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Showing content with the highest reputation on 17/01/20 in all areas

  1. 4 points
    Back in the days, on technical university, we put our Counter Strike 1.6 server. Common thing that happened, that when you entered it, it was empty. Every day people came in, saw that it is empty and they disconnected. It would take me or other stubborn person, to sit there, for like an hour or two alone, and slowly more people came in. Afternoon it was full of players and others were waiting in a queue to get in. The same analogy is for Epic, or even other more populated servers. Players log in, see that none is there and log out. If some people are stubborn enough to still play, then in future more people will stay. It's just need people to get people : ) If we all gonna say that some server or game at all is dead, and stop playing, then more people will leave. If we gonna try, then more people will stay. Typical avalanche effect.
  2. 4 points
    A peaceful camping trip alongside Samling Fjord in North Independence ❤️
  3. 3 points
    something like forge with attached bsb, and need to cast courier/dark messenger on it - will automatilally takes logs/peat/other fuel from that bsb and fueling forge until it will be snuffed of container become empty. other version: when rightclick on forge/oven: new option - "fuel cargo open" and will be available there space for items to be used as fuel
  4. 3 points
    This is already reason and balance enough. Sounds more like someone was presented the idea of it and took the concept of it the wrong way or misunderstood how it'd really be used. It's not a spell that'd be even close to necessary, it'd be pretty much only for the people who REALLY want to hit weird grinds hard.
  5. 3 points
    Thanks for the craftable version! For those curious, here it is next to the festive bedroll. Festive on the left, craftable on the right. @Seriphina aaaaand they are dyable
  6. 3 points
    Well, I've simmered down a bit, after getting some news that made me incredibly happy about how Uniques are no longer easy to find in 5 minutes. One thing I have hoped for, for quite some time. That and further reading on priests, how Mag is getting more useful spells. I may have to at least try them out now, which I can't do if I sell off everything and leave. Anyway. Needed to pop in to say that.
  7. 3 points
    I was tired okay? 2020 is confusing for me
  8. 3 points
  9. 2 points
    Uhhh, buddy, got something to tell you
  10. 2 points
    I think the darkness of the night is a very personal thing and could be very important to those people with impaired vision. I think the nights are now lighter than when I first played Wurm and stumbled around (down) mountains not knowing where I was going. It is maybe us 'older' or more experienced players who prefer a little more challenge as we laugh in the face of less dangerous (to us) creatures? I feel sure that newer players without the back-up of on-deed lamps and high quality sword and armour would prefer the light intensity to remain as it is. New players are surely an important group who we need to stay in Wurm and not leave simply because it is too dark? It is a little bonus for them that helps their early days and costs nothing as everyone has the same though it is the newer player who benefits most (and of course those with impaired sight).
  11. 2 points
    I don't even understand that reasoning. Surely another very powerful spell is exactly what a certain priest needs to shift away from a stagnant priest pool where everyone is either a Vyn or a Fo? Surely it's better for the market, playerbase and game in general to promote a diverse set of priest spells? Hell, if you really need to, give it some big downside like 100 favour to cast with high difficulty.
  12. 2 points
    Will be a silver version? I dont want to change my gender. I wish to change only my hairstyle.
  13. 2 points
    I picked up items today from a "packed up" merchant also. and the pelts and logs had damage. The deed had over a year upkeep. The merchants packed up, because I had not logged in the account that had the merchant contracts in quite a while. I will also agree with the statement. That the last time I had a merchant "pack up" that I received the items with no decay ticks. I personally don't think that merchants should pack up, when they are on a fully funded deed, and the mayor has not requested a "pack up".
  14. 2 points
    My alliance and the friends I've made there. I've been here for 7 1/2 years, and honestly probably would have been gone after like 2 months if my neighbor hadn't invited me to an alliance...which lead to me meeting more people...and on and on. Without a connection to the community there's no way I would have stayed around.
  15. 2 points
    At 18 Cloth tailoring with a 2ql needle and a 6ql piece of wool cloth, I have a 13% chance
  16. 2 points
    Found my missing 5th TG... trampled to death under a giant tortoise! poor soul....
