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Showing content with the highest reputation on 19/06/20 in all areas

  1. 5 points
    The biggest problem with Wurm combat (in PvE, at least) is that there's really no way to interact with the opponent. You walk up, target the creature, then stand there waiting for dicerolls to determine the outcome of the combat. The creature you're fighting wont be doing anything that will modify the outcome of the combat, nor can you make any action to swing it in your favor. The key, however, is to keep it "viable" to simply allow the fight to play out as it usually does, while giving the player tools to actually benefit their combat. Some people actually prefer the laid back combat style that currently exists. Turning too far into a MMORPG style combat system would be detrimental to some players. So the real answer is to simply add more options. Double down on special moves and make them actually impact NPC's in a way that matters. You can drain an NPC's stamina, food, and water... but none of that is really apparent in combat. You don't really know how, or even if, it's to your benefit. There's also no indication, through text or UI, when the target is out of food/water/stamina. All this combined creates a very low impact special move system. With more information, new tactics could arise which enable players to create interesting stories from combat. Imagine a scenario where a player who is incapable of taking a troll head on wants to fight it. They engage the fight, then use special moves to drain the troll of all their food. They run to safety and begin healing. The troll is now hungry, so it begins hunting. It tracks down a nearby brown bear and begins to fight it, with the intent of killing the bear and eating it to replenish it's food. Note that this is a mechanic that already exists in the game. The player then assists the bear in killing the troll. The troll is slain, and the bear is now wounded from the troll. The player is then able to finish off the bear and has resulted in slaying a troll and brown bear without being capable of fighting either one in head on combat. While I think everyone agrees that combat should be more visually appealing, the combat system is severely dated mechanically. I agree with most of the other comments here. The combat will be a major turn off for players approaching the game through Steam. It needs a facelift, but also a mechanical overhaul.
  2. 4 points
    I'd encourage all for whom it's reasonably possible to show up at the Impalong just to experience what one is like. I'm sure you'd be able to get one of your tools improved to a very nice quality level and there's no payment required! Impalongs aren't just for those doing the imp'ing. It's for the community as well, to share the experience and whatever special events are put on as well.
  3. 3 points
    Lots of current players will create at least on toon on the new servers. I guess the real numbers (of new players) will show after 2...3 months or so. Regardless, I trully want and hope that Wurm will be successful. After all, it really offers a trully unique gaming experience. Good luck Wurm team.
  4. 3 points
    Yeah, I've seen that people seem to be more focused on increasing their skills or having some sort of payoff for an action. That and also you don't have to be right next to someone to talk to them. So you don't have to be sat down facing someone to see their words and what have you. On games such as Second Life for example, the people there will use the objects to sit down and interact with the world around them (Maybe not all of them mind but the majority). Maybe the style of wurm which is more timer based and not as interactive might factor in as well. I invited one of my real life friends to come and play wurm and she plays wurm totally differently to everyone else who I have met. She does not care about skills or increasing stats...etc but instead she cares about interacting with the world itself. She can come online and go for a swim in the village pond that she built or she might gaze up at the trees and see how pretty and wonderful they are to look at. Then she wants to plant her own trees and sit down on a nice bench over looking the pond. She even had a go in the rowing boat. All just for the fun of it. To mess around. To experience and interact with the world. No reason for doing those things. It was just something she liked to do. It was nice to have her come and visit now and again because she was different from everyone else who I met who was more goal based. I mean, I normally came on wurm and I just had project after project to do. Buildings to make, mats to create, land to change....etc..etc. There did not seem to be any sort of break from that. I was either doing work or I was talking to someone else who was doing work (Projects/skills..etc) or even talking about future plans and goals. There did not seem to be any sort of stopping and just interacting with the world or messing around with some sort of silly fun. I've had a few moments with mostly new players where I had a break from projects and just messed around. Like the time when I went running off the top of a really tall building and into the water below. With other villagers in the town. While another person was watching in their boat and another person was in the water taking pictures and another person was jumping off with me. Those kind of moments were more special to me at least then the moments of being stood in front of a large crate creating non stop mortar and stone bricks to create a building. I don't mind doing those goal things but it would be nice to have more interaction, more games, more social stuff now and again. Just messing around for no other reason then messing around.
