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Showing content with the highest reputation on 17/06/20 in all areas

  1. 6 points
    Ok seriously, what's been going on? Does anyone remember how nights used to be actually dark and you needed a light source? I'm talking about: And today at 8pm wurm time: 9pm Wurm time, no light source on character: What happened? Even WoW nights are darker than this! They seriously need to be darker. My fondest memories of Wurm are when it was dark and you had to plan your journey, and gameplay, and wander carefully at night, you definietly neede to bring a lantern with you. Meanwhile i haven't used a lantern in almost a decade because it has become so bright
  2. 5 points
    It looks to me the team is missing out on the hype for the steam version of Wurm by not having a forum section for it. Recruitment, deeds, general banter.... All of that creates hype. With about a month till launch, why don't we have it yet?
  3. 4 points
    This is not necessarily true. My own experience would tell me there are others who have not found Wurm. I have long had an interest in "these kind of games", since before the internet was a thing. However, I am not the kind of person who keeps digging over old ground, which includes not regularly searching the internet for this very specific kind of game. I don't know about what marketing Wurm ever had, but none of it ever reached me. I very specifically searched sand-box, survival, crafting and even world-building type games late last year, and Wurm itself was not in the first several pages of search returns (and I don't go past 4 or 5 pages as a matter of habit). I found it in a list of briefly reviewed sand-box games on a third party site, and it was the 3rd game in that list that I tried (4th if you count OSRS, which I already had). Wurm's historical lack of presence in the market means that many have probably not even come across it (because they are not always looking for the next game) are exactly the sort who are likely to stick at it (because they are not always looking for the next game). These are the people looking not for the NEXT game but for a BETTER game than they have experienced so far.
  4. 3 points
    Lore action that's unlocked at a certain skill 20 - You can tell this wound is stable/improving/worsening 30 - you can tell this will heal/worsening by x amount next time it ticks 50 - tells you the exact potency you'd need for it to start healing iunno about exact numbers but something so that you can check wounds
  5. 3 points
    i cannot change the date of the friend-along, i applied for this time off months in advance and had to plan it around other vacations. There is no way i can move it at all. I've had the thread up posted with the date for months now, it was obviously just chosen to be disregarded, really makes me regret all the time and effort i put into this project when there just gonna crap all over it and throw some other hot event right on top of it. A giant ******* to me and all the others who put in time materials and silver for this. It was bad enough when you screwed me with favor and forced me to grow and chop another 200k veggies to compensate, now this? WTF seriously? I cant help that they cant get this stuff together and have to delay things over and over, how can I plan around that?
  6. 2 points
    Just for fun, i set every graphics setting to absolute maximum [06:25:36] It is 03:49:40 on day of Sleep in week 4 of the starfall of the Saw in the year of 1093. when does it become pitch black, i have no light source on me in that image and my deed has 0 lighting, it's actually darker with graphics set to low
  7. 2 points
    i just hate when ppl play on crap graphics settings on their crap laptops and cry that nights are not dark enough.. Dude, set the graphics to max, enable all shadowing etc and you will soon see that the nights are pitch black already. When the moon shines it gives a bit of visibility as it SHOULD! Everything is as it should be already and it defo shouldn't be just black screen. if i wanted that i would open MS paint, fill the background black and stare at it. To sum up, -1
  8. 1 point
    Dear Wurmians, We have very recently lost someone very dear to us here at Wurm Online. On the 30th of October, Tich a.k.a Pifa a.k.a Epona passed away after a battle with esophageal cancer. Tich is a prolific individual in the history of Wurm Online both first as a player, and later as a developer. Tich’s mastery of the shovel was second to none as evidenced by the massive highway and infrastructure projects throughout the years. Tich’s work brought us bridges and led to the evolution of the highway system of waystones and catseyes that we use today which freed us from a lot of rules and regulations that none of us were too happy with. As a player, Tich also mastered fishing to become the first to 100 in that skill. Tich also took part in various major construction projects including the Great South Mountain Highway on Independence, major bridge and highway projects on Xanadu, and the building of Rockcliff Cathedral. It would take a lot of effort to even try to list every way that Tich has touched our lives here. From moderation to the everyday situations that all of us encounter, Tich had a hand in making things better and brighter for all of us and not a day in Wurm goes by when we don’t use a system that Tich influenced. Everyone of us uses tools or mechanics that Tich developed for us, as an example in no particular order; Bridges Support ticket system The new permissions systems The overhauled cooking system, trellises, beekeeping The chat system with global messaging and trade Addition of new wall types and staircases Cave buildings and underground reinforcements Terrain modification above and below ground Wide mine entrances New paving styles The Wagoner system ...and much more….. Tich touched just about everything that we enjoy using every day in our experiences and was still working on new features before passing away. Work on a massive overhaul of the fishing system is mostly complete and we will be working to ensure that it is finished in Tich’s honour. Tich was with us since 2005 and a lot has transpired in the years since. We will actively feel Tich’s presence in our lives for a long time to come as we get to enjoy the fruits of Tich’s labour in our time here. Tich will be deeply missed by us, especially anyone who came to know Tich as a friend during their time together. To commemorate and memorialise Tich within wurm we will be adding a statue of Tich’s character, sitting in a chair and fishing, which was one of Tich’s favourite things to do in game. Our heartfelt condolences go out to Tich’s family and loved ones both in real life and in Wurm, we are sure Tich will not be forgotten as we have made many memorable memories together over the years.
