Leaderboard


Popular Content

Showing content with the highest reputation on 20/10/18 in all areas

  1. 5 points
    Found 2 Sea Serpents in one spot. Locations is North Indy. Around B-14. They followed me to the border. If you are heading north of timeless isle right out of the canal to the border you will find them. Enjoy!!
  2. 3 points
    Issue: While mouselooking, you get randomly turned around. Therefore, you get disoriented. This happens very frequently. It is a severe detriment to my enjoyment of the game. Symptoms: It only happens directly while clicking the left mouse button. After getting turned around, mouse state has been forcibly released, and you have to click again to mouselook. It happens very frequently when clicking back in to the game from off screen. (about 1 in 3) It happens frequently while actively playing the game. (about 1 in 5 while walking around) Attempted fixes, what has worked: Setting the game to full screen mode resolves the issue entirely. Switching the mouse to a bare bones two-buttons-and-a-scroll-wheel mouse resolves it too. Current hardware: Redragon M801 Mammoth 16400 DPI Programmable Laser Gaming Mouse for PC Windows 10 Console log:
  3. 2 points
    This mod plays a sound once a timer finish. Source: https://github.com/encode32/TimerBeepMod Latest Release: https://github.com/encode32/TimerBeepMod/releases/latest
  4. 2 points
    They're cute for decorating, and it's honestly not that easy to get all the materials, lol Rare marble table not included, but you can have it for extra 3s (they can be codded for 14c mail cost) Starting bid : 1s reserve : nope increments : 50c sniper prot : 1hr buyout : no idea : D
  5. 2 points
    I get this almost every time i alt tab into the game or click drag. Always fun when you get launched off a cliff/dirtwall coz of it
  6. 2 points
  7. 2 points
    Can spell-related (de)buffs incurred from jewelry pleeeease please please be added to show in Spell Effects? Everything should show in spell effects. It irks me how many things, buffs, and statuses do not. Also upon contemplation, more info about the specifics of how the new jewelry enchants would be nice, as your description in the OP misses out on some specific points; I am left to assume from your wordage that only jewelry with the same enchants will incur penalties. I.E. Two rings, one with 100 Blaze and one with 100 Glacial means I still get 7.5% to both frost and fire damage? Is this also the same for protection spells? I.E. a ring with Blaze and a ring with Fire Protection? I am also left to assume that the actual enchant power of the protection and damage-buff spells is directly linear to the % of damage/protection bonus provided. So if I'm doing my math right, it seems that wearing multiple rings has a maximum net-protection value of around 11.25% assuming all three items were 100 power, and that item QL is not factored in. This only drops to about 10% with two similar items. Also, why did we have to nerf LT so hard? It already has plenty of ways to counter it, it's been quite useful for some time and now, I honestly highly doubt it will ever see much if any use in PvP after this change. Maybe in PvE only. Ways to counter LT: AOSP on armor. Lead weapons. Using FB or FA instead of BT or RT which groups wound damage. Using smaller, faster hitting weapons... If you use LT in PvP after this change you'll be dubbed a fool, and a dead one at that.
  8. 2 points
    Only that libila can be enabled on pve servers on WU. Are they saying that WU code is cleaner and less spaghetti than WO? Also, Libila priests can travel between Epic servers without issues, even to servers that have no mycellium/bl mechanics on them. What gives? Also Libila does not need mycellium to operate. These are two different mechanics. Thats not how Mycellium works. And even if it wasnt tweaked for pve as it is in many PVE servers, Mycellium does not grow outside of BL kingdom influence which means it will never grow on Freedom as you need to have BL kingdom influence for it to even grow on Freedom, which is impossible. But even if the devs changed the Mycellium code to make it grow on freedom as it does on Chaos, it would require altars which means there would have to be altars everywhere. Even on Chaos and Epic with people actively trying to spread the mycellium the servers arent covered by it. Thus any concerns about freedom completely destroyed by mycellium are unbiased. Mycellium itself is by design difficult to spread without intentional tweaking.