  5. 3 points
    And sunset today when I went sailing.... (be still my heart...)
  6. 2 points
    as title, an option that's on by default to automatically no target when you leave combat range, for all the newbies that are gonna be starting and wondering why they're swinging their weapons around wildly and not fighting, and probably also for archaed who does the same thing and dies to a unicorn while in scale.
  7. 2 points
    Well maybe we can remove skill tokens and preserve other reward types. My main idea revolved around the concept of "Reward of skill" vs "Reward of items and/or small temporary boosts". You choose what you want in the end. I'd just want the skilling system to have more depth than what it currently is which is mostly a grind fest.
  8. 2 points
    Would be an excellent use for the currently useless Tracking Skill. The higher your tracking the more precise the directions you can get. You can have an approximate area where you know the lair is, but have to find the specific tile and use the tracking skill on the tile to actually uncover it. Or digging/arch, whichever makes more sense. Higher tracking should result in better treasures. Random bits of pottery, weapon fragments, maybe an odd copper coin here and there to begin with. Then you find the good stuff, loot supposedly taken off players over the course of time. Maybe a plate helm made out of gold. Maybe a addy necklace (rare occurence, should happen at 80+tracking). Trolls would love shiny stuff.
  9. 2 points
    -1 If you want locked stuff, let it decay. Many people play off deed and they deserve to own items too.
  10. 2 points
    Items inside a building you own can be pushed / turned / picked up by you, even if locked. Items on your inventory can be lockpicked if on your deed / permissions enabled. Planted items on your deed not on building can be pushed away to perimeter if on your deed. Planted items off deed inside a building you own can be pushed / picked up inside your building. All this I have done myself so I know it can be done. If for example you deed a place where a bsb is located and the bsb is full / locked, you cannot pick it up or load it but you can push it even if planted. If the bsb is locked but empty, you can pick it up and lockpick it while in your inventory.
  11. 2 points
    I'd like to see something added to where if there is an empty chair on a tile and you haven't moved in a few minutes (afk 5 minutes) it will auto sit your character in the empty chair on that tile. Then when you move you just stand up and go like normal without having to press a hotkey to get up. Be a good addition along with sheathing weapons and shields.
  12. 2 points
    Nightfall on Deli after the rift yesterday
  13. 2 points
    my favourite thing is grinding smithing while sitting after a couple of hours the game will flood your event tab with 20 messages a second telling you you're out of sync with the server and to move slower
  14. 2 points
    There was a plan to name them after our 2 longest-serving server hamsters, Gerald and Mad Billy 3, but unfortunately, the surprise was too much for Gerald and he had to retire unexpectedly. We apologise to all players on Celebration.
  15. 1 point
    We have TONS of land, and lots of coastal space left Flat village heirarchy and lots of active friendly players. Village structure We're mature, progressive, hard working and dedicated to the village goals. Feel free to pursue your wurm goals or help make the greatest wurm village ever! Our goal is to create a HUGE deed with many monuments to our greatness, have the greatest crafters and enchanters. We will have unparalleled teamwork and commitment to the overall goal. Everyone is super friendly and we are happy to accept hardcore gamers and casuals alike! Visit our discord documents channel for our strategy and planning! How to help plan/join the Village Pm in game Phenne, Rawsdaur, Galexion, or Alarathris or here on the wurm forums!
