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Showing content with the highest reputation on 13/03/20 in all areas

  1. 11 points
    Alloys have two major problems: they are difficult to make and their bonuses don't make up for that. Fixing one problem makes the other problem acceptable--steel with its meager bonuses would be fine if steel wasn't awful to make, and steel that's difficult to make would be fine if the material's bonuses were incredible. Personally, I'd gut simple item creation (or make alloy creation its own action so it can have its own mechanics) so that the resultant lumps had more reliably high quality, similar to farming's QLs. I don't know if there's a good solution for moon metals. It feels like they should've stayed on Epic. Is it too late to just delete all of it and disable the forums for a few weeks?
  2. 5 points
    Because that's how it works. Ships don't have 2-mile long chains to anchor themselves in the middle of the ocean and I've never heard of a captain jumping over board to let his compass settle.
  3. 3 points
    unless you've changed it with an undocumented patch or something like you seem to like doing, having multiple of these missions up at the same time doesn't increase the chance of finding the items, just splits them randomly between the missions named things, and with the last patch they now only contribute to their own mission, so when you get some garbage like if you want a new mission from those 3, you're gonna have to find 48 in total just to get the 16 one out of the way. i dont know what the odds of a dig/arch mission are but having 2+ up is a super common occurrence so i'd say either they're more common than other missions or nobody wants to do them because they're too much effort and they block up mission slots. suggestions for change - Only allow 1 sacrifice hidden x mission up at a time - revert the change where they have to be the same name - make them have seperate drop rates.if one missions up you'll have 1/50 chance form arch and 1/250 chance from digging. if it's 2 missions up you have 1/100 arch and 1/500 for a specific missions item, make it so each mission has its own drop rate that's not impacted by the other missions - make them spawn all over the world like they used to alongside being from arch/digging, seriously they were way better when they were like that - tone down the scaling on them, currently its diff squared, which means it starts at 1 which finishes near instantly and maxes out at 49 which is quite a lot of digging/arch to do for a single mission, the difficulty ramps up hard but the rewards are lower because you're sharing them with more people, penalizing a server for having higher diff missions. Diff x 4 would cap it at 28 for a 7 diff mission which i feel is much more reasonable.
  4. 3 points
    As a relative noob, I will doubtless be dismissed over lack of knowledge/experience but here goes nothing. This was a bug. A known bug, yeah. A known bug left uncorrected, sure. Many were exploiting the known bug for quite some time - fair enough. BUT... When the bug is eventually patched, IMO the appropriate response would be, "Oh, well. It was good while it lasted." Along with that some appreciation of having benefited from it before the hole was filled, which would be a take-away positive. Instead there seems to be a very strong sense of entitlement to the exploit and disgruntlement at the free-lunch running out. The benefit derived from the bug masked a problem... That's probably it in a nutshell. This is the case now. It probably wasn't worth users pushing for a fix to that dynamic while the bug could be exploited, so I would speculate that many simply took the bug exploit as compensation to offset the problems. That was a gamble that paid off, but has now stopped paying off. Instead of grabbing (non-alloy) torches and pitchforks over the loss of the exploit - which action, let's face it, is not going to get the bug put back - let the developers know that the dynamic needs to be fixed, either through easier production of alloys or beefing up of the bonuses for them.
  5. 2 points
  6. 2 points
    Personally I like how steel creation works now, it has a nice supply chain with a lot of skills that are really important for getting high ql steel. If it becomes too easy then it wouldn't be much different from iron effort wise and then iron wouldn't lose a lot of it's purpose. Making the materials bonuses better while keeping high ql steel creation at the current unreliable level sounds like the better alternative then. Perhaps doing the same for the moon metals (which would make more room to buff steel) would fix their issues as well.
  7. 2 points
    From where I'm standing, I don't think that the dev team has much time to play around with in regards to early warnings to the player base for upcoming changes. The goal is for a mid year steam launch. Mid year is only a few months away and this scant bit of time is all they have to correct anything major before the new server. Personally (and admittedly selfishly) I want them to make all of the high impact changes they deem necessary asap so that we don't carry over this baggage to the new continent. Removal of player gods, removal of RMT, imbalanced favor, and fixing of a long time defect that was obviously not intended? Those are all great changes that are needed for the future well being of the game. I hope they keep them coming.
