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Showing content with the highest reputation on 03/05/20 in all areas

  1. 4 points
    Retro's Stream Vynora priests + PvP Medium Bows Washing bowls Cogs That's about all I can think of.
  2. 3 points
    Wherever you ride you will see literally tons of crap fragments left around on the soil. They decay super slow, they very surely make poor server hamsters sweat to do the damage/whatever polling on the servers and they are an eyesore. But. Don't simply raise decay rate on them please; that would make archeology masters' time much harder storing up their valued scraps for later assembly. Rather give the unwanted fragments some use: * we could have new missions requiring saccing considerable amounts of them * we could use them for some miniscule deed bonus increases when sacced * we could even bury a pile of fragments away, maybe giving the chance of dimes like burying corpses * any other crazy ideas I'm too dull to think of.
  3. 3 points
    Dude just drop a gold coin in one and you'll see what happens.
  4. 3 points
    At this point I'm not even considering moving away from venom. Not because it's good, but because I cannot be bothered anymore with sudden changes that just happen. I'm exhausted of this crap.
  5. 3 points
    Wow. > Want to make the game less spell-spam. > Nerf the counter-spell. > ??? This makes literally no sense. If the goal was to make it less spell-spam, buff/improve Tangleweave. Don't nerf it. This change exacerbates the issue you're claiming to want to solve. Now people will be able to spell spam with indifference. Any spell with a cast time below 7 seconds is now unable to be countered. The cooldown change is fine to try. It prevents overwhelming forces from shutting down the effectiveness of priests on the other side. I can get behind that. The favor cost and cast time increase is overkill nerfs. So instead of balancing around people using spells on in-game models you're instead forcing them to open up the character menu and interact with user interfaces during combat instead of targeting players. This is immediately after the new UI changes where you're allowing dragging a 3D item on the ground into a nearby container. The change was made specifically so people could focus on the 3D world and their combat log to fight instead of having to sort through janky menus and sub-menus. It's one thing if it's too strong - tackle that aspect of it. However, this instead just reverts a QoL feature and creates an inconsistency due to the new UI changes. Why can you drag an item to a container in the world, but not cast a spell on a player in the world? That just makes the game less appealing to play. This completely ignores the fact that a moving vehicle with ping/lagg introduced can easily force a character menu shut at random intervals due to client-server desync. This is a direct nerf to anyone who plays on high ping, making it significantly more difficult for them to heal their allies. There's so many things wrong with this change and it would've been better to tackle it in literally any other way. Furthermore, healing resistance being adjusted on PvP is one thing. I was actually totally fine with healing resistance increasing faster on PvP servers since it was originally designed to prevent PvE exploits. However, now you're saying that it will work inconsistently between enchants and spells? Why would that be the case? It should affect everything equally. Life Transfer shouldn't get special treatment over Scorn of Libila or Light of Fo. This is just another asterisk to put on a mechanic in the game which serves no purpose. Clearly nobody thought about how this would affect people who actually enjoyed Venom as an enchant. The whole reason for Venom/poison to have no glance rate was because it feels better and reduces RNG during combat. Even though it was less damage, making sure that nothing could glance your attacks just felt good. No longer would you swing 5 times in a row and get glanced every time. You would hit for less, but hit more often. Now, it would be one thing if there was some problem where Venom was dealing the most damage and thus overpowered. However, that wasn't the case because the other enchants applied a significant damage bonus whereas Venom had none. You traded raw damage per hit for more consistent hits. So instead of keeping Venom feeling good for those who like it you just end up returning the one combat mechanic they were trying to avoid and shove it straight back in their face without warning. Nice. Anyone with a Venom weapon they invested in is probably quite upset, and rightfully so. This change is nonsense and should be reverted outright. Even adjusting Venom to have a 20% damage bonus to counteract would not remedy this change. A unique enchant which changed how combat felt in a positive way was nerfed to obsolete, and it wasn't even the best enchant.