  9. 1 point
    This suggestions was originally a comment in the Nautical Compass suggestion, but if implemented on its own for compasses, will actually resolve the need for a nautical compass anyway. Make the compass behave like it would IRL. Rather than just a blank circle when unstable, have the needle swing about when being moved. Modify the "jiggle" with QL , speed of motion, type of motion. The settling process would slide down through the degrees of jiggle until stable. A particularly high QL compass would still give quite a reasonable indication of direction while moving while a particularly low QL compass may never completely settle. Low QL at full run, total random swinging; moderate QL could be 180 degrees of swing; high QL could be 90 degrees of swing while running. Thus, when running the compass just swings at its maximum swing (which is moderated down by the QL). Riding a cart, given the lack of suspension, would be the same as running. On a ship, however, the motion is quite smooth, so the compass should destabilize when the speed is changed (or raising/dropping anchor) and then begin to settle immediately. QL of the compass remains important, but the stupid workaround of "Man overboard! Wait. No. The cap'n is just checking his compass." can be eliminated.
  10. 1 point
    Greetings, All. I am new to the game - a couple of weeks in (don't ask why I didn't find Wurm years ago, I wonder about that myself). I am trying to get started, but for now cannot afford premium so hit a lot of limits. I joined Parris Dock village, but Parris Island is mostly deserted and there is little interaction. Any kind of material help would be welcome (better tools, etc) so I can get set up enough for some trading. I have a small bunch of animals I would be happy to trade (sheep and pigs mostly, which I continue to breed for now, and a pair of young horses - male & female), but cannot yet travel back to the main island.
  11. 1 point
    What's up with that? Over the years I've come back and played this game many times each time hoping sheaths would finally be in, but nope... Even having passive and active modes for combat without the sheaths would be fine. What do you guys think?
  12. 1 point
    Idk how much these things fetch for, so that's why I'm putting it on auction :D, Either way I'm auctioning a rare unfinished wagon. https://imgur.com/WhGdKl5 [14:16:00] You see a wagon under construction. Ql: 2.2214584, Dam: 0.0. This is a very rare and interesting version of the item. The wagon needs 2 yokes, 1 small wheel axle, 10 small metal nails, 3 shafts, 19 planks, and 2 sheets to be finished. Starting bid: 15s Minimum increase: 1s No buyout 2 hour sniper protection ((delivery included)) now hopefully I did this right ...
  13. 1 point
    Hey! This is on our radar to address, the new skies are awesome but there is definitely too much light around. Expect to see some tweaks with this as time goes on.
  14. 1 point
    Love this. I have a stool outside my door, and I just dropped a chair there as well. I think I will have to adopt one or he other for leatherwork, tailoring and "whitling". Wurm needs rocking chairs next.
  15. 1 point
  16. 1 point
    I use them on occasion usually while grinding on leatherworking.
  17. 1 point
    Hi can you send supreme kindling and hunting arrow to Enniskillen pls? Thanks
  18. 1 point
    If they continue with Jackal and upgrade on it then it's fine
  19. 1 point
    Oh man I forgot about the expansion drama. I had my own settlement annexed twice before I gave up and just joined the city lol. Awesome video, brings back good memories.
