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Showing content with the highest reputation on 31/10/19 in all areas

  1. 8 points
    Jackal change: Jackal skill transfer has been tweaked and re-enabled Jackal change: Premium time and login: Jackal requires premium time in order to transfer to the server. If you lose premium time while on Jackal, you can pay for more time in the shop and then log in again. Plan ahead to be sure you have enough premium time if you wish to continue playing on Jackal and wish to pay with in game silver. If your premium happens to run out unexpectedly and you wish you pay with silver, you now will be able to log into Jackal and will have 2 minutes to pay for premium in game. If premium is not paid for within that time, you will automatically be transferred back to the server you were on prior to going to Jackal. Change: Signature added to additional items upon creation: Archaeology journal Armour stand Banner Beautiful meditation rug Bow rack Copper needle Dioptra Explorer tent Exquisite meditation rug Fine meditation rug Flag Iron needle Kingdom banner Kingdom flag Kingdom tabard Large saddle Meditation rug Military tent Pavilion Polearms rack Range pole Saddle Tall kingdom banner Wardrobe Weapons rack Quality of life changes and fixes: Enchanted Grass can now be cultivated. Lawn and mycelium lawn can now be be cultivated. Decorative pillars can now be transported so they can be hauled up / down. You can now attach mine doors to wide cave entrances (PVE only). Enchanted trees / bushes, will no longer age. Creatures getting branded will now remain stationary during the action. Trash Heaps are now transportable, they can also be hauled up / down. You can now plan a building with a trowel. Large Oil Barrel can now be planted / secured. Ballistae can now be planted / secured. Slabs made of rock shards will now be called stone slabs. Hitching posts have now been added: Any creature that can be hitched to a large cart can be hitched to a hitching post. Hell Horses can be “Tied Off” to a hitching post at any age that is not a foal. A hitching post can hold 3 creatures. Creatures can eat from the trough of a hitching post, as long as there is food in it, that they are normally able to eat. Untamed Hell Horses hitched to a hitching post are docile and will not attack anything as long as they have food in there trough. A creature will eat from a trough at the same rate as they would normally graze / eat from pile. A hitching post cannot be picked up it can only be transported. Hitching posts are lockable and spawn with a 1ql lock on creation. You cannot load or move a hitching post with creatures hitched to it. Hitching posts have 2 main permissions, Manage and Use. A person with use perms can unhitch any horse by either right clicking the horse and clicking unhitch (singular), or right clicking the hitching post and clicking Animals > Unhitch (All of em). Only creature edible items can be placed into a trough (seed, meat, veg, fish and so on). Bugfix: Fixed an issue where archaeological journals inside equipped backpacks were not found and updated when investigating. Bugfix: Fixed a few incorrect fragment icons which displayed completed item icons. Bugfix: Fixed a rare issue where archaeology caches wouldn’t be visible until you moved away from the tile then returned. Change: Introduced HDR rendering to fix oversaturation and improve visuals. Lights overlapping will no longer so easily oversaturate into a white blob. Winter visuals will now appear much more toned. Light range has increased with this change. Make sure to re-configure your deed's lighting setup. Change: Shadow rendering has been revamped for more detail and distance. New: Added Ambient Occlusion option to the post-process settings. This adds shadows in geometry creases and increases the visual fidelity There's Disabled, Medium and High settings - High should be left only to the best performing configurations, and is just a slight improvement over Medium This is turned on by default. If you experience worse performance after this update, try switching it to disabled. Bugfix: Rain occlusion (no rain indoors) will now work on Mac. Bugfix: Fixed animations of 2h weapons and bows.
