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Showing content with the highest reputation on 12/02/19 in all areas

  1. 22 points
    Tich's Gone Fishin' Memorial (Release L-25) An introduction by friends of Tich. Logging into Wurm, looking at our friend's list to see the first name not online to be Tich pressed those close to her to create a memorial, not only for others to see, but also to leave their own memories about this wonderful person for the rest of Wurm to enjoy. This project began in early November of 2018 and served as a cathartic focus for hearts and minds that were still struggling with Tich's passing. Though the work took only about 2 weeks to complete, with a subsequent few weeks of fine tuning to follow, by far the most difficult task was/is to write on opening introduction to the people of Wurm for the memorial. It is our hope that those touched by Tich or her works in-game will make the journey to Release, at L25, and bring with you a bit of something that ties you to Tich and her works, to be left in perpetuity as your own addition to the memorial. (Feel free to contact Daciana or Pomona by forum pm for help in placing or securing your personal additions, or adding personal anecdotes or stories to the Tich's Gone Fishin' Memorial) What began as players seeking comfort in remembering a friend, transitioned into co-workers yearning for an opportunity to show what she meant to them, and what we all hope will evolve into a community reaching out together to put the wealth of impact Tich made upon us all on exhibition. While here, please take the time to explore every aspect of the memorial. You will find a multitude of surprises made available through substantial background help from the Wurm Online Team all of which were especially close to Tich. Thank you and we hope you enjoy the memorial.
  2. 7 points
    The biggest problem here is you're injecting more RNG into the already RNG-ridden combat system. This creates a scenario where people will be gambling life and gear over a dice roll. This is further compounded by questions of what happens when blocked. Does it still apply resistance? If not, what prevents people from just casting again? The new resistance system was designed specifically because of this problem. The old resistances were a pass/fail where you would dice roll a 50/50 to determine whether or not your spell would work. Requiring it to be a wooden shield is an artificial limitation. Encouraging players to use a different arsenal is one thing, but forcing them to use it will just result in frustration. If you want to apply an enchant to shields, do it for all shields. At that point, you can make the enchant less effective on a metal shield to some degree, just be careful to make it something they can live with. Also, others (from both kingdoms) have mentioned shield bashing. Currently, casting a spell reduces your CR by 50% while you're channeling the action. This CR reduction does nothing for the difficulty to interrupt a player getting shield bashed. Translating the 50% CR penalty and making it also apply a 50% difficulty reduction for shield bashing (and furthermore interruption from shield bashing) makes sense. This also gives non-priests a reliable way to interrupt spells assuming they have competent shield bashing skill and the opponent doesn't have insane body control.
  3. 7 points
    we can supply the last few fights worth of pvp videos, where its 70% melee and 30% spells if you didn't get to read the whole thread from the other day, it seriously went like this priests op vs non priests pls nerf > ???? spells op pls nerf > ??? leather op pls nerf> ??? spells op let shields block 100% > ?? shield bash should be 100% to interrupt > ??? range of offensive spells probably too far > this one i agree with, could use 2-3 tile drop on them but basically, its just them throwing as many possible suggestions to get nerfs that will stick the losing kingdom who isn't used to losing this badly wants to throw the biggest fit possible to get anything swinging their way they went mostly healing priests using /transfer and are now suffering the consequences of their actions and are trying to get damage spells nerfed into the ground. if ANYMORE nerfs, and I mean anything gets changed more to priests at this point, im requesting a new /transfer option, because now you're screwing up the strategies that both kingdom picked (one went like 90% healing 10% damage priests) and the other went the other direction and it was right based on the patch notes and testing done post-changes you've already nerfed my damage spells, if you nerf it more I demand a free faith swap, as will the rest of my kingdom imo, its lack of time getting used to it. Its been said how many times? if you're being casted on, tangleweave or back away lol
  4. 5 points
    Can we end this nonsense with storing everything in boats / vehicles. Like storing things in chests inside carts inside wagons inside knarrs. Using knarrs as a vaults. Using rafts as a mobile containers. Using wagons as medium containers. Don't wanna start about coffins. Then you have those warehouses filled with wagons, boats and knarrs sticking out of the roof or from underground. How the hell wagon cargo area, covered with cloth sheets is locked in any way? The same for open carts. How the hell over 30 large crates fit between those benches in knarrs? It should be a war ship filled with people and with place for maybe few large chests tops. And where is this locked access to the cargo area in knarr? Can we get proper big vaults in place of boats? Smaller units in place of wagons etc.?
