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Showing content with the highest reputation on 12/10/19 in all areas

  1. 13 points
    Please email a mayor the week before deed upkeep runs out. Thanks.
  2. 7 points
    THIS is an Idea for the Soon to be new steam servers. @Samool Throwing an idea out there to help with creating a active/growing market on the new servers. At the moment if you want a weapon/item/armour and make a shiny new rare/supreme/fantastic you go and get it imped or do it yourself cause you skill your char to do this. if you created some sort of mechanic that allowed you to imp a weapon/item/armour and when finished imping you can "Seal" the item. Once "Sealed" you can now use this item but you cannot Imp it anymore only Repair/Mend it. so over time you will require another item. Keeping the Rarity bonus's in mind they take less damage if rare/sup or fantastic. i know its nice having a full rare tool set for life but if this mechanic is introduced it will allow for an active market people needing new items instead of at the end everyone has everything rare and imped to 90+
  3. 4 points
    Definitely +1 A simple email to the address of the mayor's account seems very reasonable. Maybe an option in our character's profile to enable/disable for those on the fence.
  4. 3 points
    +1 Last time I stopped, I stopped for five years because I logged in a couple of weeks too late to save my deed and it had been emptied. An email would've made it easy to put more money in until I was able to come back to it.
  5. 3 points
    Roll back the pvp related changes to around July 2017. See me here a ~45 body str account in drake lasting over 2 minutes. started with 2 people ended with 5 or so. This was when pvp was fun, not how it is now where you can get killed on a champ account in <20 seconds.
  6. 3 points
    If the persons deed disbands. There goes a decent chance of them coming back.
  7. 2 points
    If you've got a vein surrounded by reinforced walls, when you mine it out it leaves a nice hole in the wall that you can't collapse due to the walls being ya know, reinforced. Being able to reinforce the vein, and then when it's mined out completely, becomes a cave wall/reinforced call wall would be nice.
  8. 2 points
    So, I've started playing again and still have one problem. What to do with all the booze I was making and have begun to make again. I decided to make a little tavern and place some kegs set up for anyone to access and fill them with different booze every day. I've placed beer steins around for you to use and there are beds if you need. There are also some enchanted pens, leading enabled, if you need to park a mount. My deed is located: And here is what the building looks like so you can spot it easily. Most of what I will leave out is fairly low quality 70ish. I do have some 90+ stuff I'm more than happy to break out for those that stop by when I am around. Figured this was as good a way as any to get rid of the silly amount of booze I've built up and a chance to meet some new people. So if you are in the area or passing by feel free to stop by and get sloshed. Look forward to drinking with anyone that stops by!
  9. 2 points
    I think there are not enough servers. We need servers for potato farmers, one for corn farmers and one for those who like to hunt. Yes wood chopper and one for diggers. We should have a server just for youtube and one for steam. Lets not forget a server for men and one for children. We should leave no one out. Maybe a server for each player so that we don't bump into each other call it umm Unlimited.
  10. 2 points
    "Seek offence and you shall find it"
  11. 2 points
    I don't see this making sense in any way at all. It completely ruins the appeal of getting anything done in the first place, and you won't want to roam around for fear of dying. Furthermore you'd be punishing new players more than existing ones because they're more likely to die. The game is difficult enough for people to get into, also frustrating enough for people because it's tough to play, and I personally wouldn't want to lose my most cherished items because I ran into a bunch of enemies and died. So to me, a big no on the OP's as well as the death suggestion. It doesn't add anything to the game, it just makes highly skilled and most likely rich people more rich.
  12. 2 points
    All the info you want to know and reading material for several good hours!
  13. 2 points
    A bad idea in an attempt to enable crafters to make more money from other players at their expense. Those who play the game with this focus (making $$$$) and then propose ideas to enhance their capability to do so are the problem here. The "market" should not be designed to benefit their focus upon playing certain aspects of the game for profit as other players who have the choice removed from them to be independent of their control will shortly tire of it and either do without or just make their own items more frequently. Always remember that when you attempt to design the game to the advantage of your money making ability that there are others who will have to pay the price and they being the majority of players will not be happy about it. The new WO Steam servers should not be set upon this path of *playing-for-profit* corruption but rather designed to lessen it from the way the WO currently contributes to it. =Ayes=
  14. 2 points
    this a thousand times this
  15. 2 points
    Update The livemap will show the difference between bridges, tunnels and normal surface highways soon. An interface has been added so staff can add points of interest to the new automated livemap. These markers will slowly be added over the next weeks. Since Novus is too crowded and no longer very newbie friendly, Liberty is the recommended server for new players now. Big open areas are waiting for them.