  8. 2 points
    I can't remember the last time I was sailing and wanted a compass that worked while sailing but stopped myself right there because I felt it would ruin the skill and totally make high ql compasses useless because of how they would still work exactly the same everywhere not on a boat
  9. 2 points
    New Champion wolf pet at Kelody's place. TeeeBOMB screenies
  10. 2 points
    Wish they would add them to WU as paid DLCs like all other companies.
  11. 2 points
    New Stables finally done after some (years).....more on the FB page https://www.facebook.com/Thallspring/
  12. 2 points
  13. 2 points
    I speak for some, not all, and maybe not even very many (these days), but it was always intended to be travel intensive and finding your way on the map meant using real life skills. Tracking yourself on a map as you move using landmarks, moving out of a forest and into a desert you would see the spot on the map and know where you were. I get it's hard, but Wurm is oldschool and was meant to be this way. I personally, absolutely love manually tracking myself on a map, it's just a good skill to have in RL when shtf, but that's me. I don't care for easy-mode and if a sort of live map was introduced I'd be the first to say I'd disable it on my client. All this said, you should have seen the game a decade ago, the changes they've made to retain players make Wurm look easy-mode these days I was spawn killed on the PvP server a few times by another player when I first started, as a matter of fact, I'm in the OP on the Chaos forums in the Kills and Skirmishes thread. I was barely 2-weeks old when that post was made and they bragged about killing me Don't give up, this game is meant to be unfair early on, forces you to learn from mistakes and reach out to players for help and advice. If you are on a PvE server and see someone in your area, ask for help.. this is one of the friendliest communities you will ever find in a game. You may also PM me here or ingame and I would gladly sort you out with some basic gear, weapon, and shield.
  14. 1 point
    As a new guy starting out it was so hard for me to work my way around and i got lost so many times. A lot of ppl say that's the fun of it - getting lost. As a new guy to this game, let me tell you, there's no fun in it at all. Looks like there would be a way to update the map to show where you are on it.. As the game is going to Steam and there's going to be tons of new players, looks like this would be a priority to show where you are. Like many times this almost made me just rage quit.. Getting killed over and over and lost , just don't see where this is fun for new players
  15. 1 point
    Planting the sassafras works with a 'Plant' keybind, but the option is missing from the right-click menu.
  16. 1 point
    https://www.wurmonline.com/features/economy/ "tied to the real world economy in order to make coins feel truly valuable" is misleading according to a user's chat in GL tonight,,,
  17. 1 point
    [23:33:01] <Votip> ive been noob for years and now i am most famous pvper in the game
  18. 1 point
    Always love seeing a new server! Always sad when the "new" server recycles the same old Ocrea map that everyone has played dozens of times over the past 5 years See discussion here, as map creator Count Zero (who has made dozens of customs maps available for anyone to use on their servers) has said he might be interested in helping out a new server admin who is unsure how to use a custom map, also a video there walking through how to install them. More custom maps here for anyone to use: https://forum.wurmonline.com/index.php?/forum/261-maps-challenges Most of Count Zero's maps are in this thread, so you can see what some look like (some have features like permasnow on mountains, rivers, biomes (northern trees in the north, etc):: And congrats on the new server!!!!
