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

  1. 5 points
    Just to chime in here; I've previously had posts removed without explanation, and then a snarky comment when I reposted assuming it was an error at my end. Not the most professional experience, and not an isolated one judging from the vitriol here. Set up an automated system where (if a post is removed) the remover ticks a box saying which part of the ToS was breached. The poster gets an automated PM telling them their post has been removed with the boxes ticked listed. Players get feedback on why things were removed(behavioural correction), there is a paper trail to track mods abusing powers (transparency), and everyone wins.
  2. 5 points
    I am with Wargasm in this. But more than anything, I find it rather insulting how staff results to threats of a ban instead of actually fixing the mechanics to achieve that which they want. Why not make it so only people who actually engage the mob in combat and cause damage get drops? It would avoid some random person riding through and getting in the drop table by virtue of being in local. We already know by experience how accurate the GM team is when handing out bans, so leaving anything to chance in an instance like this is rather worrying. Don't fix with bans what you are loathe to fix with development. Its counterproductive. If the mechanics allow it, it should then be allowed, or the mechanics changed.
  3. 3 points
    This has been suggested before atleast 7 times so far that i know of once by myself but its to much work they wont put it in Which brings me to a point i want to raise this here is my honest to god opinion and not an attempt at "creating drama" or "bashing a gm/staff member for the fun of it" so take it as it is In my opinion the reason wurm has gone from its 10k active accounts and 2k+ online players to 200-300 average comes down to a few things 1. The attitude the staff have from the low level ca's to the top level devs and rolf, A lot of the attitude they show of time and time again is "we are just milking a dead cow that has dried up for every penny and are doing as little as possible to preserve its corpse so that we can keep getting milk from it" they are lazy, they ######, they complain, they treat people unfairly if they dont like you, they lie straight up to your face time and time again even when you call them out, they refuse to do what is best for wurm and would rather be part of their little special gentlemans club then realize "hey maybe it is time to take a step back focus on myself and train a replacement or train extra help to help me on my job as i cant do it alone anymore" they refuse to do this they will decline devs who apply people who can be amazing help, They push away brilliant idea's, They will beat out any form of innovation just for the sake of feeling more powerful. 2. The gaming scene is changing we have gone by the times where the older generation would sit down after work and grind in uo or rs or wurm or other games like it where muds where dominant where most games looked worse then wurm did at its start, We have gone into the era where building games are engaging gone away from collecting 20 bricks and 20 mortar to make a wall and just 5 stone or 10 building materials, We have gone from having to be great at learning a course in racing games to learning how to get infinite nitro in the latest racing games. We went from big open map long paced fps combat to 3-4 shots your dead and you never saw the guy in the first place, We went from browser games being fun and engaging to p2w infested mobile "games" The world has changed but wurm hasnt the devs are trying to work with the mindset of 10 years ago where joe the 34 year old manager at walmart would come home at 6pm have dinner do some chores jump on wurm at 7pm and play until midnight-1am and run 3-4 toons and the general population is now of here is Bob working 2 jobs getting paid ###### wanting to come home after dealing with annoying soccer moms all day and just wants to vent frustration be it in a simple building game where he can relax or a fast paced shooter or maybe race around beautiful landscapes Bob has no desire at all to get home and jump on his 3rd job called wurm online and that is what this game is now job for years i have played this since early beta days and its always been a job to me when i was younger when ever i had free time id be on tf2 or wurm id be pulling 12-14 hour days in wurm day in day out every weekend just to be on just to slowly grind away at my place all alone never really grinding points but just building deed after deed. Then years later i made more and more alts and i wasted more and more money on this game and for what? A digital number that never will quite reach 100 or a deed like macoofers which can only really be done if you play wurm like you play eve? The amount of people who want to play wurm in the style of wurm online is really low young gamers dont want to play a game that will require countless hours to just become "decent" they got friends they got new games they got school and uni and collage and loved ones, The older generation of now 30-40-50 year olds have kids wifes husbands jobs mortgages other family dreams you name it No longer is wurm the kind of game that will pull 10k+ people as the game is out of touch with the general gaming population Look at the game ancestor the humankind odyssey its got a 5.5 score out of 205 user reviews a 64 metascore from 70 "critics" its got a dev going banana's at people giving it bad reviews now all of us here at wurm slavetrade online we would most likely love this game and give it a 8-9 out of 10 but the general population does not like this kind of game with its grind to play but get punished for grinding setup Now look at my friend pedro a silly simple quick bullet hell shooter its simple quick easy to play(really hard to master) 8.0 user score 81 metascore and somewhere between 500k to 1m owners on steam The market is flooded with quick to jump in hard to master games that you can play for a hour or 2 a day and you wont be punished for taking a week or a month or 6 break now you might go but what about sandbox games well we have a similar comparison there too Kenshi a game that is a diamond in the rough(something wurm once was) but its dated graphics and rather harsh learning curve(and after that it feels empty) make a lot of people not give it a 2nd chance or a chance at all after watching a video or 2 Then on the other side we got games like rust and 7dtd or planet zoo or terraria all games that are easy to jump in play for a bit engaging from beginning to the end and have something for the casual and hardcore player Wurm on the other hand only has something for the hardcore player(yes even you guys who consider yourself casual now days you stuck around for years so you are one too) really as 1 a skill system that promotes long gaming sessions 2 a skill increase "p2w" mechanic