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Showing content with the highest reputation on 29/05/20 in all areas

  1. 7 points
    Sorry for spamming but I am so in love with the new lighting and skies!! Here is my little meditation garden, with my lovely unicorns in the background. One of my favorite spots on my deed ❤️
  2. 7 points
    Hi everyone Over the years we've had the premium player count graph publicly visible via the server MRTG. During this time, it has been viewed as evidence regarding the health of the game. The fact is the premium subscription count has always been a poor reflection of the health of the game as it does not take the entire community into account. The system does not reflect new players joining the game, nor premium players who have left. This system means that players do not get an accurate view of the game and become focused on premium accounts as opposed to active accounts. With the Steam launch incoming, to properly view the active population more accurately, we have decided to remove the premium player count graph and replace it with weekly active users. The new weekly active users information can be found here: https://jenn001.game.wurmonline.com/mrtg/weeklylogins.html
  3. 7 points
    Careful what you ask for!
  4. 6 points
    So they have added a lot of cosmetic and building modifications for everything like stairs. But I noticed when trying to do my build design for my stables that I couldn't build stairs on the outside of the structure to have an entrance to 2nd floor via outside stairway, so I built a side section and put the stairs on that way. I then tried to remove the walls that I completed and the plan so that the stairs would remain but the game mechanics don't allow you to remove wall planning on the first floor. I guess what I'm suggesting is that the building modification either to allow stairs to be built on a tile connected to a structure or allow us to remove an outside planned wall so that we can design the structure in a way that is cosmetically pleasing with the stairs.
  5. 6 points
    This is the view from the mountain above Spider Gardens in Northern Indy
  6. 5 points
    A new day rises on a much more beautiful Wurm ❤️ thanks devs!!
  7. 5 points
  8. 4 points
    Wurm really needs a work order system. Other games have such a system and it seems to work very well. A work order system should improve the economy. For those not familiar with such a system, it would work something like the following: A player who desires a resource, but does not have the skill or desire to obtain the resource posts a work order. An example: 40+ quality beeswax, 100 quantity. He places what he is offering for the resource in "escrow" with the work order. Example: 50 iron coins, or maybe an item. Work orders act like mini-quests for players. They accept the work order, and need to complete it within a certain amount of time, or it becomes available for another player to fill. A player completes the work order by delivering the required items. This could be via wagoneer perhaps, or the existing mail system. When a work order is complete the player receives the escrow item, again could be via the above mechanisms. Players can cancel any unfilled work orders and receive their escrow item(s) back. Work orders should be global, and in Wurm, possibly cross-server. There are probably many subtleties I've not detailed here, but I think there is enough so the concept is clear. Of course it needs to be adapted to wurm, but I think the game could really use this. For new players, perhaps not familiar with the open-world nature of Wurm, this would give some structure/goals for them, and perhaps some income to help them along. For existing players, it provides a mechanism to get those pesky items you are seeking without having to spam the trade channel (But notice that nothing here precludes using the trade channel as well). I think it also would provide a mechanism for established players to help new players - by creating "mini quests" for them, where they get an neat item for their trouble, which might be something the established player no longer wants/needs. There also could be some "stock" work orders - perhaps auto-generated by the server and/or GMs (notice this is essentially the same as journal quests). Rolf's original idea for wurm seemed to be to try to create these types of player interactions within a village. But for various reasons (different play times, player attrition, or simple desire for independence, etc), most folk seem to end up in solo or few player villages with several alts, and so there aren't new villagers to do these tasks. A properly implemented work order system would bring back this player interaction by bridging gaps of play time and server geography and has the potential to make the game more enjoyable and immersive for both new and experienced players.