  6. 2 points
    Please reduce the number of rifts you are required to close to complete that portion of destinations unknown. Requiring 100 rifts is just way too much for your average player to complete. I understand this portion of the journal is meant to be hard but at a point it becomes nearly impossible unless you are someone who doesn't have rigid responsibilities. Due to work and the need to sleep I currently can only make on average 1 rift a week, if I'm lucky 2 and very rarely 3. Heck due to nearly all of last weeks being early AM for me I didn't get to participate in any. At this rate it is going to take me close to 2 real life years to complete from start to finish. How can I keep my attention on this for that long? I get that you want people to keep playing so you get their premium. I mean come on though, isn't 2 years of a persons life asking a bit much to be able to complete this journal? If the number I can do is average then halving it to 50 would be a very reasonable request. That is still an entire year spent going to rifts if you can only do one a week. Another point to make is that everything else in destinations unknown is complete-able with a year of dedication to playing daily, so why is this so much longer? Just as a visual aid here are the upcoming rifts in my timezone: Also I know there are going to be those who have finished this requirement posting -1's because they had to do it so everyone else should to. To those that might I simply request that you don't unless you have legit input as to why this is a bad idea. Thank you and have a great day 🙂
  7. 2 points
    Simpler Solution :- Just give us a special BSB for fragments. Seriously; it's not rocket science. Most people leave them behind because they are a pain to store.
  8. 2 points
    Nice rainbow and reflection from the crest of a mountain on Serenity. https://imgur.com/a/szrVJc8
  9. 2 points
    I cannot see a single benefit of nerfing healing. Like Retro says, back in the days you couldn't target the body to heal. You know what else happened back in the days? Boat Captains could easily regain stamina, there were no healing debuffs, and there could be multiple Fo champs on the same boat, among other things. You are mixing the inability of a boat Captain to survive a fight now with the inability to properly heal said Captain during a fight. This is ridiculous. You are ruining boat fights. I won't even comment on how this ninja patch came to be, given how suspicious it looks considering it was not discussed with the community at large, but with a very small group of people who are not representative of the community. 2 out of the 3 currently prevailing kingdoms are telling you this is dumb. You should rethink this change.
  10. 2 points
    Only one thing to say - as a non-pvp player - THIS should have been posted BEFORE the patchnotes were posted, not AFTER! Imagine you're walking into your favorite bar, ordering your favorite brand of beer and the bar tender tells you it's no longer being sold, because "someone" considered it having too much hops into it. I'm pretty damn sure you'd be upset, to say the least. Yet, for this game, things like these happen all the time. And I'm asking you, WHY?? Thorin
  11. 1 point
    Actually most of the slayings of bipedal uniques are public and lately even some of the winged ones are too - just check the threads of Stanlee. Those are almost always announced with a few days leadtime in the corresponding server sections on the forums.
  12. 1 point
    Unless someone can explain why market stalls are incapable of being moved, just make them like any other plant-able carpentry item. Arbitrary rules without meaning are the epitome of Wogic. [18:56:00] You start to destroy the market stall. [18:57:30] You start to destroy the market stall. [18:58:00] You start to destroy the market stall.
  13. 1 point
    I've got a formula to these and am looking for a 0.98kg shovel that they say is out there:
  14. 1 point
    And the winner is: Fairyshine I will PM you to confirm who to COD it to.