  17. 1 point
    Sklotopolis - Play Wurm how it was meant to be played Website: https://sklotopolis.com/ Livemaps: https://sklotopolis.com/maps Health Check: https://uptime.sklotopolis.com/status/sklotopolis Sklotopolis has many unique features which remove most of the hard grinding. This makes Wurm even more fun to play. We have a Wurm Online style economy with big market places where people can sell their items to other people. There are many events where you can earn items, rare armor and coins. With our servers we hope to give you and us a fun experience playing and surviving together in the big world of Wurm Unlimited. Down below we have listed a bunch of the features our server we have: PVE: Server specs: -3 Servers -200 Slots - two 4096x4096 maps - one 2048x2048 hunting map The Team The Team is playing Wurm since now more than 15 years and this mostly excessively. Furthermore it also happens that both Dominikk and myself are versed in programming and specially Dominikk has already impressively shown some great features. Combined we have a service record that pretty much covers every server and gameplay aspect, we slayed Dragons on snowy peaks, fought great battles on land and sea, laid siege to impressive fortresses, made a living as merchants, worked as a low level staff member for some time, hosted events and constructed dozen of villages. This experience gives us a really good understanding of how this game works, not just mechanically, but also how it can excite you every time again. Dominikk, Sklo, Engineer Everyone is dedicated to make this work and guarantee the best wurming experience. Our lead developer Dominikk has got a master's degree in Software engineering & Internet computing and is working as Cyber Security Specialist, he also has been a Linux and Windows server admin for a living in the past. His main task is determined to keep your progress save. He put down a backup plan so you can see how serious we take it. Data Safety Backups will happen every 3 hours daily and every Monday there will be a weekly backup. They will be stored local on the server in Germany and all backups are transferred to a server in Austria about 800km away too. Further more we keep daily backups up to one month and weekly backups up to 6 months. So if something goes wrong we likely can restore ingame items up to 6 months. Below you will find a feature list of implemented features, new features will be added time by time. If you got ideas and recommendations visit our Forum a give us a though there. Features: START WITH: 20 in all skills & 21 BC to ride horses 30ql Leather Armor, Long Sword & Shield Pelt, 4 ropes, waterskin, pendulum, compass, sickle, +Normal starting tools and equipment SKILLS & CRAFTING: NO skill loss on death. 5x Faster Skill Gain 4x faster Actions (including all non-continuous actions) Decreased weapon smiting difficulty. Action Timer cap during imping has been lowered. ECONOMY: Free Premium Free Starter Deeds. (4s worth of deed is free) Free upkeep for all villages. Free Mail Bounty for burying corpses. Bounty for killing monsters. Bounty just for being online. People receive coins for highway building. (1s per 20 tiles) People receive coins for building a guard tower. (5s per tower) Payer made events (will be supported with coins and GM help) No Cooldown to change Bank locations. Receive voting bounties for voting at https://wurm-unlimited.com/server/28/vote PRIESTS: No priest penalties. No spell cooldowns. Unlimited prayers per day. (every 20 minutes for faith gain) Triple favor gain. Rite of spring fixed MEDITATION: Unlimited Meditations per day. (every 30 minutes for skill tic) No more "You fail to relax" messages during meditation. You no longer need to move for meditation skill gain. Cooldown between meditation path levels has been decreased by 80% from WO standards. Meditating is now also part of the skill multiplier. TRANSPORTATION & STORAGE: You will be able to run faster with heavier weight in inventory (max speed will stay at 17kmh) Faster movement on animals, carts, boats and ships Forges will fit 100 ores. Forges work when loaded. All the different forges will produce ash now. 19 Body Strenght to load items. (crates, forges, ovens, etc.) Decreased loading timer. Increased loading radius. Crates now hold a lot more items. Moving of bulk goods is no longer limited to inventory capacity. (drag more than 100 items) Meat, Fish and filets fit into Fsb and Crates. Mushrooms Fit into Fsb and Crates. You can drop Hot items into the bsb and fsb. Hitch animals to ships to transport them Items put in Crates or Bulks will be sorted by QL level (base 10) automatically. FARMING: Crops only take 1 day to grow and NEVER rot. Decreased Sowing timer. Harvest from Cart or Mount. TERRAFORMING: ~45 mining hits per wall Digging and leveling works like mining. Surface Mining will lower the rock on every hit. FUNCTIONALITY: Added /seasons command which shows when the next fruits etc get ripe. Added a season