  19. 1 point
  20. 1 point
    +1 on the full-vesseled requirement , if that is easy to code, not sure if we need the 50+ limit, since using lower QL ones would result in lower QL seals anyway, so it's already designed to be punishing +1 on moonmetal requirement for rings, could also be steel chain for QL / Bronze for enchant / Brass for shatter
  21. 1 point
    So, this probably the last suggestion i'm going to post about this kind of things, it's a very specific one, but it can be changed in pretty much every aspect, i will just write a bunch of ideas all at once, and it's not "everything or nothing" so feel free to say what parts you like and what you don't, or what you would change. Issues this suggestion is trying to address: - Moonmetals (and also steel) items are becoming obsolete because with recent changes they will be too expensive/stressful to mantain - Improving tools to a very high QL is often punishing and leads to extreme waste of time which can't be avoided, the only solution is to keep them under a certain level of QL, negating the efforts of even trying to imp above a certain point - Enchant decay mechanics are extremely punishing in an extremely random way (losing from 88 to 87 woa on a regular shovel is fine, losing a point from a 109 woa supreme item would be a very-unlikely yet absolute tragedy) - Shattering mechanic is still very punishing in a very random way, and the only way to prevent it is the metallic liquid, which is a pretty rare and too specifically obtained item, we would like to have more of them, and we end up not using them anyway because we can't even find or "produce" them and give up to the change of a random punishment anyway. - There is no realistically useful current use for high QL gems in the game The Idea: The idea is to add 3 new kind of rune-like items called seals, or maybe in some other way. They will work similarly to imbue potions, but they will be crafted with gems or other items. the QL of the seal will help to "imbue" more of that effect into the item that is used. One is already there, and it's "shatter protection" , two new buffs would be added, working in a similar way: "enchantment protection" and "quality protection" The seals will be created with recipes involving different gems and/or other items, an idea for a recipe(feel free to add items) could be: Shatter Protection Seal recipe 2 Ring 1 Chain 4 Emerald 2 Opal 2 Diamond 2 Sapphire Enchantment Protection Seal recipe 2 Ring 1 Chain 4 Sapphire 2 Opal 2 Diamond 2 Ruby Quality Protection Seal recipe 2 Ring 1 Chain 4 Ruby 2 Opals 2 Diamond 2 Emerald The resulting QL of a seal will depend on the average QL of gems (working similarly to any multi-item crafting recipe) and the skill used to create them (could be Channeling for all of them, or maybe 3 different skills - difficulty could be around 40) How will they work Using a seal on an item will add from 1 to X (20-30?) to the respective imbue , depending on seal QL and the skill roll for imbueing, exactly like imbue potions. Any of those 3 "imbues" can go up to 100, like shatter protection is now. - Shatter protection will keep working exactly as it's working now, this is just a new method to obtain it (or replacement?) - Enchantment protection will work like this: everytime an enchant is triggered to decrease by 1 point, it will instead consume 20 (or more, even 40-50) points from the "enchantment protection" or remove the protection if it's lower than 20. - Quality protection : Everytime you repair an item, instead of losing QL the QL loss will trigger a chance to decrease the "quality protection" by a flat amount, i'm not sure if imbues can have decimals, in that case it's easy, otherwise it could just roll a chance to lose X points from the imbue, with increasing chances depending on how much quality should have been lost, on average luck, a 100imbue should cover somewhere between a total 5 - 10QL loss. My hypothesis are pretty raw, but they should be balanced in a way to be more expensive than re-imping and generally a bad investment if used on a regular 90QL iron tool, but a good investment on a 98QL rare one , or a 90ql moonmetal one. Notes : - This will not make repairing useless, high repairing means your "quality protection" will last much longer - This will not make enchants market engulf, it's not aimed at working efficiently on non-rare skillers and such, it should be too expensive to be used on let's say, a 97coc normal shovel. and it's not like when your coc on an imbued tool decreases from 105 to 104 you can get it recasted, anyway, it should be specifically aimed to be worth it only on at least rare 100+ casted tools, or should be balanced accordingly - This should be aimed and balanced only to provide better QoL on very-high end stuff, and is not meant to replace the middle-high end tool manteinance. Because there is a point in the game where you never change your tools anymore anyway. (i.e. having a supreme 97ql 103+ casted tools) if it goes down to 96 ql, you either imp it back yourself, or you're not going to look for somebody for that 95-96-97ql improve, even more for casts, if you have a 106, even if it wears down 3 times to 102, it will just cause frustration, because you cannot even improve the cast back to 105+ (cause of how +5 recast enchanting works), so it doesn't really affect the market but just the player being pissed off by the fact that his tool isn't as good as before, but not really making him look for another one. - As said above, constant reimping of tools to 95-97ql iron/steel is nothing more than a chore for high skilled players who will only do that for themselves, so it would be better to have a sink for gems or other high value items than having this chore, making everyone happier in the process, and with moonmetals, the money sink would be just too big, so nobody will use them at this stage. This valuables-sink would be the same for every materials, making them all viable (also a choice, you can always re-imp if you want)
  22. 1 point
    Perhaps require fully vesseled gems in the recipe instead of normal gems? They could probably also tweak the difficulty of the recipe in such a way that only high ql gems (say 50+) would have more than 0% chance to be added when crafting this stuff, so that you can't get around spending such an amount of favor on the vesseling. Perhaps also sprinkle in a moon metal requirement into the recipes, probably the rings. There's 3 types of moon metals and 3 seals, so you could add seryll to the shatter protection recipe, glimmer to the enchant protection and addy to the quality protection. Perhaps require the chain to be made of steel? All that combined it's quite some effort, but feels balanced to me.
