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Showing content with the highest reputation on 10/01/19 in all areas

  1. 6 points
    Here I have a 5 speed male Appaloosa foal for auction. It's name is : PaddyMountain It's traits are: It has fleeter movement than normal It has a strong body It has lightning movement It can carry more than average It has very strong leg muscles Starting Bid: 1s Bid increments: 50c Snipe Protection: 1 Hour Reserve: None Buyout: Open to Negotiate Happy Bidding Winner must pick up or negotiate delivery
  2. 5 points
    Currently if I have a meal/pizza/cookie/whatever.. giving me 10hours of axes affinity.. and I bite once.. I get the 10 hours; * BUT if I have several minutes left on that affinity and I bite once.. I get insignificant few minutes added to the timer, forcing me to eat whole meal and probably still not reaching same aff timer like from first bite before having the buff (issue) - as it is.. it forces players to stay and wait a timer to go away completely.. to rebuff / boring, time consuming, just annoying to be a thing../ Could next bite reset the timer to max like initial 1st bite? Just as with beverages... once we reach the cap of the hunger bar.. we're unable to eat more, buff up etc.. Could we have the alcohol override - letting us buff up on affinity foods we have and want to use for a grind, even if hunger bar is full?
  3. 3 points
    I realized I completed all of "First Steps" except "Find a Route", which apparently don't exist on Epic. If I go to Freedom to finish it, I won't get sleep bonus on Epic (which is where I need it). Also, seems like it would be a sucky thing for a new player on Epic to run into.
  4. 3 points
    Sure lets kill off every new player who then ragequits in disgust because they cannot even do simple tasks in peace, and leave behind only an ever shrinking pool of grizzled veterans (who likewise quit over time due to sheer boredom -- but not before first suggesting 'boredom killing changes' that will cause any remaining new players to quit, all the while complaining about a shrinking playerbase). Is it any wonder the game has almost no "new blood"? And mostly just super high level characters that get sold and resold for $500 from one player to another?
  5. 2 points
    Rike luke Nauko i haurallo. - Ask me for the Impossible. What isn't in stock, simply message me about and I will get it ready for you! Xanadu Wagoner is Available. Delivery to any other PvE Server is free (coastal). ? ANIMALS ? ⛑ ARMOR & SHOULDER PADS ⛑ ? CLOTHING & MASKS ? ? FRUIT ? ☠♘ HELL HORSES ♘☠ ♞ HORSES ♞ ? HORSE GEAR ? ⚒ MATERIALS ⚒ ⛪ PRIEST SERVICES ⛪ ? RARES, SUPREMES, FANTASTICS ? ? SERVICES ? ? SILVER ? ✨ SPECIALS ✨ ? SPROUTS ? ☭ TOOLS ☭ ? VEGETABLES ? ⚔ WEAPONRY ⚔ Queue: 5 Outstanding Orders: 1 Completed Orders: 138
  6. 2 points
    (Somewhat related to https://forum.wurmonline.com/index.php?/topic/167099-mission-system-overhaul-fatigue-change/and based on a discussion we had in discord a little while ago now, talking about the fact that fatigue never actually got a change despite it being a nuisance to quite a few players over the years, as well as weaknesses of the current global mission system) This suggestion is for an additional, more personalized mission system that is based on both praying and meditating, each with their own purposes. TL,DR at the bottom. First off the part of it that I would like to see oriented towards praying. As most people know, you have a daily limit of 5 pray actions that grants Faith, as long as you have not yet hit your limit of either 30 Faith for Followers, or 100 Faith for priests. As soon as you hit this Faith limit, however, praying becomes a thing of the past and no longer has any real use. So what if we instead take these daily prayers, and rework them to grant personal missions that can be done on a daily basis, with rewards that are useful for most players, similar to what most people know as "dailies" in other games? The rewards I would add to this system are, as most would expect, sleep bonus and karma, as these are also the rewards for the global mission system, and this should be seen as an addition to the current system. Now I am obviously well aware what most people will think "eeww dailies -1". However, I believe that due to Wurm's nature, dailies in this game would be quite different from how people remember them from different games. If we take for example our well-known old friend World of Warcraft, the fact that most people remember dailies with a bad aftertaste is due to how closely they were usually tied into game progression, either by being the best, or even only, source of certain in-game resources (e.g. order hall resources in Legion and Battle for Azeroth), statuses (e.g. reputation for certain factions since basically the beginning of the game) or to progress mandatory core game mechanics (e.g. Legion Artifact Weapons and BfA's Heart of Azeroth). The rewards the global mission system grants, and as such this system would be granting as well, being sleep bonus and karma, are neither of the things mentioned above. They are neither mandatory game mechanics or resources, as you