MOTD. Added an inbreed warning message. Drowning is now completely disabled. NEWS: One week bridge cooldown due to a WU bug has been removed. Now a welcome message for new players appears in Event. CA Help is now enabled for newbies by default. Fix for characteristics skill multiplier. Fixed a dredging bug. Donation System is live. Tools can improve themselves now (hammer on hammer etc.) Dragon loot has been increased. Drake loot has been increased. GMs and DEVs no can use the powers of Zeus Action timers are fixed Receive karma for being online Animal creature ratio on deeds is tripled Lightning on player death Creature spawn bug is fixed. All kind of creatures will spawn everywhere Lowered amount of crabs KOS has been disabled Steamid bans can be issued more properly now Bulks can be loaded even if they are not empty Bulk can be used when loaded Wagon volume has been more than doubled Sheep Shearing cooldown is now 50% lower A bug where corpses fit into food storage bins was fixed Some GM commands have been improved You will now be able to obtain glimmersteel, adamantine, seryll like gems during mining Fog spiders have been disabled due to lag, they are replaced by spawning lots of horses all over the server. Thanks to nekoexmachina! A few other possible lag issues have been addressed and fixed Wooden house parts only need 10 planks instead of 20 to be more newbie friendly Buying premium from tokens has been disabled because people purchased premium by accident Move to center and move to nearest corner have been added to the moving options. Thanks to Bdew! All gods share an alchemy affinity now, which means the same double favor items as Libila Added voting bounties. You will now receive a small bounty for voting at https://wurm-unlimited.com/server/28/vote use the commando /voted to receive the money to your bank. Treasure chests should no longer spawn with locks. Creature slaying bounties will now go directly to bank. The different pauldron types are now craftable with a high difficulty. We added the Fireburntime Mod, which shows the remaining fire time. Next Event Changelog (Outdated too long for the forum.....) If you want to keep track on updates and announcements join our: Steam Group Forum
  18. 1 point
    Spellcraft - Download (Google Drive) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Compatible with Ago's modlauncher and SpellMod (including priest restriction removal). Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, this feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks from the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: Download (Google Drive)
  19. 1 point
  20. 1 point
    Today I held the first Random Enkounter of the new decade. The Randomizer dropped me off in the presence of Quelon on Xanadu. Today he faces three challenges! Challenge #1 Where will you find the biggest crab legs in Wurm? Well now... He guessed on a champion crab.... Nope! There were 2 correct answers to this one, and he only got it 1/3rd right, but not right enough to win the Hammer of Awesomeness. This supreme hammer had multiple functions. First and foremost it could build a wall of any type using only one piece of material and one hit. Second, no Ogre in its right , or left, mind would dare come near you because of the sheer pain this hammer would cause on its toes which would drop an Ogre's health to half in one hit. And thirdly, and most awesomely, it would improve any item to 100 quality in one hit! Oh well, into the void with the Hammer of Awesomeness.... Challenge #2 ......... And Quelon had business to attend to .... Well that was a short Enkounter, but he did end up with some pizza and a round table, and a short sword for playing. He will never know what else he could have won for missing out on the second and third Challenges. Keep your eyes open people! You never know when I might pop in and drop a 1000 ghouls or 388 Iguanas on you. Well, alright so you do know that it won't be within the next 14 days!
  21. 1 point
    it's over, wurm's closed, sorry
  22. 1 point
    I guess I know where this is coming from. Quite an efficient change and loved by many players, it is a small thing but after getting the notification many times in a full week of smithing you can't imagine Wurm without it.
  23. 1 point
    Back in 2008 night was so dark you couldn't even see a few meters. You had to stop travelling for like 1.5 hours before you could continue. I remember people stopping at my place waiting for the night to be over.
  24. 1 point
    i failed to read that, my bad , anyway would go above 10s for it, or it coul just reset without faith gain
  25. 1 point
    Nights in Wurm are dark enough as they are; darkness is different each season, with some seasons having brighter nights and others being (almost) pitch dark (at least for me, a winter night is definitely way different than a mid-to end fall night, for example). At this moment, I believe nights visibility and darkness are good as they are.