  23. 1 point
    What I'd propose is having a searchlight beacon of a particular colour beam straight up over Haven's Landing so that if you're anywhere near at all you can see how to get back to the starting token of Haven's Landing. That way, with a link to the excellent community map of Independance linked on the forums, you can see 'Hey, I'm pretty far from Haven's Landing and it shows southwest of me' using the starter compass. It wouldn't change the importance of learning landmarks and techniques for keeping track of your location, but for new players at least it offers a point of reference that they could importantly make use of. It also would allow the players to learn how beacons work for such things as Rifts in their future gameplay,
  24. 1 point
    Learning the old fashion way to orient yourself is what made wurm magical. No real time map, no ridiculous floating arrows like in certain games to point you to a specific deed, just use your head and be patient. It's a skill both in game and RL. The better you get at it the more you can figure out where to go by just finding North. Or any other point really. I am not against removing the tedious aspects of Wurm (although from a certain perspective, wurm is 60% tedious actions if not more) but the few bits of realism, let's keep em. Having a player actually describe a path to his deed is wonderful. I have so many fun memories helping players navigate MRH. "What do you see? I see a highway flanked by Olive trees, and a big colossus named Karne". Reply ? You're around J 11. That sort of interaction stimulates the mind and good conversations. It's part of Wurm.
  25. 1 point
    I confess to have been a steel user since my early noob days. Even now, with modest progress (metallurgy slightly over 50, BS just slipped over 90, repairing bit over 60) I appreciate steel for a couple of tools, and for plate, and do not resent the periodic metallurgy campaigns (would love if hell scorp threw charcoal too). From all I have learnt out of these discussions, I have never ever the least been touched by that bug, bonus, side effect, whatever. And so far, I am more collecting than using MM (made a few gems for my priests to play enchanting etc.), waiting for future use. What I can say about steel, the difference in mining concerning steel attrition is significant, so is the difference between my steel plate and my gold plate. I would not swap my high level picks for iron ones. Beneath that, the chain of dependencies between coal, metallurgy etc. towards high ql steel (I love electrum yet simply do not see any reasonable use for) is one I like in Wurm. This is what pokes you out of dumb optimization of a single skill towards other ways. When the smelting pot nerf came, widely unrecognized (as the PvP kids were playing forum wars at the time) I was unhappy as it took away the convenient curve and in turn generated the need for grinding pottery, which until lately was the most awful skill in Wurm imho (still prolly is for non Vyn followers), but the chance to get decent compasses, and recycle the tons of junk metallurgy materials, makes it worth the pain. This demonstrates that useful changes can be made. And I am sure so far the changes done were widely sensible. What is not sensible, is the attitude of the management, and to some extent the devs, towards the playerhood, the paying customers and the base for the existance of the game. Still, steam is a hope for a brighter future (I share), but the existant playerbase is the prerequisite for becoming it more than a pipedream. There should be more awareness what could hurt the existing customers, and how either to mitigate or at least to explain in advance. The way the deity changes were introduced was a crass example for indifference and ruthlessness, the steel/MM changes were a minor one given the number of players affected (and maybe overlooked by the devs), and causing a disproportionate outcry, more a demonstration of confidence gone. The way of nerfing valrei missions, and even forgetting to mention, was another, maybe minor, but telling example. Guys, your customer orientation is abysmal. Edit: That written, I would like to differ. That the devs are discussing with the community at all is a great thing, and not at all common in all of the gaming world, and thank you for. In mainstream games, well trained CS reps would at best give some slimy phrases.
