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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
    Welcome to Riviera! (Image: Rivia, Capital City) A giant island-cluster separated by rivers and lakes. You will wake up in the capital and it's up to you where it goes from there. Will you take the random spawn portal to put you in the wild, or will you stay near the safety of the guards? The server has been online since 2018, however there is plenty of available land to claim and rich pickings for archaeology. Deeding is free and 3s will be placed in the settlement upkeep fund on founding. When you start, you're in Rivia, the capital city which has a market with player merchants, some facilities to do some basic skilling, a public mine nearby, free basic horses, a julboard (fill your food bars!) and a random spawn portal that can teleport you to a random location on the map (if you choose to use it). If you don't like where you end up, you can teleport back to Rivia to try again. The community is active and friendly, the team is constantly working on improving the server and are responsive to feedback. We have players from a range of time zones worldwide. We run events (mostly unique slayings) weekly on Saturdays, and periodically there are larger events such as rifts and other special invasion events where you can acquire special loot such as sorcery tomes, different kingdom wagons, cosmetic items, rift resources and moon metals. On special days in the calendar (eg. Valentine's, Easter, Christmas) you will receive or be able to win special gift packs. If you like puzzles, there are many mysteries to discover here too... We have a Discord server with a chat relay bot so you can keep in touch even when you're not in game. Server Info Name in Serverbrowser: Riviera PvE - Free Deed - Epic - Bounties - Modded Address: riviera.thahenry.de Listed since 09. February 2019 General Server Settings Map Size: 4096x4096 PvE (No PvP) Epic Skill Curve (Increased Skillgain & Skill Scaling) Skill gain rate multiplier : 3x Action Timer multiplier : 3x Max Creatures : 35.000 Aggro Creatures : 35% ==> Homepage (thahenry.com) <== ==> Livemap <== ==> Discord <== Mods and custom features An up-to-date list can be found here Quick tutorials and guides Expand for some useful info.. Images / Other Media Original map dump Join us today!
  25. 1 point
    When making a pen in a mine with no fence on the tile towards a reinforsed cavewall and a tunnel open on each side, the horses walk straight through the cave wall and outside of the deed. http://prntscr.com/mk6mf2 Like this.
  26. 1 point
    This has happened to me also, with the message I was idle to long on that little window that appears. It is not the red window that tells me I crashed, but the same color as I get when server shuts down. And it was after I had played for hours, but went afk to cook dinner or something.
  27. 1 point
    Shields blocking spells is silly.. but having the priests get a nerf on shield blocking (not necessarily stop blocking but reduce blocking) while casting would be interesting.. especially in small fights where a priest was always better than a non-priest, and this of course would also make archery get higher chance to hit against a casting priest.
  28. 1 point
    Don't you get a nerf to CR while casting? I do believe so... which means you are more susceptible to being hit while casting. A huge axe to the face can 100% stop a cast just as well as a tangleweave. I am not saying a priest should block with shield while casting, that I could see being changed. Actually above makes perfect sense more i think about it. A priest holds statuette with both hands ( has to concentrate on casting) would not be any different then pulling out a huge axe and no longer having shield available to block with. Would maybe make a small fight more viable against priests.
  29. 1 point
    So update to situation. Corpse was recovered. Skill was returned by a lovely arch gm, and I burned the chair that started all this fuss.
