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Showing content with the highest reputation on 06/05/20 in all areas

  1. 3 points
    Hi Everyone First, I would like to say that I am sorry we did not announce the last PvP changes before pushing them live. Moving forward, we will be making dedicated discussion threads of upcoming PvP related changes to provide players sufficient warning and time for some feedback. Alongside this change, I wanted to address some of the concerns raised by players in the patch note thread. I gave my original notes via Retro, but it is clear that a more in-depth discussion/explanation is needed. Addressing Concerns Mentioned Healing enchants did not receive the resistance penalty changes as they require you to be doing active weapon damage to heal, and it is one of the few ways non priests can heal meaning this is open for everyone to use as an enchanted weapon. It will, however, still work off healing resistance and other methods of healing will build up the resistance faster, decreasing the effectiveness of the enchant. We did not want to nerf all spells that use casting on other players bodies with range checks from starting position, so we picked to remove the body casting on the few trouble spells from being usable on vehicles only. Heal is the intended spell to be used on moving vehicles with its long cast time. Every priest (of which most people are on PvP) having tangleweave allowed non-stop casting of the spell. While we do want to reduce spell-spam, allowing the non-stop interruption of spells as a solution is not a viable long term solution compared to limiting how useful things are to spam. Being able to block a vital spell, like heal on a dying person is not something we want to remove, but being able to block casts indefinitely seems a bit of a broken way to handle spell spam. The only counter to this would require even more priests, leaving people without tons of them extremely vulnerable to this heal/damage spam from spells. For tangleweave, going forward, how would people feel about Vynora/Libila only having tangleweave with closer to the original values to make Vyrnoa a more viable pick in PvP combat? We are also open to other ideas for making vynora a bit more feasible as a pick and not just because it's required to fill all three champ slots/enchant stuff. We are open to ideas for new venom effects, but removing the rng element of it makes it far too accurate, and we are not looking to go back to that at this time. We like the idea of starting and stopping boats not being instant but understand it has made stamina regen much more difficult taking up to 8+ seconds to stop than start back up again now. Some ideas to help this include reducing stamina drain when sailing overall by a pretty large amount to make stops for stamina less required in general or reducing the time it takes to slow down in half. Proposed Changes Reduced stamina loss on boats from moving by half, or reduce the action time to stop/start a ship by half down to 2 seconds from 4. A mixture of both could also work. Tangleweave will now be exclusive to Vynora/Libila. Tangleweave cooldown reduced to 1 min. Tangleweave cast time back to 3 seconds. Tangleweave favour cost stays at 30. Focused Will will receive the same as the cure spells. This first discussion is also open to any PvP changes people would like to see in general, not just things listed here. Please note that we will likely keep future posts like this to more specific topics. Please keep it civil and on topic, save the kingdoms and other player-related talks for skirmishes/discord PvP channel.
  2. 3 points
    We can possibly take a look at shield bashing balance as far as non priests go. The teleporting is a great point, we could add a cooldown once leaving an enemy local to using it, something around 10 minutes or so.
  3. 3 points
    dont bother focusing for skilling shields it'll mess up skillgain with your CR changing distance doesn't matter its much harder to block things attacking from behind you defensive lets you block more blocking is buggy at times ql is chance for block and damage taken and effects skillgain chance 15 minutes per mob, resets every 4 hours dmg blocked = skillgain tick size, trolls are good if you can tank them for long times shields skill does little its all in the actual shield skill (small medium large whatever) off the top of my head it should do checks like block (shield) - parry (weapon) - dodge (body control) - glance (armor) - hit/miss (combat rating) in that order only train one shield your CR vs theirs is used for the skill tick check, but other than that shouldn't matter iirc shield bashing skill is more skill = more chance to stun and bigger stuns, but has lots of modifiers such as shield weight, shield material type, opponents body control, their weight, their armor, if they're moving, all kinds of things to grind skills you want to fight mobs that hit big and slow, but unfortunately the only thing really worth skilling on is trolls and they take a lot to tank, just get a LT weapon and sit in normal or defensive slapping mobs for a long time and try not to watch the skillgain, it sucks until you can fight trolls.
  4. 3 points
    Problem solved, very grateful for Pepejot for the help and Vom for fixing the issue.
  5. 2 points
    well "from my point of view" spying on alts has never been something I been agreeing with. so removing that would be for the best.