  9. 2 points
  10. 2 points
    Worked a bit on decorating my house - probably not quite done here yet, but it will have to do for tonight:
  11. 2 points
    Late to the party. Unfortunately, my internet was out for most of yesterday and by the time I got it back, I was already ready to get to bed. There's common consensus about several of the changes, which I'll dive into shortly - but first I want to state two points. First, as mentioned, this is public testing and things are subject to change, especially regarding numeric adjustments. That also doesn't mean these changes are set in stone. One common topic is the Bloodthirst change. It's something we'll discuss based on feedback and review again. Secondly, why some of the changes seem weird, off balance, or not true to the identity of Wurm. For that, the simple answer is that there's just an outrageous amount of changes here and we were ambitious enough to try and tackle absolutely everything. It should be easy to connect the fact that the notes are almost 10 pages long (in the document we're using) and that there will likely be something we didn't get just right. That's literally why this public test is happening. Players will call us out on what we did wrong, and we'll pivot and adjust based on that feedback. That said, as my own personal comment, I'd like to request a bit more civility when criticizing the changes. It's easy to take constructive criticism and suggestions. It's hard to take outright flames with comments such as it being the worst change ever or that the devs have no clue what they're doing with this or that or the other thing. These changes are bound to cause some anxiety considering the gravity of what's changing. I encourage people to speak their mind, just remember manners when doing so. With that out of the way, I'll dive right into some responses to some of the comments here. If I missed a few, don't think it's ignored. There's just a lot and I'm picking out the ones with really focused points that I can address directly instead of ones with multiple thoughts. The spell rerolls are, in my eyes, a necessary evil. This is our one opportunity to change the spell lists of the demigods and get them correct. That's not to say they're now perfect. It's also not to say it's better than before, either. It might not be. But at the end of the day, this is the one and only opportunity we have to shift everything into a healthy game state through spell list changes to avoid a situation where a single one becomes the "best" under all circumstances. See Smeagain on the PvP servers as a good example of this. Since this is the time we'll be offering a full faith switch, it's the only proper time to adjust spell lists to ensure balance. That said, there's no reason the formula cannot be adjusted more than what it already has been. There's also logic behind making special cases for the existing gods and allowing them to retain what makes them unique. To do that, however, we would want a really good reason to do it. So, to anyone who would like to see a spell added or removed from a god list, answer these questions: Why does the god deserve the spell (or not)? Is it simply because they had it before? Does it allow them to fill a niche where the god would be capable of doing something unique instead of being bland and boring? What are the pros/cons compared to their base god? One of the major efforts was to balance them closer to the base gods while the base gods obtained unique benefits and spell combinations. Why would you choose X over Y, and why would you choose Y over X? There should never be a case where X is completely better than Y, or vice-versa. These are going to be some of the more deep conversations to have in the future. Spell list changes are likely to be a hot topic as people play with the changes and see how all the pieces fit together. In regards to disintegrate, it's actually on the list of things to touch on but haven't gotten around to it yet. I'd say about 90-95% of the priest rework "content" is complete. There's still a couple things on the list that still need to be done, and touching on disintegrate would be one of them that we still need to review. This is regarding the Bloodthirst change to now work identically on Freedom as it does on Epic. There's been a lot of comments directed at this change in specific, and even mention of players selling BT weapons for cheap because of these notes. In fairness, I believe the players are spot on about this, and Bloodthirst loses its identity and edge with the change. We'll have to have a discussion on what else we can do to adjust Bloodthirst to make it more unique. Can't really say what that might be, but don't get too up in arms about it. We hear you on it, we'll work on it, and get back to you when we have a plan. It's been mentioned many times before that the LT change integrated with the healing system doesn't have a huge amount of effect. The only suggestion I have is to actually try it before you knock it. Players who aren't being abusive with the system will hardly notice it. This comment is in regards to "damage ignores armour" on spells. By armour, we mean specifically item armour. For example, iron plate, dragonscale, studded leather, etc. I believe your question is whether or not the damage effectiveness on the piece of armour applies, such as casting a cold spell on someone wearing cloth would normally reduce damage taken. The simple answer to that question is that it will just simply ignore the cloth armour being equipped. The wound applied doesn't pass the "armour" itself and instead hits the target. Resistance from tomes, spell effects, and enchants would apply. Damage effectiveness