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Showing content with the highest reputation on 19/03/19 in all areas

  1. 3 points
    Looks like we have a winner We will now begin polishing the design and submit it to CC. Thsnks all that voted it was a close poll, we appreciate the feedback and suggestions. Xallo will be doing a giveaway once the new design is in, as mentioned in the OP.
  2. 2 points
    In this week's patch notes there was a small line that a lot of people would have glossed over, that being “Fixed a number of movement issues.” There’s a long story behind this one, with a few weeks total of working on it and something completely insane that I had to fix, so I wanted to write a bit about it - if you’ll forgive my rambling. Note: Before we start this I should point out that in the context of this post, "desync" is referring to a creature or player appearing at one location from your view, but from their view they're in a different spot. This isn't related to the "Your position on the server is not updated." message that you can sometimes get when the server itself is lagging. Hopefully by now some people have noticed a bit smoother movement in general (ignoring today's horses being a bit jittery on bridges), and a lot less (ideally none) movement desync that the game has had troubles with for a long time. These desync issues were magnified with the Fishing update and became a lot more apparent over the last few months. You might have encountered this on your boat by disembarking after a long trip and being a tile or two away from where you thought you were, or by leading a creature a long distance and it slowly getting farther and farther away from you. The cause of the desync becoming more apparent was a change I did months ago for fish. Each fish in the game is technically a creature the same as any other and the server controls it as such. When you cast your line it decides when your fish will spawn, then tells it to move towards your line where it stops for a bit. Early on we ran into issues where the fish wouldn’t always stop right on your line, but sometimes off to one side or the other. To get into the reason for this issue and how I fixed it we have to dive a bit into how the movement updates in Wurm work. Movement is calculated on the client based on your input which then sends your new position to the server. Server then checks that data against what you’re allowed and expected to actually do with that movement then if everything is okay it saves that as your new position and updates everything that needs to know where you are. This includes any other players that can see you, all the creatures within range of you, anything you’re riding or dragging or leading and a few other things. When doing these updates they’ve historically been done using position differences. The difference is passed along and calculations are done based on that instead of the exact new position. This is where the problem starts. For reasons of keeping data packets to all clients as low as possible, all movement difference values got packaged into byte values (which is a quarter of the data that sending the full position value would be), meaning a number in the range of -127 to +127. This means that when you’re moving from [1587.33, 903.19] to [1587.39, 903.81] the X and Y differences have to be converted into that -127 to 127 range, whole numbers only. To accomplish this the differences were multiplied by 10, which had the downside of ignoring any movement difference below 10cm (0.1) since that would get rounded down to 0cm when converted into a whole number byte. Here’s where we get back to the fish problem. Because the final movement of the fish to get to the hook was sometimes less than 10cm the update packet sent to the client was rounded down to 0cm and ignored. After some testing to figure out the actual movement values being sent to the client was never getting beyond the -7 to +7 range, I changed that x10 multiplier into a x100 multiplier. This gave us an extra degree of precision in movement, while keeping the movement difference values inside that -127 to +127 range. Although this fixed the fishy issue that we were having at the time, it brought to light some new desync issues and made some existing ones worse. At that time the biggest issue was stamina drain problems because of this change - I had thought it was because I missed some x10 -> x100 change at some point, but after going through the related stamina drain code it didn’t make sense. I gave up some point after and tweaked the draining code to be as close to live as it was before the change and chalked it up to something weird that I might find later on. The last few weeks was that ‘later on’ where I found out that my initial thought of “this doesn’t make sense” was correct. You may have noticed that I glossed over what happened in the old code when those difference values were rounded down to 0cm if they didn’t hit that 10cm (or 1cm after the x100 change) threshold. This is the source of the desync that the game has had in varying degrees since day one. When these values were rounded down to 0cm (or remainders from a whole number were rounded down), the movement would still be applied but the “update everything else” code would see it as no movement and not run. This means there could be some movement ticks where nothing was sent to players that were in range, or stamina would not drain at all if it was a player’s movement. But then how has everything still mostly worked all of this time if these movement differences weren’t updating properly? Now we get to the meat of the issue. The code that transformed the new position values into a difference value was prone to a rounding error that every now and then would cause a movement difference that is usually under 1cm to get rounded up to 10cm and trigger the chain of updates to everything and stamina drain. When