  30. 1 point
    How to use the map 1. Navigating the map You can zoom and pan (move) the map using your mouse. Zoom in and out by scrolling the mouse wheel or using the "+/-" buttons in the upper right corner. Pan the map by holding the left mouse button while moving your mouse. 2. Map coordinates The map is based on "tile coordinates". According to Wurmpedia "a tile is a 4 meter by 4 meter square on the ground, which pretty much makes up the world of Wurm". The Deliverance server is a square of 2048 x 2048 tiles (corresponding to roughly 8 x 8 kilometers). On the official map dump image as provided by Code Club AB each pixel corresponds to a map tile. Map tiles are described by 2 coordinates (x, y), each counting from 0 to 2047. This coordinate system (unlike the "classical" Cartesian system) has its origin in the upper left corner: For example, the upper left corner of the map has the coordinates (0,0), the upper right corner is at (2047, 0). While you move your mouse pointer over the map the coordinates of the current map point are displayed in the upper right corner: This is how you determine the precise coordinates for any map point you may want to work with. You can also select a point on the map (to save its coordinates) by a single left-click. A small crosshair symbol will appear and the coordinates will be shown in the field "Selected". The contents of that field can be copied to the clipboard in the usual way (by selecting and pressing Ctrl-C). Clicking on the same location again (on the crosshair symbol) will remove the marker. 3. Layers Most information on the map is provided as a layer that can be turned on and off. You see a list of available layers in the sidebar. By clicking the little checkboxes you can toggle that type of map information on and off: The letters in parentheses are the hotkeys to quickly toggle a layer: Press "D" to toggle deeds Press "H" to toggle highways Press "B" to toggle bridges Press "T" to toggle tunnels and canals Press "R" to toggle resources (clay, tar...) Press "S" to toggle special places (mission structures...) Press "G" to toggle the map grid. The "map grid" is an overlay showing grid cells that use the same notation as the in-game map. This can be very helpful when trying to describe the location of an area for another player when in-game. 4. Map types In correspondence with the various map dump types released by Code Club AB, you can choose between a pure terrain map and a topographic map: 5. Find a settlement or special place If you want to find a particular settlement or a special place, just use the Search function in the sidebar. You can either enter a name or use the drop-down list: 6. Loading the map with coordinates You can load the map by adding location coordinates to the URL (web address) like this: https://deliverance.yaga.host#<x>,<y> (Replace <x> and <y> by valid location coordinates). The map will load and be centered on the given location (if the coordinates are valid). In addition, every time you select a location by left-clicking on a point on the map the URL shown in the address field will change to show the selected coordinates. Thus, you are able to share a view of a certain map area by just copying the address shown in the address field of your browser.
  31. 1 point
  32. 1 point
    Making priests unable to block or parry while casting has been suggested before and I think its a great idea.
  33. 1 point
    Those of us that went to the test server, tested and gave feedback, were mostly just screwing around doing 1v1's or taking turns throwing fireballs at each other to test damage. There is no way to "Test" a 20v20 WL recharge.
  34. 1 point
    Here are a few of my thoughts, the problem goes beyond damage numbers. Not everyone that wants to pvp wants to be a priest, old system non priests where perfectly viable in a group of mixed priests\non priests. Now due to spells being stronger and spell interrupts, the pvp dynamic has changed to where you have a significantly larger advantage if everyone on your team is a priest. An example of why:- In the last pvp fight i was interrupted practically every time I tried to cast scorn to get a heal off. This is because virtually everyone on the enemy side is a priest. This is the biggest problem with the patch not the actual damage they do, the patch caused a huge shift in the pvp play style. Overall I hate the new style, because I really don't enjoy being a priest 24/7, with no ability to imp items. Behind that there are other bigger problems that need to be fixed, mainly overall damage is too high. This is due to stacking of warbonus, priests with warrior damage bonus, true strike spam and the fact that spells bypass the previous 10 player melee limit. This brings about a zerg type game play, where one group charges in a zerg to try and get a kill on 1 player where some people melee and some cast spells. The result is even a very strong account can die before a healing spell gets off, this makes healing spells near worthless v a 15+ player group and further encourages players to play damage based priests which further encourages the zerg game play style. If it was purely up to me this is what i would do at this point. 1. Delete warbonus damage, maybe keep CR bonus or just delete it entirely. Its crap because a reasonably large amount of effort gets a fairly large bonus 30% damage and CR that stacks with mag bonus. This means if there were smaller PMKs that pvp they would likely never be able to keep the bonus up and be at a huge disadvantage. Plus this is the main reason why the time to kill a player is so short right now. 2. TrueStrike has been complained about endlessly by most people on both sides for years, yet it still remains. Make it a CR bonus instead or maybe a 15% damage bonus an hour that does not stack with warrior bonus, whatever it becomes the current incarnation needs to go, getting hit for 20+ damage from 1 hit, when most of the 15 people attacking you have the spell makes for a crap experience. it was fine years ago when it was hard to get tombs and\or source was harder to get, now it needs to be changed. 3. With the healing resistance change to prevent endless spamming of heals, I see little point in the aoe healing spells having such a large cast time, when they also have a long cooldown as well, as i said above they are near useless currently. I see no reason to make LOF and Scorn instant cast or <5 second cast. It needs to be short enough so it can be cast without players having to stop moving. Other heals being faster might also make them useful, 3-5 seconds range for small heals, so they can be cast on other moving players without them running out of range. Similarly spells like heal are useless at 29 second cast time. Nobody will ever get off a 29 second cast in a fight, healing resistance takes care of it being spammed so it does not need a long cast time any more. Other things I would tweak after playing several fights with the above changes. Block and parry have built in cooldowns, so you cant block,parry everything which is good, however because of this it makes the current antigank code which gives +CR based on the number of attackers virtually useless. This whole system needs a rework. If two players with 90 FS, Shield and weapon skill fight a 1 on 1, they might hit once every 30 seconds if they are lucky which is way too few times, on the other end of the spectrum a player getting ganked by 15 players probably blocks\parries 4-5 times before they die in some cases, which again sucks. The rework needs to allow a 1 on 1 where the players actually hit each other before running out of stam and also still actually block\parry a decent amount v 15 people. Consider removing all priest penalties on pvp servers, so everyone gets best of both worlds if they choose to play on a pvp server.