  2. 4 points
    Calm music, the relaxing sounds of the sea, sitting on a chair or bench or standing there chilling with your fishing pole at the shore, waiting for a fish to bite. Failing. Succeeding. Waiting. Chatting with your neighbors, with your friends. Relaxing in the game after a long day of skill grinding, bulk spamming and tedious building tasks, just taking it easy, letting the atmosphere of Wurm soak you up and calm you down and sometimes even help you fall asleep. Fishing used to be my favorite activity. It used to be my reward after a long day of doing things that aren't always enjoyable but necessary to achieve a goal. It used to be something that would make my day great again, even if it sucked beforehand. It just offered a chance to EXIST in the game world but not be forced to do too much or nothing at all. It was perfection. Perfect relaxation. Now, fishing, the way I described feeling it above, has helped me through many times of anxiety and depression with its extremely calming effects. I have huge respect for everyone who worked on the fishing update, and I do love the new versions of fishing as well. It's great variety and adds so much! However, I would REALLY like to be able to enjoy fishing the way I used to, and fact is, fishing is now just as tedious a task as anything else in the game. And no, this does not stem from laziness or wanting to be AFK, it is simply something I really used to enjoy and deeply miss in the game. The new system with the fishing net is great, catching smaller things or clams. I love it. The new system with the fishing rod is awesome, having to almost play a mini-game to catch your fish. I love it. The new system with spear fishing is so much fun, even if you don't catch very much. I love it. It's all very entertaining. But what's missing is the idle fishing that I've come to love so much over the course of the years I've been playing. Perhaps we can add a new type of fishing rod that would allow the player to fish in the old style. I've got a few ideas on how it could be re-implemented, so here goes: New fishing rod type, perhaps acquired via archeology since it's bringing back an old function, with which alone the old fishing is possible. A new sub-skill to fishing for this rod, to make it a separate skill and decrease direct Fishing skill gain ticks so that people can't just use it to grind Fishing and ignore the new system. More things, perhaps added as suggestions by the community? I will add things here that seem noteworthy! Again, I really appreciate what we have, but for the reasons I have mentioned, can we PLEASE have the old system back in some way? Not as an exploit, not as a shortcut, but as a feature that me, and I'm sure others as well, have come to love over the course of so many years and I know for me, I am still mourning it.
  3. 3 points
    My character is upside down in the character window. The skeleton view is normal. I asked in ally but everyones character is normal... Im the only one there using Mac tho.
  4. 2 points
    Jeston's deed - Deliverance Greetings Wurmians! Retro coming in early with the news because... well, I'm a little late really. Between all the news on the forums, a month absence while I went to Australia, and getting sick after returning I've been a little awol. I'd like to thank Madnath for his "valerie international" in the meantime, it contained just enough absurdity that I had to double check I didn't write it. But enough of Valerie, I'm back and getting back into the saddle, so onward! The big forum news While I was gone the announcement of Budda being replaced by Samool was made. I just want to take the time to publicly thank Budda for his friendship and all his work, from Archaeology to Jackal and including all his bug fixes his work will continue to be used in wurm daily. With this change the roadmap announced previously has shifted a little; some things have been delayed, other things added, and plenty of reworking of our goals for the game. The big goal listed is the eventual launch on Steam. This is currently slated to happen by mid 2020 and there's a lot of work that needs doing. We aim at spending the time between now and then polishing many mechanics, adding new things to improve mechanics and lots of tidying up. It's a long time until it does launch on Steam but somehow I feel it'll go by fast One thing that's been raised is the complete separation of the servers and the reasons behind it. There's a few reasons here and there but something that is a major issue is RMT. Steam does not allow RMT in the sense that Wurm does, the sale of currency, items, accounts for real world money is strictly forbidden, and would require us to do our due diligence in ensuring it doesn't occur. Wurm is a small game that logs every currency transaction already, we would be able to abide by these requirements quite easily. However, that impacts on many existing players, and I'm sure many would be hesitant at the idea of no more sales of accounts, silver or items. If we keep these completely separate it may be possible to continue as normal, but