  9. 4 points
    Absolutely beautiful ❤️
  10. 4 points
    A few people from our alliance had a nice sunrise viewing party on the Finality bridge Watching the first sunrise with the new visuals
  11. 3 points
    I have been lurking on this one, mostly because I have not ever hunted uniques or had much of an interest yet in unique mats - they would be wasted on my character. That said, I have read with interest waning and waxing the various arguments put forward and would like to suggest a few "outsider" observations (otherwise known as "sticking my oar in"). 1. Do hunting groups charge membership, or have onerous membership requirements that prevents anyone from joining? If not, then they are what I would call "public groups" so actions that they perform would not be what I would call "private". If the bar to hunting group entry is low to none, then it is difficult to complain of "no chance" to be in on a kill. 2. Is there really a rule that once a unique is penned, everyone NOT in the group that penned it has to leave the area? I got that impression from one of the above posts. If so, the rule is just obnoxious nonsense. The sooner the community is rid of that the better. 3. Permanent or long term penning seems to be a part of the problem. Why not give uniques that are not under attack some kind of teleport ability with a long cooking time, and only used when their chosen movement is blocked? Uniques "in the wild" wouldn't use it because they aren't blocked, so hunting groups wouldn't have to worry about an unfound unique suddenly popping into an area they just finishing searching. Uniques being actively attacked wouldn't use it, so there is no problem for a kill party of having their prey magically escape. Essentially, it would just be a case of a unique that is penned and left with no apparent intent of a kill could escape back "into the wild". Limit range, perhaps, if that helps. It boots nothing to claim that those who penned are entitled to keep it indefinitely. The "no entitlement" card has two faces. Maybe captivity should increase mortality, once penned the unique begins to age, reducing the value of the kill over time until the poor brute expires of old age. 4. Spawn rate per server should reflect server size. It makes no sense that uniques would appear as often on an 8x8 landscape as on a 32x32 landscape. I don't know what else. This is the stuff I have garnered from the debate. Shoot it full of holes, endorse it wholesale, whatever. I have no dragon in this fight.
  12. 3 points
  13. 2 points
    I think it would add a really cool dynamic to allow villages to have pseudo-unique tabards. There could be just a few "canned" two-color designs to minimize graphics/textures on the client, and furthermore these textures would only be loaded when a player with a different tabard came into range. The selection of design and which two colors (from a standard palette) , could be selected by Mayors through the existing deed windows. I think it would be much more interesting to see members of a village in their tabards at a Rift than just the boring one-kingdom tabards seen now (which actually make everybody look like a tower guard). This would add meaning to tabards (on the Freedom servers) where they have no meaning currently. The PVP servers would either just use kingdom tabards (same as now), or perhaps also use village tabards but perhaps with a more limited color palette to indicate Realm. Edit: Some really good feedback here. So it seems this idea would also require a per-user selection of: Show kingdom tabard Show alliance tabard Show village tabard based on user preference. Or, perhaps make these separate craftable items.
  14. 2 points
    The Jackal server will be shut down after it’s closure. Since its finish, the Jackal server has been up in order to allow accounts still on it to cross back and receive points and skill transfers. Shortly, we will be shutting the Jackal server down as we prepare to focus on the Steam launch. If you have an account still on the Jackal server and would like to receive the points from transferring, please do so soon. New: Added titles for 70 and 90 Soul Depth and Soul Strength New: You can now use place on large seats/chairs/benches as long as they are not occupied Change: An on/off toggle has been added to your profile for dig to pile. Default is ON Change: A ‘Close Tutorial’ button has been added to the New Player Tutorial Change: Foods under 30 quality will now fill your food bar to a greater percentage than previously PvP changes: The following changes have been made based on discussion within the PvP Discussion forum post Change: Tangleweave cast time has been reduced from 7 seconds to 3 seconds Change: Adjusted sailing mechanics as noted below Timers on changing boat speed are now halved Stamina reduction on boats is also now halved Change: Focused Will has been changed to be in line with the recent pvp cure spell changes. (See Patch Notes 30/APR/20 for details) Bugfix: Fixed an issue which prevented decorative items from decaying inside a trash heap if it was on deed Bugfix: Large planter harvests should no longer result in negative quality harvests Bugfix: Killing rebirthed creatures will no longer count in fulfilling missions Bugfix: Rift Turret armour chains will now have a random metal property when butchered. Note: This only applies to chains butchered after this patch Bugfix: Attempting to use “Place” with an item you normally can’t pick up will now prevent you from placing it on top of another item, like a shelf or a table Bugfix: Fixed a few issues with skins not showing properly in all cases Change: Sky visuals received a full overhaul Only visible on the modern renderer New: Added a “Volumetric Fog” option that produces a realistic light scattering effect The effect will only show when shadow settings are also set to high detail, in addition to the Volumetric Fog option Change: Fixed many instances of z-fighting in the distance New: Added a camera smoothing option to the settings
  15. 2 points
    Login as a member of the wurm team and anything is possible for a steam screenshot, my son.