  26. 1 point
    and since we are going to steam with only 1 account possible, this could be a good addition to help priests. +1
  27. 1 point
    Loyalty system reward increases cap by an hour, so 7 hours if you've done the journal tier
  28. 1 point
    Shame if you don't go with the anti woa thingy for mag's I loved the idea, and It would make me keep prem on a 4th toon. I truly loved that idea.... 😕 as it is now, I'll just give my mag 15 days when I am doing a mining project. Priest changes: We are going back to the old ways, are we upping the weapon enchants back to 120 favor too ? (runs for cover) Loyalty system:Will we be able to up the sleep bonus cap beyond 6hours ? (I thought I saw this earlier, but I could not see it when I skimmed through it again)
  29. 1 point
    January 17th - 17:30 - Xanadu - (Winner = Quelon) February 13th - 17:00 - Deliverance - (Winner = Haslador) March 17th - 19:03 - Xanadu - (No Winner) April 43rd - 22:00 - Chaos - (Embolism, Evadaly, Foxfire, Hiroi, Lyft, Nightfall, Salempl, Snoo, Spyte, Wilca) May 31st - 23:30 - Serenity - (No Winner) June 30th - 96:00 - Pristine - (No Winner) July 31st - 20:00 - Independence - (Skyefox) August 29th - 17:30 - Affliction - (Widow) September 23rd - 01:00 - Xanadu - (Arize, Clifford, Kgorski, Melloyello, Strawberrieluvsu) October 81st - 02:00 - Celebration - (Demonix, Madnath, Silakka) November 53rd - 19:00 - Chaos - (Michaelfurst, Williamwierd) December 31:00 - 00:00 - Xanadu (No Winner)
  30. 1 point
    Meditation limits removed The need to move 10 tiles between meditations for skill gain has been removed. The days between advancing in rank within a path have also been removed. You still need to correctly answer questions on special tiles. Meditation actions are now shortened using the server action time setting (10x faster). The 30 minute/3 hour wait on skill gains was already removed.
  31. 1 point
    how is it a 100% necessary spell? it'd reduce the chance for affinities due to having less skill ticks, you'd almost always go over the 30 second cap for skillgain with the majority of tools in the game if you got low on stamina due to how the stamina curve on action timer works, and you'd wouldn't use it on anything where you're looking for an end result. you can already do it in the game via some unconventional methods (wounds treated with a power equal to how much they worsen so they never heal, toggling climb, managing tool ql) so its not like its a new mechanic or anything. seems like something that'd have niche purposes and you wouldn't use on everything to me
  32. 1 point
    Think it's just two things that keep me coming back to wurm. A) People B ) Things will change for the better. (hopefully) As for people, met a lot of beautiful folks over the years from all over the world, from the US, Asia, Europe , etc. I like seeing them around. Always will. As for b ) i have this ( probably damaging ) hope that something will change for the better. Wurm will become popular, we'll go back to having a few thousand players, the community will grow again and it will become this insane lovely fest as it used to be in 2013. I know the feeling will probably not be the same because I have so many memories in Wurm that it feels like I've lived a second life. Adventures, misadventures, exploring new realms, finding amazing abandoned deeds on top of mountains, pvping, dying like a noob, helping out people and being helped. Part of Wurm's appeal for me in the past was its challenge. Surviving was a challenge, things had a sense of worth and I don't necesarily mean silvers. Even now I recall the feeling of owning my first 80 ql set and 80 ql longsword. "Power.....limitless power!" . Now items have zero value to me and I am sad I find so many people in local these days. I took a ride last night through deliverance and met no one in local. Good news is that there's plenty of stuff to kill due to lack of players now but... I just hope one day the devs will figure out something to make wurm again like a challenge. As a vet I feel that due to my skills perhaps, I have no challenges left in game. I've explored. I've pvp'd. I've built. I've crafted, farmed, fought, tailored, mine, hit 100 in one skill, felt what's it was like to play both a priest and standard, built 2 deeds, etc. Maybe it's just the natural course of things. I hope something changes to make me feel like the old 2013 days where Wurm was this wild west , where many struggled to learn, test and just have fun doing things. Till then, see you guys in wurm.! If I didn't have lovely people that keep me in Wurm : Sadsack, Tenko, Rage, Kingdd, Beardyman and many others, I probably would have disbanded my deed by now and lived as a hermit somewhere near a lake , with a small cabin, just waiting for wurm to die.
  33. 1 point
    Thanks a lot, that explains. @Alectrys: Kindly mark as resolved/no bug.