there's also the possibility that Steam will require we remove all RMT from both sides. Now it's possible to use the Steam marketplace to sell silver, but it's not in our immediate goals to add this functionality so we can't guarantee it would be part of the Steam game. As you can imagine a step such as this would be a tough one, and a bitter pill for many of you to swallow. This is why we have not made a firm decision on allowing the outside client to connect to Steam servers. As we get closer to launch midway through the new year we'll likely be spending time talking with Steam about this and what we need to do in order to ensure we meet the requirements, but hopefully you all understand the reasoning behind it a little more. Lookin' Good Coming this week are more visual upgrades to Wurm, with the HDR post-processing setting, new shadows, and ambient occlusion! These all add better distinction between items and the ground, improve the general feel of the game, and best yet, make winter bearable! Previously: With the new post processing tweaks: Getting hitched No not me, the animals! With this update hitching posts will be added to the game. I believe this was one of the first content oriented WU mods, but we finally caught up! Creatures that can be led will be able to be hitched to these, with 3 hitching slots. Hitching posts will contain troughs that hitched creatures will feed from at the same rate they feed from a pile on the ground. Halloween! That's right, Halloween is back, and many witches hats and troll masks are abound. It's currently the same as last year, hunter mobs drop the witches hats and pumpkin shoulders while trolls drop the troll mask. Could there be something more? Watch this space (because I forgot to check with Saroman) Continuing Development Along with the news on break our devstreams have also been a little quiet. That's going to change this week with the return to Under Development, where I will discuss the game as I play it with you all, so make sure to follow us on Twitch at https://twitch.tv/wurmonlineofficial so you can catch the action! That's it from us this week, there's lots to discuss and more to come but the thing I'd like you all to take away from this is that we may not have the answers yet as we simply do not have all the facts of the moment ready. Rest assured once we know them we'll let you all know too! Until then though... Keep on Wurming! Retrograde & the Wurm team.
  5. 2 points
    In the new graphics update, all the old legacy horse skins (and other animals) look normal. However all the horse skins I did, now look like optimized GIFs with only a few colors in the palette.
  6. 2 points
    Happy Halloween! - Vooch Mayor, New Festival Cove NewFestivalCove.com
  7. 2 points
    Raid Ban - 10/31/2019 ENDED - 11/02/2019 Today's rollback due to certain undesirable things happening, has caused mine doors placed during the time between the update and the rollback to play a trick on their owners. Now they just sit there and laugh as the very people who very kindly and gently placed them onto their holes in the ground, try to pass through them and end up smashing face first into them. I get it, I get it... It's Halloween... why should the pumpkins get to have all the fun! Unfortunately, the mine doors forgot one thing... who their owners were..., and Since they do not trust a smiling face as proof of passage they let no one pass beyond. So... All PvP servers are now under a RAID BAN for about the next 24 hours to let the owners report their holiday prankster doors to the GM's for replacement. For everyone not on the PVP servers, if you placed your mine doors during this update and rollback window, you are affected to. Just send us a support ticket and we will help you out as soon as possible. Thank You, Wurm Online Team. Update: This ban is now over as any who cared to report their deed lockouts have been given ample time to do so. We will still assist with messed up mine doors, but PVP deeds have had enough time to report theirs if it was urgent.
  8. 2 points
    I like having the rods only available via archaeology. I'd say limit it to non-special fish and reduce the max fish size so you can't complete journal tiers with it ( since you want it just as something relaxing... ). Instead of a sub-skill, just make it really easy OR like a training dummy, only give fishing skill with it up to level 20, but it uses your main fishing skill for what you can catch, just with the modified loot table.
  9. 2 points
    Maybe a hint that Wurm is putting servers in Australia?
  10. 2 points
    I am around since 10 years, when things like rollbacks aren't over yet, steam will be the death sentence of this game. I got 48 sleep powder in my backpack, i could tell you what one can do with 5 hours sleep bonus, but i won't. Wasted enough time today with this ######.
  11. 2 points
    The servers will still remain initially split, rmt removal would need to be necessary for a full merge later if that is going to happen, but we're looking at the next year of our shift to steam and the steam only platform at the moment.