  20. 1 point
    giving this a huge thumbs down. you can make your settings darker if you want to go fumbling around in the dark. the devs give us gorgeous lighting and all you can do is whinge? pffft
  21. 1 point
    Well you start with a light source as a newbie, it lasts 24 hours of gametime and turns on by itself in the dark. On top of this, outside of starting on a fresh server, you will generally always spawn in extremely built-up locations where there is lightsources galore, and this isn't 2009 anymore, you have a CA chat for help, and global chats for talking to everyone else too, rather than just the local kingdom chat.
  22. 1 point
    In 2009 I logged in to the game for the first time and it was night and foggy ... I saw only blue lines and nothing else. I uninstalled it.. Can you imagine how many other people did the same thing as me? Only because I had a friend in game, he persuaded me to play again.
  23. 1 point
    This is not true. The game is not dark at all in comparison to what it used to be. Nights do need to be darker. Caves especially need to be darker. With no light source, caves should be a black screen. I started playing Sea of Thieves and they recently made the game darker at night and in caves and it really increased the immersion factor by a lot. It makes you need to use the lantern to see anything. Please bring back the dark!!
  24. 1 point
    We did it before the game became artificially brightened, no? Mining was more dangerous and required at least minimal planning of light sources, keeping your lanterns fueled was important, and we could still navigate via our own lanterns. QL was important for lightsource strength too. On top of this, you can get blessed lamps on the modern highway system iirc, so again if people would plan their infrastructure it would still be a great mechanic for darkness to be relevant. Now it's basically just obsolete. You could remove all light sources in wurm and there'd be no mechanical impact because darkness is obsolete.
  25. 1 point
    How do you suggest to sail and travel at all during night time? Use only highways and generally when it's night -> never travel out of deed, great QoL, but why? If you feel like not seeing anything, just lower game client brightness and enjoy your darkness - seeing nothing unless you supremebone a ql99snow lantern with purest white.. hardcore, are we aiming for that?🤔
  26. 1 point
    Either way, it is a no, as the devs have said previously time and time again. Only newly created characters after the servers are released will have the choice to be able to go there. No currently existing characters will have the choice to transfer there.
  27. 1 point
    Unpopular opinion here maybe but I like how WS is so slow, albeit I might be biased since I did eventually get to 90 after years of on and off grinding. I do agree it needs some boost to skillgain. I know the pain people talk about when grinding it. What I like about it is the fact is realistically depicts just how precious a weaponsmith would be in a medieval situation. Even during the Middle Ages, armoursmiths and weaponsmiths were usually considered as top notch professions, highly respected and paid in their communities, similarly to how brain surgeons are today. Even during wartimes, smiths were usually spared the atrocities of war due to their skill. I like it's a slow skill to grind and it does have its perks, such as inevitably turning some weapons rare in the process. I do agree however its skilgain should increase by at least 30% due WOGIC. Chainsmithing/platesmithing are waaaay faster to grind vs Wep smithing and armour is just as valuable as weapons in game. So why is WS slower than them? Going by that logic, why is jewelry smithing faster than WS? One may argue JS should be the hardest since it implies fine work, meticulously laboured over hours and hours just so you don't damage a ring or necklace. I'm guessing slow WS gains have something to do with how PvP was originally envisioned? I'd keep WS as having slower skillgain than other skills but still with a 25%-30% increase to make the grind more bearable.
  28. 1 point
    pretty much all of the people i've talked to that played the game years ago and still own top level characters would rather start again in a fresh environment, especially for pvpers.
  29. 1 point
    Had this discussion several times in the past with neighbors, alliance and kingdom members etc, would love to be able to move my token on Freedom for sure. Don't have much of deed tbh but as it progressed I've been like; "damn that token is in the wrong place now... sigh... if only I could move it over there without having to disband and redo all the perms etc and raise bonuses, that would look nice!" Thought along the lines of a cost to movement similar to deed expansions, the further you go from it's current position the more it costs. Also thought it should be limited to one movement per X months or something like that.