  34. 1 point
    I would definitely support an Anti-Wind of ages, if it gave better/larger skill ticks + longer timers. Big + 1
  35. 1 point
    Can I please have my deeds added: Deed = Rangers Haven Coords 550, -3805 and Deed = West Coast Equine Sales and Agistment Coords 480, -3840
  36. 1 point
    Heyas, i would suggest - although i like the indy starter deed and its motives and features - to move back to a random decision to go back to the regions. I think all communities around the starter deeds suffered much loss in new people after the change. someone lost or trying out things near you can be invited to village, offered a little job or whatelse. now those people are rarely found and maybe lost completely on indy because of the lack of random opportunities. sure i cant tell how the portal on indy is used after doing first things, but the drop in random new players anywhere i know suggests its not the same. why not open all Golden Valley with that kind of tutorial deed on it again to try anything out and wipe it monthly? or make the tutorial an only-journal-thing that can be done anywhere and doesnt need any tutorial zone. give all starter deed periphery free to build like on indy or such. a more direct way to communities and fine creations needed, random seems better to me than to bring them all together on indy. (thoughts to chat that combined to that suggestion) Greets Ren
  37. 1 point
    With building underground being a thing, being able to swap between overworld and underground views for settlement plan would be nice
  38. 1 point
    Night at the Canal with Seris
  39. 1 point
    The server checks the tile the cage would land on for all planted items, as well as occupied cages, if that value is >= 4 it throws that message. Its a system that is in place to limit cage per tile count to no greater than 4.
  40. 1 point
    Auto-traveling from say Starter Town A to deed B located 2800 tiles away is not in any way mutually exclusive to exploring . It's an option. You can always manually ride there. Especially for people that have to make the same trips every week or every month. After a while you know your server, you know the deeds, traveling becomes a tedious chore. This is no way detracts from the exploring experience. You can ALWAYS choose to manually explore the game! But wouldn't it be nice if I we didn't have to waste 10 minutes of our lives to travel to some places , just to help out a friend with his deed building? Or just going back to the deed after a long hunting trip? This is just an option , not a replacement for exploration and usual travel. I would love to honestly come back home, kill 100 mobs hunting and NOT have to waste more time just to ride back to deed. It would be a huge quality of life improvement for me. This isn't about insta-gratification. Every time I see a mission my first thought is : How long do I have to travel to get there? Every time I hunt I wonder how far I can afford to stray from deed. It's just cost-benefit analysis in my mind where the benefit of traveling tends to become too little. This is about saving time in a game where Everything takes a long time to make/realise/create/organize! Maybe I'm just getting older and I feel I have less and less time to enjoy wurm, but Wurm always had this Hard-core mentality to do things in medieval style, aka at a forced snail's pace. How long did we play without a map? How long did we play without a crafting window for recipes? There were so many QoL improvements over the years that I don't see why this is not one of them. Many mmos have autotravel features, that are next to free. By the same logic of examples I've seen don't we use "auto-travel" every day we take the bus, train, tram, etc. to work? Sure you can walk and see some sights, but after you take the same route every day for 500x it gets boring . Wurm basically forces us to do everything manually and honestly, servers are still pretty sizeable and traveling takes waaay too long ,even on fast horses even on good boats. And saying that "you can always summon soul" is really just proof that wanting to do simple things in wurm involves complicated approaches. This isn't about making wurm "a theme park ride" but we already have a lot of "automatized" features in wurm that no one seems to mind : combat is pretty much automatic. Sure you can go "manual" but your character does all the fighting. Sailing often times involving just pressing a button, pointing the boat at the right angle then coming back 10 minutes later. I honestly don't see why we can have something that "eases" a time wasting chore in wurm. I get implementing it might be tough, but as the original idea went, maybe we could use the highway system as a basis to code auto-traveling in wurm. Or we can add auto-travel beacons over the cats eyes or something. I would definitely be willing to work on such projects if it meant that one day I could travel to a friend's deed, leave my PC for 10 mins, make a quick dinner, come back at his deed and have fun. But I guess I'm just dreaming.
  41. 1 point
    YES. Pretty please. Even if it can't (or shouldn't) show tile types, I would be happy with it just showing open tiles and underground structures.
  42. 1 point
    "Most people dont like change. They revolt against it unless they can clearly see the advantage it brings." You need to embrace change if the alternative is disaster. For me its clear that Wurm needs to change. I trust the guys behind the wheel do whatever is better for the greater good. - N
  43. 1 point
    I hate the lootbox randomness planned, its so childish and not in line with what Wurm community is about... There, I said it.