  12. 2 points
    New mod, pretty simple but useful. *NOTE* it changes items to cold combine, so if you say added rivets to list, even though rivets can already combine they need to be glowing hot to do so, if listed they will combine while cold. For anyone curious, the code for it is in spoiler, its very basic. Server.log will list the id's it is adding to combine list. [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 9 Name:log [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 436 Name:acorn [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 439 Name:cochineal [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 440 Name:woad For troubleshooting more than anything, just incase someone inputs in properties incorrectly.
  13. 2 points
    I'm largely indifferent on RMT. I've bought from players before, but I wouldn't be particularly bothered if it were gone. I am however very concerned at Steam/Current servers being totally separate. I've put hundreds of hours into my current account, and I'm by no means a veteran with high skills, but the prospect of starting over to be with the platform actually attracting new players is pretty terrible. Having a hard split is just going to make the current servers stagnate as newbies join the hot new thing instead, I'd very much like to be able to actually play with and potentially recruit/support new players and if that means banning RMT... Fine.
  14. 1 point
    I'll note I am new to Wurm, forgive me any ignorance. I've been drinking from a firehouse learning the game system the last two weeks. First off, I was attracted to the game due to its rewarding nature for hard work, an economy where money is actually difficult to come by (limiting inflation), and the imaginative idea and dream of moving out of Hi Sec "Freedom" into the Null Sec "Chaos" to claim a land of my own with 20 others in tow; or at least have the adventure of trying and dying. I'm also a prior EVE player, hence my mention of low and hi sec, and my interest in the gaming economy of Wurm and how it works. As I unravel the games economic engine, it leaves me with a few questions (or maybe concerns?). The following statements/questions/observations are my own and I hope to garnish feedback, correcting my impressions if they are in error. What drives destruction, which continually creates demand for items? I've bought some hi level items from the Trade channel, and in discussions with the sellers, I have discovered many of these items have existed for years. They've never had to replace gear. I'm also noticing that I continually improve my own gear as time goes on, never needing to purchase or create new gear. Does nothing break permanently? Finally, a discussion with a Chaos vet had me surprised. Every piece of Drake armor created is still in the game. They dont get destroyed, they just change hands (loot or death). I hope I am wrong, but I believe the leading need to obtain new gear only comes from new players entering the game. There is no destruction cycle creating demand. Is this a correct assumption? The way I see it, only way gear leaves the game is if it happens to decay before it is looted by another player, or a player leaves the game, logging out to never return with good gear on them. Where are the sinks in the games economy to maintain demand? Cheers, thanks for any feedback.
  15. 1 point
    HITCHING. POSTS. Loaf likes.
  16. 1 point
    I liked the complexity of the new system, but the "click to fish" mechanism is one that is so overdone in every MMO that has fishing and it always struck me as a lazy afterthought. "How do we make this engaging? I know, we tell the player to click on the screen when told to like they're a drone". I really apprechiated that Wurm was a little bit more self aware and knew that fishing won't be engaging, you might aswell let it run automatically. Was really let down with this update, because while it's not too bad when you have proper sound cues (which required WA for way too long time unless you wanted to squint at the event tab for 90 seconds - seriously, what was the thought of this being fun behind that?!), it is in every conceivable way a regression and worsening the experience. It doesn't add anything. I'd be more radical and say ditch this mechanic altogether. Same rod, same XP, same loot. If someone wants the twitchy fishing, spear fishing can keep it. Having to see and click the fish I can respect as a minigame. Being told to click by the game though, not so much. It's like having to confirm each brick being added to a wall. It's silly.
  17. 1 point
    Whats wrong with a game full of mini games with few dozen of different requirements and mechanics. When there is no activity where you can just relax and take it easy, people will find it elsewhere.. now this feels like a chores after chores. Game is getting too complex to enjoy. I just banged my head to a wall because of today's lags and things going wrong.. i came back from decent break and i'm already asking my self... why, just because of today. +1 for having the old fishing system in some way even if its -50% of skill gain and you have to kill avatar of vynora in jackal with your bare hands just to get the special rod and then you have to travel to valrei with it to get a blessing from whatever.