can decide not to use Sleep Bonus or only use it on certain skills, as most people do, and still progress your skills. Neither is the mission system the only available source of sleep bonus and karma. Either can still be gained by different mechanics, such as the still existing global mission system, additionally for sleep bonus sleep powder, logging out in a bed, referrals (don't hit me for mentioning this here, I KNOW no one ever does this) and for karma source crystals. I also mentioned that i would like to see it being more personalized, so how would we go about that? About that, there always were certain things that bothered me about both the old global mission system as well as the reworked one. Those were primarily the available pool of missions. More strictly speaking, tree missions, traitor missions, specific epic structure missions. I still clearly remember several discussions about those things in both IRC as well as private chats with a Dev when the rework of the mission system was announced along with specific things, such as the fact that the amount of missions would be reduced to the template gods, the limit on epic structures would be removed, the fact that some Devs thought it would be a brilliant idea to declare penning epic structures a ban-able offense because the people that actually spent the effort to build those resource intensive, high difficulty items should not be rewarded for it and almost all players that participated in these discussions agreed that these missions should be either reduced in difficulty or changed to be more universal. So this, as far as I am concerned, is something that NEEDS to be done for this additional system to make any sense. More specifically, I believe first off, missions should be split into three different pools: General missions, Crafter missions and Priest missions. General missions include killing certain creatures, such as the existing traitor missions, the normal hunting missions, the epic structure rituals and similar. Moreover, these missions should be made more universal. Traitor missions should be changed into killing a specific creature of a certain age, such as a young pheasant, which by itself can already be difficult enough for a single player. Epic structure rituals should be changed to no longer demand a specific epic structure but instead a structure type. Hunting missions can stay the same as they are generally considered to be fine. Crafter missions are those that include things that can not necessarily be done by priests, such as sacrificing decent items, as this requires improving, or woodcutting as depending on your deity, you may not be able to do it. In this category, tree missions should also be changed to require a specific tree type of a certain age, such as a young lemon tree. Priest missions would be a new category that currently does not exist, and would include activities that can only be done by priests. Obviously due to the currently existing types of missions, these groups seem fairly empty as of right now. So this is where your ideas would come into play. What types of missions would you like to see? General ones, crafter ones or priest ones? Holding a sermon? Enchanting an item past a specific power? Sacrifice a certain amount of favor in a single action? Improve an item past a certain ql? Do a certain amount of specific actions, such as digging or mining? Create a number of specific items without having to sacrifice them? Maybe some of the older achievements could also be incorporated, such as dragging a cart a certain distance, baking bread or pies or planting a certain amount of trees? I really do not see any reason why the current mission system has such a limited amount of missions, so long as they are something your character can actually do. Another aspect I would like to get into after talking about the types of missions is obviously the difficulty, the global mission system is fine requiring several dozens of monsters to be hunted or sacrificing upwards of 200 items. However, these numbers are far too high for something that could be done on a daily basis. What would you consider a more achievable amount? Hunting 10-20 monsters? Cutting down 3-8 trees of a specific age? Hunting 2-5 monsters of a specific age? Sacrificing 10-15 decent items? Next up is meditating, which I also mentioned further up as being incorporable into this system, however in a different way. And that is FATIGUE. Most people are probably somewhat aware that this mechanic exists, some people are bothered by it, others claim that they play 12 hours a day and have never hit the fatigue wall because they are aware that being online and actually clicking buttons are two entirely different things. For those not too well aware of the fatigue system, I've made a post about it here quite some time ago: WARNING VERY BIG WALL OF TEXT https://forum.wurmonline.com/index.php?