  16. 2 points
    It's very simple, I'm asking for someone to come over and chop 10k veggies to make 7.5s. I don't see what's click-bait about that. I also never said in my post that my offer is set in stone. I'm a reasonable guy and people can always negotiate with me. I never said anything about gathering rune in this post. I know people who have no problem cutting 20k veggies at a time, just none that can help me right now because they are busy. If you didn't want the job, what compelled you to post a reply? It just seems like you're trying to make my job ad look bad for no reason and it's upsetting. I'm not trying to be mean or anything here. All I wanted was a simple job done and I asked if anyone out there would be interested in doing it. If time goes by and nobody seems interested, I'll just close this post and do it myself.
  17. 2 points
    +1 i have deeds on multiple servers so I cant always be around to check upkeep.
  18. 2 points
    I know ya'll are married to the subscription model and think it's the best most viable option. But really, it's what's going to keep people from coming to the game en masse. Sure, you can point to other games, such as World of Warcraft or even EVE, but both have lost tens of millions of subscribers. Most modern gamers don't want yet ANOTHER monthly bill. And starting out to pay for a sub, and then pay AGAIN for silver for a deed? Most simply won't do it. Years ago when I first started playing WO, 9/10 of the newbies I'd help quit once they found out about the 'double' subscription of sub + deed. Refusing to address this situation, and worse, pooh poohing it like the subscription model it still viable to the majority of gamers, and that the problem doesn't exist, is what's going to bite you in the end. If you absolutely refuse to drop the subscription model, then pick one. Either monthly sub for playing (and should be more than one character, per toon is ridiculous. We should be able to have, say, 5 or so toons on the same account with the caveat that only ONE can be logged in AT A TIME), OR a fee for deeds (silver). Most people look at both, then just ragequit. That's been my experience for years and why all my neighbors dropped off and why it's a ghost town from Clay Harbor to A Zen Moment on Pristine.
  19. 2 points
    I want to say I sit here and say to myself that I could care less what Wurm does on Steam but I am concerned that eventually we will stop getting patches and updates because maintaining 3 sets of Wurm is too much and Steam is the priority. Perhaps we will be told we have to merge over or even worse leave our homes behind if we want to continue to play. Yes they have stated they would keep the servers up but fact remains that could change in time. For all we know this could be the plan anyway slowly shutting us out until we have to switch. Yes I am probably jaded but real life has shown me this "Tell people what they want to hear and then do what we planned to do all along but slowly" scenario many times over the years. Why would I resist playing Wurm on Steam you might ask? I cant see Wurm holding the interest of people drawn in from Steam unless skill gain was adjusted stupidly high and imping was made damn near instant and even then its probably not enough. I cant count how many games I have played where crafting was damn near instant and material gathering was almost a joke and still people complained it was too hard. That is the kind of Wurm I don't want to play or else I would already be playing WU and not paying a monthly fee. Perhaps I worry over nothing. Time will tell.
  20. 2 points
    it's sad if people actually want to abuse and exploit gains from jackal to get more than they could get on freedom.. NT that pizza, it's too cheesy.. Can't we have a fair skill-gain system where there's no meta play to go to epic and move back to freedom or whine for years until such move happens.. just to sell accounts and leave.. Jackal had other potential than to be a grind boost server.
  21. 2 points
    Please for the god add the mod that auto selects tools to imp with f they are tool-belt equipped!!!!!
  22. 2 points
    If anyone takes a small convo like the one in the op this seriously, they are just looking for reasons to be offended or projecting deeper issues onto a scapegoat that deserves nothing further than being laughed at
  23. 1 point
    Hi everyone, as you’ve probably heard by know, I’ll be taking the role of Product Manager of Wurm in place of Budda. This should not disrupt development too much, but the direction of our work will change for the months leading to the Steam release - there’ll be more focus on some of the long requested QoL changes (good time to put some more in the suggestions forum!), new UI, combat changes and early game improvements. The majority of mentioned QoL and UI changes is aimed at improving the new player experience and retention, but it should also make for a much less frustrating experience for everyone while playing the game. There’s still some new content features going out soon for you to look ahead to, but that might slow down a bit for a short while. One of the features we’re planning to introduce soon is a new premium loyalty system, which is our way of saying thank you in a better form than yellow potions All of those changes will of course go to both current Wurm Online and the Steam version. Right now we aim to keep the differences between the two to a minimum, but that might still change. We’re open to the possibility of a server merge in the future, joining the new servers to the Freedom cluster, but only if it makes sense and doesn’t impact any of the servers negatively. Whatever happens, the original Wurm Online servers will get the same attention and features the Steam ones will. As previously mentioned, the Epic overhaul update that was scheduled to launch late this year is no longer on our radar, due to the work direction shift the Steam launch requires. Instead we’ll be working on incorporating those ideas into a PvP server we intend to launch alongside the Steam PvE server. I hope this clears out some of the confusion. It’s been a very busy couple of weeks here with all the announcements, but it should be smooth sailing from now on.
