Leaderboard


Popular Content

Showing content with the highest reputation on 24/09/18 in all areas

  1. 6 points
    I've been a Community Assistant since April. During those 6 months, I've learned a lot of very random Wurm Online factoids I didn't know. Many of them are things you already knew. Some of them I already knew but wanted to be able to express more concisely. So I wrote them all down. And just in case it helps anyone, am sharing them here: 1) Chickens not laying eggs: Ensure the chickens are on dirt, grass, or crop tiles. Not on pavement, lawn, or enchanted grass tiles. Leave piles of grain, seeds, vegetables, or cut grass for them to eat. 2) Rare fishing tiles move seasonally: Feb 7, 2018: Bugfix: Rare fishing spots will now correctly move when the season (and thus fish type) changes. https://www.wurmonline.com/2018/02/07/patch-notes-07-feb-18/ 3) Perimeter: Most actions are allowed. No new buildings, bridges, and no trimming the grass to make lawn. 4) Missions: Anyone can participate in missions, including non-premium characters - though some missions may be hard or even impossible to do without premium skill levels. 5) Marble Braziers: QL does not seem to brighten the flames burning in marble braziers. 6) Fences in caves: You can build fences in caves, but only on-deed. Both sides of the tile border must be on-deed 7) White Dye not showing: White dye does not show up properly on items no matter what the quality or your client settings are. This is a known issue. ? Size v Volume: Volume allows for more of things that would already fit. Size allows for something that wouldn't normally fit. 9) Fresh herbs vs. non-fresh herbs: Fresh herbs and spices are counted as different ingredients in some recipes, resulting in a different affinity. 10) Death tab: The death tab is only activated if the player who died is both premium and has more than 20 Fighting Skill after death. The death tab also only activates from creature kills, not any falling damage or suicides. 11) Rares vs normal tools Versus normal tools, rare tools have a faster action timer, get a QL bonus for gathering, take less damage, and their enchants last longer 12) Bugged item in bsb/fsb/crate: Leftovers from bulk containers can be removed by putting in a piece of the same bugged item inside, then taking it out. 13) Shields: There is no difference among shields for PvE. In PvP, the difference is blocking radius for arrows and stamina usage. For PvP, it is 90 degrees small, 135 medium, 180 large, but if you're facing 45 degrees to the right of the archer, all shields will block. 14) Transferring rarity when imping: You have a 1/100 chance to transfer rarity when imping with the final bits of a rare item - that last imp before the item poofs. 15) Making mortar: Sand QL determines mortar QL. Clay QL determines % chance of success in making the mortar. 16) Breedable Animals: If a creature can be tamed or dominated, you can breed it (with the exception of creatures who lay eggs). 17) Restoration: I believe it was said that higher restoration is linked to getting better material (such as moonmetal items) at high skill. When identifying, you get better skill gain if you identify with the opposite tool called for, but using the correct tool helps you identify faster 18) Blessed lamps: You need around 20 faith to be able to notice that an item is blessed when you examine it. 19) Tar for fuel: 1kg of tar is the same as 8kg of normal wood. 4kg of tar will fully fuel a furnace. 20) Bee stuff: Peat does not fuel a bee smoker Honey does not decay so you don't need to seal barrels of honey A 90 QL bee hive has a radius of 11 tiles, so you want to space out 90 QL bee hives 22 tiles apart 21) Sorcery items: Tomes, Cherries, etc. can be used at any altar - even UNblessed altars - and can even be used with an iron metal bowl. A sorcery staff cannot be improved or repaired. QL of the staff does not matter (similar to statuettes). 22) Cooking Oil: Olive Oil is not considered a cooking oil. Try corn oil if you're looking for an easy-to-make cooking oil. 23) Wild Growth does not work on trellises. 24) Door locks on a building are not over-ridden by deed permissions. Deed permissions only affect fence gates.
  2. 2 points
    Add more social media integration to deeds. With Twitter vamping up their bot requirements, it's hard for people to just add a twitter bot to their deeds now. This is especially prevalent on Chaos where deeds are basically required to have a twitter set up. There are loads of API's that are able to be used with REST protocol. It should be easy to add more (at least Discord and Slack?)
