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Showing content with the highest reputation on 03/09/19 in all areas

  1. 5 points
    Hello friends! As we know, Wurm is pretty darned special, allowing us to do things that most other MMOs don't. I would like to make a video showing these miracles to the world! Here's where I would love your input: What things can YOU think of that we can do in Wurm (but can't in most other MMOs)? Personally, I can only compare to the MMOs I've played in the past, but I'm sure there are many of you out there that have played other MMOs I've never tried myself, so with your own experiences put together we can get a broader perspective! Here's what I have in my list so far. Feel free to add more! Also, if there are things that you feel are quite common in other MMOs, please point that out as well so I can remove them! For instance beekeeping? Maybe you can actually do that in many other MMOs, I don't know! Leaving your mark in the world - Terraform the shape of the land (Life is Feudal) - Build bridges - Build underground cities - Persistent player affected world. Something someone made/shaped 10 years ago may still be around - Player made kingdoms that get their own custom designs for wagons, banners etc which remain even after the kingdoms are gone - Permanency: Items/houses may take months or even years to decay (vs instantly or in a few hours) (seen in few other sandbox MMO's) - Players can change the biomes of the land (dirt to sand etc) (Haven and Hearth) - Players can modify the land to change improve (or hinder) accessibility (making a tunnel through a mountain or digging into the water to create a canal) World & Environment - Everything ages: animals, plants, trees, guards, items (decay) - Incorporates all of the following changes: Time of day, Type of weather, Seasons, Direction of wind Land ownership - Own as much or as little land as you want (few sandbox MMO's have similar terrain ownership system to Wurm) - Have endless amounts of storage space (few sandbox MMO's have similar storage system) Player Housing - Build a house wall by wall, floor by floor (Ultima Online) Furniture / Appliances / Devices etc - Build a chicken coop and keep chickens (Haven and Hearth) Agriculture - Plant forests and harvest them for their fruits, nuts and lumber (seen in few other sandbox MMO's) - Keep bees and collect honey - Plant and harvest crops (Albion Online) (seen in few other sandbox MMO's) - Breed and raise animals (Albion Online) (seen in few other sandbox MMO's) - Bred animal "DNA" with various traits that pass on to offspring Mounts / Vehicles / Travel / Exploration - "If you can see it, you can explore it" - no artificial boundaries (Salem) - Travel to other servers by sailing to them - An ever-changing world that can be explored and discovered again and again - Build and sail ships (Black Desert Online) (Archeage) - Carts, wagons and other transportation vehicles with inventory that animals can be attached to (Few sandbox MMO's have similar system but with much less freedom of choice) - Transportation devices (cages, carriers etc) - Players can create highways, creating a vast network of player deeds throughout the world - The world is so vast and changes, so even if you've played the game for 10 years you can still have the experience of becoming lost Cool skills / abilities / functions - No artificial skill boundaries (except the priest stuff) - become a master of them all! (Albion Online) - Discover who lived on an area of land before through archaeology - Discover sources of water hidden deep in the ground through water divination, make a well and drink from the water that surfaces into the well (Haven and Hearth) (Salem) - Create your own paper from wood pulp and bind a book - Make a large variety of different kinds of alcoholic beverages, some of which give you skill affinities. - Gather snow from the ground, make a snowball and hit someone with it - Bury corpses with a headstone - Give names to pretty much anything (houses, animals, items) - Incredibly deep cooking system (Haven and Hearth) (Salem) - Incredibly deep fishing system (some other games have pretty deep fishing systems as well) - Hunt for and loot player's old decayed houses and belongings (Ultima Online) (seen in most other sandbox MMO's) - Forage the grass finding seeds, food and long lost coins worth actual real life money - Exchanging game money for real life money and vica versa / buying selling items for real money - all legit and allowed to do (unlike most other MMOs) - The experience of setting out to do one thing leads you down various paths and adventures before you actually reach your goal. This keeps things fresh and exciting because you never know how things will go down. Weapons and Gear - Decide exactly which stats and enhancements they have (very common) - Have the crafters signature on the item (Ultima Online) (seen in few other MMO's) - Lifelong items: Improve, enchant, repair and maintain your gear eternally and building sentimental value (vs replacing them with better and newer versions as you progress) Game mechanics - Community Assistance chat tab devoted to helping players around the clock (thank you all you CA volunteers <3) - Extremely versatile ways to die, resurrect and handle our corpses (see Muses post) - Goals are not set by the game, instead players are free to choose their own goals and use the game mechanics to reach them - No "end game" - no-one could possibly reach "max level" in Wurm
  2. 3 points
    I would say no artificial skill boundaries is the big one. Many MMO's - even when they offer extensive crafting/sandbox options - tend to limit you to mastering only few professions on a single character, while in Wurm you can become master in all of them.