  6. 2 points
    . Could we see something done about abusing alts in general? As in putting them in reinforced mines outside of your enemy deeds. +1 to this.
  7. 2 points
    I am sorry libila would receive it also I'll edit that to make it more clear was intending to talk about WL gods in general there.
  8. 2 points
    So now only WLers can interrupt spell casts? That doesn't sit alright with me. Why not just remove it altogether? Passengers have no stamina loss and they're supposedly rowing the boat or helping tacking or whatever. I don't mind boats taking a long time to stop, that's just a change in meta and people can adapt to that.
  9. 2 points
    "low ql shield, while swimming, while I point my horses ass at the mob against penned trolls. got it." This is the conclusion I came to when asking in discord for tips. Just go around and murder everything on your server and when you cannot find any mobs (without seaching) sail to another server and repeat. It's what I did to raise my LMS + 4 weapons to 50 in a few days. I think LMS espcially is a skill not to pay much attention to, just let it happen. Focus on leveling some 1 handed weapons and the shield skill will come slowly also.
  10. 2 points
    A nice snip I took with my priest this morning:
  11. 2 points
    wrong order, discussion should be first.
  12. 2 points
    I am extremely obsessed with my cat, so I'll probably post pictures of her here quite often! This is Daisy.
  13. 1 point
    Well the time has come for me to start a quest. The quest to find a Fantastic Trowel. Does one exist???? If so would the owner even want to sell....... If you or someone you know has a Fantastic Trowel please shoot me a pm. You can catch me in game at Brattygirlsback or on the forums.
  14. 1 point
    For those of us who still trade in person, I'd like to propose a wagon/ship trade window. This window will allow people to trade crates and other large objects from vehicle to vehicle without having to worry about deed/vehicle permissions or moving off deed to load and unload all the items. This window will be functionally the same as a person to person trade window, but with the benefit of allowing large containers to be moved between vehicles without the loading and unloading requirements that is currently necessary. This will also benefit those of us who do not use or have access to wagoneer contracts (or are just too cheap to buy them...lol).
  15. 1 point
    PM Viremental for items, I've taken a bit of a break from sales page Steel | Low ql | High Coc | Skillers -Pickaxe -Shovel -Hatchet -Rake -Hammer -Butcher Knife -Carving Knife -Stone Chisel -Mallet -Saw -Cooking Knife -Metal Brush AND MUCH MORE I can make anything !
  16. 1 point
    1. Revert the sailing changes completely. No compromise, no half-fixes.... just GONE. 2. Tangleweave was not an issue. If you want to stop spell spam... here's an idea... increase the cast time of the spells that you feel are being over used (LoF, etc). 3. Exclusive rights to tangleweave for Vynora priests does not begin to compensate for their lack of utility spells in PvP. I proposed a similar "focused will" spell that *can* be cast on the body while sailling, exclusive to Vyn priests. 4. Consider creation and modification of PvP mechanics that are unusable by priests. Shield bashing would be a great example.
  17. 1 point
    I'll update my input on this comment when I'm more able to but just wanted to say. Very very impressed to see this thread. Great job this is the direction we need.
  18. 1 point
    most spells in the game are so absurdly weak now (i straight up ignore any pillar spells, and any direct damage spell after the first does like 1 dmg) that the only thing worth tangleweaving is heals and there's no spell spam whatsoever, so longer cooldowns or whatever doesn't really do anything, as long as you have as many priests as they have fo/lib priests you can tangleweave everything of importance before they die, compared to before where you had to choose whether to tangleweave their damage spells or their heals. Tangleweave is supposed to be the way of countering spells so rather than nerfing/removing from most priests it i'd rather look at giving non-priests a way of doing it, maybe a special move or something thats really quick/uses a decent amount of stamina and only interrupt the enemies spells/doesn't need to be in combat for 30s to be used. Shield bashes aren't consistent enough to stop spells and specials are often quite buggy if they want to be available to you or not, i've had plenty of times where i couldn't use specials until well past when i was full focused. LT is too inconsistent to be considered as a way of healing due to it being a % of damage, if you're in melee you're gonna be taking way more damage then you heal and gotta play rng with blocks/parrys/dodges, but if you back off for 30 seconds and slap wildlife with a weapon you can full heal in that time. It swings from useless to near broken depending on what you're fighting at the time, and relying on RNG in combat is a bad idea. just an fyi, this makes karma'ing away/using a farwalker and entering combat with 40s or so of superspeed insanely easy to do, as you just pop into a cave and your local is empty. very easy to abuse.