/topic/146708-fatigue-system-needs-to-be-looked-at/&amp;page=5&amp;tab=comments#comment-1572340 This system has existed for a long time and never been touched, with all criticism towards it usually being denied with sentences similar to [17:41:37] <Retrograde> I dont think there are plans to address or change it [17:41:42] <Retrograde> Because it works in its current format [17:42:02] <Retrograde> It achieves the goals it sets out to do, people just disagree on those goals . But during the recent discussion in IRC Sindusk mentioned that "if we give the option for players to break their monotony and do an action to recharge their fatigue then that would potentially be on the table", which led me to the following idea on how it could be changed. Generally speaking, the main idea of fatigue is to set a limit to the amount of strenuous tasks a character can do in a specific time frame. The opposite of this is certainly taking a break. However, I feel that rather than making the game mostly unplayable once you hit the limit, giving players the option to recharge it with in-game mechanics is certainly a great alternative. And with the way it currently works, I consider meditation to be a good fit for this. Currently, meditation grants you 5 daily meditations with 30 minute cooldown before switching over to a 3 hour cooldown between actions. So my idea is to allow the meditation action itself, while done when being eligible for a meditation tick and triggering a 3 hours cooldown, to restore a flat amount of 15 minutes of fatigue as well as granting a small mission that will restore an additional 15 minutes of fatigue, for a total of 8 chances to get 30 minutes and a total of 4 hours, which is half the amount of fatigue naturally restored over the course of a 24 hours day. Other than the fatigue however, these missions would not grant any other rewards. I also think the missions triggered by meditating should be different from the missions affiliated with the epic mission system and should rather be based on systems that generally do not find much use or are things that people would consider something to break the monotony of work, for example giving the toys in the game an actual use. Playing with your puppets or yo-yo could be goals of these missions for example. Maybe going out and catching a fish or grooming an animal. Last off, as these systems are somewhat meant to be done on a daily basis, the missions you are granted should all be cleared with the start of a new /uptime day, just like the systems that grant them are reset, to prevent someone from just stacking up a huge amount of never expiring missions and finishing them only when needed. I also do not expect their rewards to be as big as the global mission system, both sleep bonus and karma wise, however, due to their accessibility having a hard limit I believe it should be easier to find a decent balance here. TL,DR: Make praying give personalized missions with less difficulty but a bigger spectrum than the global mission system. Add more types of missions to be done with this system, possibly being added to the global mission system as well. Split missions into general, crafting and priest categories so you don't end up with missions you can't even do. Make meditating restore fatigue when triggering a 3 hours cooldown. That's it for now, I believe. If i missed something somewhere, please make me aware of it and I'll fix it. Also, if you have any feedback to this suggestion, please let me know how you think about it and maybe your ideas for different types of missions or what you would consider a decent balance regarding their difficulty.
  7. 2 points
    Consolidated ideas: - Cave bug vein. Acts like normal vein in all respects until you start mining it. In game cues could be: noises, event text, specific text on examine, or random singular bug might pop out. Risk of ripping open if you keep mining. Over time spawns will continue to populate mine. Can expire like other spawns. Purposefully splitting it open creates large number of spawns to pop out. Risk/reward: pile of ore equal to max ql of vein, chance for gem. - Goblin revisited. Replace goblin spawn hut with a large chest. Mostly form at abandoned deeds. Range is short and they stay closer to one another. Chest fills over time with random ql loot. Older it is, more loot, etc. Can expire and all contents disappear. Key is on one of the goblins. Make them meaner. - Chain hunting. Based on tracking skill and similiar to Archaeology. Tracking area around recently killed creatures may lead hints to other creatures nearby and eventually lead to champion creatures. Could spawn an even superior version once enough clues are collected (based on tracking or FS). Chain event expires within 18-24 hours. - Behavior modification. Tougher mobs avoid highways and deeds during day, but are attracted to them at night. Not overrun, just pull in closer, more chance encounters. Opposite during day. Winter makes wolves and bears have larger aggro range. - Purge by disease. Audit mob distribution. Disease could afflict overpopulated and underused areas to kill off some numbers to force redistribution on new spawns. - increase spawn chance for lava fiends.
  8. 2 points
  9. 2 points
    Spawning based on fight skill smacks of rubber-banding, and I don't think I'd like that. I'd rather the scary monsters were always there, in a dangerous place, to avoid or explore as desired.