  15. 1 point
    Update released on 2020-05-02 - 13:45 GMT (May 3, 2020) This weeks updates: Central Indy (42x, 29y; J19) - extended 4 Oaks Highway west to the vicinity of Harmony lake and included the name on the map Inner Sea South (24x, 43y; N14) - updated the roads along the peninsula - updated the geography along the peninsula - added the highway name Port Saint John Hwy Stubborn Island (10x, 62y; T10) - renamed the island to Chojin's Island at the request of the new owner Indy North East (58x, 13y; F24) - added a new road tunnel in the area - updated the roads in the area - removed a guard tower which is no longer there Flamgra'in Island (61x, 6y; C/D 24/25) - removed 2 guard towers which are no longer there; 1 on the west coast, one in the southern region - repositioned the map icon for the tower on the north west coast - added the designation and names for the 3 new mission shrines on the north west coast Parris Island (62x, 11y; E24) - removed the guard tower from the east coast which is no longer there As always, we have removed disbanded deeds and added those submitted to the Albia Roads Map of Indy forum. Wurm is waiting.... Skyefox and Hughmongus Cartographers of Indy Co-Administrators - The Albia Roads Map of Indy
  16. 1 point
    ..... and we have finalized this weekend's Update of the Albia Roads Map of Indy. Any geography changes and deed addition requests that are time stamped AFTER 07:01 UTC (GMT) on Sunday, May 3rd, 2020 will be processed in the next update cycle. Indy is waiting.... go and explore it! Cheers! Hughmongus Co-Administrator - The Albia Roads Map of Indy
  17. 1 point
    Some daring kitties here - https://streamable.com/vbin5w
  18. 1 point
  19. 1 point
    Tired of missing events? - Get the official Sklotopolis App Available for Android https://play.google.com/store/apps/details?id=net.michielbos.sklotopolisapp Receive notifications before the event starts or if a global event happened
  20. 1 point
  21. 1 point
    Hi can you send this to Ddrosler please: QL~9 meditation rug c101 (1,5s)
  22. 1 point
    May seem odd, but I actually like this idea myself, cause sometimes I find myself feeling lazy and set keybinds to do stuff, just so I don't have to open the context menus to find an option, so this'd be a welcome option to me, could even make it a toggle-able option that starts disabled, and if people want it, they could enable it.
  23. 1 point
  24. 1 point
    Luckily i had some (d)rift wood in my backpack when my boat got stuck on the wrong side of the ocean..
  25. 1 point
    DeedPlanner 3.1.0 is released! This is first major update to the DP3, adding easier to use and more powerful version of materials calculations back, together with map warnings, visibility toggles and performance improvements. Standalone (Windows/Linux) version: https://github.com/Warlander/DeedPlanner-3/releases/tag/v3.1.0 Web version: https://warlander.github.io/DeedPlanner-3-web/ Changelog: Added materials calculations for: Everything on map Single building Single floor of a building Single room Added map warnings for: Walls outside of known buildings Walls on sloped terrain Added visibility toggles for: All objects Trees Bushes Ships Added materials caching (will improve performance for models that share textures) Added windows fade in/out animations Added support for movement multipliers for vertical FPP movement Added several tooltips to clarify some common questions about the program Made sure placement of objects won't be interrupted when pointing at walls Made program run in background during initial loading and map loading Made program cache models and textures in WebGL version in order to prevent excessive bandwidth use Improved performance of model and texture loading Fixed maps exported by in-game exporter not handling walls on map edges correctly Fixed map loading heavily slowing down or stalling completely when loading huge maps Upgraded Unity to 2019.3.0f3
  26. 1 point
    Wishing Wells are integral to the Wurm Online experience.
  27. 1 point
    Mini tokens. Collection of 1 or 2 - interesting Collection of 1000 to 2000 and still increasing rapidly - awkward
  28. 1 point
  29. 1 point
    You could always combine them into bricks, ore, lumps, shafts, pegs, tenons etc - and keep them in bsbs. I think the problem is not that they are useless, but that many folk are too lazy to pick them up take them home and grind some skill. Occasionally some people actually buy junk fragments at 1s/1000 just to grind their restoration skill, so these items are not without use or value. We can't make people pick up their 'rubbish', and it can impact on other players' experiences, so I think that yes, off deed, and off deed only, they should decay faster than they do currently. Mini tokens - now that's another matter - I have 1000's of the things - and something ought to be done so that they have a useful end.
  30. 1 point
    Its all fun and games until some one slips and punctures them selves on a Sickle Fragment.
  31. 1 point
    +1 I also think this is a problem. * another crazy idea: we could mix them into concrete to increase the amount of concrete. Everyone hates to make concrete, it will be a win-win situation.