  24. 1 point
    How many people think the interior walls under a roof look stupid? Would it be very difficult to be able to build a ceiling on top of walls? That way you can choose whether or not you want to see the underside of the floor above AND whether or not you can see the roof in the top floor.
  25. 1 point
    Not sure if anybody keep reading suggestions here but, maybe somebody... Mushrooms: blue mushroom - increase moving speed on 1 km/h, decrease cast and attack speed on 50%, for 7 sec yellow mushroom - increase cast power on 10%, decrease moving speed on 50% from normal, for 7 sec green mushroom - increase power of hit 10%, reduce chance to hit on 10%, for 7 sec red mushroom - increase distance of cast / shoot / trow by 10%, and increase damage that you take for 20% for 7 sec black mushroom - give you immune to any kind of attacks for 3 sec, but disarm you for same time. Alchemy: Blue elixir - increase moving speed on 4 km/h, decrease cast and attack speed on 70%, for 15 sec / 50% effect if trowed Yellow elixir - increase cast power on 40%, decrease moving speed on 100% from normal, for 15 sec / 50% effect if trowed Green elixir - increase power of hit 40%, reduce chance to hit on 10%, + phantasm effect for 15 sec / 50% effect if trowed red elixir - increase distance of cast / shoot / trow 30%, and increase damage that you take for 30% for 30 sec / 50% effect if trowed black elixir - give you immune to any kind of attacks for 9 sec, but disarm you for same time. / 50% effect if trowed Get back skill of "Trowing", it will make 50% dmg of possible hit by trow, and 50% effective, and timmer in case if you trow elixir (will count as debuff). (example Yellow elixir will increase your spell power on 20% but will slow you down on 50%). trowing skill have 10 sec CD and have 5 sec of casting time. After 50 skill will interrupt cast or shot. after changing taking off and wear back armor have 10 seconds no bonuses from sets. (make sense about Rotting Gut with take off random part of armor) after changing weapon (that you hold) have 10 second effect >unarmed (means 70% less effectives of weapon) Priests > becoming a priest give you -50% P.dmg penalty, holding statuette in 2 hands give x2 power to casts. Battle spells, simple math: Ice shard make 4,5-9% dmg (up on channeling) (with statuette in hand + Yellow elixir) cast range 12 tiles, cast time 5 sec > 25,2% dmg per cast > mean 4 casts to kill target. Ice shard will slow down enemy for 3 second > 40%, Ice pillar - same but AoE (50% of target spell damage). Fire head make - 7-11% dmg (up on channeling) (with statuette in hand + Yellow elixir) cast range 12 tiles, cast time 5 sec > 31% dmg per cast + burn effect for 3% > mean kill target with 3 casts. Fire head will left some dota > (damage over time) will make small wounds ~1 dmg per tick each 3 sec for 9 sec (so +3 dmg totaly) fire pillar will make same but AoE (50% of target spell damage). Rotting gut make - 6-10% dmg (up on channeling) (with statuette in hand + Yellow elixir) cast range 12 tiles, cast time 5 sec > 28% dmg per cast > 4 casts to kill target. Rotting gut > will also take off random part of armor (back in inventory) Fungus Trap will make same AoE (50% of target spell damage). Armors: 1) Full set of cloth give them 300% favor regen. Dont give any weapon resistance. cant wear shield 2) guys in plate armor have +like 30% chance to block with shield, but work only whlie using all set, other way will just protect part where you have armor. Also make shield bash skill available for 100% up on shield skill (not separate skill like atm) Plate will have best resist against any weapon attack, but will have lowest defense against magic, like 10%-15% spell dmg reduction. 3) guys in chain have 25% bonus to dmg of 2h weapon, only while using all set. > gives 25-30% spell dmg reduction. 4) Guys in studded leather > 45% 2h weapon bonuse > only using full set, cant wear shield. 5) Leather armor > 30% dmg to archery dmg while using full set, cant wear shield, 20% mag dmg reduction. Weapons After 70 skill of : 1) Long sword you get skill - double hit 2) Short sword you get skill - bleeding wound (will make 2 dmg each 3 sec during 15 sec, or till will not healing with hc) 3) 2h sword you get skill - double hit 4) small axe you get skill - tricky hit - remove shield 5) large axe you get skill - tricky hit - remove shield 6) huge axe you get skill - tricky hit - remove shield 7) small maul you get skill - break finger (slow down attack speed or cast on 20%) 8 ) medium maul you get skill - break finger (slow down attack speed or cast on 20%) 9) large maul you get skill - break finger (slow down attack speed or cast on 20%) 10) staff you get skill - disarm 11) spear you get skill - pur dmg while trowing 12) halbert you get skill - unequip head armour 13) sickle you get skill - bleeding wound (will make 2 dmg each 3 sec during 15 sec, or till will not healing with hc) 14) 2h club you get skill - extra bash I think it's gonna provide more intersting fight system, by imagination and comining alchemy and each direction of pvp system can be pretty funny fight.