  5. 5 points
    If only we put up threads months beforehand with open invites for everyone to come test and give feedback hmmm.
  6. 4 points
    Deliverance Community Map After experiencing technical problems with the previous community map, I teamed up with @Substrto create a new interactive web-based community map. Like before, it is based on the latest official map dumps provided by Code Club AB. Map Link: Deliverance Community Map Features 1. Map coordinates The map offers a common type of map grid (as an optional overlay), using the same denotation as the in-game map (for example "E 24"). However, to place and find locations in a much more detailed way the new map is based on "tile coordinates" (x, y), making it possible to narrow down locations to a single tile on the server! This allows us to place deeds and landmarks much more precisely than before. (Map coordinates are explained in the next post.) 2. Zoom The map provides various zoom levels, allowing to zoom in from a view of the entire server to close-ups of single deeds. 3. Layers Deeds, Tunnels, Canals, Bridges etc. are actually map layers which can be toggled on and off. You can also choose among two map types (Terrain, Topographical). 4. Finding settlements The map offers an easy-to-use search function for deeds. 5. Selecting locations and copy coordinates You are able to select any point on the map and save the coordinates for future use. Colors and symbols Map policy The community of Deliverance agreed on an "opt-out policy" for the community map. This means that the map is meant to be as complete and precise as possible, aiming at showing every settlement on the server as well as highways, tunnels, boat canals, bridges and important landmarks. To achieve this goal every community member is requested to help keeping the map up to date. Please report settlements (deeds), highways, tunnels, canals and landmarks that are not yet on the map. Use this forum thread to provide new information. If you are the mayor of a deed on the map and you feel that you have a good reason to hide your settlement from the community, please send me (Yaga) a PM, requesting your deed to be removed from the map ("Opt-out"). Please include a reason. Adding Data Please post in this thread to report new or changed data. (Do not send PMs, neither on the forum nor in-game! Do not use Discord to add data either!) Please use tile coordinates (x, y) to report new map data. (Hover your mouse pointer over the location you wish to report, click once to see the coordinates in the "Selected" field, copy the coordinates.) Deeds: Please report the settlement name and the coordinates of the settlement token. Example: "Serendipity Bay [1650, 1384]" Highways: Please report the coordinates of all points describing the highway (start, "corners", end). Please use this format: "[305,1453], [305,1415], [226,1415], [226,1383], [156,1383]" Tunnels, Canals, Bridges: Like highways. These elements can also be given a name. Other: You can also report clay and tar resources, guard towers, and special named landmarks (like names of lakes and mountains, as long as agreed among the local community.) Map Development The software for this map was developed by @Substrand will be maintained and updated by both of us (Substr and Yaga). It is part of an ongoing project. Further improvements and features will be added in future updates. I am very grateful to Substr, who did an awesome job creating the foundation for this community map project. Our thanks also go to jackjones for his original ideas and concepts, which were the basis of our previous community map and also influenced the development of this new map project.