  18. 1 point
    I like the ideas, and the limit to non-special fish and such seems perfectly acceptable to me. The point is to bring back the mechanic not to find an easy way around journal tier goals or something after all. The sub-skill was just an idea, but I would not like it if it would be restricted to fishing skill 20... I mean, slow skill ticks are perfectly fine, but none at all are, even by wurm standards, really crappy. So I'd still stick with something to restrict the amount of skill gained if fished that way, but not totally eliminate it. Skill is difficult enough to gain in this game... and we KIND OF SORT OF pay premium for skills NOT to be capped at 20 xDDDD
  19. 1 point
    Looks like it depends on some of the graphics settings - if I log in using my sermon settings I'm upside down but normal when using my medium settings. Will need more testing to find out exactly which setting causes it.
  20. 1 point
    I like this HDR update. Added a lot of detail to everything. I've always had Anisotropic Filtering maxed out and can really tell detail in rocks, wood, roads a lot more than before.
  21. 1 point
    That's almost certainly a client bug. The client update that went out the same time is still here.
  22. 1 point
    Same thing. Everything I managed to build before is undone and no sleep bonus as promised either.
  23. 1 point
    Yes thank you. That did indeed work. Ive learned two things. How to craft walls with the window and to ask village members before I post any bug reports.
  24. 1 point
    Its probably not a priority, but thought I should just let the devs know the rollback didn't fix this. It worked fine yesterday.
  25. 1 point
    For houses, make sure that your tool (in this case, trowel) is in one window and the wall plan in the other. If you put the mats in the crafting window, it doesn't work.
  26. 1 point
    Same as carts, cannot be targeted and killed.
  27. 1 point
    Maybe if they make one Steam server as a destination for one-time, one-way transferred WO accounts, (but keep the rest of the Steam WO servers permanently separated), and make it known to anyone starting on that server that it will be populated with older, transferred accounts, it might solve part of that problem. At least that way, people could keep their characters they've worked on for years. Should def be one-way though. I can see where transferring back to the RMT side would definitely be a problem not easily solved.
  28. 1 point
    Twitch combat is simply not possible under a centralised mmo. Centralised servers create a ton of ping and latency issues. This isn't something that will be happening, the combat streamlining will not be to introduce this. What we are aiming to do is give more visual feedback about what you can fight and improve the general flow, it will still be based on server tick combat however
  29. 1 point
    Or update the combat system and make that one be more transparent in terms of information:)
  30. 1 point
    Per title, make the path of knowledge ability "Get Info" show stats like CR, focus level, current footing etc. When used against a hostile PVE mob, i'd also suggest that it simulate combat and show an approximation on things like hit chance, glance chance, block chance, parry chance, average damage dealt per hit, and so forth, to give a good idea of the strength of the thing you're fighting relative to your own strength. Reason for PVE only is because stuff like that can give you a good idea of what skills enemies have if you cross reference it with your own simulations from WU code and everyone would just run alts for that so w/e. Many people have 0 idea how any of these things work and having an in-game way of getting numbers on how the combat system works would be nice so it's not just code reading nerds that know how this stuff works.
  31. 1 point
    Horse shoes + all rare bows + rare mauls + glimmer maul + all addy/glimmer lumps + wooden large shield + supreme knapsack sold via paypal
  32. 1 point
    The QQ in this thread is honestly hilarious.
  33. 1 point
    I've never been to an impalong as I hate traveling too far from my deed. That said I always love hearing about them. If you or someone going wants to swing by my deed I'll give ya a bunch of barrels of booze to share around. Just let me know!