the difference code was working on 10cm intervals, the rounding error just happened to occur about as often as the “lost movement” from rounding down would have added up to 10cm, so it kind of balanced itself out. Changing it to 1cm intervals meant less data was lost to rounding down, but also meant when the rounding-up error did occur it was only triggering enough movement for 1cm, meaning it lost the ‘happy accident of balance’ that it previously had which lead to desync problems being slightly more pronounced over the last couple of months. During my trek over the last few weeks into figuring out the desync issues Samool and I came across that piece code and recognised that it could cause some precision errors, so I changed it to something that wouldn’t. This lead me to a couple days of pulling my hair out over stamina no longer draining as expected before realising the rounding error was the reason it ever worked properly in the first place, and that the code down the chain relied on it to work 99% of the time for smaller movements. Without having this rounding error, slow movement will very rarely be above that 1cm threshold, meaning none of the drain code or update code was ever called, since the movement was rounded down to 0. Fixing this new issue involved changing the entire chain of code to not use the byte value differences, and instead use the actual position data and calculating exact difference values when needed, eliminating any need for rounding down (or random errors causing rounding up). This also lead to a couple days of rebalancing stamina drain from movement to be as close to live as possible considering the old system relied on a random rounding error to work at all. I’m truly surprised that it worked as well as it did being based on an error for smaller movements like that. The upside of all of this is that movement updates sent to players now use the exact position instead of difference values, meaning desync should be a thing of the past. The place that you see other creatures and players is the exact same position that the server sees that creature of player - and stamina draining should be a lot more precise for smaller movements instead of relying on a rounding error. I hope I never have to touch movement code again.
  3. 2 points
    Aw no attitude. I was just surprised anyone would offer 1.5 for a 99ql item, let alone rare. Not being rude about it. I'm just excited at how much easier the questions will be with this beaut
  4. 2 points
    Uh... Its a hq rare rug. You dont enchant those... and its 99ql... Its a path up rug not a skill up rug. I offer 7s for it. Mail to Angelklaine if accepted.
  5. 2 points
    70 praying is a grind anyone can do, and its exactly what an endgame goal should be. I only have 53 btw.
  6. 1 point
    Hello everyone. I need 100 tailoring and some of you need to advance ! All you have to do is pay mailing fees (2c) and have 20s(may be changed in the future). I expect you to return rug within 2 weeks. If you have question ask. What rugs? How it works? Rug list: ( You will get rug for 20s1c, once you are done send it back to me for 20s) Rare 98QL Rare 98QL Rare 98QL Rare 98QL Rare 96QL Status: READY RENTED UNAVAILABLE IMPROVING Rugs will be ready when they're ready. All rugs are regular meditation rugs and have steel rune of vynora attached. Results:
  7. 1 point
    Got those portcullis doors pretending to be "windows". Those "windows" are closed for everyone, so none would fell out. It is really long way down on the other side. Problem is, that for me (I'am the Mayor), those are still open. So I happened to fell out few times (on autowalking - for example). Also it gives annoying opening animation and sound when close to them. Would be nice if there were an option for Mayor to block certain doors completely. Or new models of windows wich look like portcullis (would be perfect if this model didn't had those two wheels).
  8. 1 point
    1. Rugs that can be dyed. 2. The ability to dye canopy beds 3. Option to relocate deed token (Freedom only, long cooldown, must be within bounds of existing deed) 4. More slots/capacity on bookshelves (You can't fit very many books on them as it is now) 5. New statues of the gods, craftable with stonecutting (smaller than the arch statues, can substitute as an altar over QL 30) 6. More flower types. (And fuller-looking flowers in pots and planters, they look like sad dying stems.) 7. Better options for dye storage (The alchemist's cabinet is okay, but very limited and the decor on top is repetitive if you have several) 8. Dresses. (Not just for female toons. Let the guys rock a dress and let that chest hair really get it's moment in the spotlight!) 9. Wall decor - tapestries are cool, but there's not enough of them. This is where taxidermy would be awesome. 10. Tall kingdom banners that can be dyed (base freedom model) 11. Glass-making: Windows, glass bottles, wall mirrors 12. New healing cover made from honey+square of cloth (honey is antimicrobial, and these dressing are used in hospitals even now) 13. Recall to tower: Interaction with guard tower that teleports guards not active in combat back to the guard tower. This would remove guards from caves and bridges where they get stuck. 14. Diagonal fences for those less boxy edges. 15. Wagons with plain white cover that can be dyed. 16. Use dyes on clay pottery before firing to create a glaze for more decorative pottery pieces, such as those below. Maybe we can even stick a flower out of it (like those roses and lavender) 17. Now that we have some new critters running around, I'd like to suggest allowing them to be tamed. I'd love some gorillas to take care of. 18. Create spawns on former deed sites, especially where there are still fences and broken down buildings. I'd love to run into a skeleton or a ghost (whatever they're called) while doing some archaeology because it makes sense in those areas.