  16. 2 points
    If this system is automated, if falls into the same category as auction houses. I like them in other games, but wouldn't work for the small population of Wurm. A small group of players would saturate the system. If this was just a message board, like a offline trade chat, I would like that. If I have something to sell, I look on there and see who to contact. No contracts, no auto-shipping or payment. Just information.
  17. 2 points
    Celestial Seaport, E15 on Independence
  18. 2 points
  19. 2 points
  20. 2 points
  21. 2 points
    Just gonna reply to this argument specifically. To ask players to read trough the code of a game in order to play it is an awful argument.
  22. 1 point
    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.
  23. 1 point
    I did post a video years ago about how to start making a mod for WU but it's not around anymore I don't think, so here is a new 1. This is pretty much the basics.
  24. 1 point
    At the moment this high end piece of furniture doesn't really do more than a small barrel with 10 jars in it, and it's only real feature is looking pretty. So I propose the following changes: 1. Allow the vials to be resized in a similar way to measuring jugs (only available if empty, current measure shown in the name to make things easier) 2. Liquids stored in this table DO NOT DECAY, AT ALL. 3. A special container for healing covers only; covers stored in here DO NOT DECAY.
  25. 1 point
    Greetings Wurmians! We're back with a fresh new view of what's coming to Wurm, with major visual work being underway! New Skies Ahead Many have commented on rainbows and moons looking a little different, and there's a good reason for it! We're working on the new volumetric lighting system that we have mentioned a few times, along with breathtaking updated day and night skies! As you can see, they're gorgeous! (I hope Gaffer doesn't go mad trying to find constellations) Volumetric Lighting Volumetric lighting is a technique used in 3D computer graphics to add lighting effects to a rendered scene. It allows the viewer to see beams of light shining through the environment; seeing sunbeams streaming through the trees in a forest is an example of volumetric lighting, also known as God rays. And they're coming to Wurm! Part of this work on lighting is adding a lot more atmosphere to the game, improving the feeling of actually being immersed in the beautiful world we have all built here. As you can see, it adds depth to the world, and I can almost feel the warmth on my skin. Oh, wait, that's some actual sunlight creeping through the curtain, let me fix that) More UI Teases That's right! I'm here with more UI teases! This edition focuses on the new tooltips when you mouseover an item. As you do, you'll see it's material, item type, and enchants! Pressing alt while mousing over will display more detailed information. Z-fighters No, not the cartoon ones! Z-fighting is a term when textures flicker, caused by them being on the same level and the client not knowing how to display them correctly. Long-distance viewing has had a few issues with Z-fighting, and we've taken steps to address that for the future too! This fix means more beautiful views when looking out from a mountaintop across the land, and who doesn't love that! Before: After: The Team Expands! Katspurr There are many ways in which you may know Katspurr, A.K.A. Malena in Wurm. Whether it is through her work adding all the new horse textures, her VEN streams, her gorgeous encyclopedia of Wurm items and their visuals, or just her beautiful renditions of suggestion ideas! Katspurr is not just a dedicated Wurmian, she's also a games industry veteran with decades of art development under her belt, and we are THRILLED to say that she is joining the Wurm team! Katspurr has taken on a short term Art Developer role in which she will be handling various duties from new loading screens, those beautiful shots on the Wurm Steam page, and more! Darklords Darklords is a long term PvPer with a lot of experience under his belt in the world of PvP, and he's come a long way since I first met him. Late-night ramblings and testing catapulting changes, to building up the courage to join the dev team and work on bugs and tweaks and now joining as a contracted member of the developer team taking control of the direction of PvP within Wurm as well as other PvE content. Darklords is fiercely dedicated to making sure PvP is as fun as engaging as possible and will be working with you all via PvP discussion threads as he goes. The first thread