from armour is ignored, as well as glance rate and DR. SotG still affects spells. Maybe it shouldn't. Probably a topic for discussion. AoE spells now deal very small wounds but more frequently. The calculation for interrupt is based on damage taken. Since each damage instance is very low, the calculation almost always favors the player getting attacked and makes it so they don't get interrupted. There's definitely a possibility to add an "interrupt" sequence when the cast initially goes down as a surprise factor for enemies caught off guard. That's something that could be worth investigating and trying out. Yes, resurrecting a troll will prevent it from being able to use its club since it cannot be equipped. There's a chance we could move the items from the corpse onto the resurrected unit instead (it actually makes sense now that I think about it). This would cause the rebirthed unit to drop the gear when it dies. This is something I could definitely see changing in the future, but I'm concerned about abuse cases (rebirthing someone you don't have permission to loot). We'll have to discuss it and see what happens. In regards to resurrecting players, the code for that is extremely old and has so many safeguards and checks for abuse that it's kind of hard to digest. I think there may be a situation where we could make some adjustments to make it a bit more viable to resurrect enemy combatants or fallen foes on the battlefield. How interesting it would be if a very strong player died in combat, his corpse was taken by an ally, then they resurrected him and had two of him for the next fight. Really curious what type of interesting interactions could happen there. Finally, the concern about the non-priest players being useless is a bit over-exaggerated, I believe. I don't think it's shifted to "priests are mains and crafters are alts" with the amount we reduced the restrictions by. Instead, I believe that it's shifted to "do I want my priest or non-priest to be my main." There's now a choice - a decision to make - about how you want to play the game. That type of decision is left completely up to the player. If you feel that the restrictions aren't limiting to the point where you'd like to play like that... by all means, do so! That's a good thing! You'll have more tools available to you and perks other players wont have. In my opinion, being able to choose how you play and decide what you're willing to sacrifice for further benefits is just outright better than before. However, that's only my opinion. If you still feel otherwise, go a bit deeper and explain the thought process. I'm interested to hear predictions of how these restrictions being reduced will change the atmosphere of the game. Yikes. Sorry about that phrasing. Sometimes I write notes quickly and don't articulate the change properly. As a clarification: Oakshell can still be cast on players and creatures on PvE servers. However, on PvP servers, you can no longer cast on creatures (horses etc). Hopefully that helps with the understanding of the change. Well, I guess this all boils back down to how the gods are viewed. Fo is considered a healer, and not a main damage threat. Venom has been changed to make it more viable not as a "damage" increase but instead as a different style of utility that could be useful in certain situations. This is because armour has no effectiveness, DR, or glance rate versus poison type wounds. Venom is now essentially the Wurm equivalent of "true" or "chaos" damage. Vynora is considered an enchanter. However, it was also balanced around being the highest top-end nuker in the game too. Her spells have the largest power scaling based on cast power. High channeling vynora priests will do more damage per spell cast than Magranon and Libila priests. This sets her into a unique role where she can be a useful backline nuker, supports with buffs such as Excel, yet doesn't heal. Then she's also extremely good in PvE and outside of combat. It's not going to float everyone's boat, but calling her useless in PvP is shortsighted. She also is the only god with two AoE nukes on separate cooldowns. Play around with her spells on the test server. Nuke some people and see how she really feels. The improve bonus is just a leftover from extremely old code. I'm not sure why it's there, but it is. Maybe we could do something more useful with it such as reduce the faith requirement to non-priests? Not sure here, would be something to discuss. Magranon was set to be the primary combat god against Libila. Since Libila received significant changes with Scorn of Libila and Essence Drain being applied, Magranon was left with no in-combat sustain. The decision was made to apply a healing spell with a significant downside (trading your favor and stamina for health). Players familiar with combat should know that stamina is crucial during combat and trading it for health can sometimes be worse than leaving your health as-is. That said, I don't personally have any issues with applying some form of healing spell to Vynora. Just not sure what that might look like. ----- That covers all the comments so far that I wanted to address directly. Keep posting your thoughts and discussing the changes. I'm personally checking in every few hours to see what else was posted and the team is also looking through the thread. Huge thanks to the people posting up spell lists and spreadsheets with comparisons (see @Oblivionnreaverimgur album here and @Wargasmspreadsheet here) I was going to post up all the spell lists once it went to public testing but unfortunately I got hit by a storm. So again, thanks for taking up the slack and making the effort to inform the community.
