind from the most experienced grinders in wurm online as its vastly different from WU. And I don't mean "ask the top tier dudes with 45 strength that tell you to make kindlings for body strength". There are quite a few very knowledgeable people that hang out in the official discord and do not mind sharing the most efficient ways to do things, Noizhead being one 3. grind while you aren't pvping but stay pvp ready (have your horse tamed, gear all in one place etc), pvp when theres pvp and play smart and don't worry about "is it worth my time?" 4. get to know your kingdom and make good friends out of them, as that will be your primary reason to stay in this game as there are tons of reasons to not stay are you going to jump in and after 1 month compete with someone that has 700 days+ of playtime on their account? no, that would be silly. But do not listen to the plebs that are gonna reply in here saying that 99FS, 99 in every weapon skill, 99 in every subskill, 90 strength 90 stamina 90 body control etc are the minimum requirements for PvPing and having fun. Those are the people that do not understand how the mechanics work and are usually disgruntled people who can't spend more than 1 hour per week committed to grinding for pvp
  3. 5 points
    other departments is just anti-cheating don't need to think there is more to this than that there is no game out there who cares how much a person plays, if wurm was worried about that they would make you log out after 8 hours and make sure you dont switch to any other accounts stop with your stupid idea's of your dream utopia of game playing, no one cares how much you play or not play wurm
  4. 5 points
    We used to be told that if we continued to mine a cave wall that an entrance would appear and then a "bug" caused that to not ever work and it was fixed but any message we had was taken away Now we receive no warning about making a cave entrance if we mine through a cave wall which leaves dangerous drops that could cause people to fall out of mines(eg on mountains) and ugly terrain on the outside once the tile is collapsed again So i suggest that an warning is added at the same time as the existing wall will collapse soon message and that that warning shows up in the center of the screen telling us "if you keep mining here an entrance will appear" this would save possible deaths and also tell us if we are to close to rock or not so that we can avoid mining that tile out
  5. 4 points
    I agree, this game is made to be a "grindy" game..... it take years to gain good skills, and it really is not fair to cripple a players account with "fatigue" when they are playing the game exactly how it is designed to play.
  6. 3 points
    +1, people have different play styles and a fatigue system shouldn't stop them from playing even when they paid for a month or more of premium to increase their skills. I knew someone who played Wurm most of the day, practically everyday, because he did not work and had other issues as well. He hit the fatigue cap, got frustrated that he couldn't do what he wanted to do and after awhile decided to quit the game.
  7. 3 points
    Who cares about the danger to other people? It's not the responsibility of the game developers to watch after the health of the players. I have a full time job as well, and I don't hit the fatigue cap. It shouldn't matter that you and I can't dedicate the same amount of time, the people spending all of their time playing WO should be rewarded by having those high skills.
  8. 3 points
    What kind of game wants players to play less often? Fatigue's only point is to reduce macro's/bots. It's doing a bad job at that and is just making legitimate hardcore players wait around, looking for something else to play. The hardcore players need to be able to grind when they want however much they want. When a cheater maxes fatigue, they just use another account. Accounts are free or cheap and it's easy to use more than one account at a time. If you could only have one account per email/person, then a fatigue system would make more sense. Fatigue should be removed.
  9. 3 points
    my issue is this limits the players from playing the game how they want, sure there is an argument about macroing, but fatigue limit wouldn't stop that, and giving people who wanna play a limit is a little annoying, considering there is nothing against people using multiple toons or sharing access but with the risk of losing the accounts, people do it, but when others are using the same toon frequently or when your grinding your skills after another person had been grinding on the same toon limits you from playing the game how you want i think its ######, maybe consider this a QoL change since some people wanna grind their accounts vs buying them.
  10. 2 points
    if i can combine hide why can't i combine leather combinable leather or a way to make giant leather pieces would be great
  11. 2 points
    dw when i hit fatigue i just log out and go play WoW, which has absolutely no limits on the amount of game time I can have per day thx
  12. 2 points
    You can go off topic and argue till your blue in the face, but the reality is, there is an overwhelming amount of people who disagree with the current ''fatigue'' system.
  13. 2 points
    I bet other games are experiencing the same complaints from their players also. I think it is up to the individual player to decide when he/she should stop playing.