called sleep bonus the quotations are because although we can get it from beds and spells main way we get it is dev screwups or sleep powder that we buy and 3 everything in the game is slow and if something fast is found it is nerved Lets take the crafting and improving system of wurm its indepth its amazing a lot of us love it(i hate imping) but there is a mayor flaw in its design a new player with no understanding is screwed as no good help resources are there to guide him or her for starters and even after that oh you want to make a cart? well here is a shopping list now go to the nearest ikea and enjoy shopping for parts The improving system is a carpel tunnel syndrome creation system that promotes botting or paying people who dont care about their long term wrist health Lets take a look at 7dtd originally it had a crafting system where we had to spam create the same item to raise a skill this lead to people just turtling in a indestructible self sufficient base logging off after 5-10 min of gameplay a day because they are waiting for their trees to grow so that they can gather logs for wood for mallet spam to grind that crafting skill This was then changed to being able to combine 2 of the same kind to increase quality and later on(as it is now) changed to a skill perk system where everything gives you xp towards a level and perks put into skills raise the quality of a item and they did away with 800ql level and went to 6 with quality and durability seperate Next to that they expanded weapon crafting with guns and vehicles being modular in the sense that if you have mods that add in 50000 scopes your sniper rifle can have 1 of those 50k scopes and you can swap it on the fly for something else That new skill system caused an uproar when announced but after the initial anger was over people actually loved it and enjoyed it a lot more The devs of 7dtd see something that is wrong in their game and see something that is causing players to leave and quit and decide to change what is needed to fix that black hole that is sucking away players The devs of wurm see something that is wrong in their game and see something that is causing players to leave and quit and decide to "hey lets throw a new map/server at it that will fix it" or "hey lets promise to make these changes but never do it" You can see where 1 dev team is looking for the best of their game vs their vision and the other is being stubborn refusing to change and adapt and like i read a while back "You can choose to change with the times, take advantage of new opportunities in your industry and grow your business. Or you can fight the changes, refuse to adapt, and watch your business likely perish." And that is exactly what wurm is doing fight change and refuse to adapt I love this game i spend more then half my life almost on and off playing wurm i have invested thousands of bucks into it and it saddens me that the devs go "herp derp i dont wanna do this 10 second fix" or "Ya we will promise you that but we wont actually ever do it" I look at the wurm dev team and i see a group of people who is more concerned about keeping their idea's in place their strict opinions then a group of people who want to watch their game grow and improve and survive another 10+ years Look at factorio's dev team they pull off the impossible and are passionate about it and even take in account idiotic decisions just for the fun of their internal testing builds they put more content in 1 update then the wurm dev team does in a year(and updates happen often) Look at rimworld tynan and piotr and ben are pulling off something amazing and tynan did most of it himself beforehand sure tynan is a bit like rolf at times but he still strives for great things for his game the current wurm dev team just doesnt When i look at the wurm dev team i see a bunch of guys who would rather say "I am to busy to work on this project sorry" then go "Ya sure il work on it" and then try to make time and be passionate about it and actually get something out at a reasonable pace Sorry but the current team looks more like a ragtag bunch of server admins for a dead game then head devs in charge of developing the game this isnt just aimed at 1 person or whatever(and thus not bashing an individual dev) this is just how i see it You guys and girls? have promised us countless things and have given us hundreds of reasons and thousands of delays over the years and lately? its all we hear is excuse this promise that halfas attempt here and there never anything concrete Even when we all yell at you guys to change and get better and you seem to be doing it within 2 months you are right back to your old selves again and to that i have but 1 thing to say Maybe look at why you are a wurm staff member and look at maybe someone else could do it better or maybe you could do it better if you got some help and invite that help in, Stop being so stubborn and hateful and trying to suppress anger as all it does is spread to others and lead to more and more people leaving instead call out ask for help You have this community that sticks around even now still(most games would have died before reaching this bad) so ask for help instead of keeping things secret and hidden and refusing to take on more help put up job offerings for volunteers make dev positions that have the prospect of part time pay or contract pay in the future if they show good work, And dont be afraid as every group here has a story about that 1 certain person they know who is a dev who applied who got denied or ignored no matter what group you are part of we all got the same story but dont be afraid to let that newbie shine If a person steps forward who shows great promise dont push him away mold him or her where needed show them what area's need filling and see if they can fill those spots sure you will have people like sindusk who are great at their job but really opinionated and want to push for things that just dont work with wurm but again look at his work yes he didnt do it alone but thats not a reason to pull the rug from out of under him He did a great job with what little time he had on the team no matter how many heads he butted with now imagine if you had not declined some of the ones you did you might have had a few more sindusk skill like(if not better) people over the years do some amazing things But again dont be afraid to ask for talent and let talent step forward grow your ranks on every aspect its not a bad thing to have a 35 man volunteer dev team that has a dedicated project manager who's sole task is to make sure the staff are doing their job and reaching deadlines even if that pm checks in once a week for a hour or 2-3 even if that pm is someone passionate from the community and gets paid in prem time and sb with some extra cash if big projects are delivered to standard and on time Imagine having a proper structure to your team that is clear and well defined and easy for you and for the community to understand