  7. 4 points
    Honestly going off all the video's that are being posted up left and right and the stories people share its not an issue of "spells are op they 100 to 0 you in a matter of seconds" but a "This is new and we are not used to this" issue If for some reason you do want to try and nerf spell casting by making shields block it people will just revert to more axe hits and the whining will continue and those who complain now will find something else to complain about(eg the whole "Oh WU has double our numbers" or "TC rushed us with way more people then we can muster") The thing is spells dont really do a lot of damage but what they do is bring uncertainty in 1 of the video's there where a bunch of spiders and trolls and horses running around while people ran circles around each other in every direction trying to find someone to hit and in the middle of this a aoe spell was cast that resulted in 1 group suddenly backing off and the confusion that was caused by this lead to them backing off too much and in a fragmented group resulting in the other group winning This isnt because of an inability to block spells or spells doing too much damage this is because of a new mechanic spicing up pvp and people not being used to it just yet so instead of looking for ways to nerf something that is bringing fresh life into pvp let it be for a while observe the video's analyze them study them see if the numbers of damage are too high and ask the players for feedback in a topic that is heavily moderated in the sense of if kvk or trolling starts posts get deleted/edited if it gets out of hand To me what i see when i watch those video's is 1 group being more adaptable to change where as the other is more set in their way plus the 2nd group decided to swap from scale and drake to leather thus they are not used to the damage they take from anything and thus the blame game starts Its like a level 10 newbie complaining that he died to a level 50 on a full pvp server in any other moba and then devs making it impossible for the level 50 player to damage the newbie but letting the newbie still damage the level 50 it would be the bad solution What would be the good one is having adequate information for that level 10 newbie that he is on a pvp server and that anyone can and will kill him in time and if he is not happy with it that he can transfer before he reaches level 21 to a non pvp server for free 1 time only Same goes with this here let the meta grow let people learn how to deal with it a lot of major changes happened all in rapid succession and people need time to adjust and learn new things wurm doesnt have a 10 million playerbase with an analytical network like say league that is capable of spotting if a recent buff to 1 champions ability results in an unfair setup and thus requiring a nerf and with the nature of this game and the patch it requires people to learn and make mistakes If 1 of those mistakes is(as mentioned previously) 1 group going heavily a healer priest where as the other goes a mixture of gods for a mixture of spells then there should be an advantage to those who went with multiple gods vs all 1 god Now if say a shield blocking/dampening effect comes in that targets only offensive spells then that 1 group that went full healer would gain an advantage due to higher amount of healers and with any suggestion made so far none point towards healing being blocked either and thus it would put a healer god at an unfair advantage vs an offensive god So if any change is made to shields being able to deflect/reduce damage/outright block it should be working both ways If its a deflect spell cast on a shield make it be affected by both offensive and healing(after all you have a "magic deflect" shield not a "shard of ice deflect" shield) IIf a damage reduction spell is made it should also reduce healing received after all you are trying to dampen magical powers from affecting you if you want to outright block based on a % chance it should have the same % chance for healing as well and have a unequip timer of 1-2 seconds(which should be interruptible) to take off your shield(if you recently blocked a shield(lets say due to residual magic flowing around it)) before you can either swap out or switch to a non magic blocking shield Any form of absolute offensive magic blocking will only favor healing which would benefit both sides and make people park their offensive priests back at home in favor of better pvp accounts vs bringing a priest along(after all why bring something useless with you into battle) @Buddayou really have to sit down and check the pro's and cons on everything from here and ask the reasons why people suggest them and ask for proof to their allegations when it comes to certain things like this as im sure a lot of us have seen it in other pve and pvp games in the past a vocal group often pushes so hard that the devs think thats what everyone agrees on where as it often isnt the case A clear example of this was in albion online's last beta before launch the 3rd biggest russian guild pushed for a buff to claw weapons which everyone was against but this guild(claws where already op at the time in 1vs1 stealth attacks on gatherers) and what happened was that a piece of mage gear got a buff to 1 of its abilities(a faster walking ability) which resulted in every "assassin" suddenly rocking that mage gear in order to run faster then the equivalent level mount thus no one could get away This resulted in that guild being able to become number 2 within a week(in terms of wealth and territory control) and upon looking at the change they had made the developers reverted it and apologized to the players but a lot did not accept it and subsequent patches nerved the claw assassin build into the ground for a very long time making 1vs1 ganking almost impossible unless you had a gear advantage as now the devs wanted to please the wider audience too much instead of just reverting it and leaving it at that This is the case here too if 1 of those 3 types of changes that are suggested make it through without their healing counterpart being affected by it to it will cause a change that will result in players just not using offensive magic as its not worth it when everyone rocks a shield that stops spells like that in some way and just stick to back line healing