  3. 2 points
    [20:29:04] The items silently disappear from the spirit cottage. You expect them to arrive in less than ten minutes. Thank you
  4. 2 points
    I deleted my comments above, and am now extending a personal apology to Sidereral, as I realized after thinking that the main reason for my opposition was simply, I did not want this to be true. I especially did -not- like the suggestions that ebony speed bonus was a myth simply invented out of thin air by horsebreeders to boost sales. I am still not convinced that the testing mechanism was 100 percent conclusive, but as i said, I realized my opposition was based on emotions and not facts. I did not want it to be true. It still may not be true, but that needs to be proven by "science" and not by wishful thinking, which I was guilty of. If it is true, I I realized it may be another case of wurm developers going back and breaking their own code, something any longtime wurm player is familiar with. In any case, my own arguments were emotion based, and not reason based, and so I am deleting them as they embarrass me now.
  5. 2 points
    Good afternoon, Could you please send QL ~77 Short Bow, Willow C76 N70 (85c) to Blazer? Thank you
  6. 2 points
    ok that trailer was made by a player
  7. 2 points
    Lots of ways it could work. What do you think? New function/use for bell towers if it gets added. while enemies are in local & guards alive ring bell tower every 15 minutes end the code already exists for the 'a strange feeling overcomes you...' message and teleport blocking for whether enemies are in local. just need to figure out how to apply it to within local of guards or deed edge or perimeter, etc. a less useful version would be to only ring the bell when enemies are on perimeter, like catapulting.
  8. 2 points
  9. 2 points
    Hmm... very fair points. Wurm online is a game where as said in the trailer "Or become them all!" speaking of all the skills, and wurm has always had that mindset where you could chase anything you want. And... become them all! Dividing someone from everything is a difficult thing, but the sacrifice is for abilities, increased combat powers, spells, etc. But... Secluding someone from a game where you can "become them all!" doesn't make sense for the structure of the game. I admit. Faith and the powers gained from it take a long time to build up and is a difficult thing to get in to with sermon groups and all that. Meditation is a skill where you gain increased powers at a cost of nothing! You can just get 30% DMG resistance or, the power to heal extremely well or, the power to deal 50% more damage in combat for small periods, teleportation 25% increased skillgain, etc. When you look at this you realize... Why are priest restrictions so darn heavy..? Everything you do in wurm gives benefit at no cost except for priesthood. Much like how you pick meditation paths for your play style. While priesthood ruins a lot of parts of the game.
  10. 2 points
    Like Hate, to Love Wurm I can't relate. Just too strong a word that many use casually. Anyway, the most special part of Wurm to me is my deed that I made when Deliverance opened, now almost 7 years ago. Enduring and slowly progressing over that time by adding new touches to it. Then wandering the Village grounds through the tall forested surroundings. Seemingly a sacred space that can't be found out in RL due to many circumstances, so it would be a sanctuary and retreat from the world. Then as the years pass it remains as a reminder of times passage, yet all blended together in its harmony. None can really know it other than myself. They can only catch glimpses of the meaning of it all, which even then is shaded slightly out of focus by their own perceptions. Maybe I spend too much time alone there but that is how my life goes, not constrained by any others judgments. For if you can't live your virtual life (RL) by your own standards, who are you then really. Happy Trails =Ayes=
  11. 1 point
    Remove the hammer and the pliers on the forge. Those who want it there can make them and put it there. Those who want something else won't have to deal with the pre-set hammer and pliers.