  19. 1 point
    It's very hard to define, I agree on that.
  20. 1 point
  21. 1 point
    Great ideas. Thank you @Darklordsfor opening up the discussion, it's much appreciated ❤️ The suggested changes to sounds really good and quite well thoughtout. Personally, I'd also like to see a few other things added so I'm gonna write them down here. 1. Since we can't share accounts anymore (to the same extent) could the king appoint Jarls or Royals that has access to the kingdom permission system as well? That would help a lot. 2. Could we see something done about abusing alts in general? As in putting them in reinforced mines outside of your enemy deeds.
  22. 1 point
    You need to run the rebuild-dbs.bat after loading a custom map otherwise you end up with all sorts of anomalies like landsharks and trollfish.
  23. 1 point
    they never despawn send a mag priest up with goat shape and stamwiches and summon people?
  24. 1 point
    As was discussed in Freedom chat yesterday; There should be a tunnel between Darq falls and Darqness, however it's exact starting location is unknown. There are two paths between those deeds leading to the mountain between them, so it's a bit of a guess. Players also may need permission from the deed owner - which is either @AJBlackor @Yldrania; I got mixed messages on that - to mine from the Darq Falls deed to the top of the mountain where the rift is. Given the terrible location, the fact the deed owner of Darq Falls most likely hasn't been online for quite some time and the fact that this proofs that the old approach of being in and preparing the area as fast after the moment a rift has spawned, instead of arriving last minute works a lot better, I'm wondering if it wouldn't be better to just keep this one open until it auto-closes. Although I don't know how long that might take. Thorin
  25. 1 point
    Deed: Ocean View Village can be updated with a Mailbox now as well available for public (101 c0urier)
  26. 1 point
    I ran in full gear in Afghanistan. It is possible, and it drains you very quickly.
  27. 1 point
    So, yet another idea.... create a muzzle that can be put on tamed hostile creatures so that breeders/riders can untame them and still be free from being attacked. This would also prevent ridden hostile creatures (crocodile, Hell horse, bears) from getting attacked while out in the wild. This would make the other ridable creatures a bit more viable and fun to use.
  28. 1 point
    Hello My last attempt to find the owner Have been over different users who made crates and stuff staying there, but no one seemed to own the building itself. Its in F8 on Exodus, 2 buildings (or whats left of them), The buildings are called Kuzniosztat and Laboratory Port, if the owner of these do not wish to return to them, could you please contact denully or Stinboi, we would very much like to expand our deed, but these are in the way and does not seem to drop in damage (1dmg over a week) so the owner must be active somewhere. posted it on here, in case the owner was living primarily on another server
  29. 1 point
    Only utility for Pve I see is lockpicking when you're exploring and some dumbass made a gate to the only path up a mountain or through a pass, that would normally save you 10 mins of riding around said mountain. Lockpicking for 24 seconds is way faster. And past that gate? Nothing. Just a stupid gate. I agree with the rest, a lot of skills exist just to exist. I still don't know what trebuchet skill does or catapults. Increases damage? Not likely. To be honest, looking back, most things in Wurm are pretty useless. Besides tools , weps and armor, most stuff is just there. Maybe I'm too much of a pragmatist in my mindset these days but I really don't see any utility in some items other than "we have more important things to do than fix them". Keep in mind, decorations are useful since aesthetics is a utility in itself, if it gives pleasure to the beholder.
  30. 1 point
    10c each rare sand, 15c supreme dirt. COD to Nordlys if ok.
  31. 1 point
  32. 1 point
    My rosewood Knarr docked in the under-deed.
  33. 1 point
  34. 1 point
    A few pics from my little part of the world.
  35. 1 point
    Did you intentionally omit the numbers of peak players? With 1817 max, and even 458 now, they are looking bit more impressive. As not all players are playing at the same time, that points to an even higher active player base. If Wurm Online succeeds attracting over 400 regular players at any time of the month, that would spell some thousand new accounts.