  10. 2 points
    Who fries a good steak? You sir are a monster.
  11. 2 points
    I know! Some of my best memories of videogames, from 1999 Everquest on, were of stupendously epic Adventures! I had, when i decided to tromp off across an entire continent (or server) and died many times, then died so many more times just trying to get my stuff back. Like, that time I thought I would just "peek my head in" at Beholden Befallen, and run back out again if things got nasty, without realizing mobs there could fear you and cause you to run blindly in a panic deeper and deeper into the depths. Everything I owned was on that corpse, so of course I tried to get it back ... then tried again .. then tried again. That was 19 years ago and I still remember all of it. I even tell my family about it, a generation later. It didn't stop me the least from going on to have more Adventures! and constantly get into things well over my head. Even after quitting EQ (I found I preferred the more sandboxy solo-friendly Asheron's Call), I would sometimes go back just to try to relive some really scary cross country runs past flying griffins and orc legionairees etc. Or creeping into Kunark when the zone first opened. Usually, though, these were times I decided to go off on Adventure! Sounds like yours were the same. Let's Go ... Do Something! Something Something Something! Something maybe foolhardy, something we may regret, something we will remember! If, on the other hand, they coded the game to (Surprise!) make it so every time I decided to put a pizza in the oven (which some people find b-o-o-oring) there was a random chance of a dozen poisonous spiders or anacondas pouring out of that oven ... well, I am not sure I would consider that to be quite as much of an epic memory. Do you see the difference?
  12. 2 points
    The freedomers are putting dredges in the water that turn the dolphins gay.
  13. 2 points
    We'll be going through with our first lot of tweaks and adjustments to the fishing system in the next update, it will include things such as: Time to hook the fish will be extended Clicking on time will always hook the fish (This will mean that you may lose more on the line, not because of any of our changes, just if you fail the hook skillcheck you're more likely to fail line checks. It also will adjust skillgain because of always hooking) Lore system to tell you what kinds of fish your rod will catch more and what kind of fish you're likely to catch at your location. Fixing keep nets to work in more places Rewording event messages to be a little clearer and more intuitive Adding fishing tutorial popups We expect these will go a long way to addressing many of the complaints in here and look forward to seeing their effect
  14. 2 points
    In all honesty, I can only comment on the magic side of things here. When it comes to casting, the results are, perhaps, a little too random. There is nothing about a journey in getting 80 channeling and still landing casts of 20 or less. That isn't a journey; that is a vicious circle. I'd like to see a mechanic introduced for more reliable casts at the cost of extra effort, be it something as simple as material components, or as complex as having to watch the skies for eclipses. The current system of "sacc, cast, pray, dissapointment, repeat" isn't giving the player that positive feedback that encourages them to cast again, especially if they land 5 casts without improving the enchant (and the enchant is below their current channeling level no less!).
  15. 1 point
    Hello everyone, As a long term player, I've struggled on and off to find a skill that has really sucked me into the game. After the cooking update, like many others, my group of friends were brought back into the game with this major change. And once I found out stills existed, I just knew I had to use them. Beverages was oddly fun to experiment with, creating new drinks, using new tools and learning a system without much documentation at all. With the help of a friend of mine, even creating a calculator to match the drink to an affinity and documenting timer length based on quality. However, our optimism of a new market being made for alcohol was quickly shattered once we found out that only moonshine with every possible ingredient gave a timer worth selling. And so, this document was created. Within, you will find changes I believe will make the skill more engaging, rewarding and interesting. And maybe even opening the door for ice sculptures, the item we all want but never knew we wanted. Any and all feedback is appreciated, as I really have tried to think of every possible way of making the system a lot better. A massive thank you also to Fabricant and Demonix for helping me a lot in the early and later stages of this document and encouraging me along. https://docs.google.com/document/d/1D8_xfBbX_spNwIeljN7m4Ljt78GzdcHJBd_7WH3KMI8/edit?usp=sharing And for those maybe not wanting to read the full document, I will give a very very very short summary Allowing the creation of ice and coffee Creating a cocktail set to mix drinks New recipes using these tools And creating an item type that can be used to give us ice sculptures...