  26. 1 point
    My post was in response to the one just above it. The intent was that the mounted compass would never not read.
  27. 1 point
    Basically with a high enough repair skill, a special metal bonus, and being a Vynora follower, yes - you can reach a point where the bonuses do nothing to further reduce the timer. 2 seconds is the smallest it will ever get. Since the quality reduction is ticked on a per-second basis down to the last second (i.e. 2 seconds = 1 quality loss and then the damage removal) then the bonus does work here. We're not pretending anything. We totally understand that we snapped people back to reality and quite hard. Our biggest issue were people who erroneously said our fix affected *other* items, which it did not. We are actively seeking thoughts and ideas on how to address moon metal items and steel items to make them close to as viable as they were before without the bug in place that made them impervious to quality reduction. We may not get there by everyone's assumptions, but we can at least try to make changes that make sense to the majority of people.
  28. 1 point
  29. 1 point
    Or just add a compass with a slightly different crafting recipe and call it a nautical compass or something and it gets mounted to the ship.
  30. 1 point
  31. 1 point
  32. 1 point
    I'd say you could trim some parts of it and not sacrifice any of its depth honestly. Make it more accessible by removing JS from pro rod, maybe remove heavy line and merge its properties into the braided line, and making higher ql lines easy by making the action easier. Getting high QL fishing parts is a pain in the arse for no real good reason and hurts the accessibility aspect significantly. Also please make it so we can store more fish in an FSB, after a couple of hundred catfish it just nuked my FSB totally and its crap lol
  33. 1 point
    Because arrows are already a huge PITA to maintain.. And we dont want to breed 50 chickens so we can kill them to make 100 arrows.
  34. 1 point
  35. 1 point
    Well the special metal bonus - some of them anyway, like moonmetal and steel, they still reduce the damage taken on use. The Vynora bonus does become meaningless with a high enough repair skill, I feel that's an acceptable situation. There's other bonuses for being a follower of Vynora, so one perk isn't so bad. We're not opposed to making tweaks to these things. The main reason for the replies in this thread is to get the focus off of what the problem is not and onto more constructive thoughts regarding what can be done to make moon metal and steel more appealing again - within reason of course.
  36. 1 point
    with it being capped to 2s, doesn't this mean the vyn bonus/moonmetal and steel+bronze does absolutely nothing if the timer is already 2 seconds, which majority of repairs are? wouldn't a 2.5/7.5/10% less ql lost repairing be a better buff?
  37. 1 point
    ah yes i am aware that CBT in this instance (Cognitive Behavioural Therapy) is often confused with Computer Based Training, an easy mistake
  38. 1 point
    I think that can be taken from the time when MMORPG's were themeparks more than sandboxes Wurm Online is an MMORPG, a sandbox MMORPG that does not include theme park aspects like quests, raids and the like. Perhaps consider "wurm is not an MMORPG" as "wurm is not your typical MMORPG" written by swedes.
  39. 1 point
    Been on here since the second day of launch and haven't stopped enjoying things! The community is friendly and open to any kind of conversation. New folks are always welcome as are any veterans. The game is 1x1x so it might be a little slow for some looking for a faster progression but if you arent in a hurry to get to end game and enjoy the journey to the end, then this is a server you would certainly enjoy. Discord is always active and chats both in game and in discord are linked so even if you cant play you can still interact with the community in some way. Come on in and join us if this seems interesting to you. We can always use more players to help flesh out this vast world! -Masterstrife
  40. 1 point
    Real talk: You can call it what you think it is, but that doesn't make it what you think it is, Wilczan It's a bug fix. It affects special metals only. That's what it is. Any other interpretation is in error. Quite simple really.