  30. 1 point
    Im all in favor of new town's style of setup like it might be seen as disorganized but its got order too it For those who never had the chance to walk through it here is a short list Token was right on a t junction on the edge of town(the deed was build east and expanded but never build more west beyond what it originally was) with the road north splitting off within a few tiles to go east towards houses of people who lived(and paid upkeep and where mostly staff) on new town who build and maintained the deed and some other stuff they did The road west went past 2 sets of buildings before going up a giant(and i mean giant) 2 wide with sand on both sides highway that would then span half the server as it spread out into a few directions but its first stop was a newbie friendly deed that recruited people actively at all times The road south would take you past a few sets of houses a tree farm and then off deed into shanty town as some of us called it almost every newbie would wander south to build their spot next to someone else's abandoned place and either take over or make their own mine and thus leading to the weird maze of tunnels and drop shafts that you could get lost it(and newbies did resulting in people trying to find them for ages on end) That area was a bit of grass land that never grew over as too many newbies kept coming in cutting back the forest and building their huts but south of that area was the deadly forest of no return anyone who went in never came back and it scared a lot of people from rumors of slavers(yes there was 1 guy who did that) to giant spiders that would hunt you down in packs and kill you to scary huge trolls that you would not see until it was to late The road north would lead off to a more undeveloped peaceful area towards a bunch of villages and guard towers everywhere with the road splitting off soon to go either north(turned into a small road with no protection leading to a steppe and beyond) and north east going past a lot of towns The whole place of nt and its surrounding area displayed what wurm was all about adventure exploring building managing fun entertainment and indy's first starter town kinda had that going to but it was never given enough time to really develop it and subsequent starter towns on servers just never reached that as "oh gms build it into these giant over the top organized show homes" vs players live on and around the place and the deed has some order but right outside of deed its utter chaos For me personally i hope that the new starter town will become a place similar to nt where cm's and gms get to live and maybe a few players who actively want to help out newbies if they have questions and the likes and they are the ones who organize and build it by hand(no gm powers) and opt for a more casual setup(2x2 houses and the likes) and show off what village/community living in wurm is all about with a public smithy and leatherworking/cloth tailoring building and public cook house and what not Imagine you are brand new to a game and you know its graphics are old and they claim they have a great community and the first thing you see when you get in is the starting town being a community of active players who try to help people out and guide them when questions are asked and the community build and maintains the place and there are dozens of people living around the town as its a safe place with all resources so its a great and safe area for you to try out the game without having to worry about mobs That is pretty much the experience i had when i started out again after my break from wurm way way back and that is what made me decide to stay instead of take the previous reasons why i quit as a means of leaving again as nothing had changed yet(we had a period where new updates didnt really come out much)
  31. 1 point
    The wind condition "light breeze" is a disgrace and hated by every sailor. While rowing boats remain unaffected, all larger ship's motion is severely crippled, even if they are high ql and runed. Now a dead calm situation might happen, sure. But light breeze feels like it is nearly half of the wind conditions, ok in fact maybe 20%. And that is irreasonably much. Accepted that wind conditions are planet wide which is meteorologically impossible but programming wise inevitable, but that the worst of all wind conditions prevails so often does not follow in a world of seas and islands. It does not add any fun but lots of frustration. The suggestion is to cut the occurrance of light breeze to 5% of the wind conditions, and that it changes far more often to stronger wind, say, at least every 10 minutes RL (1.3 Wurm hrs.) at minimum. The most frequent wind conditions should be strong breeze and breeze and gale. I would even like that the gap of the light breeze cut would be filled by stronger wind conditions, let us name it tempest, which would not add boat speed (in fact in strong storms the sails must be reefed to avoid damage and mast breaking) but can cause damage on ships.