  16. 1 point
    I just used the 10 silver premium option to purchase 30 days premium at the token but it only gave me 27 days. I believe this is happening to players who used the free 3 day /redeemcode and the system is taking the date before that as the last point of reference. Before purchase: [03:52:38] You have premium time until 19 Jan 2019 22:29:41 GMT After purchase: [03:53:12] Your request for playing time is being processed. It may take up to half an hour until the system is fully updated. [03:53:13] You now have premier playing time until 15 Feb 2019 22:29:41 GMT. Please can we sort this out some how? It may also be affecting the 5 silver 15 day option too, but I don't have data for that. Thanks
  17. 1 point
    For those who like their beef a little bit bloody — a 99ql rare steak. Sac it, savour it, revel in its punnery — the possibilities are endless. Opening Bid: 1c Increment: Whatever Sniper Protection: 1hr Buyout: Offer
  18. 1 point
    Veterans can still build a small settlement in the perimeter and make themselves a self-appointed mentor. That solves a lot of potential drama for Code Club on needing to "screen" candidates, monitor their behavior etc, if they are just players doing it for the sake of community spirit.
  19. 1 point
    Breeding Pens Workshop Building Finished - 3 Floors, All floors bashed in Token Area Progress
  20. 1 point
    I'm glad I'm not the only one that feels like the survival part of this game is literally your first day in game and then it turns into every other "survival" building game.
  21. 1 point
  22. 1 point
    Maybe some extra gain for the high leveles would be a reaseon to get there. Like for mining +10% speed for lvl99 and +25% speed for lvl100. Or some else skill that is usefull for the skill.
  23. 1 point
  24. 1 point
    I'd also suggest that if the population of a certain kind of mob hits a critical state (more than X of mob in an area), some special kind of super-lair spawns, that can be subdued, perhaps like capturing a guard tower used to work, where waves of defenders are thrown at you until you win or are thrown back.
  25. 1 point
    'Celeb couple' HappyHill (black-silver) and RockEbony (appaloosa) have produced again! Little HoneyFlash - appaloosa filly foal born this morning. Sorry about the dark picture! Unfortunately she has ''tough begga' so she probably won't be having foals here, but she's so cute nonetheless.
  26. 1 point
    In addition: I love this is a sandbox, only games that really keep my attention. I love the history of this game I like a great deal of what the devs have done and are trying to do. When I heard about the party at Vrock, I thought how f’ing cool is that?! When I heard about the unique being dropped for just the sheer coolness of it by a GAME MASTER, I couldnt help but being excited, and impressed about the whole thing. When I found out and got involved with the Knights “quest”, I was equally enjoyed by just the whole concept of it. I was not present for any of those things, nor did I find treasure. But it affected me positively just the same. Then the complaints. I get many of the arguments, but the way it came out... was disheartening. Here is absolutely some of the coolest things I have seen in a community like this, but... bleh. So much talk about the newb experience, but the complaints are endless - about everything. The constant NOs to any idea with out any vetting, or hashing out ideas. I get why DEVs might seem to move slow on some things. This is a tinderbox. Derailed post for some venting I suppose.
  27. 1 point
  28. 1 point
    When you are in a mine, you already have a chance of a lava spider, lava fiend, etc wandering around and coming up to you. Nobody is arguing against those. However in your example, when you are normally cutting a tree, there is not a random chance to have a full medley of beasts suddenly spawn right atop, random and unexpected, because you are cutting the tree. If a hellhound wanders by, you had/have the option of first carefully checking the area before cutting the tree and looking around often -- it does not instantaneously spawn right on top of you. You have the options of cutting trees in an area that is relatively safe, lots of visibility, guard tower in sight if you want to play "cautious". What OP is suggesting is removing the ability to play cautiously so your example of a hellhound while cutting trees is not at all in the same category. It is suggested to circumvent players who want to play cautiously. We already have the mine version of a hellhound wandering by, that already exists and is not the same thing. Trolls, lava fiends, many things much worse than found in an average tree clearing. If it is not a large mine however you can do a quick run through first to confirm the mine is not infested before you do any serious mining. "Half the players quit" was not my being overly dramatic about what might happen, it is explaining what actually happened when Rolf decided once (early 2009 I think?) to make all PVE settlements raidable by PVP players, in order to introduce some "fun" and "challenge" and "Surprise!" into the game. No warning, just did it. Perhaps you never heard of the incident. Half the players did quit, not half "might" quit. Also half of the GMs and many of the developers. About a month later when Rolf realized he had killed off his golden goose and had lost half his income, he relented and created the independence server for those who wanted to play more cautiously. I am not saying "this is the exact same thing", either. It was obviously more extreme, but the concept was the same: removing any ability to play cautiously by having things randomly spawn right on top of you. Surprise!