and have a place where people with talent can apply and try to help out where they can And dont give me that bs of "training a dev takes 6+ months" kinda crap as its not the case at all if a person cant contribute within a few days time they are clearly in over their head its why we have a 90 day trail period where its the new guys task to get familiar with everything and be integrated by the end of it with the assumption that you the new guy are doing your job great by the end of week 1 with little help needed at odd times Like seriously the smarts and talent is out there but you guys have been to busy on keeping it a gentlemans club and shielding each other from anger from the community where as you should have been focusing on growing the game and growing the team Hiring a full time dev is expensive yes here in new zealand the rate is on average 29.11 nzd an hour or 75716 a year, Now a dev like that could be assigned on a contract basis where they get given project after project and get paid on time spend on them and product delivered and thus they would see it as a side job and you wont pay out of the behind for it and wurm will benefit from having 1 proper java developer that you can throw at things next to your volunteer team Anyway going back to the start the 2 main things that are causing wurm's decline are as followed and simple 1. the team is out of touch and refuses to change 2. the gaming community as a whole has shifted away from games like wurm so a lot of players wont like it thus your potential market is small so you really have to try hard to get your name out there(but we arent allowed to help and do so)
  4. 3 points
    Hi all. After getting the test servers running in AWS, I turned my attention to our build servers. While doing so I identified several areas where security could be improved and have been working on that. I've also been struggling to find ways to export our current Jenkins pipeline into a format that can be safely committed to source control and imported back without issue. I'm tempted to forego this in the interest of furthering our on-boarding to AWS though. If anyone has had experience with Jenkins jobs in SCM, please feel free to comment! Finally, I've been doing more research into some best practices regarding managing the Wurm server containers. One thing that test has shown me is that my current set up is harder to manage than I'd like. While it's better than what we had before on the test side of things, it's still not where I want it to be for us to go live. I'd like to build monitoring and alerts into this infrastructure as well. I look forward to testing the new infrastructure changes I've made in the coming weeks. Thanks for the patience and happy Wurming!
  5. 3 points
    Rant time. My train of thought is at risk of not being the most coherent here. Just my general impressions and realisations of the last months dumped into some paragraphs. But never anything innovative. Just more layers of the same old stinky onion, overcomplicating things more without adding to them in essence. The cooking update was fine but just added more carpal tunnel induction for the few who are into cooking. Then came the fishing update that noone asked for. We got Rifts, which most of the people cannot even attend because of its terrible scheduling. These involve hours of "combat", after hours of travel, and both components are completely mindless. The only reason Rifts got me excited was for multitasking 3 toons on a cart in it. But taken by itself, who would want 3+ hours of "Stand next to this mob and wait"? The combat system doesn't warrant an event like this in the slightest. The trend I see here is that CCAB is completely out of touch with anything a player with moderate to decent standards would wish for. If I explained to anyone that the biggest PvE event consists of travelling up to 2 hours ingame, just to stand next to some mobs barely doing anything for 4, and then returning whence you came, they'd think I'm insane for playing this. And in retrospect, I don't see what kept me except the illusion that the grind will go anywhere some day. But it doesn't. This game is nothing but potential that the devs are unable to bring out. Once you realise this, it doesn't matter how wonderfully grindy it is, you're grinding for the sake of grinding. In between we finally get quality locks, but CCAB took it way too literally, like a genie twisting ones wishes in the most malevolent way possible. Hitching posts are finally in the game, years after it had been simply modded for WU. Still no way to utilise highways for fast travel in any way despite numerous requests, because pressing X and tipping your vehicle with A and D for well over an hour to get anywhere is supposed to be fun? Basically, what is considered QoL, and how it's implemented, is way behind the modding community or, again, completely out of touch with the playerbase, where genuine wishes are ignored for years or finally implemented in a way that doesn't even get confused clapping. Just irritated shrugging about why it had to be this way, leaving one to wonder what bet a dev must have lost to stick to such a decision. And then there's the flimsy attempt to make a new server hoping the landrush will draw new people in. Yes, Jackal. It's barely more than just a new server. There were no new people though. Premium player graphs show there wasn't nearly a dent, so it was just veterans being forced to reskill all over again. This could have hit some mark at least if it weren't just veterans, but news of Jackal has seemingly never left the Wurm Information sphere - if there was ever a failure in advertisement that could be attributed to such a narrow window, other than the general "there aren't enough ads for Wurm", this is the prime example. I don't want to dwell on that dumpster fire any more than I already have since it was the straw that broke the camels back for me, but it's the culmination of all the mismanagement that happens around Wurm right now. Underdeveloped, off the mark in design, and no word to be heard about it outside this echochamber. And of course it was buggy and required loads of fixes afterwards like so many things recently. QA has noticably gone down the drain this year. In this latest instance, with the Jackal skill transfer, some people even were effectively unable to log in and play. This is bad enough on its own, but iIn a subscription based game, that is completely unacceptable. People pay for this time, it's not yours to waste with endless field tests. And on the notion of "this is the ultimate sandbox game": It's not that, either. The building options are too severely limited to hold a candle to anything contemporary. Instead it has this amazing breadth of skills and things to do, but none of them can be put to any actual goal other than what you set yourself. And with a dwindling player base, and the game giving no incentive, no narrative, no goal to aim for anything...what's