  12. 1 point
    Hello Wurmians, I created this spreadsheet for personal use a while back and recently shared it with my Alliance and the CA Help chat. It is based on the formula available on wurmpedia and regularly referenced in the CA Help chat. I believe it is self explanatory but you basically fill in the blue fields to work out either the optimal ore type to mine with your skill and pickaxe QL or alternatively use the other calculator to work out the best QL of pickaxe if you want to mine a specific ore! I figured it worthwhile linking here for the wider community, any feedback would be appreciated! But feel free to download a personal copy if you want to tweak it to your own taste, otherwise just fill in the blue fields to make use. Note: The "guide" part of the spreadsheet is somewhat opinion based and there are likely many other alternatives! ^-^ A Note on Vein Quality/Prospecting: Skill can only be gained when mining ores under 39 QL, however ores mined at the "cap" for their Quality (such as mining a 35QL ore from a 35QL vein) could have rolled higher than 39QL (such as 60QL mining action) and so would not provide skill gain - but would be capped by the quality of the vein and therefore result in a 35QL shard/ore. In addition to this, you won't get skill for any ores mined at 1.00 QL either as that is considered a "fail" action. The equations provided in the spreadsheet therefore focus on maximizing the amount of shards/ores mined between 1.01 and 38.99 QL, whilst also preferring longer actions for more chance at a skill tick. Note that is is still recommended that one should always mine ores which prospect as "Poor" or "Acceptable" as this leaves the higher quality veins for you to mine with a better QL pickaxe when you want to mine higher QL shards/ores to use. https://docs.google.com/spreadsheets/d/1p_1hjgJcxYYicJlHbVVN2UU10DsVd6SvFlUudXCbYnw/edit PS. If many people are using the spreadsheet at once it is likely to be frustrating so I would recommend downloading a copy and I will update this post if a new version is ever released (unlikely unless lots of constructive criticism or updates to how the mining skill is gained in wurm). You can also open the google docs version & go to "File - Make a Copy" to have a copy of the google doc version saved to your google docs. If you would like to see more spreadsheets like this, feel free to ask and I may be up for it! Also I am totally cool with anyone else making similar or even using this as a basis for the other skills. Enjoy and Happy Mining! ? V
  13. 1 point
    Just thought it would be useful, need to add some upkeep and was unable to login the other day.. then forgot about it until now. Would be nice if I could just purchase some upkeep directly from the website to save me logging in to do it. (even if I couldn't use my in game bank funds to do it and had to purchase new silver from the site specifically for the deed upkeep). Since a toon can only have 1 deed, i felt like this would be fairly simple to add? Don't know for sure though. Also please.
  14. 1 point
    Starting Bid: 50s Min. Increase: 5s Buyout: 1g Sniper: 1 hour from previous bid Private bids will be posted here. No reserve. (3PM Saturday, 29th September, Central US)
  15. 1 point
    I tried a pavilion, military, or explorer tent, and none were what Fo wanted, which (unless I'm missing something) leaves only the uncraftable and undroppable newbie tent. I've opened a support ticket; I doubt the devs want people creating 300 alts just to do a mission (provided we could find some way to sac them). I assume that the count is 300 because the newbie tent can't be crafted, and thus looks like a single item with no extra parts (300 of any of the others would be extremely difficult). Incidentally, we're in a tight race with Lib, so this is bad timing.
  16. 1 point
    Would that person trade the account to you if you had one better to trade for it? I'm guessing it is now their main account and they in turn probably don't want to go without a main. Just a guess, but I know how I would feel in that situation.
  17. 1 point
    I think their having to worry about dying when walking around outside a protected area is great motivation for building toward riding a horse. Same for being able to ride a large cart or wagon. I guess you could say the same applies to the idea of having to haul a small cart around as you build skills that allow you to ride better modes of transportation. Never the less, a mule could allow newer players to haul things around better while leading it with a rope, and would also make those small carts more useful to experienced players around their settlements. And it would be a nice touch/addition to general feel to village life. Just my humble opinion on the issue. ?
  18. 1 point
    +1 It would be nice for new players to have the ability to ride and create their own cart. This would allow them to do so. I also think a mule would be nice if it allowed riders of lower body control. That way new players don't have to be so freaking afraid of going outside their deed and dying from a creature.
  19. 1 point
    That was it, half asleep me didn't even think of a gravestone when they said cross. Anyways added to the list thanks for the help.
  20. 1 point
    Got another one, this time the actual item is a high empty bookshelf:
  21. 1 point
    +1. Cross everything with champ octopus. The Tentacle Goddess would approve.