  29. 1 point
  30. 1 point
    Raiding peoples stuff and selling it for real money to buy a better account to raid more stuff to sell it for more money to buy a better account repeat All within the rules of the game Edit: and faster/more efficient than actually grinding the skills yourself
  31. 1 point
    You lose stamina faster (and recover it slower) in heavy armor, unless the game has changed since I played on Indy. And, mining uses up stamina fast. Has that also changed? It sounds like most of the people suggesting this change, would really be much happier on a PVP server. I think most PVE players like to be able to have a little choice in playing in areas or activities that are risky versus safe. If they chose to play in risky areas (wandering the wilderness picking fights with powerful creatures), one assumes it is because just like the OP they really enjoy taking risks. If they choose to sit in a little room with a templar guard standing over them and imp weapons in absolute 100% safety, it is because that is how they choose to enjoy themselves. A real sandbox game, what a country! This reminds me more of that day Rolf decided to make PVE more challenging -- by suddenly making PVE communities raidable by PVP players. An idea he came up with, apparently, over a lunch date with Brännvin. Outcome: 50% of his playerbase and his staff, quit the game overnight. Some people though thought it was a GREAT idea. Better idea: Have more highly challenging wilderness areas with more risks, more rewards. People who love that gameplay style, can flock there. Carebears meantime, can be carebears if they choose to play that way.
  32. 1 point
    100 sold @LionIX
  33. 1 point
    *Lunar Order News* Tarnos, returning player has joined Academy and joined civilian path! Jeremia has joined civil path as well! Zelva has been promoted to become a new civilian council member- Lunar Scholar! Lunar soldiers and eager civilians just returned from training Expedition on Pristine! Training expedition has provided them skills and knowledge about survival, self defense and hunting! It's been a great fighting training, so certainly we'll do this again soon! Old, abandoned plots in academy have been cleaned, so now we have still 2 free plots for new recruits! Roster updated
  34. 1 point
    This is my exact face right now, trying to look for clues for Buddas treasure hunt in that text
  35. 1 point
    Or maybe that you can only hunt the uniques on the server you were a citizen on it when it spawned... Maybe not all will be slayed by the same group over and over.
  36. 1 point
    But that is how Wurm works, for many activities (including digging). And in a long, big picture game like Wurm, you want your players to enjoy the process. You want to keep them hooked! Defending miserable processes is extremely counter-productive, and bad for business. This isn't about instant gratification. Micro-gratification, perhaps (like digging). Oh, and I chose Epic because I saw I had a chance to catch up there (and I did). If this game weren't my cup of tea, I wouldn't have built a tarwall deed (do you have any idea how much is involved in that?). Definitely not. I hate the Freedom skilling system, for exactly the sort of reasons given in the OP. Most of my grinding was done after the skillgain update. I can ride a horse on Freedom, but that's about it. That's exactly right. Wurm barely kept me as a customer (thanks to the Epic skillgain update), and as I see it, I'm giving you all a point of view from a potential pool of customers who have (or would) reject the game as it is, for the reasons I've given.
  37. 1 point
    But it is a weapon. When you improve a Scythe the skill required and raised is weaponsmithing. Unlike say a shovel, saw, pickaxe, hatchet etc. which are raised by usage of blacksmithing. That makes it more comparable to the sickle, which while it can be used to gather sprouts flowers etc. is also one of the heaviest damage 1h weapons.
  38. 1 point
  39. 1 point
  40. 1 point
    I hear you, but that doesn't seem to exist on Epic. Either I do it, or it doesn't get done (which is why I have multiple priests: not because I enjoy it so much, but because I need the capabilities to do the other things I really want to do). If we could buy Freedom items on Epic, that would make a difference. Anyhow, thanks for jumping into the shark tank on this one. Oh, and this: In no way am I suggesting making the system less time-consuming. Again, I point to digging: no RNG, it works, and is fun for me. Contrast that with surface mining, which is a very similar operation, but with significant RNG, and I find it maddening. If, however, I got a shard every surface mining action, with longer timers to compensate (roughly 2x at 99 skill?), it would be just as fun.