  36. 1 point
    The following skills have little to no real utility (in PvE at least): Tracking Prayer Firemaking Exorcism Weapon heads smithing The ENTIRE thievery tree The ENTIRE toys tree
  37. 1 point
    I'm going to play devil's advocate here:- This idea isn't actually so bad in terms of adding different healing methods that are more resource costly. The idea of cuts/bites getting infected if left untreated (2 healing ticks without treatment might be a good metric) isn't unreasonable, as this would be counteractable by using a healing cover or cleaning the wound once (cut/bite, when water is used, become "cleaned cut/bite" which prevents infection). Giving larger ticks for healing infected wounds might be a good way to counter-balance this (and lets be honest, water is easy to find, so really this is just free ticks). The idea of bandages (we all carry farmer's salve anyway) that remove infection doesn't seem to impactful. Indeed, their method of manufacture is laughably easy, and you could always offset the extra effort by making bandages lighter than cotton (bandages use half the weight cotton does for healing). An ingame item to remove the disease effect is needed, as this is becoming a serious problem at impalongs/gatherings. The method for production feels reasonabley in depth, especially since people are likely to make more than one dose at a given time. Broken bones do feel a bit punishing (falls are common for new players, not so much for experienced ones), and always needing a 1.1kg item to hand to heal such things is a bit harsh. However, a broken bone from a serious blunt wound? That isn't too far fetched, and the middle ground here may be that bad/serious blunt wounds can be stabilised using a splint (don't get worse). This makes it a positive change (similar to farmers salve vs cotton). (Additional thoughts - https://forum.wurmonline.com/index.php?/topic/81832-more-healing-options/&tab=comments#comment-816235)
  38. 1 point
    Hey guys is it 1 month until this supposed Steam release? Thinking about making a freedom village, anyone wanna join?
  39. 1 point
  40. 1 point
    So.. when are the Indy(don't know if other servers were also "reset" at some point) named recipes original discoverers coming back? Been a while.
  41. 1 point
    I am dumping the Conquest 2 code public in case it is useful to someone. I don't intend to offer any support for this code, nor do I intend to update it to work with the latest versions of WU. Credit to Sindusk for the supply cache code and Darklords for some of the dungeon code and the HOTA code. All bugs are my fault. While a lot of it is reasonably well-structured, there are some really hacky parts, so check the code before using any of this on a live server. All the code is available here: https://github.com/modsandstuff/conquest2 This mod includes: Mob spawners and loot carpets/chests used for building self-maintaining dungeons. A number of new mobs and items A reworked hota that uses the whole map Trade tents that spawn trade crates that give money when delivered to the opposite trade tent Athanor Mechanism for transforming star gems into enchant scrolls (moves randomly around the map) Item-spawning structures (e.g. Plate Smithy, Iron Mine) intended for use as strategic points A rework of the fog spider spawning code that doesn't cause server lag, and replacing fog spiders with fog goblins Carts with barded horses move slower Removes domination of uniques Blocks the founding of deeds near no-build zones Disabled karma teleport Gives a huge egg when a player would otherwise win a key to the heavens Allows 3 champions of any religion for each kingdom Fixes a problem with generating new missions with the "/newmission Fo" command Probably other stuff I've forgotten
  42. 1 point
    Wishing Wells are integral to the Wurm Online experience.
  43. 1 point
    oh lawd all the big boi power people are gonna be sprinting around holding 630kg of gear, i'm fencing off SW cele
  44. 1 point
  45. 1 point
    Not to offend anybody.. but... they look... 'fat' 😁; great kitty life #wurmianDreamFatlayerChampions --edit This one weights moAr though 😮
  46. 1 point
    This one definitely is my favourite! Very nice! (Where is it?)
  47. 1 point
  48. 1 point
    Dragon Farmer on the moon. He has an appetite for Wurm, apparently.
  49. 1 point
    Finally got around to some interior designing off my inn/tavern (complete with a library if you get bored):
  50. 1 point
    Thank you for this. It's always the biggest shame when great server mods from projects get left to rot. Having code available to the public helps new modders learn how it works, and gives experienced modders new methods to approach tackling specific problems. I find nothing but positive impact from these types of releases and hope that more follow in the future. Just as a follow-up question, some of your code would make good options in mods such as Server Tweaks. Would you be willing to allow me to add some of your code as configurable options to Server Tweaks and my other mods?
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