  12. 1 point
    Wurm University is a training Player Made Kingdom (PMK) in Wurm Online that exists to train new players in the basics of life on the Chaos PvP server. The University will build a strong PvP reputation in HOTA, roaming PvP and raiding when required. It will have robust management with Chaos veteran players to help build knowledgeable lecturers (instructors) and quality students. The heart of the kingdom resides in teamwork through PvP, kingdom events and cooperative help in the alliance chat channel. Wurm University’s objective is to teach players how to play Wurm Online on Chaos and create more content for all players on Chaos. In order to accomplish this mission we will constantly adapt, evolve and change as Wurm changes. Players are welcome to join us to learn what they can and either strive for a higher position within the Kingdom to help with the newer players, or join another PMK that they are interested in. Wurm University can provide guidance and knowledge on how to survive and thrive on the Chaos server. Our experienced players known as Dean's, can help newer or older players to establish themselves and gain know-how to play as a successful Chaos player. The Kingdom can currently provide: an escort from freedom servers to Chaos established deed (currently the capital) - with room for player built housing. horses kingdom armour sets kingdom weapons basic tools food (nutrition and CCFP) Other kingdom provided wares can be added as the kingdom grows and we have more players to share the load. Wurm University wants newer or older players that are willing to give the Chaos server a try. We want keen and enthusiastic students to learn all there is about Wurm Online and we want the experienced freedom players to shorten the newer players learning curve; and possibly learn a thing or two about the different game mechanics that the Chaos server provides. Our only requirements for player involvement in the kingdom are simply that you: have a premium active account; can ride a horse (21 Body Control); and have a minimum of 70 fight skill. On specific request, we will accept very new players without the two skill requirements if the person is requiring the knowledge or assistance to grind these two specific skills. However, these skill levels will be mandatory before a player can receive Kingdom armour or weapons. If you are new to the game or a veteran freedom player that would like to experience the rush of full loot drop PvP, then consider joining Wurm University. You can apply to join on our forums at: http://www.wurmuniversity.com/f2-applications
  13. 1 point
    I think a new server could be useful for people who want more and much harder monsters to hunt and be killed by. Start with a fresh map where there would be no deeds allowed on the entire server. A few reasons for this would be as follows. 1) Nobody could claim/ deed over the best spots. 2) Resetting the server from time to time would be simple, Sail your happy buns off server we are resetting it tomorrow. Done. 3) A place where bears can be bears and eat people too. Make Monsters Alot harder for the grouping up challenges some of us crave. 4) A test bed for new mob types like the ones we have seen on unlimited, Wyverns, Hill giants, nasty poisonous spiders, flocks of ducks < i have heard then but never seem to find one. > 5) If it does not work out, no loss to the community as there would be no permenant residents. You would be able to plot a course to this server just like any other. A group coudl sail together on a knarr with supplies and tents to respawn at, if deemed needed a tiny starter deed to respawn at or maybe just a token inside of an old rickety fence would do. Pvp or no PVP, I am going to say no pvp on this one only because it would give everyone a chance to co-mingle and group up even if you are not in the same kingdom on a pvp server and the freedom folks would have the chance to group up with like minded people for a challenging romp thru the woods. Having a place that is easily re-settable by a dev team to test items beyond the test server or just wonky ideas they would like to try. List of possible new mobs? 1) Giant poisonous bees 2) Wyverns 3) Hill giants 4) Bats 5) Tunneling critters that make their own tunnels to find you or burrows. 6) Nests of critters where you would find more than just one easy kill, but maybe one easy death. Ideas or comments please post, add to the want to see critter list, ideas for a server like this?
  14. 1 point
    wts White cherry sorcery charge 15s . or trade for another tome This is great offset for Black tome of magic Inexpensive way bring you closer to building up to title of Arch Mage
  15. 1 point
    Lanterns in inventory DO decay when they are not used. Could this stop for the unlit lanterns, pretty please.
  16. 1 point
    it will be nice, if all demigod priests will use statueetes of their template gods, instead of magranon stattuette for everyone. most nice will be new modles for statuettes for demigods, but it is not necessary another thing is: demigod followers can build only standard colossus, and can't build special colossus of any god, why they can't build thier templates ?
  17. 1 point
    While this update makes so many changes, why not make one more that may actually make priests fun to play rather than being a utility for your next coc cast or collapsing cave tiles (on pve), I mean the number of freedom players who play a priest as a main can be counted on one hand. The passive regen on favor just as well not exist, as it is so slow, increase this rate, maybe something like 20 favor or a minute of time. Add a way to regenerate mana while you are off exploring, one that does not require a wagon with supplies of favor and altar making materials, or bags of pre-casted gems. Why not something as easy as meditation, where you can gain 25 favor every 30 seconds, meditating for up to 2 minutes, so you can cast the odd spell while hunting may actually make a priest fun to play. Gems still have there place for times where you need the favor now, especially in pvp situations, but for casual play meditation and or passive is good too.