like before and the resulting waltz that kept showing up in fights and you will just get a push back of other players saying "the devs favor this group too much" and "we want this to change then too" and just more work and more drama and stress for you guys resulting in other features getting less attention as you spend more and more time trying to please an ever changing list of nerfs and buffs(look at league of legends who went from 8-10 item and champion changes to 10 page patch notes every 2nd patch to "balance" champions after they started to listen to a small group of "pro" players for a season which resulted in a certain playstyle becoming op in certain levels of ranking) So let it be as it is right now gather more info get people that want changes done to this to show actual combat video's where spells where the majority if not all of it that resulted in the death of group and figure out how and why they died and if it was a spell that does too much or a bug or just players being players and then post up suggested changes from there and throw those on the test server and invite people over(dont reward them as the reward for us players should be knowing new changes in and out thats a reward enough) and that should be a better way to go around to it then just springing a nerf ontop off people because of a vocal small group as thats the case with so many things now days and it never ends well
  8. 3 points
    OK, I draw the line for stupid comments under this one. Tc pushed for: Armour rework when we own all the drake and scale. Removal of hota, when we completely own the hota and farm it for free £ Chaining of towers to prevent the random war deeds that we were actually big in doing, also the biggest kingdom with most land and deeds to now cover. Nerfed high body strength accounts and even provided the formula even tho we had/have the best accounts in game. Numerous other small updates that equal the playing field and aim to ease the gap between new and older players. Infact when I pushed for the 5 things pvp needs, and had all kingdoms in the chat talking, we all agreed we wanted to see less entry requirements. Sadly being a priest is one, do I care!?? I am a priest, so not like I'm refusing to be a priest lmao. @BuddaI think the update would be good, if you make it so shields work to defend against magic as they do archery, then nice, as Quicktor pointed out, a little bit of coordination with archery for less damage can kill people, so a bit of coordination from priests should get the same result in the larger fights whilst still providing the ability to counter for non priests/ smaller fights. I do think shield bashing could also do with some love for the interruption of spells.
  9. 3 points
    how about if you want to block spells you change paths..... also was thinking why dont you have a cast for armour that like web armour or aosp.. Spell web "Slows casters casting time depending on cast power max 4 seconds" Spell reflection "Damages spell caster depending on cast power" Like web Armour and Aosp you can only have one of these casted on the armour.. so you couldn't have Both Web Armour or Spell Web so either geared for Melee or spell combat. Blocking spells with a shield is just Silly and should not even be looked at. Why would you even choose a path that can block spells then. @Budda
  10. 3 points
    Show a video of where this happened. There's plenty of videos out there to choose from. Would you like to be provided with the videos from the last 3 fights so you can check? if shields block spells the way they block arrows, then spells would be useless. A priest can't fling a spell every 5 seconds like a bow does. You also can't put hundreds of spells on your inventory bags and quivers. If you makes spells blockable by shields, then mind as well revert the priest update and make damage spells useless again.
  11. 2 points
    This is one of the nicest videos out there. Please, make it a thing again. (Personal favorite)
  12. 2 points
    But which deity gets Kikoho? Seems discussion is leaning a little bit towards making casting a bit more interruptible as a counter instead of having outright chances to block spells cast at you which makes sense. Needing to equip a statuette in order to cast an offensive spells seems an okay idea at first glance, though I'm curious what the current equipment of offensive priests are? Would 1-handed equipping be enough of a drop in parry rates to make interruption more viable, or would a still equipped shield basically negate that in practice?
  13. 2 points
    Not sure I understand why. As far as I'm concerned you can never have too much storage. (May be gender related but I don't believe there's such a thing as too much closet space. lol.) And I'm also not sure I understand how anyone's use of their own storage space is affecting anyone else so why in the world nerf it? Who is it hurting? Although the idea of "proper big vaults" might be cool but as an addition, not as a replacement for current storage options.
  14. 2 points
    Very good and constructive feedback.
  15. 2 points
    - not being able to just bash unwanted boat/vehicle, owned by ME, on MY deed - that I need to move carefully on each turn after corner of the mine/building/fence or any doors while leading horse, so it won't stop or stuck on worst case - horse disappearing when riding into mine wall - that mine doors are free to pass from inside - that I need presence of Magranon to spawn lava - correcting course of horse/vehicle after each dozen of tiles to not get out of the road - buggy bridges that I run under, when trying to ride on a bridge with high speed, in certain places (riding on bridges on my deed is almost impossible on daily basis) - that I need to remove building, collapse a tile and another one, then mine both back to just correct a ceiling in mine (lowering it) - that hellhorses still attack me through the floors - did I mentioned buggy bridges? - bugged Valrei map and system at whole - that I just cannot right click and merge items like woodscraps or cotton - that I need to tame horse to change/repair it's gear - that I cannot take things from container altough I can see what's inside AND can put stuff in - that my wagon below, stick out through my floor Oh, and I hate bushes, all are ugly and spread everywhere.