  16. 1 point
    My proposal would be to add more incentive and rewards for working on skills in the following approach. Currently all skills are gained through usage. You improve mallets, you gain carpentry. You kill mobs you get fight skill. I'd add a secondary system based on your current skill: Skill quests. Each 24 hrs the system will generate from a pool of quests randomized quests for 1 skill per player. Similar to the mission system but with the possibility of choosing your own reward based on current skill + quests completed over time. Let me give you a practical example : Say we're talking about the first week of August. Player Bob gets a tailoring quest. He currently has 30 tailoring but isn't that interested in grinding tailoring at the moment. The quest stipulates the following: "There's a shortage in the land of kingdom tabards. If you could create, improve 50 tabards to 25 quality and donate them to <Insert NPC spawned in the starter town> he may reward you with any of the following: A) A tailoring skilltoken you can use anytime. It will increase skilgain in tailoring by 50% for 15 minutes. B ) A bag of random goodies. May contain: a rare foodtype, some iron coins, a random medium ql weapon, a random rune, etc. C) A randomly generated tailoring tool such as : an enchanted needle, a runed pair of scissors, etc. Let's say Bob chooses to undertake the quest. Note: The conditions imply he clicks "accept" for the quest but he won't know the quest requirements beforehand else he could cheat and make the tabards in advance. Here's the twist. While accepting this quest he will not actively gain skill in tailoring (skillgain disabled for it) but when he finished he'll gain Skill quest points. Skill quest points or SQP for short can be accrued over time and redeemed at a shop for various bonuses or items in game. Similar to Rift points or Marks Shop. It would add more depth to skills in general due to choosing between A) Rewards or B ) Skillgain. SQP's can be redeemed for: 1. Titles (Aka Novice Quester) 2.Temporary affinity tokens, aka 50% skillgain in something for 15, 30 or 1 hour 3. Items such as capes or clothing based on skill (blacksmith apparel, tailor's outfit, miner's clothes, etc.) 4. Speed tokens (temporary increases creation speed by 50% for 3 minutes) for skills that imply working with items. Those that don't imply having items simply have their timers shortened : aka digging, tracking, etc. 5. Character potions. Another cool aspect is you could integrate this system with the tutorial. Simply have part of the tutorial introduce SQP's like "create a malled and imp it" (it's also in the Journal goal I believe) so players have another dimension of skills vs rewards. High Skills should come with difficult quests : 90 fight skill? A quest might ask you to kill 20 trolls in unarmed solo combat, no outside aid from players, npcs or tamed animals. Thoughts?
  17. 1 point
    As usual see Niarja for the rift time. So, still in much the same area as the last few weeks, but a little more off the beaten track this time. Best access is probably from the highway to the south and then north across an old deed site and then though the forest. The closest point on the highway system is 'Desert Plain' which is at the s.e corner of the desert lower left on the map above. For those in the Lormere area, the tunnel east from Castle Black and through P16 -> P19 will re-join the highway south of Desert Plain in P19. Katspurr visited this area earlier this year,
  18. 1 point
    I will be there and can do some low/mid level work in FC51,, Carp76, Masonry65, but my tools are ql far below my skills since we don't have a high lvl BS.
  19. 1 point
    Please Add Hollow Hills 1463,1858
  20. 1 point
    I just gave a rough example off the top of my head. Yes indeed current missions are karma/SB oriented as rewards but honestly we all have to admit they vary wildly in the effort vs reward part while some missions aren't really done anymore except maybe by a small 1% of players. Not many are interested in karma if they don't pvp and not everyone burns their SB. The skill questsI envisioned were made to add a different layer of reward for doing stuff in Wurm, if players want to. You can always grind skills. But you can also work towards other types of reward. Complex skill quests could involve other types of activities. For example let's say you get a "blacksmithing quest" that requires you to improve 50 different blacksmithing tools to 70 quality *they must not bear your signature". Aka a solo impalong if you will. An archery quest could involve killing a troll using less than 10 arrows. A farming quest could involve planting 500 tiles of onions in 1 day. A forestry quest could involve pruning 200 grape bushes in less than 2 hours. Other skill questscould add a fun twist such as "drag a large cart with a passenger on it for 1000 tiles". I can imagine some people having fun with having man-drawn carriages cracking a whip or a joke in the process. Aka that would be a body str or a body stam quest. Many other examples can be found for any skill really, too lazy to write them all down.