  32. 1 point
    bring back dominating uniques
  33. 1 point
    I write this comment for players like myself but understand that other players will play Wurm for completely different reasons and totally respect those reasons.. I understand completely what Kochinac is talking about here and there is no doubt that there are things that you can make that give you nothing back in return. Except a) For many people the fact that something can be created is all that they require to set about making it. Their next task is maybe to make a 'rare' of that item to complete a table set of rares (for example). b) Some people simply prefer to 'escape' into Wurm, potter around and simply browse through the wiki and make something that they have never done before. This immersion (I feel) is a very important part of Wurm and helps contribute to the uniqueness of the game experience. c) Cooking can give a skilled player a lot back- perhaps more than most skills- however, for some it is the challenge of discovering more recipes that outweighs any skill bonus. I do agree that it would be nice for the creation of beverages to be able to give longer skill bonus but it may just be that I am not yet skilled enough. I could go on but I guess my point is that Wurm for me is simply the enjoyment of the lands and its people, the ability to enjoy an amazing range of skills and create a deed that once simply existed in my imagination. For what it costs me every month to play I consider it money well spent and for me, every item that I can create has it own use to enhance the overall experience. If a player considers an item to be 'useless' then they surely have the option not to make said item?
  34. 1 point
    There are some things that sadly cant be said on this forum because they would lead to post deletion so not counting those, id say the only thing that really is useless to in my eyes is the removal of yoyo's giving mind speed and thus making yoyo's useless everything else in wurm really does serve some purpose no matter how small or big it is but making a grinding yoyo to get max yoyo tricks used to be a worthy undertaking worth quite a bit of silver but we lost that mind speed grind and now we got a bunch more puppets for it in return 😕 Oh oh i know 1 more thing the whip of one the unfinished feature that has its entity deleted in normal wurm but code still exists server side for it some say it was part of a skill that never got added some others are saying that it was going to be a lib only item or artifact that single item id say would have to be the most useless thing in wurm
  35. 1 point
  36. 1 point
    Look at these people GO... spartan bucket carry training, it's a whole thing, also look what they do... they walk fast.. and eventually stop to rest, looks like it is possible ...and quite like the idea in op.
  37. 1 point
    Hello Amata, Thank you for your contribution. We will have your deed up on this weeks map update 😉 Stay Safe, Skyefox Co-Administrator and Cartographer of the Albia Roads Map of Indy
  38. 1 point
    Heya Could you please add my deed to the map: Havensfield, 47x, 50.5y There's a little black boxy-looking tangle of small roads pretty much right on the grid line between 50y & 51y (it's pretty obvious when you look there). That's the current "center" of my deed! Thank you, Amata, Lady of Havensfield, Independence
  39. 1 point
    Okay Retro.... you attempted to explain the changes (albeit poorly), so my questions are as follows: I would like you to elaborate here. What "spell spam" is a problem? Pillars? Healing spells? Direct damage spells like shard of ice? This is an unobtainable goal. You could nerf every single spell into the ground, and dedicated PvP accounts will all just become Magranon priests for the 25% damage buff. This is the reason people go Mag, not for uber powerful spell casts. Who is "we"? What two three people think they know what the entire PvP community wants? I'd seriously like to know what qualifies you to know what changes are needed for PvP, based on a freedom spar in 1v1. Also before the priest overhaul, a boat captain could take his foot off the gas, regain stamina, then continue sailing. The resulting change to your precious sailing update is that boat commanders are SUBSTANTIALLY more vulnerable to all attacks (even archery) because their ability to block attacks with a shield are 99% compromised once they have run out of stamina. Go to the skirmishes thread and watch Ciray's recent video that shows multiple players dying to archery in under 20 seconds on a knarr. Easily circumvented by rotating personnel. This does nothing to solve your issue. So...the answer to spell spam in your mind is to reduce our ability to stop spell spam? Clear as mud, got it. Vynora is, and should be, the epitome of "spell spam". Shard of ice, ice pillar, damage spells.... it's 100% all a Vynora priest can do (that isn't doable by every other priest, that is). Zero PvP utility spells, no healing spells, and coupled with your recent "unification" of spell damage types, Vynora priests bring NOTHING unique to the PvP table. Your PvP changes, as you can see from the responses in this thread thus far, share little sentiment with the members of the PvP community. I place no value whatsoever in your opinion of necessary changes for PvP, or even the game as a whole, and it boils my blood to see sweeping changes made to a system that is FINE the way it is. Stop catering to the needs of your friends and start thinking about the community as a whole.