  26. 1 point
    " If a player is Premium and goes Freemium, their deed is immediately resized to original starter size. " You lost me here; this part of the idea is terrible. It creates "variable loss"; you sank 10s into making a large deed? You lose that the moment your sub drops; that's a 10s solid loss. The new micro-deed had enough silver in it to keep going for a year; it will now last a LOT longer than that!
  27. 1 point
    YES and yes.. +1 Email them 4, 2 and 1 week before upkeep runs out.. leave a link to change settings and turn off mail notification but keep it ON by default WHY? - better safe than sorry
  28. 1 point
    Honestly? What risk is to grind skill on highly protected deed?
  29. 1 point
    Hi, I would like to see a modification to the online shop for buying premium. It would be very nice to be able to buy premium for someone as a gift directly from the shop rather than having to buy silver and give it to them which spoils it a little. Suggested mechanics Add checkbox as_gift if checkbox == TRUE show textbox recipient_name if as_gift == TRUE and recipient_name.value == NULL show error message and stop if recipient_name != valid_username show error message and stop All other behaviour should be unaffected and the payment receiving callback should then process the credit on the account indicated by recipient_name. Most of the code for checking for valid usernames should already be existing in place so a simple function call on_submit should be enough without any real hard work being done. Thanks ~Morl
  30. 1 point
    I think a sub per account would be fine, though I'd propose an upgrade to how Eve does it. For example, add extra tiers to the subscription, allowing you to have additional characters logged in at the same time (which is what a lot of people with paid alts do right now, saving them the hassle of having to transfer those alts to different accounts). As for the deed, how about adding a silver per month as a reward for having premium, just like sleep powder? That covers the absolute minimum for deed upkeep (which is a pretty large deed). That way a minimum subscription covers both, but you could choose to spend more if you want a larger deed, or more characters online at the same time.
  31. 1 point
    "Trick or treat? I'll take some Halloween scritches" - Catula, the vampire cat
  32. 1 point
    +1. Maybe even an option if you are a citizen, too.
  33. 1 point
  34. 1 point
  35. 1 point
    Yeah, that's what the WO player base are telling themselves, that they are keeping the game afloat. I disagree, I think the WO player base are suffocating the game by being a heavy weight, uninviting to new players. How can a few hundred players paying for premium and some silver compare even the least to a player base of millions? The heavy premium and silver model is not attracting new players, why would new players go into that? To make an old game keep up with the times, you need to see that it's the large player base that makes the game float, and the only way of getting there that is to make it attractive to new players. WU has that potential, it could attract a huge player base, but why would new players join a game that's halfhearted at best, it never was a sincere release, and everyone knows it. By making WU a complete game, and making it possible to unlock the potential for modders and server hosts to extend the game as far as they can imagine, it would attract unlimited amounts of players, because each player could find the perfect server for their taste. As it is, WU is but a pale shadow, designed to be a demo, meant to attract players to start on WO, but that will never happen.