  9. 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...
  10. 1 point
    since some days i encounter two problems with skill gain. first problem: skill gain seems to be totally locked temporarily second problem: infrequently i am getting 'zero value' skill ticks at different skills for a period of time: ingame account: Mafi server: Xanadu deed: Turquoise Bay Resort verified on two different PC (one with Windows 7 Ultimate, the other with Windows 7 Professional) to verify problems, Settings -> Text -> Skill Tab Updates is set to "Always". Beside the output in the Skill Tab of the Event Window i am constantly monitoring the Skill List Window (the 2-digit skill numbers and the 6-digit skill numbers and 6-digit change numbers, when you mouseover over a skill) first problem: skill gain seems to be totally locked temporarily this seems to happen mainly on the first session of the day or after a longer break the same day. after login, no matter what i am doing, there will be no skill gain ticks at all for some period of time, mostly for like 5 to 10 minutes. after i try a lot of different things to somehow change the environment (trying different skills, trying to change from on-deed to off-deed, going into cave/out of cave, walking over a bridge, in house/outside) it starts working again. i am not sure, if any of my measures triggers it or if it is simply a timer thing. second problem: infrequently i am getting 'zero value' skill ticks at different skills for a period of time at some time during a session, i noticed, that the skill i am using getting green flashes and fades back to white font color in the Skill List Window just like when a normal skill tick happens, but the numbers don't change at all (not the 2-digit skill numbers and also not the 6-digit skill numbers and 6-digit change numbers, when you mouseover over a skill). there is also no new output line in the Skill Tab of the Event Window then. Ergo 'zero value' skill ticks. If this happens, it is reproducable for a long period of time and a lot of skill attempts. Sometimes, if i start working with a new skill, it seems i am getting one or a few non-zero (aka normal) skill ticks, then it changes to 'zero value' ticks (happend to tailoring and cloth making for example, when making string of clothes) not much fun playing this account and no value in using sleep bonus, if it only doubles zero skill ticks, as 2 times zero is still zero regards p.s. as i am not a native english speaker, any language mistakes COD to /dev/null pls
  11. 1 point
    Had a villager lose their Epic reward because their toon had last logged on Freedom when the scenario ended. (Same thing happens with mail: you can't send it to an Epic player if they last logged on Freedom.) Obviously, we don't want Epic mail or rewards going to Freedom, but any reason they can't be provided on Epic, to be waiting when the player returns? After all, the Epic version of a toon isn't the same as the Freedom version: different gear, tomes, med, faith, etc. Seems like Epic-specific rewards/mail should just bind to the Epic version, regardless of where the player is logged.
  12. 1 point
    Very impressive collection Shrimpiie. I do have some food stuffs I can send over if your still on the food market. I thought the foods I have were on ur 'no' list tho. I will double check, before I send it. LOL. Sorry, I mean, I'm sorry. Maybe Wurm will grant you one other (maybe a tool or a vehicle, your next fantastic. (I think I saw your fantastic lemon in Shrimpiie's collection? Well, I did see one fantastic (92 QL) lemon in Shrimpiie's collection .. I think it was winking at me so happy it had found a nice home)
  13. 1 point
    Updated Count! https://forum.wurmonline.com/index.php?/topic/187783-my-food-addiction-update-4/ Well, Shydow kept bugging to give an update on my collection, and it has grown exponentially since my last post... I noted in my last thread it took me a good 4 hours to compile everything to display, but this time is much worse. Deciding I had nothing to better to do on a Saturday night, it has taken me now 6 hours to get all the screenshots and lists together to post, and like last time I used an even more efficient method and it still took longer. Overall it was about half an hour getting everything out of the magic chests and into enough containers in a wagon, along with about 2 hours of painstakingly moving items around for organizational purposes, then another few hours for tally and organizing of that tally, computing totals, and to get screenshots and this post together. Anyway, since my last update where I was up to 1x LMC, I am now up to 3x LMC's, stocked with small chests each with 27 quivers for storage. Everything is better organized now and will be large food items and meals separated so they don't take valuable space from the quivers for smaller items, and I will also be acquiring some runes for the LMC's and the small chests as well to increase their volumes. My usual food deliveries are about 100 items a week as well, as opposed to the 20 or so a week when I first posted up my food collection in early 2017. For anyone wondering, here is my first thread from April, 2017: https://forum.wurmonline.com/index.php?/topic/153113-my-food-addiction-update-1/ With my next thread from November, 2017 here: https://forum.wurmonline.com/index.php?/topic/159407-my-food-addiction-update-2/ So I ask you all again, do I have a problem?... Nevermind, it's clear that I do ? Disclaimer: Nothing here is for sale so don't ask to purchase anything! Screenshots Stats (3,890 items w/grand total = 4g, 17s, 30c)