  14. 2 points
    When you say these comments, or "quote'' these comments, you are being vague to why fatigue is there, or pointing to ''preventing queueing actions'' which is another way of saying macroing. Which is the point, to preventing macroing, where there are better ways to detect macroing rather than limiting everyone with this ''fatigue'' system.
  15. 2 points
    What sort of game would make everyone to pay top dollar for each account, then impose these restrictions, where they have to walk away for days just to play, its just encouraging people to play other games..... and when they find a better game, then they will stop investing in this game.
  16. 2 points
    You see Levin's frustration trying to catch the big fish for the goal, twice in one week fatigue has capped, just from fishing. Why should someone have to stop playing the game because of some artificial barrier.
  17. 2 points
    impossible I'd say ?
  18. 2 points
    There is suggestion floating about enchanting vellums, my idea is bless piece of paper, combine it with gem dust and source and you get vellum upon you can cast genesis, collapse, mend and other useful spells that priests can sell without traveling.So buyers can use them simply activating vellum on animal/tile/item You would need high ql piece of paper in order not to shatter it, funny enough shatter might be desirable on such scenario. Not sure if ability to transfer casts from vellums on items would break much but could be fun imo.
  19. 2 points
    what is the meta? I honestly don't know what on earth this means. If slow and tedious is what it means, then yes, it helps break those chains of meta. Other things in my life that I think might be meta: Working a minimum wage job; slow internet; religion; waiting for glue to dry; watching seasons 5&6 of Community... PS. I hope that didn't sound like I was being a jerk. I'm a comedian in my own mind and not everyone thinks I'm as funny as I do.
  20. 2 points
  21. 2 points
    I'm not too worried due to the free swap for all priests, I myself have like 35-40 channeling, and stopped right at that point, because I don't have the will to enchant, because it looks horrible, tedious. 50-70 channeling is what a lot people give up at, I stopped my Nahjo priest right at 55 channeling, because enchanting doesn't look like fun, at least there will be more of a reason to grind channeling because there are higher difficulty damage spells but it's still not enough if you ask me. Channeling is a hellish grind. It's difficult to stay on 1 subject for too long, because that's how you burn out, and with all that grinding you go through or a huge payment for a new alt and to be rewarded with shattering a supreme item at 94QL... Gosh... that must be rough @kochinac shattering is a terrible mechanic, and it brings fear with every cast you make, and that's not fun!!! it makes you scared of enchanting! I would love it if they greatly reduced the sacrifice timer, it's way too long, as if it's rough enough burning through useful resources, you have to wait half a minute just so you can cast spells for like 20-40 seconds and gain so little with that time you cast too, in terms of both skill gain and enchanting success (usually) Priest life is extremely difficult, and it's why it's reserved for alts, the priest restriction lifts make me very very happy, and I welcome them, what you sacrifice is the loss of the ability to improve, however... if you look at what normal players use to grind their improving skills, it's not much, just a couple of high QL lumps and logs is enough to last you a month. As for priests? in order to improve your main skill you have to buy a crap load of gems, or chopped veggies, I've heard of someone who has spent 3 gold on grinding materials, holy cow! that's a lot of gems! being able to cast spells for like 20-40 seconds before having to wait another 30 seconds as you burn through a crap load of sometimes pricey resources without CoC (I do still believe CoC should not boost channeling gain) and to finally get to 94 channeling and to be rewarded with SHATTERING SUPREMES is bull! it's exhausting! and everyone I know who has a priest has complained about how annoying being a priest can be. If you seclude yourself from the world of improving, you should be in for another world of fun instead, but it's not fun! It's extremely exhausting on the wallet and brain... The most fun you can have with it is being a healer, and an animal tamer with charm and having damage bonuses. Those are the only fun things I can think of.. the passives mainly.