the point? Before I quit I started a tunnel project but when I thought about how barely anyone will benefit from it because there's noone left to do so at this point...well, it soured this last attempt to keep myself in the game, to say the least. I can do ridiculous projects in sandbox games. But if noone is around to share it with and it's done in the most passive, uninteresting way possible by watching a bar, I might aswell play Minecraft and save myself the cost for multiple characters and a deed, and enjoy many, many more degrees of freedom over Wurm. Apart from romantic involvement, this is exactly what caused the friction to grind down my illusions about where this game (and by extension my efforts in it) are headed. Anywhere but the gutter. I hate to say it, but I start to agree with ol' Gladys these days. Not for his precise reasons, but the sentiment that PvP makes a lot more sense for Wurm as it is is finally dawning on me. There's no proper PvE and I've come to the conclusion that there never will be. And as a sandbox game, it is extremely lackluster. As for something to grind, yeah, it does that "best", because no other game has the balls to make such demands from the player as Wurm does, for good reasons. Too bad full loot PvP in a persistent world just isn't for me, and it's dead here anyway. But if I had any suggestion at all for the Steam release...focus on either one, probably leaning towards PvP. Wurm has an identity crisis between what it tries to be (PvE) and what it originally was conceived as (PvP, this shows in how many skills are still completely moot in PvE). But currently it's doing neither properly. You're probably closer to being a decent PvP game at this point, since the PvE part hasn't really developed anywhere, and with the snails pace development is going, the effort it takes to make Wurm a decent PvE game is likely out of scope since that would require an interactive combat system or better AI and more involved ways to fight it. Fix the PvP meta for Steam, and this might get anywhere. As a PvE game, I think it will just flounder against the competition.
  6. 2 points
    I've played this game for many years and nothing has caused more detrimental drama in PvE than free roaming uniques. The recently written hunting etiquette guide is helpful and will solve most problems with "ownership" for one or a few, but it doesn't really help the overall community equally partake in this game's prized feature. Using existing Rift coding mechanics, fewer and/or weaker uniques can replace Rift mobs and after finishing a few waves, a small scrap of drake or scale can drop into phenomenal participant's inventory, along with a small chance for a single tome charge. This would allow for scheduled community events where everyone has an equal and fair opportunity for loot.
  7. 2 points
    Except people asking for 2009 prices are not planning on supporting the game more. They want more toons at the same cost, or less and to sell more silver for real world money. It's completely shady. And it's not required to have more than one toon. You can make up reasons why it is, but it's not. If you can't afford to play more than one, then don't play more than one, instead of demanding Wurm subsidize your hobby. And as far as games that cost $15 a month go-you might be able to have more than one character, but you can't play both or train both without paying extra, so that argument makes no sense.
  8. 2 points
    So ten years ago it was 5 Euro, now it's 8. And you want it be been even less or at least the same as ten years ago? I'm assuming you also want updates and new content and bugfixes, made by devs who have time to give to Wurm on servers that have to be paid for? Do you expect everyone to work for free, just because you don't want to pay $3-4 more a month than you did ten years ago? Has your rent not gone up in ten years? Your salary? The price of food? It has for the rest of the world, including the devs, too. We have "free" Wurm--WU. That's where people can play who don't want the WO experience or who want control of their own servers, that they have to pay for. We can all be sad that prices are higher than ten years ago, but I'd rather support the game I play. That means paying for the subscription to keep at least some paid staff and the servers running.
  9. 2 points
  10. 2 points
    Sounds like 'count items' on a boat, but for crates.. also keybind for this should probably make things easier for cart/crate racks/wagons/boats etc.. storage for crates... to point over individual crates and use just the keybind instead or right clicking and pointing over a menu option. That's also good idea... to just show item count.. like 'volume' statistic for bsbs/etc
  11. 2 points
    The issue is your rules are up for interpretation by staff and often applied in a very lopsided manner. People get banned for reasons such as "toxic player" or "noth worth dealing with" when they have broken no rule. And yes, I do understand you may not like what someone says, and that perhaps it may offend you, but if you carter to everyone who was offended, then you'll run out of players. Which is precisely what is happening. I have stopped to play actively and moved on because nearly all people I played with (friends and foes alike) have been banned, and those who havent have left because our mutual players have been banned. A forum is a place where people go to share their opinions and sentiments. We have people here who have played for over a decade, and have literally been forced out of the game because they hold different views. I know you won't understand this and you will shake your fist at the sky about how the naysayers should be eradicated, but look at your numbers, my man. They are going anywhere but up. We've dropped below 300 players on at the same time, with our largest server not even hitting 100 people, and some having no players at all. Hell, even Jackal, which is our most recent and hyped server, has single digit numbers. I cannot fathom how you can justify this and tell yourself this is okay. I was thinking of coming back fulltime, but why? All my close friends (and I really mean all) are either banned or quit, and we have less people than we've had in a long time. There are no pvp servers to speak of, and my closest neighbor is probably an hour sail away. An mmo without players. And the worst thing of it all is I cant even say all those banned people had it coming. I can only look forward to the steam launch and hope that perhaps something will change. But we all know it wont.
  12. 2 points
    I know of more than 2 people who used to use Pingperfect and ended up having many issues with them, definitely not a service I would recommend. Issue is mostly because of the way they do their 'reboots' since they don't actually shut down the server properly the database ends up getting corrupted and once that happens the only real recovery option is a roll back to a previous save.