  22. 1 point
    It was suggested before to be able to use sheep on the small cart, maybe even a cow, 1 animal hitched then be able to ride the small cart, think it was suggested originally to be able to lead the small cart but that would complicate things, so just have the small cart set up like the large cart, with just the commander. Speed could be slow like it is already is with transporters. This would be great for new players who do not have the skill yet for large carts and for those who like to be different. This should be easy to code as well as it would just be using existing mechanics.
  23. 1 point
    Currently, archaeology journals are limited to 22 reports. I quite enjoy doing archaeology myself, and on the pristine server alone I've filled 7 journals during my expeditions. I'm actually making an 8th today so I can go back out for fragments, because there are many places I haven't visited yet. But because I have so many journals and they hold so few reports when I stop by an area I've been before but can't remember what the deed names were I end up dragging all 7 journals out so that I don't end up with a copy of a report I've already finished. This is starting to become a heavy hobby not counting the fragments as I pick those up. My suggestion is that we be allowed to put 100 reports in a journal, 100 is a common number to go into any container and after all the papers are only 0.01kg. I do understand if this as seen as too much, so at the least could we please put at least 50 in a journal? At least half the weight in the above picture is the journals themselves, not even taking the reports into account.
  24. 1 point
  25. 1 point
  26. 1 point
    Let's speak clearly: priests pretty much double the number of payers in this game...
  27. 1 point
    Quick suggestion. Being able to change the double click from "Examine" to a different action. Personally, I would love "Open" for a container, but just being able to choose what you like.
  28. 1 point
    I believe the trouble is when you're trying to mine the tile that would then result in this configuration. The game is trying to create a cave roof value and a cave floor value for a tile corner that already has them, but doesn't have another boundary corner with that same tile to work out slopes with (not that I'm a coder, this is speculation from my experience with mining). When you're collapsing a tile to create this configuration the game knows that corner has just the one floor and roof value. I do get really frustrated with tunnel collapses that result in this impasse though, because I know the tunnel works, because it used to be there >.< I've seen what this issue looks like when I created a bugged tunnel entrance a few years ago. It was not pretty and was not fixable by a player who didn't have a shaker orb/priest with Strongwall plus a sculpting wand handy (and would have cost a LOT in charges...).
  29. 1 point
    You are running 2 different machines, but your internal IP is the local loopback address 127.0.0.1. So this just can't work this way. Your internal address must be able to see the other server. So you need to use a LAN IP if the servers are in the LAN or an official IP if they are not in the LAN. If you give them an official IP make sure to configure your firewall so only the other server can access RMI and internal ports, otherwhise you will be hacked quite soon. It is impossible to link 2 servers with the current configuration.
  30. 1 point
    Phew! Also - I swear I found some old screenshots of those first hours of Pristine of a bunch of naked settlers in Blossom, but I can't seem to find them at the moment. I'll keep digging!
  31. 1 point
    This applies to a lot of things now, since we can actually put stuff on stuff. I keep thinking there's an actual pan on my oven, for example, but it's just the one that comes built-in.
  32. 1 point
    I've started writing but am not nearly done so you're still in time, @Sidereal
  33. 1 point
    Thanks for posting this one here too Vaelir :). I already read it while beeing ingame today. One thing to note though. If i'm not mistaken you suggest to mine only veins that are low quality (below 40 for e.g.) because you only get a skillgain when getting an ore between 1.01 and 39.99 quality. But if you use a low quality vein (for e.g. one with only 23 quality), you seem to _think_ that you will gain mining levels for each shard of QL 23. As far as i know it is not like this, even though the shard is capped at QL 23 (from the vein) it might be internally handled as a "quality 60 roll" (just as an example) and does not offer any skillgain. Anyways - nice job!
  34. 1 point
    +1 That would be fun. Make donkeys stubborn and require taming to lead them, but make hard to keep tamed. Breeding with a horse gives a mule, which is more docile and can be led without taming. Since mules can’t breed, you’ll have to breed and care for donkeys to improve stats that can be passed on to mules. And another +1 to a mule following you when pulling a small cart rather than having to ride it. Could be led with a rope while hitched.