  22. 2 points
    I think the key issue here is that priests are not encouraged to grind and actually get better and instead they are encouraged to do something absolutely irrelevant to being a priest and enchanting to get an irrelevant item to bandaid being a better priest. It makes no sense, the same way that gold's shatter resistance isn't going to encourage making gold tools because gold sucks, even steel having a shatter resistance isn't going to encourage anyone not already using steel to use it because steel is such a pain to maintain
  23. 1 point
    I live in Brazil and I buy monthly membership, but in my country 10 euros go for 54R$, which is way too expensive to pay for a membership. It's hard to even have ONE account for me and my friends, im even considering paying with in game currency, but that sucks. I was thinking that wurm could do the same as games like Runescape has through the company "Boa Compra" (runescape is currently 12R$ and 11U$. If 11$ would be converted in R$ it would be 50R$), the membership has different values in major countries ou continents, like europe, australia, africa, brazil, where you can pay less for premium because of your location. If the price continue high like that I don't know if I will continue playing. Too expensive! A cheaper membership could even encourage more people to pay membership or have more accounts. Products and prices in Brazil for comparison: 1 liter of gasoline: 4,2 R$ (gallon: 16 R$) Can of coca-cola: 3 R$ Snickers bar: 2,5 R$ Bottled water: 2 R$ 1kg of rice: 4,3 R$ Subscription/Minimum wage USA: 11,63/1160 = 1% of the salary Germany: 10/1498 = 0,66% of the salary Brazil: 45/948 = 4,7% of the salary South america company paying company "boa Compra": https://boacompra.com/
  24. 1 point
    What is the difference between account sharing and a brought account? Getting rid of account sharing is stupid. The actual problem is the use of macro's and rules to limit macroing is not very affective, and is affecting many players who don't macro. What needs to happen is a flagging system where an account is on long hours, and can be monitored to make sure that individual is not macroing. The fatigue system needs to change.
  25. 1 point
    As a paying customer, I would like to see this system fixed. Some of my friends have lost interest in this game because of fatigue issues they have. Over the past 5-6 years I have played, we have lost a lot of players, can this game afford to keep losing it players because they are not listening to them on issues like this, where it affects the hard core players who invest the most.
  26. 1 point
    One can buy many times as much sleep powder by working for an hour as a job compared to working for an hour in Wurm. Sleep bonus is easier to use and to get as someone who works a full time job with some discretionary income. If I work for an hour, I can buy 10+ sleep powder. There are some games which limit players, but not to the extent that fatigue does in Wurm. You cannot do anything in Wurm without fatigue. The time-restricted features are equivalent to meditation skill ticks. You can do something else in the game while you wait for these timers to end.
  27. 1 point
    Im also concerned, there are people who agree with the comments being made but are worried to "like" it cos there is a ''cap''...….. OMG
  28. 1 point
    I agree! I get fatigue a lot when I'm grinding a skill. It makes me so mad that I've paid to play this game and can't play! I don't even know how to use macros! They really need to find another way that doesn't punish those of us who just play a lot.
  29. 1 point
    Speaking of Fo'ly stuff, it would be much appreciated if Fo followers got a bonus in skillgain for nature skills, Magranon gets 25% increase in fighting related skills, Vynora gets 10% in everything. Most Fo priests I know of are farmers and ranchers, just a thought.
  30. 1 point
    Just a random thought, but currently all (that I know of) healing is immediate effects. Maybe some magic effects should be shifted to a Heal over Time design? The current resistance design seems to be trying to do that in a somewhat awkward way.
  31. 1 point
    Works now! Thank you Batta, appreciate your help.:)
  32. 1 point
    I would love to have some non see through and more professional looking fences for as example making stables and such it could be using same textures as current wood walls, just cut in half and with a dark top border to close it up ^^ and it would be perfect with an equally high and smaller gate (like the low roundpole fence gate)
  33. 1 point
    +1 also maybe add option to cut it to desirable size pieces with leather knife, refering to scale/drake most
  34. 1 point
    Nobody lived long enough to complain after eating it
  35. 1 point
    A name on a fence does not help you bash it faster; does not help you fly over it, or walk through it; all it does is tell you who that ass was. And then what? You curse them in chat? You're still going to have to bash it old style, or open a ticket. Same as now. Nobody's defending the griefers. I'm defending my freedom to remain anonymous when I want to build a fence around my deed and not have people know I live there.
  36. 1 point
    Please COD this pick to Keselyu: 13 ql, 92 coc, 1 s Thank you!
  37. 1 point
    Weren't impalongs started as a christmas tradition by willow? A former staff member?
