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Showing content with the highest reputation on 10/07/19 in all areas

  1. 5 points
    This is a really poor way of handling this feature. This means that if I want to change the ql of the lock to adjust the storage, or if I want to just start using it in the first place, I have to take everything out of the container. Might work okay for a bin full of dirt, but when you have 40 different types of items stored in your "miscellaneous" bin or the variety of items in your "animal parts for skilling" bin, that moving everything out and back in becomes a huge hassle. I also think this feature overall is going to kill cleaning up the remains of old deeds. It's bad enough when people lock storage containers for no good reason and so everything inside goes to waste. Now a much larger percentage of containers will get locked. Can we not just get an option on the interface for "set the quality limit to X" please??
  2. 4 points
    Well this new lock system will kill the only fun past time of Looting on the Freedom servers. If your going to do this then For the Love of God allow lock picking off deed or set locks to decay when a deed disbands. Some are going to complain, but my guess at least 50 percent of us loot and this will kill looting and at that point I don't see myself playing WURM anymore. Most of us already have a sorting system in place for quality of items on BSBs and crates, not sure why we need this. Can't we code in fun things to do instead of mundane stuff driving off players.
  3. 4 points
    I am the Mayor of Resting Patch. I would be happy to help make a road along the coast to the spot if someone wanted to move there. Would even be happy to help set up so the mobs leave you alone whilst you design your area. Oh and when I say mobs I mean mobs. There is no shortage here at all. I also have a spot on the north coast just to the left of the tunnel. It has some buildings which I hold the writs to and a dock with a Vyn Collosus I would be happy to hand over
  4. 3 points
    its not a problem, in my opinion landscape needs some places without trees
  5. 2 points
    Free Rune Attaching Services - Doesn't include free runes - Simply pay COD both ways! SD: 66.14 We are located at N24, East Coast Exodus - here on the map. Four merchants can be found at our deed with all listed goods for offline purchase! Custom Orders: [OPEN] Leather Working (99*), Masonry (100**) *We currently offer Leatherworking imps through a third party, that has been more than happy to take on any orders. If this is something you are in need of you should contact Timoka (Click here to his forum page) ingame/forum for more info. **We currently offer Masonry imps through a third party, that has been more than happy to take on any orders. If this is something you are in need of you should contact Raycg (Click here to his forum page) ingame/forum for more info. We also take Sleep Powder (1s) & Upkeep Chips as trade, and can be delivered to us here on Exodus. You don't pay extra if the item goes rare+, ever. --- Creation of Scale is free of charge with your mats. --- If you need higher QL plate, just send us a PM! (Up to 97QL Available) Low repair skill? Need a mend? Just pay CoD! You don't pay extra if the cast goes above what you paid for, ever. --- Shattered? Replacements or inhouse credit offered depending on item. Wiki links for spells contained within spoiler. Looking for Rare Weapons? Check out the Equipment Section in the second post!
  6. 2 points
    Yeah, and we only had small carts and could swim forever. None of those things really have anything to do with the lack of population, though. I'd elaborate further, but it's a topic that belongs in the "How to kill your game" thread.
  7. 2 points
    There's clay on top of the mountain Clay on top of the mountain There's clay on top of the mountain, and how did it get there? How did it get there? How did it get there? There's clay on top of the mountain Clay on top of the mountain There's clay on top of the mountain, and how did it get there?
  8. 2 points
    can we please search for suggestions before posting them https://forum.wurmonline.com/index.php?/topic/95644-rivers/ https://forum.wurmonline.com/index.php?/topic/75995-rivers-mountain-lakes-waterfalls/ https://forum.wurmonline.com/index.php?/topic/21286-rivercanal-ford/ https://forum.wurmonline.com/index.php?/topic/138596-water-mechanics-for-wurm/ https://forum.wurmonline.com/index.php?/topic/45570-water-tables-detailed-rules-of-operation/ https://forum.wurmonline.com/index.php?/topic/99075-waterfalls/ https://forum.wurmonline.com/index.php?/topic/95284-springs-streams/ https://forum.wurmonline.com/index.php?/topic/87907-ponds-moats-rivers-etc/ https://forum.wurmonline.com/index.php?/topic/26726-lake-or-pond-creation/ https://forum.wurmonline.com/index.php?/topic/62354-dynamic-water/ https://forum.wurmonline.com/index.php?/topic/156413-whats-the-chances-of-adding-running-water-to-game/ https://forum.wurmonline.com/index.php?/topic/144967-add-docks-ponds-and-maybe-lakes/
  9. 2 points
    @CountZeroyour map work continues to amaze me!