  18. 1 point
  19. 1 point
  20. 1 point
  21. 1 point
    not a bid, I wanna make up my own collection some day. I'm a sucker for hard work. Just wanted to say dang, they're nice and grats on getting a set together! Good luck with the auction
  22. 1 point
    No to this suggestion. I prefer to have my own name engraved on items in place of long departed players. More to the point I would like to know from Devs the specifics as to under what conditions this happens. Maybe this is only in the case of players that were never Premium so that when their old accounts were permanently deleted then any items with their name on them have their names removed? In this instance it makes sense to me. I sort of doubt their names are removed from items just because they haven't logged into the game for years but were at one time Premium. So Devs how does this work exactly? =Ayes=
  23. 1 point
    I agree. This is an issue that probably need to be resolved. Never used to get this in the old days, but it seems like the last few months it has been going on. Not nearly as frequent for me, so it hasn't stopped me from playing, but it can really mess with your equilibrium and get you lost in the forests.
  24. 1 point
    Whatever you do. Don't make priest able to build and repair PvP and PvE. Priests should really be unique and you are removing that by removing restrictions for them.
  25. 1 point
  26. 1 point
    It worked! I've been getting double rewards for so long, but simply adding a 2 second delay fixed it. Thank you!
  27. 1 point
    Thanks to all that showed up for the fun, congratulations to the winners, notably @brattygirlwho won the smoke of sol charge! Until next time peeps.
  28. 1 point
    I always wanted to go to a server and just chop down every single tree I could. Just to see how players react.
  29. 1 point
  30. 1 point
    Because I'm a forest fire, consuming whole forests in a flash
  31. 1 point
    I was thinking that he would set the tar on fire, and next thing you know the server would burn up. No trees to be seen any where. Somehow I feel like that's been done before. ?
  32. 1 point
    Going to get a load of hate for saying this, but here it is. I hate how pvp players look down on pve players and make rude comments then don't understand why people don't want to try out pvp. I was once interested in checking out pvp on wurm, but that was a quick open and close decision when all I saw was toxicity. Fight threads devolve into bashing devs, repeatedly saying the game is dead, trash talking other kingdoms and sometimes even turn into personal attacks. Pvp players put the blame on everyone but themselves for why it's dying.
  33. 1 point
    Why not just lift the libila restriction on freedom? Is not like anyone plays BL on Chaos anymore, and it would eliminate the double religion problens the ban causes. I cant think of a single reason why Lib priests cant exist on freedom.
  34. 1 point
    Which kind of works, but now that we already have the archaeology journal, it shouldn't be too much harder for them to implement a journal with sheets of paper that you can write on. All of the separate parts are already there. The only thing that would be nice is if we could get more than a couple of hundred letters on a sheet of paper... and the ability to write on paper multiple times.
  35. 1 point
    Thank you Sindusk, thats a great way to adress the community the way you just did, you diserve a whole jar of cookies for that. Regarding "Rebirth" im happy its taken into consideration, I now see better how its easy to abuse the spell, I really dont want it to become a broken spell with abusive pvp gameplay. But at the sametime rebirth is the iconic spell of Libila and it would be great if like you said it could be some kind of interesting interaction with player corpses later on "non-priest players being useless" Gotta have to swallow that one as I was abit harsh in my statement ? I apologize (to all non-priests out there). Its just abit overwhelming from my point of the view, since I have been living with these restrictions for most of my wurm gameplay and gotten used to them. Now being able to build my own house is all of a sudden a luxury that I dont find myself diserving of. I agree this makes you able to choose who you want to main and be more independant as a priest and dont have to live off other players as much anymore. At the sametime that was kind of what a priest was, it was that person in town who couldnt do much else then live in devotion to their religion/god but in return brought rare enchants or other buffs to the village. Abit like the Shaolin monks in the mountains waiting for that farmer to come by offering food in return of a blessing or something ? How about they can only continue (building,items and so on) after a certain faith level, after serving under their god for sometime until maybe 70 faith the god lifts the restriction for them as a gift of good faith in their cause. Something like that making new priests still in need of a settlement but more serious priests eventually being able to go on their own. Thanks for reading!