  32. 1 point
    Looking for the large audience isn't necessarily better. There is greater competition and that translates into a higher promotional cost. What do you think attracts people to Wurm the most? Combat? Or creative expression? When it comes to promoting games (or anything for that matter), you can: 1. Target the large markets. 2. Target the niche markets. In both cases, the type of game will attract one or the other and in some cases players that enjoy both. Looking at 1 and 2 differently: 1. Target the fat crowd, those that are overwhelmed with video game choices that fit their popular style of gameplay and can consume 1000's of games just like that. 2. Target the starving, those that are not impressed by games that all look alike, feel alike, and have the same experience and are looking for something unique. When one has a product like Wurm, that is unique, then one attracts the starving crowd of people looking for a unique experience. This is also more cost effective because the "fat crowd" is not looking for games as much; the result is that games are thrown at them (push marketing). But the starving crowd cannot find satisfaction so they are actively looking (pull marketing). I'm not saying combat can't be improved (though I'm personally happy with it as it is now), I'm just saying that marketing to the large "popular" crowd means dealing with greater competition too. The niche crowd is smaller and therefore competition is smaller as well. Wurm is a unique experience, combat could be better, but it's not the things one can do in Wurm (fight) that can also be done in most other games (also fight) that attracts most, it's all the things you can do in Wurm that can't be done in other games. That is the hook for Wurm. And no matter how fancy fighting can become in Wurm, it is nothing compared to everything else one can do and if one does not love the other stuff, nice fighting probably wont retain them. Just to be clear, whether the combat system is altered in any way or not, it's better to advertise a game based on how it is different and unique, rather than focus on a single characteristic that makes it similar to every other game, so I find myself disagreeing with you when you say that changing combat will go a long ways to bring in more players. I think the effort they are putting into promoting the game through Steam will do well to bring in the type of player that can appreciate Wurm, though I don't know how many of those there are on Steam: but that would certainly focus more on the creative sandbox fans moreso than the combat fans.
  33. 1 point
    Why would they? The tutorial has been moved off of there, and it's only kept around because it is the login server.
  34. 1 point
    Added in a missing patch note.
  35. 1 point
    dood.. starting from scratch wont give you place on the table.. money, time and knowledge will do it.. if you lack more than 1.. you'll just fall further back on the foodchain, if you cant figure how to get where you want to be now.. no reset is ever going to help you.. realize that, just make a list of the things you want to achieve.. and start asking the questions.. got you can get there, make plans, work for your goals. Starting over isn't a thing for everybody.. you'll soon end up with the 'epic' fail, vast wild and free lands.. and no people.. that cant be fun.. unless you want to play alone If you want short restarts and competing for whatever reason jump on the jackal server once it reboots
  36. 1 point
    @Haseroths: All those assumptions that Wurm has already exhausted its worldwide potential playerbase sound utterly dubious to me. To my experience, outside the world of committed sandbox gamers, Wurm is almost completely unknown, and outside a few insider portals and blogs, as well as invisible to a wider public. And speculations about "most of the steam memberbase" are dubious at best. The playerbase of steam, by the accounts registered, is counting by a billion, with tens of millions simultaneously logged in every day. It is pure megalomania to claim knowledge about the inclination of this crowd of people. Certainly CC/GC has tapped into the largest possible audience where a few hundred or, if everything goes even better, some thousand are expected to become seriously interested in Wurm and playing. So let us see before jumping to predictions. Your crystal ball is not better than mine.
  37. 1 point
    People need to be told and made aware in the tutorial of how the ingame map works and what it doesnt do
  38. 1 point
    If so i may have few full weight pelts at 100ql. That i can turn into rugs and keep the rest. Since 0.10 weight enchanted pelt at 100ql is much better to sell
  39. 1 point
    Sea serpents are an exciting, somewhat uncommon, and very accomplished beast to slay. At this point, killing one yields basic animal parts. So, Pu-lease!!!! give them some cool value - maybe some serpent scale that drops that can be used as armor or ship adornment - or a head that can fasten to the front of a ship - something! (credit to Whane for some of these ideas!) Thanks!
  40. 1 point
    Some of the BEST experiences in all of Wurm are when you have no home and little belongings and have to survive daily.
  41. 1 point
    usually biggest one is the one happening ~xmas.. but yea.. summer and winter events are the 2 main events.. and I personally like just the pristine hosted virus/shrimp deeds are close by.. and really easy to reach, while.. xana hosted for me is not worth the sailing and lag 'experience', that just discourages me to visit. I'm sure it's not that much of a planning fail, as it's a late push... after the MAYBE initially planned 06.06.2020 which was set as release date on steam at first and later changed with old date of original wo release.. we just got misinformed a lot for any of the planning.. and eventually the late pushed date aligned with another event. We can only pray something goes wrong to delay the launch a bit ^^', just imagine impalong with several restarts, lag and other issue.. will be truly easy to remember it for years to come..