  41. 1 point
    The process is already boringly predictable: throw veggies at the problem until you get the cast you want. I'd rather casts were hard-tied to your skill: 80 channeling = 80 power casts. That would give an obvious reason to grind the skill as far as possible. Ideally, however, I'd consider things like "safe-casting" versus "wild-casting". If you wanted to safe-cast, you'd get a result near your skill, and never shatter. If you wanted to overcharge/wild-cast, you'd get a wild result, maybe spend more favor in the process (or even select how much extra), and possibly shatter, but also get a chance for a top cast, beyond your skill. Could also have an "efficient cast", where you spend less favor, and get a lower cast (and never shatter). That's only an example (I wouldn't mind an enchant imping system, either), but anything like that sounds more interesting to me than the current slot machine.
  42. 1 point
    This suggestion is dripping with the ranting of an angry man, bitter in his past dealings with the pvp community, and disgruntled that he even has to look at the -1's on his half baked manic threads worth less than the toilet paper he writes them on. -1
  43. 1 point
    Well GV is the login server, so I imagine that's something useful that benefits all players It's also been used for an event in the past before. If we were allowed to travel there, I wonder if I could find the place I lived for that short week 8+ years ago
  44. 1 point
    Players like me will just prem all his alts for this, I live with a few villagers but having tried the big village life isn’t for a lot of people, that’s why that style died years ago (for the most part, some have persisted, I’m glad to see) most of the players playing now adays I feel would opt to just prem more alts for these bonuses. And most of us already have characters with high skills sitting un-prem to be able to get them it’s a fun idea, I think, but not one that is going to help the problem of scarcity as you see it. A big village has a lot of advantages already, the problem is, Wurm invites people to come play this huge sandbox. Living under the rule of a village limits this, thus most of the people Wurm attracts instantly run from the sight of it. what I guess I’m trying to say is, Wurm, while being a good game for having a huge flourishing village already, doesn’t attract these type of people often. Because it’s a game about no limits, and that’s what people come for, to be able to do whatever it is they wish. Adding more incenative to these big villages won’t help that problem.
  45. 1 point
    I pray for option one. It feels like you are hated by your god when you receive a lump for winning or like getting a piece of charcoal for Christmas. [20:27:05] You pray at the altar of Buddha. Wouldn't that be nice too?
  46. 1 point
    I think it would be cool to have a dirt path tile with worn down dirt in the center and and grass on either side to create a more rustic look. Something like the image below:
  47. 1 point
    Perhaps have a form you fill in which will keep all previous names ad infinitum on a list somewhere on the wiki or a page on forums or as a link in the game "Previous names".
  48. 1 point
  49. 1 point
    What enrico said, but add in old female black light models. Honestly though, it is permanence. No other game has it, no other game I have ever played can you as a single individual mean so much, do so much, and change the world around you. Other games are so static, based on a single server, match, or uninteresting world. They follow a story driven path, or are "reset every week". I have weapons in Wurm that were made in 2011, that to me is staggering. Some of the most popular MMO's I have played like world of warcraft, provide nothing in context of freedom, it is so controlled and sterile. Eve Online is close to Wurm but it has some advanced boredom for me, because at the end of the day when I played it, I was thriving being a market trader and that is literally a spreadsheet simulator. Imagine it though, go outside your deed right now. Pack a tile, and place a road. That road tile is there, in the world. People can walk on it, dig it up, use it as a landmark, that tile is in existence. When you log off that tile is still there, when you quit that tile is still there (unless it decayed). Then take that idea, apply it to a Tower, a Colossus, a Kingdom. Then you understand.
  50. 1 point
    you've put a nice amount of thought into this and it definitely is a unique and rewarding social structure that hasn't been articulated like this before. I like your ideas very much. I've known you to always be helpful, pleasant, and eager adventurer i often see roaming the lands of wurm on the hunt. I highly recommend giving this guy a try and this village "order" a try. Best of luck and have fun new recruits.
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