  13. 2 points
    Moved to suggestions, as that's the correct place to discuss suggested changes. Which we do read, despite all the people insisting we don't.
  14. 2 points
    What about having a separate set of clothes that provide that model? basic players wear the original things but if you create swimwear you wind up with that.
  15. 2 points
  16. 1 point
    Thanks again for all your digging on Pristine last week 😀 I found this picture from January 2013 the first time I visited the crater. You can see there were no trees except those players had planted with the west side all tundra and the east steppe. This is from the south west looking north east.
  17. 1 point
    @RetrogradeWas this email bug fixed? I had a deed disband the other week with no warning email sent, and another dropped under 30 days also with no email. Have I missed some setting that needs enabling for this?
  18. 1 point
    Rules.. Rules.. Rules... Make bannable offences? How would a new player, many of which will never come to these forums, know these rules? The game allows one to do things, yet its enforced with a ban? This.. seems very extreme. I would say if the game allows you to do it then its allowed. If the Devs want some type of ownership of uniques to be made upon first sighting, then code it into the game. If some jackwagon comes in and "heals" the dragon while its being slayed, the issue is game mechanics.. Solutions could be: At that point the person healing the dragon should be targetable by others (if there's no game mechanic for ownership). Problem solved without banning, smuck gets killed. Or, a larger party comes in and steals your kill. Bannable offences should be left for metagame issues of hacking, harassment and IRL interference (doxxing, threatening [threatening real life, not in game toons]), etc. Exploiting game bugs which are marked by Devs for correction (non-intended coding issues) could be a tolerable offense to warn people, then ban (short term fix for a bad piece of code). Griefing rules seem to overwhelmingly permeate non-pvp games/servers/instances. Someone can invade your space but your restricted by game mechanics from smacking the crap out of them (in game), but they arent restricted by game mechanics from invading your space.. Heres a game-developer treatise on PVP I thought made an interesting read: Developer thoughts on PVP from Haven and Hearth But.. you know.. These are thoughts from some new-guy schmuck, it only matters to me. Take that for what its worth, which is 1-2 premium paid accounts. EDIT: Or make uniques only spawn in PVP servers. Giving incentive to cash in with extra risk. No ban needed with this.
  19. 1 point
    I was recommended in game by Quelon to start a thread for selling coin for reputation verification purposes. I currently do not have any in stock and simply making a thread for those who I sell to in-game to leave positive feedback for myself and I will do the same to others. Current Verified Buyers: Quelon Aceee Xrumx Angelklaine Seraphrattle Mezokie Jacobhayes This post will be updated periodically.
  20. 1 point
    The idea was to be able to make a wagon go from one station to the other much like as if you were sending a crate (which costs 1c as well), so that the starting point would be a wagoner station, or even a wagoner container at a waypoint, and the destination like in the wagoner container dialog. I wondered, too whether one can hop onto a wagoner's wagon seat already, but do not think so. It might make the wagoner chat more useful if they would announce a tour and invite passengers to their previously scheduled tour. That would be a more random journey then.
  21. 1 point
    Not quite sure what happened there, sounds more like a permission/directory issue to me. I'm playing on Linux Mint. - downloaded tar.gz from https://www.wurmonline.com/wurm-online-downloads/ - have a wurm directory in my home folder - have launcher in wurm folder (and a link to that on my desktop) The tar.gz comes with it's own Oracle 64-bit java runtime that also installs in the home/wurm folder as linux64.
  22. 1 point
  23. 1 point
    do you have proof of this happening, or do you take a wild guess in your head and convince yourself it's right, because i know for a fact when i was finding most of the uniques it was just me on a hellhorse sprinting around the map at 48km/h spamming pendulum/reveal runes with little care for past spawns, "hotspots" or whatever you wanna call em. if anyone was mathing it out or ripping spawn locations out of WU (which i'm almost certain was a red herring because all the "info" i've been told by people that read WU code didn't match up to spawn patterns in WO at all) they must have sucked really bad at it because i didn't notice anyone coming close I'll just leave this gem here about how you thought i was hunting with a mag/gary priest (neither of those had reveal creatures, or any spells that are used for unique hunting apart from strongwall, but i use shakers?) just to showcase how wild your claims can be lol. You've got quite the defeatist attitude towards unique hunting, and because you seem to be incapable of figuring out why you and your group aren't finding the uniques, you make up these weird hypothetical situations that paint the other group as "abusers" that math out efficient spawns after the changes because they got lucky and found more uniques than you, when in reality, they're just playing the game same as you and happened upon uniques. Maybe they hunt mobs more than you, maybe they travel across the server doing missions, maybe they like visiting other peoples deeds while you cry on the forums about how unfair it is. If someone finds uniques after the changes to spawns and no twitter messages, they're either luckier than you, have more friends that they search with than you, or leave deed more than you. I highly doubt there's anyone mathing out efficient search paths (if you find one call em a nerd for me), there's nobody "abusing" systems, you just have an awful attitude towards a certain part of the game and should probably relax and calm down. Or perhaps shut it out and pretend uniques just don't exist in the game, it'll do wonders for your mental health if you don't have to harbor anger towards others like that.