  41. 1 point
    Let's call moonmetal/steel bonuses "special metal" bonuses. What are these special metal bonuses? - Less damage taken on use and a slight modifier to the repair time of an item. (Fun fact - bronze also reduces repair time by a small amount!) As for how repairing works: 1) Timer is created. 2) Every second, the quality is updated based on repair skill and the repair rune. 3) At the end of the action (the last second), damage is set to 0. When you start the action, a timer is created. Before the change, the timer was clamped to 2 seconds while taking the repair skill into account, and then modified by the special metal bonus and then, most recently, by the Vynora bonus. This resulted in a timer that dropped below two seconds. Now the timer is clamped to 2 seconds after the modifiers are applied. The repair action has two parts - one that checks for a second of action timer tick, which updates the quality of the item, and one that detects the end of the action (or the last second), which sets the damage to zero. Due to the timer being less than two seconds, the quality update was never happening for these items. The result being a free repair without quality loss. The effective result of clamping the repair to 2 seconds is that the quality loss will always tick once, with the final second being used for the damage update. The damage update technically happens regardless of how much time is left on an action - so even sub-second timers would result in the damage being reset to 0. So what about quality loss? Well this is based on two things as mentioned above: Repair skill and the repair rune. It has never used the special metal bonus to calculate quality loss. Therefore it was never a bonus to have special metals reduce the quality loss of a repair tick. The bonus there is, as mentioned above, in reduced damage on use. That's the way the system works. I just spent my lunch break combing over it line-by-line to make sure my explanation was accurate to the code.
  42. 1 point
    I am not sure it is entirely accurate that most people quit after making a deed, or house, or homestead. By the time I had made my deed and house and homestead I was irrevocably hooked for life. But, the very very first time I logged in and saw the graphics, the quirky player models (they were very different back then) and such, that is when I closed the app. I am glad I came back and made that deed, house, and homestead. Doing things like getting rid of on-deed decay, doing away with fails on common building items, adding third person, doing away with RMT and toon trading are examples where I think the devs are knocking it out of the park. Those are the kinds of changes that bring Wurm closer to the masses by delivering common expectations in an entirely unique package. Now, if they would only take it further and 1) eliminate mailing fees, 2) if you can pick it up it should be able to be mailed (both QOL improvements, and 3) provide Marks purchasing in the Wurm Shop (source of revenue), the game would be inching closer to primetime. Hats off to the devs and what they have been brave enough to implement in the last 3-4 months!
  43. 1 point
    I for one am really happy that they decided to sit down and work on fixing current content and making things better overall. We have been asking for this for a really long time. @Retrogradecan attest to the creation of the colored buckets meme as our argument that the game was in maintenance mode for a while there. Seeing Samool take over and the recent changes has changed my perspective. If the team wants to work for a bit on polishing the gem that is WO instead of just pumping half baked content like they had been for the past three years, I am all up for it. I am having a blast coming back so much that I quit the other mmo I was playing. Trust me when I say, Wurm has a bright future coming up if things keep improving like this. This is what we needed, devs that cared.
  44. 1 point
    First meteor found on Indy? [14:56:12] A strange rock sent from the heavens, glistening with flecks of pure metal. It is searing hot. Ql: 97.69576, Dam: 0.0. https://imgur.com/u1v3wPn
  45. 1 point
    I'm not sure what news and information you're expecting. Launch window is still by mid 2020, and we're working on the store page
  46. 1 point
    -1, having to actually navigate in Wurm is a feature not a bug, speaking as a relatively new player who really appreciates that realism.
  47. 1 point
    Even more Wurm Lore friendly would be the Tower Guards just giving you an ingame coordinate relative to the ingame map, no dots or markers. "The Guards kindly point to a location on your map. You appear to be somewhere around L-5." Anything more accurate then that I feel places Wurm further into the Easy-Mode category 😕
  48. 1 point
    Can I just say, that as someone who enjoys getting immersed into the medieval style of Wurm, seeing something like this will definitely break the immersion for me at least. If this game were set in a modern time period however? Hell yeah it'd be cool. But not on Wurm.
  49. 1 point
    As an option it's available, but since we have a solid third party forum we'll likely continue using here
  50. 1 point
    Building on what Solmark has said, Wurm is open ended.... you write your own story and endgame or activities are up to you to figure out. it's your responsibility to figure out what you want to do to stay.
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