  16. 2 points
    Very nice gesture! I'll be sure to swing by and check it out sometime. Those we love never truly leave us. There are things that death cannot touch.
  17. 2 points
    ftfy main point being is that in reality there are only 2 kingdoms pvping on Chaos so both sides points need to be considered not just because one side is the loudest or have more people to spam support for it. Not that it matters that much to me, I left Chaos 4 weeks ago because of the increasing toxicity on both sides and kvking in suggestion threads. The above is bad for the health of Chaos and pvp in general if all the devs see is kvk arguments all the time.
  18. 2 points
    personally i think the counter should be casting the exact same spell on the person thats casting it on you and you get in a energy clash that instantly kills whoever fails a channeling check, its not balanced or anything but i'd like to larp as gohan while pvping i can get my kingdom mates in here to argue about how it must be changed to this if you'd like
  19. 2 points
    This is why I posted asking for more input, I'm not just throwing in changes for the hell of it.
  20. 2 points
    Is not her passing but those she left behind how you measure a person's worth. In her passing Tich left a multitude of memories, which encompass the greatness of that who she once was, buried deep in our hearts. Farewell, friend. May your tackle box remain always full and your catches aplenty.
  21. 2 points
    Congratulations! Love that this is finished. Great work all, and it looks amazing!
  22. 2 points
    +1 to anything that resembles more communication between dev's and players
  23. 2 points
    Turning around to this after coming back from AFK on this char. THEY ARE FREAKY!!!!
  24. 1 point
    Hell Scorps are more powerful than a lot of creatures that give tons of goodies when butchered and yet they give only meat and cochineal. So why not make hell scorps at least drop coal? Hell Hounds do it, among other good stuff they give. Hell scorps actually look more like they got coal inside than hell hounds do.
  25. 1 point
    how in gods name is it a nerf? it always heals the biggest wound now, unless you fight naked you shouldnt ever have enough heal resistance from lt to matter LT was buffed
  26. 1 point
    Need to be careful not to overdo it. If we make casting spells a death sentence to the priest, healers will be useless when a 15 second light of fo will invite everyone to true strike your face and be done with you. Need to make sure we keep a balance. No parry, no shield, and combat penalties means you will block less and be easier to kill than a naked, unarmed person. Priests will go down so fast no one will cast spells in combat anymore. This is why I dont like this idea. A penalty while casting is fine. Complete vulnerability is not.
  27. 1 point
    Two black horses received. All went well, and according to the agreement. I bought the horses, left them in the day care, and now, when they are ready to be hitched, I am happy to report, they are strong at pulling recomended Jimbean
  28. 1 point
    https://forum.wurmonline.com/index.php?/topic/168263-this-game-is-flawed-balance-pvp/&tab=comments#comment-1716034 Dunno why people think shields working vs magic has to be an all or nothing. Shields work vs melee and it's not all or nothing and it hasn't made melee totally useless. I think most people know how shields work vs melee so that probably doesn't need to be explained. tl;dr make magic work like melee, like you know, in probably every other game with magic and melee combat in it
  29. 1 point
    Sounds like the client is crashing, I don't think there's any afk auto-kicking happening other than if you don't move on login. Make sure next time that happens, instead of running the client immediately again, get the console.log file from the Wurm installation directory and paste the contents here or in the Technical issues section of the forum, should be something there that would help us identify why it crashes.
  30. 1 point
    a reason to actually go hunting and exploring keeping - sheep for meat, milk & wool - cow/bison/horse either works for hide will already eliminate reasons to go off deed. I mean, the main things you "NEED" to hunt for are: - the occasional scorpion for it's cochineal (?) thing - a rat for pelt - a bear or wolf for 3x fur All other creatures drop healing cover materials, and only Gland • Heart • Unicorn twisted horn are potency 5, which can be replaced by a black mushroom (foraging for veggies, or foraging on a tree tile) I love exploring and hunting, and archaeology really helps, but I would really like more reason for us to explore, especially new players. Maybe expand on which creatures you can keep and breed? or just have more variety in creatures to encounter, or have them drop bones for use or .... (I'm pretty sure others have thought about this much more in depth than me) as a far far far away wish: an expanded farm system, with soil/water needs for different plants. (and I'm guessing this is not something most ppl would like) but a more "realistic" approach, like fishing got would be amazing.