is up discussing some of the changes that went live last patch, as well as discussing potential future changes too, so go check it out here: He'll also be taking on other aspects of Wurm and will be working on PvE content too. On behalf of everyone at the Wurm Online team, I'd like to welcome Katspurr and Darklords to our ranks and hope they enjoy their time here! LCM Changes This news also includes a few changes on the GM team. Firstly, after a long period as LCM Idony will be stepping down from that role. Idony has put in a considerable amount of work in ensuring that proper guidelines are created and maintained and that players and staff alike are supported. They will be continuing their role as GM, and I am very thankful for that, I'd like to thank Idony for their work as LCM and hope the post LCM madness passes quickly. Astarte Many of you know of Astarte as the GM who rescues you from a situation and promptly turns you into a sheep. Well, Astarte has taken up the now vacant role of LCM and will be working with all of the staff and players to create a welcoming environment leading up to our launch on Steam. Willow What a long history Willow has! Willow has been a community figure in Wurm for such a long time, starting the Impalong traditions, and building the terracotta army in the northeast of Independence. She has been a GM for a considerable amount of time as well, and has also had the role as Assistant Head GM, which she is now retaking! Willow will be assisting Enki on all Head GM matters, helping speed up our workload and ensure that EnkiBoT2020 continues to operate with minimal breakdowns. A big welcome to both of these fantastic and friendly GM's into their new respective positions, I look forward to working with you both! That's it from us this edition, we'll be hard at work getting things ready for the next update at the end of the month, so stay safe, excited for the future, and as always, keep on Wurming! Retrograde & The Wurm Team
  26. 1 point
    I am getting the same issue with moons near the horizon:
  27. 1 point
    It was an oversight Sme, there will be a replacement.
  28. 1 point
    Checklist of things that need to be enabled for it: Renderer: Modern Shadow Detail: Everything Compatibility: All options on Core (I see in Degrath's console log that VBO is on extension) Volumetric Fog: Enabled Looking at that list now it seems we could explain it better within the game settings, will see if we can do that.
  29. 1 point
    Please allow us to place more than 15 items on a high empty bookshelf. 15 books isn't enough to come close to filling a shelf, yet wogic dictates that 16 is just far too many. I was so excited about books and bookshelves, I hadn't imagined it would look this sparse. While on the topic, please stop book decay on deeds with more than 30 days of upkeep, even if it means adding an action to the shelf like "dust" that can be performed weekly to repair all or stop decay.
  30. 1 point
    @Enkienlighten us peasents who are not worthy of you infinite knowledge of Wurm.
  31. 1 point
    Araninke - Added a “Volumetric Fog” option that produces a realistic light scattering effect The effect will only show when shadow settings are also set to high detail, in addition to the Volumetric Fog option
  32. 1 point
    It is funny how ideas evolve and change into greater things. So there I was trying to make a stained glass window into a window space in game when I dropped a different image onto the model than the 1 I intended and the results were like OMG this could be awesome. So I am thinking paintings and the server admin can add in their own images into the mod folder to be used, so you end up with something like this. Same item in game, 1 moved to a window space and 1 just sitting against a wall.
  33. 1 point
    pic from test client, the option should be under post process : but i dont see it on the live client, correct EDIT: a new download just now solved this. the setting and option to enable/disable it its there now
  34. 1 point
    todays update told me exactly how fast I can run to the top of my tower
  35. 1 point
    not the same idea but along the same lines yes i want to be able to build a round castle turret
  36. 1 point
    today i got the title, [15:23:10] <Richtje> [15:21:44] Your title is now Pumpkin King Dragonslayer. ty for the help [15:59:32] <Richtje> [15:50:28] Farming increased by 0.000008 to 100.000000
  37. 1 point
    69 cents? For that price, they should be giving them out like the plastic rings and mini-frisbees at the Chuck E Cheese ticket counter.