  40. 1 point
    I'm aware my thoughts will be irrelevant and not taken into account, that's apparent now. I am pretty disappointed in your reply. So I suppose this will be final thoughts on the matter. My original stance is, I'm confused on WHO makes these choices? Does a dev just float over a battle and go, "huh they are casting A LOT I'ma fix that." or what? I don't see a single discussion about this. I never saw it discussed in discord, I know I have no life and stalk it. Is pvp really the pocket dev environment that everyone talks about? I just really would like to understand how the obviously very closed door topics for discussion on updates comes on the table? Once again, I'm not trying to complain I am trying to understand. Mainly because it gets me very worried.
  41. 1 point
    These PvP changes are ridiculous. Congratulations on going in the complete opposite direction that PvP needs to go.... down. Oh yeah, and one more thing... The change to cure light/med/serious not being castable on bodies should also affect Focused Will, thank you.
  42. 1 point
    Can we please keep the thread on the topic it was intended for and talk about the design rather than why PMK kingdoms are selling their things in the first place? It would be good to make your own thread if you wish to discuss that matter further.
  43. 1 point
    I know it's tough in times like these with this pandemic and lockdowns and all the isolation, but I sincerely hope you get help with anger management instead of releasing it on these forums where people are trying to just have normal friendly conversations.
  44. 1 point
    I agree that the combat system is poorly understood. However, I believe the reason is because it's an illusion of depth when in reality those adjustments to combat do almost nothing. Whether you aim for arm or legs doesn't matter much in PvE combat. It simply presents itself like it does. PvP is slightly different. More on topic, the combat system could definitely use an update. The problem becomes that basically nobody understands the combat system intimately enough to actually begin reworking it. Understanding the code that runs combat takes an extremely long time to comprehend. After comprehension, you would then need to identify the issues you're trying to solve and plan a course of change in order to improve it. With the other projects currently at work, I doubt anyone working on the game has time to tackle a combat overhaul.
  45. 1 point
    For sure it should be in the mix, but there were better, earlier guards quotes. " Woah! Killer bears! Would've liked ta see that" - (would even be in-game appropriate.) "What was that? Sounded like a, a sound of some kind." "Oh. Hiding are we? This isn't a game you know!"
  46. 1 point
    Ar-Are you alright? No, no of course you're not alright! When are they gonna bring me my dinner, that's what I wanna know, when are they gonna bring me my dinner? Anything by Benny from Thief, really.
  47. 1 point
    That's awesome, I like everything so far but the right click menu needs another option instead of right clicking everything. KIDS THESE DAYS "TLDR;" THE RIGHT CLICK MENU. It's too tedious for them. If you want to win over the mine craft generation and make the big bucks you need to make a super simple UI. Something that pops up in their face with all the options possible whenever they change their view to a new object. Like, auto-right clicking lol. Most of Gen Z is that lazy, yes, I work in technology in a school and see them using computers everyday. To give you an idea, they literally hit Capslock, type their capital, then hit capslock again instead of hitting Shift... they don't think of technology the same way we do. Imagine a whole generation of people raised on Apple devices and they're all used to interacting the way they do on an iPad. I tried to get some of the kids in my school into the game and the right click menu was just too cumbersome and complicated for them. https://imgur.com/a/oqZzVCV
  48. 1 point
    retro appears to be not here to make a snarky comment so i'll be filling in for him today So the problem boils down to "progress in these systems are timegated compared to any other goal and I don't like it"? no need to thank me, and remember, rifts suck
  49. 1 point
    In that case it's totally understandable. I wish you luck in your quest for justice. I don't think I'd want to come back if I came back to the game and found all my stuff just ######in gone tbh, so it's good you're doing this
  50. 1 point
    A bit more information, since it seems necessary. It was a rare loom, it was Finndar's deed. What many don't know is I have become good friends with him, and I am still hoping he comes back. I have been gathering as much of his good stuff as possible to secure it in hopes he does. His LMC, tool chests, and some other stuff I know he valued are all secured. They will be stored in a new, high quality building on his old deed site (right next to mine). These are not items I would sell. And, lastly, I already have a rare loom.
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