  35. 1 point
    Since the weather outside is so bad I decided to host the next Random Enkounter today. The randomizer chose Pristine this month and so I dropped in on a random person. Cenotaph noticed my ominous presence and was to face 3 very random challenges! #1 In one minute Cenotaph had to name where the frost spirits were kept. With no time wasted the Yule Goat herder answered correctly! #2 It looks kinda like a candy cane and you can span great divides with it! What is it? Again, Cenotaph answered correctly with no time wasted. #3 Goat invasion! 3 waves of invading goats attacked Cenotaph and the only way to win was to survive them! First wave - the eight legged cave goats. 6 of them to be precise. Hmm, They did not seem to be much of a challenge...... Second wave - 12 Sea goats! How very very Wierd. I was sure that sea goats could put up more of a challenge, unfortunately all they did was spill ink everywhere. Third wave - 6 Hairy Large Nosed Mountain Goats! Now this was a good challenge.... unfortunately, only for the poor hell horses that they went about attacking This demands a bonus round! 3 Goat herders and their 6 goat herding crocodogs! Ahah! now we are talking. I began to Wonder if Cenotaph would survive the bonus round but then he retrieved a better weapon! In the end the goat herders were no match for a master Yule Goat herder like Cenotaph! For his winnings! A rare backpack full of tools and supplies to make fresh squeezed goat soup and a very nice rare small barrel rack to store all the soup in along with some shiny new rubys for glamming up something... maybe the barrels that go in the rack or something... or can you add them to soup?
  36. 1 point
    Yes you are, its about one god per template kingdom on the valeri game board, thats three kingdoms. Previously one kingdom had two gods and as such two opportunities in the same round to win while the other two had one god each. In the interests of balance and fairness Vynora was retired from the game board and missions on freedom are a byproduct of epic not designed for freedom.
  37. 1 point
  38. 1 point
    Got another one: This applies to steel sabatons, but not iron. (Didn't try any others.)
  39. 1 point
    The Dwarves delved too greedily and too deep...
  40. 1 point
    See topic title send me a pm if you have any for sale well discuss the price
  41. 1 point
  42. 1 point
    Update about what has happened: And yes, this is going to be a long-read, I'm afraid. A while ago, EnlightenedOne scouted this tunnel and came up with the idea to improve it, so boats could use it. Some players volunteered to help; but discovered that after doing the mapping and a bit of the work, EnlightenedOne didn't participate into upgrading the tunnel, but only worked at cutting bricks from shards mined by others. And thus the ones who were actually working in the tunnel felt scammed and decided to bail out. Not long after that, EnlightenedOne disbanded his deed and set up somewhere else. And haven't been heard of since. Was it some sort of scam? It certainly looks like it, especially since the accused doesn't (want to?) defend himself. You draw your own conclusions; I don't want to discuss it anymore. A few days later, Zethreal contacted me, asking if I was prepared to help him continuing the project. He ha a plan ready he had posted here, the plan looked good, we knew what had to be done and to make sure things would run better this time, he'd set up a deed at a former deed location; making it easier for players to enter the tunnel from the Eastern side. So I packed up my things, sailed over, dropped a deed with an alt; examined the area and went back to work. As if nothing has happened.? At some point in the PM conversation with Zethreal, I added Ajala and Wulfmaer to let them know we're working at the project again. I never asked them to join us, yet, they showed up and decided to join it. Progress so far: The plan we have in mind is the one Zethreal posted a few pages earlier: As mentioned in previous posts, the entrances at the west side have been opened up to an apropriate level, meaning at full depth, 3 tiles wide and full height for even the largest ships to enter the canal while the road entrance is two tiles wide and high enough to have wagons pass it without clipping. At the inside most, or all of the center boat tile has been brought up to Cathedral level. A small part beyond the entrance is at maximum depth as well and it's been tested with a Corbita or Cog; well, a big ship anyway; showing that it can access the canal without getting stuck. Well, unless you're saling drunk, but that aside. ? At the inside, I've begun removing the tiles for the road and heigthening the ceiling (flattening this time to get a lower look), while also strongwalling the new southern wall. Progress has been made to about 1/3rd or 1/2 the diagonal side, before I joined Wulfmaer in removing an ironvein