  42. 1 point
    I agree. Why can't we just update the date for release on the 1st of august? @Retrograde you'd actually win a lot of brownie points with the community for showing that you actually care about events planned months in advance. The game will still be released, the impalong will happen, everyone wins. What does 1 week matter?
  43. 1 point
    I don't see any indication of what if any ideas are being considered as possible new features in the game. And having seen several very old ideas not implemented I get the feeling many players think that the effort of suggesting things is futile and therefore do not bother to post any ideas. It would be a shame if a really good idea was lost to discouragement. I think it would be encouraging to know that they are indeed being looked at. Maybe via a system of tags for yes, no, maybe, in progress, convince us etc. Just a thought.
  44. 1 point
    So after I saw this Thread I had an idea how to make combat visually easier to understand. How about having a new timer bar that is by default somewhere in the middle of the screen and only appears when you go into combat. It would show a "swing timer" which is already running in the background, just not visible. Here is an example of how it could look... Seeing the actual timer it needs you to swing a weapon and hit OR miss, and not only looking in the combat tab helps new players understand the system easier imo.
  45. 1 point
    I don't think Victor was advocating for making Wurm a theme park...but rather that the combat mechanic could borrow some mechanics from other games. Currently we already have WoW's combat system, but it is just a lot less intuitive, all of it is text based and it never feels like any actions you do as a player actually make any difference to the outcome (I'm speaking about pve). WoW's combat system at its core is exactly the same as Wurm's....target a mob...walk up to it and auto attack....then you have abilities to use that will make your attack more....however in Wow, it is approximately a 50/50 split between auto damage and ability damage. In Wurm...its more like 95/5. If the special attacks were redesigned so that you get 1 to start with any weapon and as you skill up the weapon skill another will unlock every 10 or 20 skill so all are unlocked by 70 and then make it so these abilities do way more damage or have a more powerful effect, this would go a long way to making it feel like the player has more control over the battle. Auto damage could be scaled down to compensate. The abilities can be designed to do have a wide range of effects such as bleeding, interrupting, knockdown, increasing hit chance, increased damage, etc The excuse is always that we don't want Wurm to become a theme park....but changing the combat system could never cause this to happen. All it would do is make it so people will have a lot more fun doing the things they already do in Wurm.
  46. 1 point
    And this is what i figured was the case those who run the impalongs generally take time off work they make sure things are planned months in advance sometimes even a year they spend countless hours of work on a community event only to get ###### on and then people go "oh if the company waits for every community event it will never get anything done" like its 5 days of waiting more its not that bad but instead they just dont give 2 ###### about their community and it it shows once again this is why so many impalongs ceased to be anyway they are meant to be fun community things where the community gets together to do something but in the end its 1 person doing 90% of the work and then a gm shows up lazily overshadowing a lot of the great work that happens by running gm events and people only showing up for those things 😕 In the end it just shows a disconnect and a lack of care towards the community be it the pve community with events such as this that are known to happen every year at set times(that is the thing these impalongs happen on or around the same date every year the devs and gms know this way before any kind of solid date for steam release) or be it the pvp community who had to yell insanely loudly to get a "hey magically we can make the pvp server release at the same time" reply it is sad and i hope that in the future they wont pull stuff like this again but this is something we say every single dam time now 😕
  47. 1 point
    Biggest question, will we get a screenshot of the new map a week or so before release?
  48. 1 point
    Hey Rare Mallet Head Oak (1.8s) Cod to Vigii thanks.
  49. 1 point
    Auto-completion problems like these could easily be prevented by making the reward trigger a pop-up window with drop-down (select cluster of choice) or a no-drop token that exists in both Epic and Freedom inventories until consumed in either cluster.
  50. 1 point
    Agreed. Phase out as many "must haves" as possible. If we're getting a 6 month PvP bonanza until November then it would be a good change in that period. My view is that any non-compliant items should be allowed on home servers still, but you should be blocked from portalling/sailing to Ele so long as they're in your inventory. Have some kind of action you can take on your boat/inventory that alerts you to any non-compliant items to save any wasted time (a lot like count items did during the 2009 closure of JKH and MRH when people had an item limit to take to Independence).
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