  35. 1 point
    like I said, we can provide footage from the last 3 tc wipes
  36. 1 point
    Thank you for the hammer! look forward to working with you again
  37. 1 point
    I've prem'ed 3 alts to be down there when I play, mining, prepping support beams, and destroying part of my deed to make this happen. You can't say nothing is happening just because you aren't around 24/7 to supervise, Thorin. It's offensive to those actually working on it, and that's not just me. It's an eternal tunnel, this one, and it's going to take time. People are going to take breaks from it, people are going to join, some people are going to stop. I'm in for the long haul, and I'll fix what needs to be fixed to make it awesome. As for deed perms, if anyone needs perms to mine on one of my deeds, that can be arranged Just let me know! Can't know without you telling me.
  38. 1 point
  39. 1 point
    Or you know, simply allow imping coal piles with shovel and dirt(or logs). Considering your modified suggestion i always felt like oak should be the one that gives boost in ql so how about oak giving +25% boost and cedar taking role of oak and actually ticking more often instead of just burning longer for nothing.. walnut staying the same at 15% Anyway +1 on anything that would allow production of high ql coal from coal-making viable.
  40. 1 point
  41. 1 point
    FYI, casting is not only short range, and archery is not only long range. Shard of Ice: Ranged offensive spell, you can cast it over a distance of 10 tiles. Fireheart: Creates a burn wound at the chest, has a 10 tile range. Short bow: This weapon is best used at 5 tiles range, or 20 m when looking through a spyglass. Medium bow: This weapon is best used at 10 tiles range, or 40 m when looking through a spyglass. I don't know the limits of some of the newer spells, but I suspect also about 10 tiles. Inferno is about 12-13 tiles.
  42. 1 point
    Known issue when the shadows are 'too long', will be fixed soon along with some other shadow changes.
  43. 1 point
    Recently a number of the members of the Chaos kingdom named Wurm University have been temporarily banned from Wurm Online. This is in direct relation to the use of a serious exploit that had been believed fixed for some time. No one bothered to report that this was again possible. The names of those banned were collected from the logs surrounding the location where the exploit was last known to be used. We know that only one person did the actual exploitative action, but after an independent review it was determined that the people at the location had committed conspiracy to use and profit from, or hide the use of the exploit. The exploit in question was the ability to manipulate cave tiles in a mine that the player was not in or had access to. Appeals by a number of those affected by the temporary bans are pending. Direct Culprits: Heng, Oniichan
  44. 1 point
    New mod: Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: https://github.com/bdew-wurm/waxed/releases
  45. 1 point
    house cats, because chicken coops were totally yesterday!
  46. 1 point
    After 3 months, I've finally finished my bridge it's 168 tiles long, 2 tiles wide and connects my island to the finality island on Xanadu.
  47. 1 point
    In an abandoned ruin deep in the forests of center Xanadu, the Sickle of Awakening crumbles to dust into the ground as its damage counter reaches 100. From there on, it is said the cries of the one named Oreo can be heard in those woods softly in the night.
  48. 1 point
  49. 1 point
  50. 1 point
    @Mataleao its for you Celebration inhabitants my real Wurm adventure started here
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