  36. 1 point
    A well deserved BUMP for this annoying issue!
  37. 1 point
  38. 1 point
  39. 1 point
  40. 1 point
    Actually, that area was deeded by Pakawala, and after that by Sharkin (and by many others) long before you put that sign there. For some reasons, Sharkin's deed fell, but now he returned to the game; your "public mine" occured while the deed was down, and yes, anyone can go anywhere on an undeeded area and deed over it. Maybe for same reasons you built a fence along the water and closed land access to that "public area'' with a "public mine" for everyone trying to get to south? Pristine is a nice, friendly server, with the greatest community in game; I believe is better to try and contact your neighbours and discuss your issues with them before rushing to forums to shame them, no matter the reasons.
  41. 1 point
    Interesting thread. Brings up a lot of really interesting points. I'll try my best poking at issues that I believe I can touch on. Yikes. That's a rough one. So after reading this, I decided to do a bit of digging on Wyvern, the long-lasting Wurm Unlimited server with over 700,000 player hours played. Fun fact: there was someone who achieved 99.9999966521108 fishing skill! I decided to look up his achievements and found that he had caught 17,521 fish to achieve that (faster skill gain server, by the way). However, I then looked up the achievement for catching the big fish. Not to be found. In 17,500 fish, not a single one was over 175kg. His magic chest had 99.9QL and higher quality fish. It had rares over 95QL. It was quite a spectacle of fishing, but through the whole time, not a single fish was 175kg or higher. So, I dug a little deeper. I tried to figure out why this might be the case. The truth is that the fish must be a marlin or white shark of over 87.5QL in order to qualify for the achievement. This isn't easy to do, but it's still possible. However, now that I've fully investigated why that happens, perhaps it might be time to change the qualifications to be a little bit more relaxed. Obtaining such a high QL fish of such a specific type seems a bit overboard. Bugfixes are near and dear to me. In all my time playing, being interrupted by hitting a bug was some of the most frustrating experiences I've ever had in Wurm. In the case of PvP, it can cost you everything. They need to be addressed in a timely manner and I'm doing my best to ensure that happens. In the cases where they are not addressed, I try and give the explanation as to why it's so difficult to fix instead. PvP is a wild project to tackle. There's so many viewpoints on how PvP should be played and what should/shouldn't be allowed that it's really hard to iron out what PvP should actually look like. That said, I've had productive conversations with a lot of existing and former PvP players, and a plan is in place that should put us on track for PvP becoming easier to create and maintain. Can't really go into detail on the specifics yet, but there are indeed plans. A lot of the mentality for PvP players being so hostile tends to stem from the stakes. A death can be extremely costly, and that creates a pattern of behaviour similar to a blowfish where they puff up and make themselves look dangerous. In the case of the blowfish, it looks a little weird and is effective. In the case of human beings chatting online, it makes them looks like jerks. Reducing the stakes and giving more reason to play at low risk is something I'm working towards. While having expensive stuff should give you a significant upper hand, it shouldn't invalidate the rest of the players entirely. I've watched Deathangel's videos recently and really enjoy the amount of respectful combat that's seen there. Working towards encouraging more of that is a personal goal I've set. No comment on personal goals. A lot of this is the byproduct of shifting times and a code base that wasn't built for long-term maintenance. Ideas sometimes sound bad (or impossible) when first proposed. As time goes on, it starts to become more and more apparent that it's necessary to fix whatever the problem is. Work gets done to make it happen, and the change comes through despite all the previous opposition against it. For example, the armour changes recently were actually tooled as a "hot toggle" of sorts, where they can be turned off and on without a server restart. We now have the option, due to the code refactor, to implement more toggles like that and create changes that can be implemented to live with far less risk if something we didn't predict begins to happen. This type of long-term thinking will make it much easier to adjust how things work in the future. All of my work follows this guideline and is aimed at making it as flexible as possible to adjust to the new atmosphere as the game evolves. I understand the concerns behind map resets and legacy items. I'm unsure as to the philosophy on those items (I only joined recently, after all). Someone else would have to touch on that point. I once got hit with a filled boiling cauldron of water. I died instantly with 80QL glimmersteel plate. Good times. My comment above to whereami touches on player mentality. However, you mentioned time zones which has plagued me in the