  14. 1 point
  15. 1 point
    Update Download Weight can now be adjusted on the Price List so that prices for items with flexible weight (e.g. butchered products) can be more easily set. Leave blank to reset to default. Accepts Damage option can now be set for each buy request, in which case damaged items can be accepted, using scaled QL for finding the correct entry. Done, and done. Sorry I took a little longer than I should have as I wanted to get the below ready for initial release. New Mod Beta Release Crafter Download A new type of NPC who accepts orders from players for items to be improved in return for money. Uses the same contract options as BuyerMerchant so they can be bought by players or restricted to GM placement. Placing an order To place an order just "Trade" with a Crafter. As well as items that are ready to collect the top left window will contain options for you to use. "Improve to XXql" selects how high you want the item(s) improved, there is a separate entry for each skill the Crafter can use so you can also select different qls for different item types. "Mail when done" will add an extra fee and when the item is done it will be sent to you in the mail, otherwise it will need to be collected from the Crafter in person. "Donate Items" allows you to donate items to the Crafter that they will then use to increase their skill. Want to have a high ql sword at some point but your local Crafter is still new? Donate a bunch of low ql weaponsmithing items now and reap the rewards later. Skills Crafter skill set is configurable, choose between specific skills or skill groups (all metal, all wood and all armour). Crafters gain skills as they work and can accept items as a donation to increase their skill. Crafter learning can be disabled or capped. For example, if you wish for Crafters to only improve to a QL limit, leaving higher quality to player crafting. Initial Crafter skill level can also be set. A per Crafter skill cap (under the server cap) can also be set by the owner when hiring. Equipment Assign a forge to your Crafter if they need to improve metal items. This locks the forge from other players to prevent any kind of mix-up. The Crafter will walk a small distance to reach it. Just activate the contract and right-click on a forge and choose assign. Once assigned you can also unassign the same way. The Crafter will create their own tools and resources. I may add it so that players and/or the owner have to keep the Crafter in stock, but if so it will be an option. Offers "Mail when done" option (with configurable price). Money There are three server-wide options for what Crafters do with their earnings. for_owner (Default) - 10% to tax, the rest for the owner to collect (same as merchants). all_tax - All money goes to the King's coffers. Particularly useful for GM controlled Crafters. tax_and_upkeep - A percentage of the money goes into the owners deed upkeep, percentage is configurable (same as traders). A good option for if you don't want players to get money directly, but to have some benefit of hosting a Crafter. Crafters will hold onto money until the job is completed, if the Crafter is dismissed then the money will be refunded to the customers. Pricing Prices work on a scale, based on some research in the Trade forums. Roughly speaking 70ql=10c, 80ql=30c, 90ql=90c, 91ql=1s. There is a base_price modifier (default 1.0), plus skill specific modifiers (default 1.0, except "dragon armour" which is 10.0), if you wish to increase or reduce the prices. Each Crafter has a "Price Modifier" option that can be set by the owner at any time, like merchants. Other info Crafters use the base human model that official NPCs do, so GMs can provide them with items to wear. (e.g. kingdom colours, coloured tunics, etc.) Currently Crafters ignore stamina, due to the way creature stamina works vs. players. Typing /crafters into chat will open up a "Crafters" tab where any Crafters that are working on items for you will let you know how many are being worked on and how many are ready for collection. Owners can see total Crafter jobs using the contract. Output can be adjusted to help with testing and general logging. The default is "save", in which case all messages sent from the server to the Crafter, plus some custom messages indicating what the Crafter is currently doing, will be saved to a file in the server directory. "print", as well as saving, logs that output to normal server output. Finally, set "none" to ignore all Crafter work logging. Trading logs, like merchants and traders, are unaffected. Screenshots Still some more features I would like to add but thought I'd get this version out for feedback.