  38. 1 point
    1) It's good for newbies, who have lower DR and don't hit as much; 2) It helps when facing a swarm of mobs; 3) If something nasty clobbers me (an ogre mage, say), I can attack something easier to restore health in a hurry (I'll bring cattle to rifts or slayings for this); 4) WL priests don't get BT anyhow (I suppose I could try getting a Tosiek priest, but now with the priest template thing coming, that may not be an option on Epic). "Wounds being too small", by the way, really makes the resistance thing seems silly to me, especially since LT doesn't target the biggest wound, only the oldest. I heal a one-damage wound, and get healing resistance? Why? For that matter, why shouldn't I get a crush resistance buff when I take a single hit from a maul? Resistance based on weapon hits makes no sense to me. Spells, yes, but not weapons. Plus, if LT will only work on physical wounds, it means a priest healing a single burn wound on me will hit LT resistance, even though LT can't possibly heal the burn wound. That doesn't make sense to me. I -could- see rebalancing LT to only work on physical wounds, if it healed across multiple wounds and was separate from the healing resistance mechanic. That would preserve its utility for newbies, while making mobs that do non-physical damage more interesting and maybe making LT a more interesting mechanic in PvP.
  39. 1 point
    This. LT is at its most powerful for any newbie skilling up against PvE mobs. One of the biggest changes in the game for me came with my first LT weapon; PvE combat was suddenly a lot less grindy and more fun. Ever since, I've enjoyed giving newer players their own LT weapons, and hearing how much fun they're having hunting. Is that really a bad thing? Why nerf that? Ah well, let's make Wurm harder already on newbies, because we don't need them!
  40. 1 point
    Shipwright Argus http://www.mythweb.com/encyc/entries/argus_(1).html
  41. 1 point
    @MrGARYI know nothing of PvP and I never will do PvP. I personally don't have a problem with removing all priest restriction regarding item enchanting on PvE. But this isn't about what I want. There are some important points I've gleaned from trying to follow this: 1. The new priest overhaul isn't supposed to be a nerf. 2. It's supposed to make priests more fun to play and try to encourage people to play them as mains. 3. Wurm's main purpose isn't to make people get more alts. 4. Make priests more balanced for PvP. Now the things that we PvE value (combination of benefits and spells for nacho and paaw) may be removed. I say may because it's still unclear. 1. That is a clear nerf against PvE. 2. That doesn't make priest more fun to play. Tossing in some distractionary sparkly teleport spell doesn't fool me. 3. For PvE we will need more alts. And anyone who thinks PvE folks will chose to play priest is kidding themselves. As long as priest crafting restrictions stay most PvE people will continue to treat priest as alts.
  42. 1 point
    And for Libila's sake, please fix queing sacrifice and cast actions, currently sac interupts cast which is very annoying as you can't optimize all your actions for grinding. This was reported so many times and I don't know why it has been ninja changed like that in a first place
  43. 1 point
    Not true. When the possibility of shattering exists, that thought and fear is with you every time you cast. It completely overshadows the enchanting process, and is a constant, ceaseless discouragement against playing the game. In short, it isn't fun, and it hurts Wurm. Again, I don't understand why this isn't understood.
  44. 1 point
    If you punish an activity, you will get less of it. Shattering discourages players from playing, and I can't understand why the developers defend it.
  45. 1 point
    Volunteering to enhance the graphics to current standards - no problem. +1 Perhaps, as legacy statues, they can be gained through archeology or something, even.
  46. 1 point
    I think it would be better to let grazers and herbivores kill/eat fresh sprouted trees and bushes so open grass plains are created in a more realistic natural way.
  47. 1 point
    Emotes can be bound with CustomActions mod by bdew. You install it. Open console and type: act_show on Then you open your emote window and note the # next to the emote you wish to keybind. Then you open console again and type: bind <key or key combination> "act <number of action that you noted> hover" You should then be able to emote on whatever your cursor is hovered over. edit: example: bind alt+w "act 555 hover"
  48. 1 point
    Full collection! (i believe) ?
  49. 1 point
    Just did the climb as a sherpa. Goat shape is amazing, only 1 high ql sandwich did the trick on the way up (okay I'm cheating, did it on my Mag priest who is high enough on Path of Power). Now waiting for food bar to go down a bit to do the ride down Here is the heroine who did the climb with me (fake selfie in the sunrise): I was not planning to go up but there was a troll on the Fang and she had no armour with her...
  50. 1 point
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