  31. 1 point
  32. 1 point
    This is truly great! Good job.
  33. 1 point
  34. 1 point
    Great work! Because of Yaga and team Deliverance has the best community map over all servers as usual.
  35. 1 point
    Its easy. Atm there is no bad side of being a priest. Some spells have longer range then tangleweave and dispell. My idea how to fix it: The idea is good, you either block 20% of the arrows or no arrows making the ill be alone in front casting spells to taunt from - cant do anything against it easily countered by archery. So casting spells is more about timing and place instead of randomly cause there is no downside. So long story short - You equip the statuett while casting (automatically) which mean you do not parry nor block shields. I think the damage taken while casting should be lowered by 10-15% and the timers should be below 15% for all spells or this is a death sentence. Would fix most of the problems as everyone has a bow and non priests can use it to good extent with good effiency and priests will be even better with it. Currently the bow is against people who are very new or horses. Thats it.
  36. 1 point
    I will repeat why not make it so you have to equip a statue to cast, like bow weapon to use
  37. 1 point
    Cool so you dont care if its changed back then....... as very little changed.
  38. 1 point
    How do you stop melee attack you use a shield, How do you stop archery you use a shield, How do you stop direct spell attacks you can,t unless you walk up to them from 20 tiles away and shield bash if it work with a 30sec cool down.........nope I think shields should stop direct attacks only but of course you have to face the right way as for aoe you just walk off them.
  39. 1 point
    You can always make it so even if it misses the sprawling hit, there is a chance to interrupt a spell. After all in order to prevent it putting you into your butt, you need to dodge the attack, thus sacrificing your spell in the process. The reason why I like this option so much is because it doesnt discriminate: the spell can be a heal or a buff or a damage spell and it doesnt matter, you loose it. Both big groups or solo pvpers can use it. Both priests and non priests can use it. Everyone benefits, thus making it well balanced. Give it a % chance to interrupt a cast, and you're golden.
  40. 1 point
    you'd have to be careful tho, i agree shield bashing could be a bit more reliable but if you dont watch out rakki and his 100 shieldbashing and 94 body control will put literally every account into sprawling @Rakki
  41. 1 point
    I have no clue, someone sent it to me like that ?
  42. 1 point
    It's been over two years now and no love yet. It is not right that one can go hunting and get 100ql coal and yet at 98.06 coal making, using 99ql mats, selecting only the very best results after creation and adding the dirt, I still have a hard time hitting the magic number of 81.82ql on the coal piles to make 90ql coal with the walnut bonus. I'd like to modify my suggestion above from a couple years ago to make walnut give a 25% bonus to ql. I can live with having to make 80ql coal piles to get 100ql results. This seems like it is most likely a very easy modification to make, won't upset the game balance in any way that I can see, and will bring some reasonableness into the process whereby a highly skilled coal maker can get the same ql coal as a hunter. I'd also like to suggest this should be a temporary fix until the whole coal process (including coal from hunting) comes up for rework.
  43. 1 point
    Hermit Island 5395 -7693 That's my island. Still exists.
  44. 1 point
    I am grinding Gau up on freedom. Switched him to Path of Knowledge and Vynora. And Masterofwee and I are racing to see who reaches 99 mining first, then 99 digging :). Gau is not being sold. I want an account I can have some fun on. I no longer play on Chaos either. Not the best account. But has good LMS, weapon skills, and Fight skill and all tomed up now. I just need 1 more tome.
  45. 1 point
    A fixed trader economy system that cant be abused to "drain" traders but gives fair trades towards people (re balance get price and decouple get price to favor gain) Next to that cats please yes i want to have pet cats at my deeds that way i dont have to make alts with my cat's names on them anymore >.>
  46. 1 point
    One luvly Lady Libila colossus for the luvly Lady Viti. Thanks much for the great company while this was being constructed.
  47. 1 point
    Just make PMK items not changeable = problems solved
  48. 1 point
  49. 1 point
    Bravo @FabricantI love your input and how thoughtful it is with not just screenshots but short descriptions that truly paint a picture. It truly shows the amount of effort you put into all of it. I hope you win!
  50. 1 point
    Height is fine for me. But add means of scaffolding please ...
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