  10. 2 points
  11. 2 points
    LOL! I think I may be able to claim that nerf as a legacy.
  12. 1 point
    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.
  13. 1 point
    This week we'll be introducing a new, native launcher for Wurm Online. As is the case every couple of years, due to certificate renewal, the current JNLPs and shortcuts are going to break this week, but now in addition to the JNLP, we are releasing native executable files for Windows and Linux, with a Mac version following later in the month. As previously mentioned, this gives you a way to just install the game like you do with any other application, and not worry about installing the correct version of Java and such - the launcher will now detect and download the version you need. Downloads available here: https://www.wurmonline.com/wurm-online-downloads/ If you have any issues installing it, disable your antivirus for the time it's installing - it's common that newly released applications get marked as false positives and it should fix itself in a couple days. If you prefer to keep using JNLPs for now (we'll be removing them once we're sure the launcher works well, and the Mac builds are done), you need to clear the Java cache and download new JNLPs - you can find it in the link above. How to clear your Java cache:
  14. 1 point
    In the time I played with no one as sotg and everyone as sotg, even though I was a sotg supporter I agree. Unfortunately, the issue is how sotg was needed to compete with the ever increasing damage outputs we do. It's not body strength, not everyone is a beefcake and body strength was still put on a decreasing curve already. People blame true strike, but that's only one scapegoat. We've got moon metal weapons adding damage, we've got priest buffs adding damage, aggressive stance adding damage, weapon damage for med maul and polearms increases, and whatever else there might be. When we were playing pre-sotg days, aggressive didn't give more damage like it does now or at least not as reliably, we didn't have an abundance of moon metal, we didn't have increased weapon damages and very few were even challenging the longsword meta. If we reduce how much we lower damage taken, we need to reduce the damage given as well or everyone will just yeet themselves at each other with whatever meta huge weapon there is and people will die comically fast. Body strength is already curved down (and now some kind of cap too?), I got priest damage buff reduced with the priest overhaul, I think it's time the weapons themselves were overhauled to be more than just slash poke or smack at different speeds, and aggressive stance changed somehow. Otherwise I feel it's all a disaster created by temporary bandaids
  15. 1 point
    Purchased a hatchet from these bums. They are the best in the business. Much appreciated !
  16. 1 point
  17. 1 point
    Merchants just sell players items, don't actually buy. Traders will sell set items and buy items if they have the funds.
  18. 1 point
    MerchantCap fix Download Sorry about that, forgot to include one of my custom libraries in the download. The problem masks itself on my end. Thanks for the report.
  19. 1 point
    3D mines may be more realistic codewise.... my guess at least. Flowing water, ain't even seen the voxel-based "wurms" figure that one out yet.
  20. 1 point
    On a pvp server people should be expected to defend their deed. Could you please explain how this de-incentives players? You said this on the other thread and did not explain it well there either. SoTG has been balanced, and rebalanced again because the high tier meditation paths are not fun on a pvp server.
  21. 1 point
    Great service and greater enchants. I am lucky you are my neighbor , Many thanks.
  22. 1 point
    trees are a bane on this world, the only good tree is a felled tree being wielded in the hands of a maniac
  23. 1 point
    I think the most I can say at this point is that frontier is long term content aimed at both new players and existing players, with little to no character skill requirements in order to enjoy it. It will encourage growth and provide content that has a long term benefit as well. It's borne of identifying things that players feel wurm needs as well as things we feel development needs as well. Kind of like with the cooking update and players posting so many different suggestions about things we were convinced tich's house was bugged. The reason we're quiet on it is the same reason we were hesitant in sharing it, it's not at a stage to talk about over weeks with news posts showing yet another screenshot of it, it's something that's being worked in big chunks and once we get to public testing we'll be able to give all the info and take feedback based on that. We're reading through suggestions and posts every day, some have things that we've taken and adapted to project frontier, and others are already kind of on the money. It's a good feeling when the project you're working on has players saying "they should be working on <insert 90% accurate description of project>" I do want to share more, and the moment we're able to show things, answer questions and give a solid runthrough of it all I can guarantee we will.