further ahead. After that a double sandstone vein blocking the path completele was going to be removed. One of those veins broke down last night and hopefully we'll be able to remove the next one today. What needs to be done: A lot, to be honest. We've done about a quarter of the entire tunnel in length and haven't even begun working at the boatcanal. There are several veins that need to be removed. I've spotted one sandstone and several iron along the way and I'm not even sure what's hidden behind that first layer of rock. That also means all floors that can be reinforced need to be reinforced now. As well as the walls. An on top of that, some parts of the floor need to be risen with concrete again to make sure they're all flat. Something that has to be done before reinforcing them or the tiles near them. When all of that is done, it's just a matter of planting catseyes and waystones at both ends of the tunnel to turn this spot into a highway; which can be connected to the future network if the need for it is there. And some lamps are going to planted along the way, eventually being blessed to make sure the tunnel is lit up all times. It's a helluva job, but I'm certain it can be done. Except, it can't be done by just 3 players, unless it has to last several months. What's needed to finish this: A lot. There's no doubt about that. A lot of materials, a lot of invested time and effort, to be precise. The priest(e)s doing the strongwalling cast will need chopped veggies or doorlocks (mine is a Mag priestes) as saccing material to regain favour fast. Fortunately we're also encountering iron veins in low quality, a small anvil is available, so creating locks isn't a problem. A supply of constant chopped veggies is, however. Futhermore, we're going to need supportbeams. Ajala is creating them right now, however over the full 280 tile long length of the tunnel, somewhere between 1120 and 1400 supportbeams are needed. More if players are using them to reinforce walls. Then there's the need of an unknown amount of concrete. The current path is just above waterlevel and once in a while SNG decides it's a nice idea to drop the surface 1-2 dirt when removing a rocktile. Even at higher mining levels. And those small pits need to be filled up before the floor is going to be reinforced. Food. Afterall we need something to keep that staminabar filling up as fast as we can. But most important: YOU! As Ajala said in one of her previous posts, right now we're with 4 players working at this project, of which two are using alts as well to speed up the process a bit. However, RL has caught up on Zethreal and right now he's out for the time being, leaving only 3 persons working here. So any help of other players to get this thing done is very, very, very much apreciated. I even dare to stay, it's highly apreciated. What we do offer...... ...... is a lot. We got a nice group of people working over there and you'll notice that Wulfmaer is actually able to say more as his usual "Umpf" and "Grumpf" in chat, that Ajala is able to speak as well and that I'm able to keep my mouth shut for over 2 hours when needed. ? There is the option to imp your own tools - or perhaps have them imped by me, if you prefer that to 70-75QL, depending at the available time, using the iron we've mined ourselves. There's food and water available for those needing it. One of my low lvl cooks could come up with some affinity pizza's if ppl want those. You can be certain you will gain some levels in mining and with some luck even an affinity in mining or the related skills. We've got a wagon at the site, making it easier for players to move along the project and / or to transport crates / items between their ship and the workspot. Ajala has given me and Wulfmaer the option to manage the wagon, meaning there are at least 3 persons available to give you the permits to use the thing. It's also making it possible for anyone to leave their own wagon or cart at home and transport even more with their ship. You'll also get your name mentioned at a road sign as one of the workers at this tunnel project; thus ensuring everlasting fame. Or notoriety, whatever you want. And finally, players can expect a share of the spoils of war (ores), depending at their level of participation. What I mean by that is that the rockshards are free for taking by anyone mining here as there isn't a shortage of those. That includes sandstone, because I'm certain we'll encounter at least one more vein along the way. However, Iron and other metals are split among those who're mining it and we DO NOT RUSH for iron veins. For those of you wondering why? It's simple. I - and I think I'm safe to say that Wulfmaer and Ajala agree with me on this - do not want players to "join" the project, explore the tunnel, mine out an iron vein, keeping the highest ql, leave the crappy ###### for those who come there later; just to leave the project after