  38. 1 point
    This is gonna a fun **** show when steam servers come out then cause im sure they are going to be a huge server (much like xan) also and believe it its gonna be an issue with uniques cause we will still raise our voice about this.
  39. 1 point
    Oh you're now entitled to chase and pen game content than, is that what it is? Again bad 'example' or situation comparison.. as uniques are not yours, for other players(customers) to borrow from you. You just use all you've learned from the wu code and abused it to monetize your time 'playing' the game in various ways. It's an entertainment business(read:game product).. if it's not available(read:bits of the content).. it does not exist.. and problem some are trying to explain is.. private slayings starve rest of the community from end-game content(rare events with unique rewards) or any dream/hope/chase(read:goal to play long term and seek improvement) to get piece of the best armor in the game.
  40. 1 point
    Allright, so I thought I'd quench some of the will I stay or will I go-rumours by starting a new thread about an idea I've had quite a while. Back in 2015 we put WU on Steam and it has worked out allright. Now sales there are dwindling but Steam remains the best place to promote and sell PC and Linux games. Trying to promote your game via Facebook or Google ads is very expensive to the point of being pointless unless your game looks and has a really triple A newbie experience. The attempts we make have very poor conversion rate. Not to mention larger expensive ads on websites which simply are huge costs per click for us. Also trying to SEO the top rated search places for sandbox games isn't easy either even if we actually show up which I guess yields some traffic. But trying to improve there won't give much bang for the buck. So I figured, how can we go about putting WO where the PC players are and words spread nowadays - on Steam? If someone searches for a type of game they'll get one hit per game instead so it's a democratic search of sorts. Free to play games are highly sought after and I think A LOT of people look for and try free to play MMOs there. Compared to finding us online and download our client via custom links and registration, on Steam we would work exactly like all other games. We would probably get a fairly stable stream of players who look for games like these and decide to try them out. I asked the other devs and while moderately to very positive they raised the same initial questions many of you will. So I thought I'll start with them and a couple of my answers and then we'll discuss the rest. Here goes: Q1) Would we be risking more fracturing of our player base? I think it would be best to start clean server/s for a couple of reasons and aim to keep it/them in a separate cluster a good while. One is that new players deserve the feeling of being a newbie among other newbies with fresh land. This means that I believe their experience and inclination to stick around could be hampered by encountering very experienced accounts and high quality items. As the servers mature we merge them into the main cluster. Exactly when this merge would take place would depend on how well the release goes. If we receive virtually no new players and it's basically a failure, the server would merge very quickly so fracturing wouldn't really happen. If, on the other hand thousands of players come we would have to consider more carefully when the right time to merge is. This would mean Wurm becomes more sustainable which surely must be good for everyone. If we are extremely lucky, we receive so many new players that we can merge earlier because the old accounts and items will be quickly dispersed among the new population (but then we're probably talking about tens of thousands of new players). Q2) Steam gets a bit fussy with real money transactions. Can we abide by Steam Guidelines? I don't see how we wouldn't abide by Steam guidelines. We aren't involved in RMT or account sales. Our players may be but that's not unusual for online games. We would look into what we can do with the Steam shop though so we support their systems. Q3) How about the code base? Won't another branch be too much to handle? We'll see about branches and code base. Basically the server shouldn't need a new branch as far as I can see. There will be new clients though but it sure must be worth it if we want to get thousands of new players. Q4) How about staffing the servers? Will there be enough volunteers around to help out? We don't know at this time. We can't require anyone to help out. Hopefully some will of course and perhaps some GM's might consider returning if they see Wurm on Steam. I'll be interested in pitching in as well at least around launch. It's also related to Q1: If it's a success there will probably be resources to staff the servers, if it's not the server will merge fairly quickly. The initial success of the game shouldn't be based on whether people get help from GM's really - the thrill of encountering Wurm should be the main attraction. I'm fairly sure there will be players to answer questions in chat channels though. When it comes to answering questions in the Steam forum, hopefully Retro can manage some there as well or we suggest they visit these forums. Depends on the pressure. Q5) Will we be able to deal with the added cost of infrastructure? I am fairly certain the amount of new players will be able to sustain the cost of at least one server. If we need more servers the revenue is good so then we should be safe from other perspectives as well. Q6) Would we release both Freedom and Epic servers? We'd start with a Freedom server and be ready to launch more. You will have to discuss moving the Epic server there but from what I gather it would help with some multi account issues and might be a good solution for that. Q7) What timeframe are we looking at? Well, we would want the client to feel really polished. There are quite a lot of improvements planned and from what I understand we're looking at around Q1-Q2 (let's say February to April sometime) next year. Okay so these are the initial thoughts I have. I am sure you have more so let's discuss more pros and cons!