  3. 3 points
    I think I can see my house from here....
  4. 2 points
  5. 2 points
    You can build and maintain your own equipment, rather than it dropping into your hands from thin air. Instead of random stats that you decide are just right for now but don't care about them otherwise, they have your or someone else's signature who actually spend time making it, runing and enchanting it, perhaps you want to give it a name. Every item is like a personal artifact, even if it's "worthless" on the grand scale. I still have the "Aegis of Windspears", a 22QL large metal shield made of steel, gathering dust in a chest because I figured out shortly after that they're kinda moot in PvE and choosing steel was kind of a hassle anyway (not sure if shields could be made of iron back then). But it fondly reminds me of the times I started Wurm and didn't even know yet what I want to do in the game except explore its possibilities. Yes, you can craft your own items in other games, but it's nowhere near as involved as in Wurm, because you don't discard them with the next tier, but rather as your skill rises keep improving the same old butchering knife you gave a silly name when you first made it with 3 whooping QL to grow with you. Every other MMO forces you to treat your items and equipment as something that must be replaced eventually, but here they are allowed to gain at least some form of sentimental value.
  6. 2 points
    The epic skillgain system removes the need for a result in the 1-40ql range, and simply gives skillgain if you succeed the action. Because of this increased tick rate, skillgain tick size is shrunk to compensate, so even at 1x speed 1x skill tick sizes are smaller than freedom this servr now has a 4x multiplier, means it's the epic skillgain system at 3x speed 4x skill, for comparison epic is 2x timer 4x skill (2x from the system and 2x for being epic in general) So this priorities succeeding actions rather than doing ones around your skill, you want a pickaxe around your skill+10 in ql, and you want actions that succeed as often as possible. TL;DR - Do actions and succeed = gain skill Note- Zenity did post a reply detailing what the epic curve is, but that doesn't apply to this server so I've hidden it to make sure the information is kept on topic.
  7. 2 points
    Playing with action figures: Wurm version. (Display made by Yuri.)
  8. 2 points
    Valrei over the Rainbow - over Dragon Mountain, The Southern Steppe, Deliverance.
  9. 2 points
    Well i just hope it wont get you faster to goals (skillwise) going to Jackal and grind that skill over there and get more skillgain back on freedom as if you would have gotten when you stayed on freedom and grind there. (Not sure if that sentence makes sense xD) Anyways i am counting on you devs that you have balanced it in a way that it evens pretty much.
  10. 1 point
    So March 1st I embarked on a wild journey to bring Wurm into AWS. I had figured it'd take me a few weeks to a month. Yeah, that didn't happen. We have now 14 game servers, three test servers, an artifacts server, a build server, and four websites. That's... well it's more work than I originally thought. We're looking at two ways of rolling things out to the cloud: Manual - This means to manually request resources and set up the server. Automatic - This means infrastructure as code. Once a system configuration is written, it will always be set up the same way every time it is run. One of the pros of automatic is that we can spin up new test and game servers as needed. Primarily useful for test servers! The way I've structured it so far also lends us to the freedom of huddling game servers together on one larger machine to keep costs down. It can be cheaper overall to pay for a beefier instance and put two game servers on it than to pay for two smaller instances for each. One of the cons of this is the time it takes to write everything. Especially when I'm forging new territory here. I mean I've deployed to AWS many times, but each challenge is different. Our infrastructure is vastly different than the last one I helped on. One of the pros of a manual roll-out is that there's no code to write. You put the time in, and thanks to things like ready-made server images, that time is reduced. Once you're done, it's online. A major con though is you'll have to manually duplicate any setup required and more complicated resources are more time-consuming. Recently I've moved the forums and the wiki to AWS, and both of these moves where of the manual type. This fit perfectly though as the resources were simple. The most time spent was transferring data and upgrading the platforms once established on the new servers. So with that out of the way, here's a breakdown of where everything is: Forums - DONE Wurmpedia - DONE WO Website - Not Started WU Website - Not Started Build Server - In development Artifact Server - Not Started Test Servers (3) - In development Live Servers (14) - In development My intention was to finish the build and artifact servers, which will clear up a host for us. I'm going to get those to a working state before jumping back over to the test and live servers at this point. Our outage this weekend really underscored the need to complete the game servers first. I did work with Hetzner to get spare hosts repaired though, so should a drive go down we have the ability to move the server to a working one. I hope this brings folks up to date with the effort. I'm not nearly as far along as I'd hoped to be by now. That's mostly due to a very busy first half of the year with travel and work. While my work will remain at a steady rate after this week, my travel plans are done for the rest of the year. That will open me up for more long-term development on this project. Thanks all, and happy Wurming!