  24. 1 point
    I agree with the new players and sinks, it's been something discussed a lot. I'm in the process of the usual PR stuff with an update (conveniently while trying to get to level 10 med, its so slow). I also agree with the saturation, and there are post processing things in the works to improve it, a lot of the visual changes are the result of behind the scenes advancements finally allowing us to do these things. Saroman and Samool have been working together to achieve their own personal dream list of what wurm needs (including AO). Theres a few other areas being looked at, including me poking around at sound stuff too. The UI work is ongoing, it's in pieces and parts, many UX elements too are being worked on, I'm impressed with how its coming and cant wait to see it in players hands Also: [20:19:16] Congratulations! You have now reached the level of Thought Eater of the path of knowledge!
  25. 1 point
    I'm confused how your post goes from "wurm is not optimised" to "wurm needs to add more visual stuff that impacts performance" but if you're struggling to get above 50 fps you're better off posting your settings and working on that, are you in a densely crowded area? That could do it, or it could be some setting configuration giving you issues. AO has been played with, and is/was on the test server pending better optimisation, there's plenty we'd like that the preview client allows us to do with decent optimisation, so the native launcher is going to help there too. I still dont get the buckets thing, they've been dyeable since dyes came out.
  26. 1 point
    We definitely need a way to loot abandoned stuff. My heart bleeds for the decaying rare carts with 50+ damage. They are definitely not even remembered by their owners anymore - for a long time. Bulks -strictly off deed on PVE- really should have an option to be salvaged
  27. 1 point
    I do not think a server reset is realistic, but adding in more diverse biomes and changing some of the topography is doable. Thanks for your feedback!
  28. 1 point
  29. 1 point
    With over 500+ recipes to my name. Would be handy to have a dump file.
  30. 1 point
    I don't really like the idea of third-person in Wurm. I understand the advantages, but it adds a weird metagamey element to it, where you'd have the incentive to manipulate the camera around in order to see over things, select items, etc. and that's just not an element of gameplay I'm interested in the game having.
  31. 1 point
  32. 1 point
    Thank you Maiya. It was an amazing adventure. http://prntscr.com/ocre9f The above link will take you to an image of what we saw as Totality started. The temperature dropped from 12'c down to 4'c about 15 minutes before the Moon's Shadow crossed over us at 2,300 km/ph. On the last day of our Holiday we rented some skies and boots and managed to get in a few hours of snow skiing up at the El Colorado ski resort just east of Santiago. Skiiing at 9,500 feet up in the Andes Mountains has now been crossed off of our bucket list. Warmest regards, Hughmongus and Skyefox Eclipse Chasers and Cartographers
  33. 1 point
    Excellent points, and I'll tell you how it used to be so, and no longer is. Back in the day, MM items used to be PvP only rewards. That's gone now. Prices are pitifully low, and so is demand, to boot. Waaay back in the day, it used to be that Freedom had a resource QL cap, so that in order to get high QL resources you HAD to go over to PvP and RISK losing things (potentially gear, tools, the resources you mined or were transporting, etc) Also around this time period, there was a such thing as permadeath for champs, which worked to (very seldomly) remove "high-end" accounts permanently from the playing field after they died whilst a champion of a god. We also had offline skill loss which incurred on your highest skills (down to a minimum) the longer you were offline, working in tandem with the champ permadeath system to create an account pool that could scale with the playerbase and cull un-used or inactive players down a bit. That's exactly what we need, we need resource pools that are freedom and PvP specific to incentivize trade between (and promote the existence of) both areas of the game. There needs to be more item-sinks, things or cases where items can simply vanish, OR BETTER there needs to be high-risk activity with high potential yeild that can cause these items to be destroyed if unsuccessful. The same also needs to become true with accounts. There needs to be a type of "account sink" where accounts can be effectively removed from play or receive enough of a debuff to take them off the field for a little while. I'm not saying I favor people's accounts being deleted with this last one, but I think skill loss over long inactive periods was definitely a good thing for the overall longevity of the game, and that there should be at least some circumstances (like I said, high risk high reward) that could potentially cause this to happen.