past. It's sometimes extremely impossible for European players have a difficult time handling an American assault because of the time zone difference. When Europeans' attack, the American players are generally at work and can at least do something, especially if they get off work quickly after the assault begins. In the reverse, however, the American group is attacking after midnight in European time, and the European group would need to make a choice between living a healthy life and getting some sleep or defending their deed from an attack. As an American player, I'm familiar with both sides of this and seen how it affects people. Europeans accused me of attacking at off times out of weakness, though we had all just eaten dinner and were at our peak time. I can't really think of anything off the top of my head that would be suitable to solve this problem. If you have any ideas, I urge you to post in the Suggestions & Ideas forum with whatever you can think of. I'd be interested to discuss potential solutions to the problem and, if all goes well, begin working on making it happen. My personal gripe So now it's my turn to answer the question at hand. What bothers me most about Wurm. It's not something specific, and it's not an idea either. It's a single system that has bothered me since I started playing, and I've actively made an absurd amount of changes to it including a full replacement for my WU server. Combat. The whole thing. I dislike the concept of CR as a whole. I dislike the amount of random elements during combat that you cannot control. I dislike the meta where 1/5th of the content in the game is considered viable for combat. I want to see more diversity in strategy and tactics beyond gate hopping and spamming heals & shield bash. I want to see special moves have an important place in combat both for PvE and PvP. I want to see mobs stronger than trolls on PvE servers, bridging the gap between trolls and uniques (allowing small hunting parties to be productive).
  42. 1 point
    Toxicity and childishness of pvp community towards "enemies", but hate is such a strong word... i rather.... dislike the fact and has made me few times venture back to freedom rather than listen to that crap, i mean why should i? I rather go enjoy my self on hunting trips on freedom. oh and i do hate timezones... yes that i hate... damn americanos, when stuff starts to happen, i rather go sleep than stay up from 1am to 7am and hey... its work time! no thanks :I really makes me wonder if this game is worth my energy.
  43. 1 point
    Where do I start? The lack of bugfixes. Bugs that have existed for over 8 years are still in the game to this day, and with the addition of Sindusk to the team some are only just now starting to be looked at. The general lack of care for PvP or endgame mechanics or making them work properly without being imbalanced. The toxic mentalities and general degradation of the playerbase, PvP used to be an enjoyable experience where everyone just wanted to have fun or get a good fight in. Now it's turned into lootwars online, but looting is mostly impossible unless single-handedly involved in killing someone which rarely ever occurs if at all, because PvP fights are about numbers and no one engages in 1v1's period. Even if they know they have the upper hand. The decline in population, which over many years is kind of to be expected, but there used to be twice the number of people actively playing. (I do not count alts of any kind) Oh god and the personal goal bull####... Yeah guys lets give out the most valuable items currently in the game (The ones that break PvP apart quite literally at its seams) as rewards for completing tasks delegated entirely by RNG. Sounds like a great idea! /endsarcasm Anyone remember the 90+QL Star Gem goal? As far as the game is concerned you couldn't actually complete that goal on purpose. The only thing you can do is hollow out entire mountains and hope that RNJesus favors you by giving you a next-to-impossible roll. Then they removed it. But does that make the whole thing any better? Not IMO. I could go on for ages. The game used to be the only thing I ever wanted to play. Nowadays I try as hard as I can to find something else to hold my attention.
  44. 1 point
    The stress dealing with conflicting personalities.. Grind sucks but its the game, the people usually make me hate certain times
  45. 1 point
    He still loves you! HE doesnt
  46. 1 point
    Keep champs just make it perma death again
  47. 1 point
    A pvp server with no MEDITATION MM TOMES PLAYER GODS HOTA HELL HORSES This idea is actually brilliant. I can't +1 enough - These are no longer unique features or even features we want in pvp - We ask for nerfs or removals etc...But yeah...Just going back to bare bones of what pvp is would be great. Build up from that with stability etc but really keep it SIMPLE
  48. 1 point
    Actually the best idea of unique posted. Simple.
  49. 1 point
    Old request and still valid as being repeated since nothing has been done to remove lantern in inventory decay. =Ayes=
  50. 1 point
    It does take damage even if not lit, that was the reason to start this topic.
  • Newsletter

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