  34. 1 point
    I suppose the definition of what is fun is defined differently. The argument here is fairly anti-market; which is fine to have when your enjoyment stems from building your own tools, farming your own resources, not looking to trade or sell, etc. I think a lot of Wurm PVE players will do fine with this. I would argue though, many other types of players enjoy robust game markets and regard it a challenge to find their niche and make a "profit". Profit is how one keeps score, that is all; it tickles the Dopamine receptors in the brain. Truthfully regarding Wurm, its economy is much better then many other games I've played. Wurm and Eve truly, for me, provide the best market challenge. My only purpose for the discussion was to understand the inherent workings in how money enters the game, exits the game, and what signals create supply and demand. I see a lot of people wanting to sell, but not many buyers. Its apparent there inst a money issue (too much inflation, too much deflation, monetary scarcity seems about right). I was surprised to discover there isn't much in the way of item Sinks to pull items out of the game (spiking demand). I may make more money foraging and trader farming then actual trade with players on a unit of time per Silver basis (Hours of work per silver). Foraging yesterday for three hours yielded just over 2 silver. On average, I think that's a bit high but .5 silver a day foraging for an hour seems a lot less work then building a boat and selling it. Either way the low population is more of a concern, and it may not be resolved until the "jinni" that's out of the bottle (Steam WO release) gets settled. Why play here when the population is much bigger over there?? This is assuming interaction with other players is part of the fun. If not, then there is always single player Wurm Unlimited. I am just starting so I hope WO makes it regardless. Cheers again.
  35. 1 point
    So, what if tools never had their quality reduced from use? What if enchants on items never lost their power from use? Wouldn't this be better for those players who purchased these items for what is in effect real $$$$ and thus makes the game more expensive to play? Why should silver coins be "money sinked" out of the game? Would it not be better for players to pay less to play the game then, rather than create a system as presently where these things wear down so other players must pay someone else to re-imp or re-enchant them? Now out in that other world we mostly live in there is obsolescence built into items, which then creates profits for the manufactures of them and employment for others. New and improved designs also create a demand for those products with the same result as above. This is a real world "economy" out of necessity for people to be able to live. To attempt to design a game such as Wurm on this basis only makes it more expensive for players as there is otherwise no need to have this Wurm "economy" sustain anyone's ability to live in the outside world. I would much rather that in Wurm items always kept their original quality and enchants kept their power than to have the current system that benefits those who improve and enchant these items. Why should the game be setup so that they can make $$$$ from other players. Remember we are talking about a RL expense here being added into the playing of this game. In contrast, players draining Traders or pursuing the various coin drop give-backs cost myself and other players nothing since they are taken for a portion of the game's profits based upon deed upkeep percentage. Remember, some player will originally still have to create or enchant these tools and they will be purchased from them if the player is not able to do this them self. After that there is no real need to have these items degrade, other than the obvious desire of these producers to make more $$$$ by providing a further service that would otherwise not be needed. A game system that rewards other's greed(?) is perhaps not the best design to attempt to justify as a positive aspect of the game? =Ayes=
  36. 1 point
    I occasionally sell silvers for real life money. Why do I sell silver you ask? That's easy to answer: I do so because I do not know what else to do with the silver that piles up in my bank. I have no use for it, thus I sell it. The economy in Wurm causes silver to flow mainly to the established crafters and merchants in the game. That's pretty normal, after all players send their priced drake sets rather to an established and well-known crafter for imping, for a good reason even. But there's nothing these established crafters can do with the silver beside selling it. After all nobody needs a 10th drake set or 5 different deeds on every server.
  37. 1 point
    It's cool and all but, you know. Some people won't appreciate it including me. Yeah the OP has a pretty strong reaction to it but trying to devalue their feelings towards the whole thing just because you don't it understand won't do anything. Shrimpiie just basically told Diddy to suck it up. And I always believe everyone's point of view and personal experience should be valued. (Edit omg I just realized that I can't see my character model or armour, except for the helm. Dang!)