  16. 1 point
    Yes oleander too
  17. 1 point
    Riding a pink (or green) unicorn with a passenger is one of my favorite pastimes. Buggers are fast, too! A tiny goblin with a funny hat will lay waste to a burning, 30 foot tall, spiked champion hell scorpion, in mere seconds. Be wary of befriending the gods, or they may come to haunt you; https://i.imgur.com/pDoF2ug.mp4 You will hurt your legs jumping down a 30 slope on the road, but underground, not even a 500 slope even touches your toes.
  18. 1 point
    So my idea is that at 50 animal training you get the option to bond with an animal (Bear and wolves only) which will keep that animal tamed to you until it is killed or let go. The animal could be named and would have to be fed and watered like any pet. A player would not be able to tame any other creatures while an animal is bonded. At every 10 levels of animal taming after 50 more perks could be unlocked (stronger attack, better armor)
  19. 1 point
    This is how tamed animals got the CR nerf in the first place. Some PvP'er put in the effort to grind taming to handle a champ croc, the cries of "nurf pl0x!!!!" won the day. Lazy people who didn't wanna put in the grind to even their playing field simply had the skill relegated to a sidenote. So here's a thought: +1 on this idea and/or taming multiples for PvE +1 on options to armour our critters on PvE +1 on removing their CR nerf on PvE AND Leave taming as is or outright remove it on PvP (devs can discuss that with them directly, what happens on that side should not be PvE's problem). Edit: "STFU Mord, you can survive PvE without needing a tamed animal!! It's easy!!" Yes, I goddamn know, I used to run around on foot in Xanadu unarmoured with an LT 2h sword gathering white-dotteds, and used taming mostly to use a croc as "boat" to cross a lake, occasionally to clear a troll cluster in my way or such. "See? You don't need it!!" I don't, other people aren't as good at combat and besides, it's not about NEED, no one NEEDS to play games yet we do it. It's about FUN.
  20. 1 point
    Added to the list, thanks for the report.
  21. 1 point
    If you open the permissions dialogue of a fence gate and then bash it down (perhaps even a house door?), it will reappear for clients in range after using the dialogue (enter a (new) name, and click apply changes). The gate will reappear in the clients in range, won't open, and will be impassable, and has no further options in the context menu to interact with it because it doesn't exist server side assumably. The gate does not appear after relogging of course. I guess it could be exploited to create an impassable barrier until clients in range relog.
  22. 1 point
    4. Pickaxe 83WoA 72CoC - 30c 5. Stone chisel 77WoA 63CoC - 10c 6. Sickle 82CoC - 10c 7. Shovel 70WoA 73CoC - 20c 8. Pelt 76CoC - 5c 9. Horse Gear - 1s full set cod all to me please (or what is left)
  23. 1 point
    There are already hard points at which you can even think about crafting specific items. The success or failure of mediation ticks wasn't a part of my statement, but way to move the goal posts. The long timers, exactly what the OP is suggesting, is what I said I don't like. No, this isn't about the thrill of gambling. If I wanted that I'd head to the casino down the road. It's about dedication in the face of adversity. Maybe someone shouldn't be able to run a marathon because they only have one leg, or shouldn't be able to lose 30 pounds in a month, or shouldn't be able to afford a house by 20 but work their butt off and get that down payment. It's about tenacity. And it's not a high - end result. The game is set to say that it is POSSIBLE for someone with that skill is able to do this, it's just DIFFICULT. So no, regardless of how many times you decide to attack other people's opinions, this is not a good idea and I'm allowed to not be a sheeple that goes along with something just because you want it. -1
  24. 1 point
    For what it's worth, grinding it helps the global casts take place. Not that I'll ever get to link to one before hitting 70 prayer. I've read as a hint in the wiki that praying as though as you were still gaining faith helps the global casts...so do priests tied to an altar not do anything more than a follower climbing to 30 faith? Either way, it'd be great if 100 faith priests gained some humane prayer ticks in lieu of faith ticks. Then they wouldn't be uselessly tied to the altars in said exercise in futility, they efficiently help global casts charge up(if the wiki hint is true) and possibly get there in the same time with guaranteed ticks 5 times per day; larger than usual ticks, but still reasonably slow to make it an end game goal when only praying 5 times a day. Not only for the goal, but also to make the 5 prayers a day at least remotely interesting in the long term for 100 faith priests, as they are currently, ignoring goals, woefully useless and deprecated once you hit the 3 digits.
  25. 1 point
    I get that. And I wouldn't have an issue with it... if prayer wasn't so damn useless. Its an exercise in futility.