  11. 1 point
    Hey everyone! I'm pretty new player to Wurms and I'm already addicted to playing. I should be sleeping but instead I spend 6 hours making myself small sailing boat just so I can fish in the ocean. Now I found out after this operation that I can't do net fishing or spear fishing while on a small boat, could there be change to this? Fishing from a boat has been done in the history by countless countries and civilizations, should be in Wurms aswell. Limiting it only to smaller boats and not ships should just do fine! Please make this happen. Yours, Fisherman Harry
  12. 1 point
    walk across xanadu and see how conveniently spaced the deeds are, then how many of those arent locked down
  13. 1 point
    You assume we all have friends on all servers...
  14. 1 point
    Buy and sell items and account for real money on the forums of that game. Also land terraforming is available in Life is Fuedal.
  15. 1 point
    Rare Statuette of Fo and Rare Pottery Planter, Cod to Brattygirlsback please!
  16. 1 point
    It should. I certainly hope it does.
  17. 1 point
    The ability to ignore the beast directly attacking me, while I keep focused on the one I passed an hour earlier... Unjumping. Jumping can be dangerous. Level vehicles - never worry about spilling your beer on a Wurm cart. No pesky web based account management. Since we spend 24/7 ingame skilling up, it is much easier to do all account management within the client. No email spam, telling us to add to deed upkeep or that our free alts are about to get deleted. I love making new deeds and alts. Everyone knows this. I'm not joking here, I really do! I have something like 15 active deeds and 70 alts. No other MMO I know of has these unique features. But kidding aside, most of what is mentioned above is what keeps me coming back, year after year. Owning land, items, vehicles and animals... Nothing really beats it. Making changes to the landscape, building roads that last years. Canals that dramatically improve travel, opening up new lands to settle - how can you beat that feeling? Playing a game to reach max level and win the game for yourself just has no appeal anymore. Having a permanent, positive influence that effect many players for many years is the best gaming experience I could ask for.
  18. 1 point
    Makes a mental note to leave all mayors at home...
  19. 1 point
    Trying to take a free account to jackal traps them there and forces you to pay premium to use them. Trying to log on gives an error message saying it is a premium only server. Can't even purchase premium time with silver in this case because the account can't even log in.
  20. 1 point
    And change the type of land. Clay, tar, sand, dirt, grass, tundra, steppe, etc. Build carts & wagons that you can hitch animals to, ride on, and load with stuff. Build carriers to move ships over land & cages to transport animals. Also, I don't know if any other game has this but you can go literally anywhere. If you can see it, you can get there, even if some places are difficult like tops of mountains. No artificial boundaries with painted backdrops like other games.
  21. 1 point
    persistency of what players build/how they changed the world is what I would find is most unique. Due to wurms slow nature it's not just taking time to do things, but it also takes time for them to go away, ruins, items, containers etc. as well as changed landscape from past and present players can be found in a lot of places and it makes each player having an actual impact on the world itself. Especially now with archaeology it has added even another layer of permanency. I could even say that the decay in this game is vastly different to other games, it rewards those with high skills to be present longer and due to resources being spread far and wide, there is no real need for competition, allowing players to wander into whatever corners of the world they wish to, leaving behind legacies in maybe unexpected places I find it soothing that things don't just vanish as the one controlling steps down and replaces with someone new....and that with the addition of the players creativities, how in a way, the game, for explorers, stays exciting
  22. 1 point
    Again albion online, master of everything if you want. This is when we are trying to stay in the boundries of what can Wurm do and others cant.
  23. 1 point
    Thanks, I've added this to the list, if your account has gotten stuck please log a support ticket and a GM will address it
  24. 1 point
    This is the main thing that got me to stick to Wurm. Also persistent world that lasts over a decade, things someone made ten years ago might still be there (wheater it's wagon, ship, pickaxe, armour, sword), thats something. You mentioned it partialy with booze but it's not just booze, Wurm have very in depth cooking system (useless or not, nvm) that allows us to discover cooking recepies by our self (very large number of different ones) Player made kingdoms with custom design for wagons, banners etc. that lasts ingame even after kingdom is long gone.
  25. 1 point
    This has been resolved as of todays hotfix
  26. 1 point
    I'm not really sure how the test server is deciding on the number that it's showing you, but "Faith bonus" that shows in spell effects is the flat amount that it adds to your bonus. Total Bonus is (Alignment - 49)+ deed bonus + faith bonus + religion skill check, capped to 70 noizhead explains it a bit more at Bonus increases your skill similar to the epic curve, where you won't see any bonuses at 1, at around 50-70ish is where you'll see the biggest bonus to average cast power from having high bonus, and becomes weaker and weaker as you gain more skill, at both 1 and 100 skill you would see 0 difference between 0 and 70 bonus. It influences skillgain by increasing the mean power of the cast via increasing your effective channeling, where you need a cast of 1-40 power to get skillgain.