  34. 1 point
    Having some experience with the ins and outs of Steam, we'd have to outright ban account/item/silver sales to be listed on Steam. Our current stance is obviously hands-off, but that wouldn't be enough.
  35. 1 point
    wurm is not a game that can really have an economy. In order for an economy to work, ppl need to need/want things they cant or wont make/get for themselves. Because the ONLY thing that prevents a player being able to get something for themselves is skill, its only a matter of time before that player gets the skill and thus removes themselves from the "market". Someone mentioned EvE's economy earlier in the thread - that economy works because not all resources are available to everyone and people loose stuff ALOT. Lots of consumables are needed for various things and players will often die and loose their ship and all its contents. Ships take a lot of time and resources to build. Many of the components themselves take time and effort to build so there's sub markets etc etc. A Wurm economy can only work if something changes so that no matter how high level a player you are - there are always things you cant/wont get for yourself and that's a fairly difficult thing to do with the mechanics available. Everything is too easily obtained in Wurm and not much is lost and so...no economy. Its not the end of the world, just something it cant feasibly do.
  36. 1 point
  37. 1 point
    +1, i have to say for someone who is running around over all the servers all the time: the greyish dark sky and the weather overall can get yourself midly depressed xD. A blue sky like this would be refreshing
  38. 1 point
    is this going in the right direction? https://ibb.co/gPtTnnH
  39. 1 point
    I suggest making them by breeding a pig with a monkey. Might get some nice traits on this peanut then:
  40. 1 point
    Yes were are out there just wishing. I think Donovan sang it best in *I wish I had a wish to wish a wish away* but it was in corduroy and we don't have that fabric here. Wishes are just illusions anyway but sometimes they can become unreal ones in this game. Not that I am being suggestive here... =Ayes=
  41. 1 point
    I think there is one good reason to avoid steam at the moment; WO will get review bombed as pay to win. They need to up their free to play offering before they take on steam...
  42. 1 point
    I don't think he will play and I've decided not to either. I am also sickened by the amount of toxicity from certain people and no longer want to have anything to do with this version of epic, maybe down the line but not now
  43. 1 point
    the scary part for me is i likely only had 17 pts to mess about with so that 10pt drop really did me in so much so, i've even forgotten what we even talking about or what even the issue in the thread is anymore. I did try to add some humor in there to break it up but the salt tide surge is stronk no one even laughed at it. maybe Rhianna did but will deny it cause her mouth is full of vegemite atm.
  44. 1 point
    I'm.. Agreeing with Frank, dang. Dire times
  45. 1 point
    Try checking the location of the items in your inventory. If for example, you put an item in a trade window that is inside a locked container in your inventory, if the receiving person doesn't have the same permissions on that container, they will not see the item in the trade window.
  46. 1 point
    Magic! Fort Allery on Deliverance
  47. 1 point
    No I don't want PMK's because I want a return to the original intention of the game. I want to see kingdoms work together to achieve their goals, not cloister up in their own personal kingdoms where they answer to no one. PMK's made the game worse, I say that from a perspective as someone who took part in many of them. It expands the snowball effect far more. I need only show you Challenge 1 to show you how fun the concept of only template kingdoms is.
  48. 1 point
    The lost conversation is indeed between Fo and Magranon, the "brother" Magranon is referring to seems to be his avatar. The unknown conversations are between the gods and their avatars. You need to activate the god puppet, and right click on their avatar to perform the show. As far as the random nonsense, I have no idea where those come from.
  49. 1 point
    I voted 'No' even though I realize the view choice would be optional. The desire is not to restrict the gameplay of others, but to maintain the "stuck-in-body" restrictive (immersive) aspect of the game. I would rather prefer an improved first-person view; allowing a way to look around with your head independent from the direction you are walking. This would be similar to the ability to look around freely when mounted, except with a limited range of motion for your head (even though you can do 360o while riding). I use the 'glance left/right' commands very often, but I could really benefit from a mouse-controlled direction of view without turning my body.
  50. 1 point
    Oh. Let's pretend that wasn't me.
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