  24. 1 point
    exactly , most frustrating thing is that everything takes million years and fail at pretty much every try as a noob, i quit this game after a week of playing, came back after half a year, because my brothers kept whining DAILY, that i should try further.... well, here i am still, after 6 years when i first started. I guess my 7 years relationship crisis is near with wurm, lmao.
  25. 1 point
    It would be nice to have the total number of items in the container displayed when you open the container - for example on the bottom bar "25 Items" A bit like the number of files in a folder shown at the bottom of the window. It would be good to have this for BSB's and FSB's too - I keep lots of different veggies in an FSB and it would be nice to have the overall total.
  26. 1 point
  27. 1 point
    Don't think so.. new rules are .. sketchy and protecting certain team that forces people out of the game/or so I think/, as I mentioned already. Also rest is still my opinion - about the current system.. as for 1:1 rift mechanic.. that is "bad":... why.. also explained.. it's broken because of the TIME at which it happens, it was discussed, or promised that there will be improvement .. and so far no such have been implemented.. if anybody's interested.. dig for the talk around capes and when/how rifts are happening and how much time they take, etc..... absolute mess that creates another drama issues for the working fellas with not that many hours to be around. In a pay to play model this should not be a thing. I like the idea... but it should NOT BE USING THE RIFT TIMING MECHANIC.. it's proven to not work well and cause other issues and dramas to emerge.. it's in favor of the nolifers and no benefit for the casual working fellas.. at which point we're halfway in the mud where we started with current situation of unhappy customers. I'd rather be at 1 bi-weekly event than be at 1 of 10 events because timing su cks. I read the OP, doesn't mean my comment is offtopic or derailing from current situation/s, still covers the current and OP idea and problems around them.
  28. 1 point
    Ok... piling on. Travel in and by itself is not much of an issue for me. I casually toured all the PvE starter towns (only 3 on Xanadu - had visited the others before). As long as you are prepared for travel, and a chance at crap wind - really not a big deal. Biggest issues with travel - Sacrificing skill grind during transit - cannot skill ANYTHING while commanding a vehicle. Wasted time - why leave? - Time required to set up a "camp" (read: 4 walls and dropping a bed). I can carry 3 "camps" in a large crate and a pocket of nails. Takes me about 20 mins with "decent" carp and mallet skills, but I also have a 70ql WOA mallet. I bought that - because of how LONG it took before. - Mob concentrations are excessive in certain areas. I get that it is a boon when I want to harvest animals or skill my fight/butch/weapons skills... but... if not, it is a drag, not a fun challenge. I have read the posts over the years addressing mob ai, spawn rates and disbursements - and have gained a lot of insight in realized the developers have done the best they could, or even implemented some neat modifications. No matter how you shake it - it just doesn't feel right. - Where am I going? There is no method to know if the a town in an area offers beds, food, imp service or anything else I might want. No way to know but Hey Global. Haven's landing is not complete. The stables don't make sense, the land is getting worn out, carts galore, 2 buildings crammed with stored items, new players don't understand the communal fields, cant bontanize/forage, cant repair items (loom/rugs getting worn down), the apartments look like tenants skipped town, empty buildings, too spread out, and no clear visual lines (walls) of where HL ends, parts of the terrain are just blocked off. If there was any moderate to major influx of players - HL would probably not be as positive as one might imagine. Starter towns either have everything you need, or is just a mailbox and templars. The issue I have with that, is when you are selecting which server to go to, there is no way of knowing what is available to start out with. Either I am going to struggle needlessly for the next few weeks - either overcoming or quitting - or I am going to have access to everything I need, and only need to build a house to store my crap. Why do they exist at all? Allow renting. Allow parceling. How many players would rent - for the freedom of choice - rather than becoming a citizen at the mercy of whatever whim the mayor has? The opposite is a commune. Gratitude can be a discomforting expense. I'd rather pay my way than be beholden - but have no desire in being king of the token - and I'd like to do it AROUND people. It feels like you either dive right in to Chaos... or you struggle to get your feet on the ground in the Freedom Isles, and Chaos is just some far away death vacuum that no one plays at, but no one is confident to go. I worked so hard at getting this one quality hammer! I needs it! I cant loose it in Chaos.... what could a single player, or small group do in Chaos (reward) that is worth the risk of losing my cheap ass, yet hard earned gear? I mean isn't that what Freedom isles is mostly made of? Single/Small Groups? I think the conversations surrounding the identity crisis is where its at. I can be a hunter - but I cant really. I can be an innkeeper - but I cant really. I can be a merchant and resale others goods, but I cant really. I can be a soldier, but I cant really. I can be a sailor, but I cant really. Anyway, I cant think of an MMO that has EVER inspired my imagination like this one. But the winds drop out of my sails too often. Here's to hope. Love you all.
  29. 1 point
    At this point you should just consider posting a weekly rage thread. Share your name and yell at the game!
  30. 1 point
    if someone would just make a topic about that 🤔 oh wait....its gonna get removed anyway if nowhere is the right place, how do we go about raising a point then?
  31. 1 point
    I disagree. It's traumatic enough dying over and over whilst enduring the feeling of failure and embarrassment - especially for new players - without the humiliation of re-spawning in a public place, in what appears to be modern-day underwear. I disagree on this occasion.