  38. 1 point
    Not to mention the fact this was mentioned in CA-Help before and after the OP posted here. The OP got replied to that in both occasions, was told in both occasions it's just a temporary effect and in both occasions reacted in a way that made me - and most likely others as well - it was accepted that way. So seeing this post, surely gives me the impression the OP wants Wurm to be played according to her rules and standards. As for the change, I'm not fond of games involving zombies as I find them way too much alike. I also don't like the commercializing of certain festivities and the shoving the American way of celebrating them down my throat. HOWEVER: I do appreciate all the work the dev's are doing here to improve the game; I do appreciate the work the Dev's are doing to give attention to some festivities or activities by adding them to the game as a temporary event. Perhaps the OP should consider that there are people spending countless hours to give us a pleasant Wurming experience with events like these, but that her whining about ONE!! change basically is a slap in the face. But then as I've said before and most likely will mention again in the future: No matter what the dev's do, whiners gonna whine. And as for myself, Thx for the effort you've put into this, Dev-team. It's appreciated. Thorin
  39. 1 point
    This is a ridiculous reaction to a harmless event. Had you come in here with a less melodramatic tone regarding the skin instead of coming in guns blazing, then you would've likely carried a bit more gravity with your reaction, but as it stands, not playing the game because of a cosmetic change you hardly interact with due to Wurm being first person, is an extreme, knee-jerk reaction, and all of it presented in a way purely to cause drama. A simple suggestion in the suggestions board, for the option to opt-in to the skin would've sufficed.
  40. 1 point
    +1 I agree, Halloween is offensive to many people. Thanks guys but...no thanks.
  41. 1 point
    They can be used underground.
  42. 1 point
  43. 1 point
    Steam doesn't allow RMT and that includes EVE Online. This also includes CS:GO because all money is handled through the steam wallet. I contacted Steam a while ago specifically about this issue if Wurm were to come to steam: Steam Support Response The whole policy revolves around cash flow going into Steam and not coming out. For example, if people could sell their games in their library to other people, then Steam would lose out on a sale from the store. If you buy a skin on CS:GO, you get Steam Wallet money from the other person which cannot be extracted to real world money (unless you break terms, which does happen). You can use it to buy other games on their platform, but nowhere else - this keeps the money in the Steam ecosystem. In the case of Wurm, you can add a method to buy silver in-game, then allow people to use that silver to purchase items from other player. Cash flow goes through steam -> game/player, and cannot be reversed. This would include allowing players to purchase silver directly from other players using real money. All that aside, we can bring it back to EVE Online. Basically the policy is that they don't allow RMT. You can buy PLEX and sell it for player ISK in game. You can also use ISK to buy in-game PLEX, but it's not allowed to turn that PLEX into real world money. It's against terms to do RMT in EVE, and they can ban you for it. However, the difference is if they will ban you for it. Their enforcement of RMT rules is lax and they only do as much as they need to. I imagine that the same will apply to the Steam release of Wurm. They will have to outline that it would be against the rules to do real world trading. They wouldn't allow players to post WTS and WTB threads here on the forums. However, they probably will not enforce it with a heavy hand even when the rule is in place. So what's the best case scenario? The existing servers get connected to Steam and the terms change to support that. Forum WTB/WTS threads all get archived and a new forum is presented with new rules that align to only trading for in-game currency. The only time that the rules are enforced is if someone breaking them causes problems (such as fraud).
  44. 1 point
    It's said by Steam and is in the Steam distribution TOS, it's not something we came up with by ourselves, and it's not guesswork. Exchanging digital items for real currency and vice versa being disallowed by Steam is a fact. I won't engage in any grey area discussions for obvious reasons, but a discussion on what people think about RMT in Wurm in general (non Steam) is more than welcome, and how acceptable would be removing it altogether. While I think it could be beneficial for the game overall, it's definitely been a large part of Wurm for a long while, and one that does impact a lot of people.
  45. 1 point
    I have been told there is this capability in game....for those that aren't aware, manage>friends, click on the bar under their name, type note then scroll to bottom and hit the update button. Works a charm Please close thread
  46. 1 point
    Server I know had an issue with mycelium so I threw together a little mod. GM 5 activate ebony wand, right click any item. 20 tiles each direction so a 41 x 41 area, any mycelium will be cleansed back to what it would be. Yes a GM could just do paint grass over affected area but this mod changes an infected maple tree to a maple tree, same age and everything. Antimycelium https://1drv.ms/u/s!AjnBltNOSFjCgnFmTCWTtrSBdyE2?e=LnMahJ
  47. 1 point
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    You'll just run out of stamina with more actions.
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