  27. 1 point
    There's no point in recreating WO, I have plenty of characters and 5 deeds that I'm happy to pay for. We're simply trying to find some people to work together with on a permanent and reliable basis on things exclusive to our server, not for monetary gain or as competition to anyone or anything.
  28. 1 point
    We are switching to a new server, so the name of everything needs to change, including our Discord server. I thought it would be enough to just change the name of our Discord bot from "nenyawu" to "harmonywu," but of course that didn't work at all. For future reference, or for anyone else trying to do the same thing, here's a little guide I wrote up. It is very non-coder friendly. I'm very aware that there might be an easier way to do this, or definitely a better explanation for the how and why. But this is for those of us who get lost and our eyes glaze over when people try to explain such things. 🙂
  29. 1 point
    Trusted seller, even if he is a chinaman
  30. 1 point
    Currently work in progress, with jackal stuff it slowed down a lot.
  31. 1 point
  32. 1 point
    1 good question is... does player skill reset once the map resets after 6 months?
  33. 1 point
    These Hyenas are so cute - even my horse lost his head... but I wish we could lead and tame them!
  34. 1 point
    You know when you have a good night going along the woods when you find this .
  35. 1 point
    Jacal skill gain and stamina gain appear to be not triple gain. Everything appear like normal slow freedom gain. I did not try compare but my memory cannot be that bad.
  36. 1 point
  37. 1 point
    Bravo! Even less reasons to go there if someone plays on Epic. And of course skins also will be available only on freedom.
  38. 1 point
    Eh I dont know if Im buying it, think I'll just wait back and watch. I dont like starting over, Im not into cosmetic skin things, and I'm not sure I am into skilling on an epic like system for minimal transfer... Id rather just skill on my toon where Im at with resources I already have. I didn't care for epic the whole 3 hours I played there, so far this isn't sounding very interesting to me I think perhaps I was expecting something different from this new world. I do like the rift points idea, to save and get what I want.
  39. 1 point
    edited my post, i meant goals in terms of getting skills to a certain point
  40. 1 point
    Dat raise even more question... including a "wait wat?!". We are talking about a WU like skill gain system, with faster actions... details pretty please?
  41. 1 point
    Also for the chess board lovers !
  42. 1 point
    Hello all o/, Release Rift is located around H19 on the top of the mountain. Location of the rift itself isnt too bad but it is rather difficult getting there. I advice coming from the south at J18 and going north to "Camelot meadows" and then heading up the mountain east. See you there Warjack
  43. 1 point
    the 2nd tab in the dump is the highest the skills been Mining: 20.0 71.57469 0 for example, 71.57 is the skills true amount, 20 is the cap from being non-prem
  44. 1 point
  45. 1 point
    Hello all o/, Release Rift is located around K16 on the central desert.
  46. 1 point
    Hey there o/, Would like to order some affinity food for myself and Neltharios. For Warjack (please send to Warjack): test meal gave "forestry" Fighting Aggressive Fighting Huge Axe Woodcutting Body Strength Body Stamina Axes For Neltharios (please send to Neltharios): test meal gave "mind" Body Stamina Body Strength Mind Logic Plate Armor Smithing Blacksmithing Prospecting Mining Coalmaking Thanks in advance! See you around o/ Warjack
  47. 1 point
  48. 1 point
    I prolly started with Dos 6.22 and Windows 3.11 I really miss Ultima Underworld.
  49. 1 point
    DOS 6.22 or bust. Well......was when I got into computers in High School anyways.
  50. 1 point
    This is transcribed from the server code, as described to me by coders who are actually competent with that sort of thing. Code like this has been used to make simulators that accurately predict results in the live game before we even try anything, and has been utilized for bug reports as they are found. enchanting is a skillcheck with effective channeling and spell difficulty effective channeling is derived from channeling skill and your channeling bonus channeling bonus: (absolute value of alignment - 49) + faith bonus + deed bonus + (religion skillcheck / 10) if bonus > 70, bonus is set to 70 effective channeling skill: skill + ((bonus/100) * (skill vs (((100+skill)/2) - skill), whichever is lower)) It's very easy to cap out the channeling bonus, as max alignment provides 51/70, and a meager 29 faith bonus will not only cap out the channeling bonus, but cancel out the effects of a -10 from a poor religion roll.
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