  32. 1 point
    Seems like a pretty good server thus far. I like the relatively gradual terrain, and the trees not completely covering the landscape. Starter town has what you need. Staff is helpful and involved.
  33. 1 point
    I wanted to thank everyone who moved with us when the files got corrupted the community worked together I am so proud of everyone! Thank you to everyone who worked together and stuck out for the new map I hope you all have fun....
  34. 1 point
    Xanadu - all gales, all the time. Retro keeps saying "no".... but I think it should be re-visited.
  35. 1 point
    Personally, I feel that adding sort of an auto-travel solution that adds a hefty speed boost and utilizes the highway system would be a great step forward. It makes use of currently existing in-game systems, doesn't render anything obsolete (contingent on it scaling with things like gear-given speed boosts, perhaps vehicle quality, etc.) and both adds further functionality to the highway system and a reason for the community to put forth the effort that highway development requires. Furthermore, it would alleviate consumer complaints and maintain the sense of community that (and we) you desire.
  36. 1 point
    If you're having trouble, I suggest brushing up on the rules here: Calling staff Gestapo should be a pretty obvious no no.
  37. 1 point
    Portal travel has been discussed, but it bypasses a lot about wurm. You become far more secluded in your own little bubble because you don't travel and see others, you just hop between your own zones. It creates a huge block to engagement and removes the entire aspect of adventuring. Wanting to save time on travel is fair, we've been discussing ways of speeding up sail travel away from land and various factors about that (also improving how vehicle movement feels with this upcoming update) but at this point being able to portal between servers and deeds is not something that we feel fits within our goals for the game.
  38. 1 point
    Retro, if you are interested in QOL feedback, how about being more generous with travel options? Travel is meant to be realistic and immersive, and I get that. But at some point travel becomes more of an endurance challenge and hindrance than anything else. Travel is insanely frustrating. In my case, I have wanted to leave Xanadu for two years now. Travel time is literally the bane of that decision. I have so much stuff and it takes so long to go from A to B that I have literally sat on the decision. It takes me at least 2 hours to travel by boat from my deed to the edge of the map, and I am nowhere near the center of the map. One thing that has made playing WU so fun is the ability to have a portal on deed that can take the player to the spawn city on the map, and back. Wurm already has portals from Freedom to Epic. Why not give players the ability to have more portal travel options? Why not let players create portals on deed that can take them to capitol cities, where they can then enter the large portals that take them to other map capitols? I remember one of the things that was frustrating for the recent video series guy (who no longer plays by the way) is that once he entered the portal to Xanadu, he was stuck there. There simply is no reason for a player to quit due to travel. Travel is vital to Wurm, but the restrictions prohibit fun at the cost of immersion in so many ways. I appreciate the creature cages, the other QOL improvements related to travel. But they don't go far enough to be worth all the trouble the huge time sink generates.
  39. 1 point
    Yeah that's not happening. Given his behaviour post temp ban he's earned himself a full permanent ban from the forums. The matter is in the hands of the GM team now
  40. 1 point
    aside from that there's a big difference between quality of life and just making the game easier. There's also a lot of discussion about the QoL that we'd like to see in the game personally, from audio improvements to general creation changes. If you would like to discuss what areas of QoL you'd like to see (and discuss their QoL factor vs just making things easier) I'd be more than happy to chat with the devs and give feedback
  41. 1 point
    The gallows are for ingame bans, forum bans are for continued toxic behaviour and attitudes. Constantly and consistently bashing the game and staff despite repeated warnings leads to an open door to leave. the outcry of moderation applied to PvP tends to stem from the hands off approach ingame, which leads to being used to what can push the line out of the game. There's a huge difference between criticism and abuse.
  42. 1 point
    Oh I agree games change, I left because I don't like the direction the game took. Starting with changes to archery, then adding armor nerfs when doing archery, culminating in Sindusks priest changes without the necessary balancing. And to be honest I won't come back unless major changes to pvp are either balanced or reverted. It is a sign how much people are passionate about this game though that us ex players still comment and frequent the forums - it IS because we care about the direction of the game and the game itself
  43. 1 point
    Hey jackal was advertised! On this very succesful site that everybody totally knows about and reads daily https://massivelyop.com/2019/08/30/wurm-online-just-launched-a-new-time-limited-repeating-pve-server-called-jackal/
  44. 1 point
    i dont even know why i bother commenting on this thread, since everything i (or a couple of other people say) will get immediately removed and we'll get threatened with a ban RIP gladiator btw but i can do nothing else but agree with @Flubbhere 100% i can merely point out another big thing that the remaining "community" of wurm has to deal with on a day to day basis, while fighting with dwindling player numbers its the random censorship that is being flung into the masses i almost feel like being on an ellen or oprah show, you get a censor, and you get a censor! you cant just silence everyone who is posting something mildly controversial or critic on your game the day will come where you have banned everyone who cares about what direction the game goes and you will be at square one, good luck with that as i said, i dont know why i even posted, probably gonna get a warning or get banned but see this as a legitimate wake up call mass banning people isnt the solution for a healthy game enviroment, especially not if you are close to releasing on steam @Flubbhit it 100% tho
  45. 1 point
    Maybe its my nostalgia speaking but i miss a lot of the old textures, models and the old emotes Also i fully agree with Flubb. The fact that Jackal (which was hyped up to be this next big thing for both veterans and new players), was not advertised anywhere whatsoever outside of these forums with the exception of some random streams that are once again, not advertised anywhere but here, and maybe on Facebook? just boggles the mind. All we hear is excuse after excuse. It's like the devs are ashamed of it (and the game) or are purposely not advertising because it"s "not finished" and that it's "being improved upon" from our feedback. Well by that logic every single MMO and multiplayer game out there is constantly being improved upon. Either that or the conspiracy theorist in me thinks that they are not advertising on purpose and have an ulterior, mysterious motive. What that motive could be, i have no idea. A prime example: One of my friends (an ex staff member) wanted to make a Wurm fansite/blog that would have dealt with the game and he genuinely wanted to put the game out there. His idea was quickly shot down my Retrogarde who told him that they are doing the exact same thing. Said friend then have decided to abandon his project. That was at least half a decade ago and we have never seen anything like it yet. The devs also seem to have no spine when it comes to the community. The fact that they can just flat out lie about promised AND "advertised" features, and then never mention them again in any public announcements (WU modding API) or give an apology in the hopes that we will just simply forget it and move along is just disgusting. And when they are confronted about it, simple, random comments "yeah they aren't coming, now move along" is enough for them. Actually i should take my original point back. The number one problem with Wurm isn't advertising, it is Rolf himself.