  36. 1 point
    It's been quite a while since I added the poll for the log cabin walls, or to stick with regular wooden walls, and I'm also back to working on this project, so I decided to go with what the highest vote was, and that was for Log Cabin Walls, so I got a quick example of them done up already, though I feel the boards that overlap the logs need more detail, so that'll be a bit of tweaking yet, hope you all enjoy the first look at them
  37. 1 point
  38. 1 point
    LOL people thinking that they can sit and grind on freedom with 90ql tools and 90+ enchants while the people playing jackal starting with 0 skills tools and enchants should get 1% of what they get for the same ammount of effort. Not to mention skills like mining and weaponsmithing are slower than on freedom to begin with.
  39. 1 point
    Rosa is, if I am correctly informed, a RPM based (Fedora/Opensuse) style Linux with KDE desktop. Normally, Wurm should run here. Best download the tar.gz compressed file from the Wurm homepage. Unpack it somewhere, it should open into a ../wurm-launcher directory. To test its functionality, open a terminal window, do a "cd wurm-launcher" and enter " `pwd`/WurmLauncher". Wurm should then download the JRE and start. If that goes wrong, report the terminal messages.
  40. 1 point
    Here are the technical help pages for Linux: https://forum.wurmonline.com/index.php?/forum/132-linux-issues/
  41. 1 point
    failed generation that is offended by words, that's the truth, good morning!
  42. 1 point
    +1 this would be a very nice option. Often there are players facing a hardship but enjoy the game and others enjoy having them around. Other times, players stand out as amazing individuals and this would be a nice way to spontaneously say thank you in a way that can say more than words in conviction..for those times when you care to send the very best..send a free month or two subscription.
  43. 1 point
    Putting WU onto maintenance mode would be understandable if we could actually mod the game properly The modding API that was promised by Rolf himself almost 5 years is not coming anymore. You need a java degree to attempt even the most basic mods and even then, it is like pulling teeth with a pair of pliers. And even after all that, only very simple mods are possible that hardly do anything to enchance the game. The devs also refuse to fix the buggy server playercounts, so players are fooled into believing that servers like Sklotopolis and Mythmoor have 100+ players online when in reality its less than 20. Said players then just end up quitting when they meet nobody and nobody talks in chat. Remember when certain drivers were buggy and the game would crash? Instead of rolling out a fix, they told us to roll back the drivers. It took them a good 6 months to finally fix this issue. You should be ashamed of yourselves for treating WU like you have and for the lies you have told us, your paying customers.
  44. 1 point
    And? I'll gladly sacrifice all my alts, deeds and hoards of shiny junk for the possibility of Wurm growth. WO has been on life support for ages. Little changes won't keep it alive.
  45. 1 point
    Subscriptions are a scam. Think about all the free offers you get for things. "Try free for one month, then we will just auto bill you unless you cancel". How many times have people tried free, decided they didn't like it and completely forgot about the service, until BAM, there it is on your credit card bill. There are so many subscriptions for things now. As a consumer, it is a nightmare. Need to move to a model where people can pay one time for a thing they want.
  46. 1 point
    New Livemap The livemap is now 4 years old and has seen many development iterations. Finally we have found the best solution at the current time, a fully automated livemap, using a flat representation of the map, to make sure pixel coordinates match ingame coordinates at 100%. Especially Novus has so many deeds and towers that it is impossible to handle them by hand. We have also added some more unique features to the livemap, try it out yourself now and find out what's new on the livemap. So say good bye to long delays in submitting markers or the pain of outdated markers, from now on deeds and towers will be added automatically. Same URLs as usual, for example let's look at Novus: https://andistyr.github.io/wu-map/14821/
  47. 1 point
    Yearly Maintenance Downtime - COMPLETED All servers are up and running again! Maintenance day has been completed.
  48. 1 point
    I just wanted something that could be used to raise rock tiles underwater that are deeper then the -25 slope. I don't think I am the only one either, I have read other posts where people where complaining that the concrete needed to be able to go further underwater. They weren't making it a suggestion, just commenting on another post. So I decided to see what others though as a suggestion since I am doing a long term project and ran into a few small area that are lower than the -25 slope under water.
  49. 1 point
    +1 Wow! I searched the forums - this must be one of the most requested changes ever: 2013: https://forum.wurmonline.com/index.php?/topic/75241-ceilings-above-ground-level-stories 2015: https://forum.wurmonline.com/index.php?/topic/127525-ceilings-ceiling-roofs 2016: https://forum.wurmonline.com/index.php?/topic/140260-new-roof-or-ceiing-types 2016: https://forum.wurmonline.com/index.php?/topic/147904-upgrade-underside-of-roofs-and-floors 2017: https://forum.wurmonline.com/index.php?/topic/151487-attics 2017: https://forum.wurmonline.com/index.php?/topic/151023-ceiling-tiles 2018: https://forum.wurmonline.com/index.php?/topic/164583-ceilings-roof 2018: https://forum.wurmonline.com/index.php?/topic/160343-my-ceiling-arguement and probably more...