that; because they got what they wanted. Some of us are in this from the beginning and leaving the crappy iron for them won't be fair. Or even better said; it's plain anti-social to do so. We had that happening to us once already. It won't happen a next time and if it does; the temporairy deed I set up is covering both a boat and road entrance and putting someone on KoS is a piece of cake. So...... ...... what's being done is that we work our way towards the east slowly by removing walls and veins, strongwalling the walls, level up the ceilings, flattening the floor and reinforcing the floors until we encounter a vein. That one will be removed with ores split in 10's of ql; which will be melted down into lumps and split among those who've been mining that vein. At least that way we're able to give all working at that part of the project some sort of reward for what they've been doing. If someone decides he /she doesn't want his / her share, it'll be split among the others. If someone decides to give his / her share to someone else, it's no problem at all. TL; DR: We've done a lot and will have to do a lot more. We need materials and help for that and anyone who's coming over to help us with this community project is welcome and will be rewarded. We've got some on-site services to make life easier for those willing to help. Thorin
  43. 1 point
  44. 1 point
    Pristine: Name: Bright run in honour of Magranon Creator: System Started: 8/21/18 6:01 PM Progress: 1.8% Expires: 8/28/18 6:01 PM Restartable: No Description: Magranon urges you to create 125 cloth pants. This was: [18:01:16] You create a green cloth pants. Nothing below worked. [17:57:19] You create a cloth pants. [17:57:54] You create a plain white cloth pants. [18:03:18] You create a brown striped breeches. [18:04:23] You create a black cloth pants.
  45. 1 point
    It's not a top priority thing right now, but we'll be looking at a fix for it in the upcoming weeks.
  46. 1 point
    If I'm understanding this right, Fo has had two Serenity missions for sacrificing decent chain pants: the first mission was iron, the second was steel; neither metal was specified in the descriptions.
  47. 1 point
    This exactly. Let the market fall where it will and worry about game play.
  48. 1 point
    It seems that for *some* players the ability to sell goods for Silver (which is tied to RL currency for those who purchase it) is their primary motivation for playing the game. This is evidenced by the replies within this thread with their focus on the Wurm "Economy", which of course is *their* ability to make Silver from playing the game. What percentage of the playerbase this is I have no idea but lets look at this "Economy" from another perspective, those who do not participate in creating goods or services to sell to others for Silver. For them this only increases the price they pay to play the game when certain proposals to change the game mechanics to improve the "Economy" (their ability to make more Silver) are put forth. I think it is unfortunate that the game was setup on the above basis (the ability to make Silver from playing the game) as a lure to draw players to it and yet this is the situation that we are in. For those who play the game for other reasons that it seems these players can't comprehend as being a sustaining one, falling prices for goods and services are a good thing, as their costs for playing the game are reduced. Here then the quiet battle is fought, perhaps unnoticed by these Silver Merchants with their eyes focused upon the Wurm "Economy" and its seeming vital importance to the *health* of the game. Does this really draw in *new* players or deter them with its lofty heights that must be scaled to profitability? Who is looking out for whose interests here? Perhaps the evolution of the game over the years has had a subtle effect upon the Devs to lessen this focus upon the Wurm "Economy" and more upon the other pleasures of playing the game. Maybe it is just a more natural evolution as new creative features have been added to the game which have either no focus upon Silver making profitability or lessen it with less strict requirements which make items and services more available to everyone. I see this as a positive progression of the game, not something to be resisted for the sake of player profitability. It may be proceeding in this slow manner so as not to alienate the Merchant/Trader type of players, so that again is a good thing. This whole concept and how it has influenced the game is intriguing to reflect upon. What the future holds, who knows. Time will tell. Farewell =Ayes=
  49. 1 point
    Make drop shafts great again!
  50. 1 point
    +1 With concrete, mining floors and ceilings, ability to collapse.... thre's nothing stopping us from fixing buggy cave tiles these days. Give the people freedom!
  • Newsletter

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