  41. 1 point
    yeah larger servers get dicked over for uniques, xanadu is 16x the size of the 8x8 servers, covered in giant mountains that'd take hours to climb, but still gets the same spawn rates as other servers. not to mention that having alive uniques on the server blocks new spawns of that unique so xan actually gets a lower spawn rate than the other servers, as there's a black hatchling permanantly penned (charcoal) and 2 uniques that weren't found when pendulums were a thing so they're probably in some remote mountain. the whole "can't spawn within 40 tiles of a deed" thing makes their spawns kinda predictable on 8x8 servers too.
  42. 1 point
    There is plenty of tricks to learn as you start to pvp people can't expect to come into pvp knowing everything, but beyond that when casting on the body it already mentions it is only blocked on body casts and tells you to cast it on wounds when on vehicles with the following message. "You must target a wound directly when using this spell on a vehicle." We do not consider wound casting a loophole it does extra range checks that prevent it from being cast while moving more than a tile while on vehicles. Venom removed upto 60% glance in some cases as a blanket enchant that works on any weapons vs any kind of armor type and its only downside which was reduced damage which is negated fully at high powers. It was to accurate and even now it still offers the lowest glance rate across all armor types, it is the lowest glance vs everything still just not absolute 0.
  43. 1 point
  44. 1 point
    I agree with Evilreaper, I do like combat the way it exists now and am glad for the slower pace. However, I also agree that it could use some better visual cues about what is going on. I also thought that it would be neat to have a second quickbar that had five or six slots that contained "reactionary styles" and current special moves. These styles would work the way special moves currently do; that is, when you gain enough skill they are unlocked. It would be fun to "slam" a target after you get a block off or have access to a higher damage style that is available after you successfully parry. I really enjoyed another game's system where sometimes reactionary chains went two or three styles deep. It was fun to see if you could pull off the whole style chain.
  45. 1 point
    Personally I don't play this game in order to have an immersive fighting experience. I think if you're looking for that, there's like a thousand other games where combat is the focus and they do it much better. So maybe check those out, except that they're pretty boring after awhile even with their fancy fighting moves. There's never going to be a perfect game that hits it right in every facet. This one gets it right in a lot of areas though, and considering how few devs there are and how limited the budget is, what they've given us is a remarkably entertaining game. I would bet RL money that if you took a poll of active players, not just the professional whiners on the forums (looking at you, PVPers) they'd rather have diagonal walls and fences than a revamped combat system. Just sayin.
  46. 1 point
    i personally greatly enjoy the combat system in wurm, its is interactive if you dont use auto-fight: targeting various sections of an enemy and changing when they change where they are defending, balancing special moves with current stamina and focus level, aiming for the arms to lower their parry rate
  47. 1 point
    +1 Nothing wrong with terraforming imo
  48. 1 point
    There is nothing wrong with terraforming. Care to elaborate what you think should be reworked?
  49. 1 point
    no i should be spoonfed the content because i don't want to band up now there's an even playing field for finding them with pendys not showing uniques anymore
  50. 1 point
    http://forum.wurmonline.com/index.php?/topic/68648-all-about-traders/ Evidence and experienced trader operators say otherwise.
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