  26. 1 point
    Why not? It's and end goal. Something for priests that have been playing for a long time. People are always complaining that there is no endgame, and when they add it, ###### that it takes too long. I have no issues with a personal journal goal with a massive reward to take years of work. It's not hard, and if you WANT to get it faster, you can!
  27. 1 point
  28. 1 point
    I think someone did that once but it was in a chest and there were so many coins that when the containers decayed it needed GM intervention because looking at them was instant crash
  29. 1 point
    I am not sure if this is what you mean, but these rose & camilia hedges are in 1.9.0.0. They never do get quite everything into the patch notes, but I think we can be assured we will have all of the 2018 content at a minimum, and maybe some of the early 2019 (desync bug fix is confirmed by Retro) Sorry about a nighttime shot ?
  30. 1 point
    Hello there, I am consindering play Wurm once more. I am therefore looking for a character. Please send me dumps and price. Looking for priests aswell as crafter. Jones
  31. 1 point
    It is when you only get 6 ticks for a total of .02 for an HOUR of praying.
  32. 1 point
    Maybe actually report the issues if you want to see them fixed? Last update was not a single texture change, it was a ton of back-end changes to allow for exactly the kind of stuff Niki mentions here. We definitely want some of those smaller graphical features in, but right now the focus is on the bigger improvements - first off tree rendering improvements (for some of that more-distant tree goodness).
  33. 1 point
    Great work, @Toecutterand an awesome tribute to Tich. It surely would deserve a place in @Retrograde's news some day
  34. 1 point
    -1 No. I'm not a veteran player by any stretch but I would absolutely hate long timers that guarantee success. For one, barely passing a threshold to create something and just giving it a long timer doesn't equate to trying and failing to attach a piece. Given enough time with two boards doesn't make someone's bad attempt at making a shelf suddenly successful. It's a trial and error until they figure out how to do it right. Sometimes in that failure you need a new board or five, and you bend all of the nails you tried using. Second, long action timers are exactly why I hate certain skills, like meditation and the old fishing. AFK skilling is boring AF, and long timers make me want to just go AFK or play something else. Third, you take away the thrill of success at a low threshold. Maybe I shouldn't be able to build a larder with low skill, but when I do, I'm proud of that accomplishment. Now you're hoping to take that away because a red X hurts your feelings? No thanks.
  35. 1 point
    This thing has more evolutions than an Eevee.
  36. 1 point
    That one is fixed in the preview client already.
  37. 1 point
    Keep the ideas coming lads, but drop that "veterans doesnt like anything" crap to yourselfs. You have to sell the idea to the public and actually have to think about the game mechanics in place and what that change would require for it to work. I know, learning the mechanics takes time and pretty sure none will ever master those, but the basics at least. If no understanding about coding, mechanics etc, i wouldn't be shouting at the "veterans" at the start of your suggestion or at all. I would just post the idea as it is and hope for some explanation of why it wont work or isn't wanted. -1 to this idea, but keep them flowing
  38. 1 point
    Dont be lazy and just bind dig to pile action - DONE, why devs should waste time on your laziness? -1
  39. 1 point
    - Had a Landshark (A buried alive shark, that stayed alive, invisible, living underground, but would still attack ppl when they got too close) - Building a city on my main deed that will take 2.6 million bulk units to build - Had a suicidal chicken on deed, it jumped onto a bridge, jumped off again and insta-died from a heart attack. - Shooting a Champ whale corps of one of the highest mountains in Xanadu
  40. 1 point
    On freedom I can catapult offdeed fences and gates to my heart's desire but Lock picking an offdeed gate (which auto locks again 10min later) is a big no-no. I consider that cray cray.
  41. 1 point
    Thank you so much, quick service great quality!
  42. 1 point
    thanks Yaga , makes me want to log on and ride , look and see .
  43. 1 point
  44. 1 point
  45. 1 point
    Highly recommend, best dyes i've ever seen.
  46. 1 point
    I got a tapestry of Mclovin which can be crafted by every player in game to enjoy, step up. https://gyazo.com/9063bf14584e31882c323a4039285e65 You don't even got the sickle bra!
  47. 1 point
    They should appear in archaeology as “Ancient Statue of ____.”
  48. 1 point
    Volunteering to enhance the graphics to current standards - no problem. +1 Perhaps, as legacy statues, they can be gained through archeology or something, even.
  49. 1 point
    Not a chance. Now kids play fast paced games , wich is opposite of everything in Wurm.
  50. 1 point
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