  50. 1 point
    This is the first part of a series of articles on the "physics and astronomy" of the universe of Wurm Online, trying to describe the structure, dynamics and "laws of nature" of our in-game world . The information compiled here has been carefully researched and discussed by a small group of players who call themselves "The Wurm Astronomical Society" (Docterchese, McGarnicle, Valdor, WojorowskiPL and Yaga). Part 1 summarizes all we know about the basic dimensions of the Wurm universe: tiles, distances, slopes and heights. Part 2 is here: http://forum.wurmonline.com/index.php?/topic/143679-the-wurm-universe-part-2-time-date-and-calendar/ The most basic unit of measurement is defined by the size of a tile. Tiles are the equally sized squares that the landscape of Wurm Online is entirely composed of. In the 3D world of Wurm a tile can be either flat or inclined, so that one or more of its corners can be higher or lower than the others. In all our calculations we used the following fundamental information, given in the Wurmpedia (http://www.wurmpedia.com/index.php/Tile) : How can we measure distances and heights in Wurm? Originally we tried to use a spyglass, because it displays the distance between the observer and an object pointed to by the crosshairs: Using a spyglass is sufficient to verify the basic unit of measurement (1 tile = 4m x 4m) and to measure linear distances within a reasonable accuracy. However, when it comes to measuring heights it turned out that a spyglass is not quite accurate enough to yield reliable results. Thus we need to use a more precise method: triangulation! This method uses basic trigonometric functions to determine the height of an object. To determine the height H of an object, you define a reference point, take a screenshot (as shown in the example) and measure the angle α between the ground and the top of the object, as seen from the reference point. (As we have no means to measure angles in-game, we need to use a graphics program to determine the angle on the screenshot.) Additionally you need to measure the horizontal distance, which you obtain by counting the number of tiles T (remember: one tile corresponds to a distance of 4 meters). You then get the height H by using this formula: Here is an example: For a distance of 40 tiles (T=160m) we measure an angle of 14°. Thus, our avatar of Magranon would have a height of: H = 160m x tan(14°) = 40m (Please note that the result has to be rounded, due to the immanent inaccuracy of this method.) Here is a list of heights for some arbitrary objects, just to give some examples (sorry, this forum doesn't provide tables): Player character: 1.7m House wall (1 floor): 3.0m (note: the ground floor of a house has a height of 3.3m) Pillar: 5.6m Freedom tower (incl. flag): 25m Colossus: 34m Deity avatar 40m Finally, talking about measuring heights, we must look at another basic unit of measurement used in the Wurm universe: dirts. Whenever we see sloped tiles defining the 3D landscape the elevation of slopes is given in terms of the amount of "dirts dropped". When terraforming the land you use a shovel to dig or drop dirt - you add or subtract one "unit of dirt" with each action of the shovel. Using the method of triangulation described above we can find out how these "units of dirt" correspond to metric units. By dropping dirt we make elevated platforms of various heights, thus creating different slopes. We then position an observer in a pit, so that the eye level is slightly above the ground, and take screenshots: .. Measuring the angles and using the formula given above, we can triangulate the elevation of the platform: .. We obtain the following table (for slopes spanning a single tile): Slope .. Angle .. Elevation (m) ---------------------------------------- 10 ...... 14.0 .... 1.0 20 ...... 26.6 .... 2.0 30 ...... 36.9 .... 3.0 40 ...... 45.0 .... 4.0 50 ...... 51.3 .... 5.0 60 ...... 56.3 .... 6.0 70 ...... 60.3 .... 7.0 80 ...... 63.4 .... 8.0 90 ...... 66.0 .... 9.0 100 ..... 68.2 ... 10.0 150 ..... 75.1 ... 15.0 200 ..... 78.7 ... 20.0 Thus, there is a simple relation between "dirts" and metric units: Using this method it is also possible to determine the height of a player character with sufficient accuracy: We plan to continue this series with the following chapters: "Part 2: Time, Date and Calendar" "Part 3: The planet Wurm (Basic Physics)" "Part 4: Sky and Stars (Basic Astronomy)" "Part 5: Sol and the Moons (Celestial Mechanics of the Solar System)" .... etc...... The articles can also be found in Wurmpedia.
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