  46. 1 point
    Agreed, I've always opposed the character trading. I don't agree with your analysis of the TOC. I think the cost is just fine and I've never really had to invest money in the game. I'm did the math and I have made more money back than I have invested in this game. The community grows up and next to that, and some point you just get bored of something. It's the cycle of life. When I started playing this game, I had just finished my studies, was unemployed and single. Now, 6 years later, I have a full time job and a girlfriend... There are more important thing in life than playing this game.
  47. 1 point
    absolutely worth it. it's a lot more fun now
  48. 1 point
    if a games financial future rests on needing to pay to ride a horse there's some big boy issues there theres so much of the game blocked by money, time, frustration, etc that core basics like riding a horse and loading should be more attainable and available to all
  49. 1 point
    Did a rift with 1 priest+3 fighter accounts/2 actual people yesterday, waves 3 and 4 took us about 2 hours or so (probably could have cut half an hour off if we didn't want to clap warmaster cheeks and go out clearing all the stray mobs), gonna be commenting on smaller rifts instead of the bigger ones with people running around like headless chickens. Rift AI is super bad. we had a certain spot where the mobs would walk over, find a mob in a collapsed cave, and try and target it every single time, pretty much forcing us to fight them all at once on that certain place. They would also aggro things outside the rift range and stare at the mob until it died. Teleporting rift mobs are annoying at best, and most of the time they'll just run straight back into melee. Rift dogs taunting breaks combat, interrupts cast timers, and resets focus. I feel like if it's that powerful, it should have a message saying that you were taunted pop up, much like how player spells do. Rift caster/warmasters don't have messages for their spells like players casting ice/fire pillar do, they probably should. The AOE cast damage as far as i can tell is being reduced by both body strength and soul strength, or maybe soul strength and armor? Oblivionnreaver was tanking the warmaster and was at 80% health when my 45 and 55 strength alts (all three in scale, but obliv has rare/supreme parts) were at dying. They'd get absolutely slaughtered by the aoes whereas obliv could just ignore them completely and i was dispelling tiles solely for the other accounts at the rift. We managed to kill the riftmaster in about 15-20 minutes from starting combat, we just facetanked the rest of the spawned mobs during the 50-25% part and didnt back out until turrets spawned, and he was at about 70% health when we re-engaged after healing up. Alts got demolished in like a minute of aoe's so it was just 2 people for about half of the rest of the fight and we still managed to kill him, i'm not sure what kinda weapons (probably LT lol) other people are running but we didn't have *too* much of a problem with it using BT+venom weapons, considering i was told it's impossible unless you have like 8 people. Only had a problem with people taking 5% health a second from double aoe cast. DR from his gold glow should probably scale with amount of people instead of being a flat amount. When a riftmaster gets onto a bridge, he spams his AOE non-stop without interruption aswell. i guess that's more of a bug than anything. Overall, it was a hell of a lot more fun than pub rifts, and i'd probably go to more rifts if nobody else showed up. My horseless alt running away from the riftmaster at 0% stamina while we beat up turrets was a hoot For rift points, as far as i can see, it's about 50 Base points, +2 for every point up to 100, and +1 for every point after that (approximation, i've only been to like 3 or 4 rifts). Someone that shows up for only the first wave can get almost as much participation as someone thats been there for the entire fourth wave, even though its probably 5-10 minutes in total. I feel like rift dogs should count for 1 point, jackals 3, ogres 5-8 and riftmaster like 40-100 or something like that, and balance the rift points reward appropriately. They also should only give points if you had the mob targeted when it dies, tagging is dumb. Expanding rift loot purchases for things like buying seryll+addy+glimmer and maybe random non-rift things like super expensive random affinity tokens, random unique bloods, weapon skins, sleep bonus, and other cool things would probably encourage rifting more. As far as i can tell, Metallic liquid is the ONLY practical thing you can get from a rift.
  50. 1 point
    OK, it's a bit crap, but here's a dull, jerky video of my deed on Celebration (with background music).
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