  44. 1 point
    Wurm feels like home to me. When I log into my deed, I am among MY land, MY trees, MY enclosures, MY buildings, looking at MY ships in MY harbour. And why do they all feel so close to me? Because I made them all, exactly how I wanted them to be. I also bought the land and I upkeep it. My land is not some instanced cubicle to decorate that doesn't really have any real estate presence in the world. It actually takes up a chunk of Wurm - my own personal piece of it, and it interacts with it in real time. You can sail by it, you can come in to visit (I have a guest house! ) and you can utilize it in so many different ways. There is a farm there, a shipyard, vineyard, brewery, horses, homes, bridges, kitchens, and soon even bees. My stable has a chamber where I keep my saddles and extra horse paraphernalia. It really is home and I never found another game where all this is possible to such a degree. Perhaps such a game has recently come into existence, but meh... too late for them. Wurm is home already. I am happy here. Additionally - while I understand that there are players who are dissatisfied with them - I absolutely love the Wurm mechanics. I have embraced all the updates and content additions through the years. I have observed the developers understand and maintain this uniquely Wurm atmosphere and play style and support it with their updates that keep that feeling alive. I enjoy how in tune they are with the game feel. Wurm is so much better than when I joined and in so many incredible ways. Again, not a sentiment shared by all - I understand that - but I truly believe it. Have all the updates gone along my wishes? Not all... for instance, I am still not sure how I will adapt to this new third person Wurm that is tearing at the very fabric of my soul. But I will have to find a way. You can't have it all. But most updates were simply amazing. Retro's Valrei International is now my favorite literature, right up there with War and Peace, because of the additions it announces on regular basis. In Wurm, I feel the freedom. I can do what I want, go where I want, experience what I want, and none of that is dictated by a raiding schedule or in-game obligations. In fact, I can leave for a month or not log in on those busy days, and things will still be OK! When I come back, my Wurm is waiting. Just like the theme song promised. I simply cannot explain it, really. I love riding through the forests near my deed and seeing how the trees have grown. I love seeing the sap on the maples and knowing that today is probably a good day to pull out my bucket and the wax sealing kit. I love exploring old deeds and reminiscing about what may have been there. I love sailing (yes, I am crazy like that!). Even the grinding, which is boring and repetitive, somehow doesn't bother me in Wurm. Probably because when I do that, I can hear the birds chirping outside the window that I built, the horses which I raised moving by the fences I made, the water shimmering under my ships in the harbour which I personally shaped. Also, because of how valuable high skills become when you had to work for them for some time. In Wurm, I take things slow... sometimes too slow. I have no raids to attend, no crazy schedules to maintain, no quotas to meet. I have no one to outshine with my gear. In Wurm, CoC or WoA are the desirable enchants, not Swords of Thousand Truths with Super-Cala-Fragalistic Nuclear Chain Lightning charges. In Wurm, my rare leatherworking tools are my most cherished possessions. To me, Wurm is real. And I have only scratched the surface. And now, here I go getting all nostalgic about it. Look what you made me do! But I used to be a crazy raider, power player, intense grinder, high-level competitor, massive guild leader type of a dude. Not anymore. The Wurm Retirement Home is my speed now. And it feels soooo much more fun! So, stop by when you are passing by Garden of Fo on Celebration and say "hi". I will probably be doing something on my deed - something in preparation for doing something else, so that I can do something else entirely which will eventually allow me to do what I really want to do. And it'll probably take me a week just to set up. But I'll be loving every minute of it!
  45. 1 point
    Very late reply, but I just stumbled across this again and want to say this for anyone else who might read it. I do enjoy playing Wurm in it’s core concept quite a lot. The fact that you can do so many things however you want is awesome and that games like it on a fundamental level are only just appearing recently (to my knowledge) baffles me because it is so engaging when it is good, and I have thought that since the beginning. I guess I just wrote the above post in regards to the events rather than what I thought, mostly.
  46. 1 point
    Just a man's cave. Briefing room.
  47. 1 point
    Also, JUST noticed the photo for VI ❤️ thanks for using my screenshot! That was Nightshade Hollow, M15 on Release, the small lake south of Poolsclosed. Sadly I moved to Indy 2 months ish ago and those buildings no longer exist.
  48. 1 point
    Because steam will use the same pantheon, meaning a lot of balance issues, nothing silly.
  49. 1 point
    I think announcing it in the dev blog is the standard way of announcing changes. Not a side piece of a random topic.
  50. 1 point
    New one. Trying to aim with a controller
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