  21. 1 point
    Its not so much wanting peoples stuff but the option to get rid of the ton of rubbish out there. is there really anything of value in these 100's of bsbs and fsbs ITs not a PvP skill, maybe we should stop the ability to make and transport items between Carebear and chaos eh? I see no downside to the PvP world by allowing the "carebears" as you put it the ability to clean up the local areas. Can you give a valid reason how using lockpicking to help with this would cause imbalance or spoil game play? As I said inactive accounts would have no effect with people that play off deed, already a system which increases decay for buildings after 3 months, should be the same for FsB's / BSB etc. If an account is inactive for 3 months good chance everything they have off deed would be gone also. Very good point. I get what your saying,So maybe have items auto unplant after 3 months inactive also? Is there any real downside to this, I mean no one really leaves anything of real value in these things, so it is just the ability to clean up and return areas back to the wild for new players easier.
  22. 1 point
    I like the fact that you are trying to improve the game but i don't like the ideea because it would just mean adding more quests into a sandbox game. The identity of Wurm is grindy sandbox and you come from a right place trying to make it more fun but the problem is you will just be adding daily quests on top of an already grindy sandbox game so then you will end up with people having even less time to derp and chill because the meta will now be run around completing as many skill dailies as possible to get enough tokens to hit that 70 weaponsmithing while the devs are hiding under the desk from the shouting mob of people that grinded the skills to 90+ when thre were no tokens and cries and screams and .... well. Is just my opinion tho.
  23. 1 point
    As the title says, could we get a discard option for archaeology fragments.
  24. 1 point
    First, thanks to Alakuzam for the offer, I sent you a PM. Now to the status of the project: The veins in the northern tunnel are gone, ok except 2 which are already scheduled to be erupt/freeze'd so practically gone. Lowering the tunnel to navigability (for Knarr so far) has progressed quite nicely, we are now 140 tiles away from the northern tunnel exit. May be done in a few days. The east-west tunnel is now lit with blessed buoys, one every 10 tiles, so is the northern one as far as we mined it down (til position 110 from south). Aske has built a nice 2 lane sandstone street bridge over the northern tunnel mound area on surface. Pictures: Northern tunnel exit area Exit from there (E21, east of Votherheim deed) to the ocean Work area in northern tunnel Southern exit of north-south tunnel in F21 Still to do: 41 resource veins to remove on the roadway (highway project) in the east-west tunnel. Further on: Somewhat over 1000 support beams and about 500 catseyes for that highway. Edit: As one can see from the table, 12 veins (those on lane 3, the intermediate between road and waterway) do not urgently need removal for the highway to be completed.
  25. 1 point
    Resurrection (pvp) and Concordia (Pve). Makes for an inside joke there if pvp ever dies or when people on pve have little dramas about who picked whose grape yards without permission. Other than that SteamyMcsteamface?
  26. 1 point
  27. 1 point
    The Quarantine Blues" - ft John Mclaughlin, Carlos Santana, Cindy Blackman Santana and more! A song for our times ..
  28. 1 point
    I intentionally built my keep to be more like a social gathering area. Feasting hall and all where people could sit, eat, drink and chat to their hearts content. I even have tons of food. lol I don't think you have to be strictly RP to be social in Wurm.
  29. 1 point
    Don't new players have a healing buff anyway? Assuming that buff expires, they can always ask for a bit of help from someone to apply a cover on them. Sure /suicide is a quick solution but doesn't really help them in the long run. Depending where you die it implies corpse runs. I like part of Wurm's life implies all of us basically carrying some first aid supplies on us : farmer's salve, healing covers, cotton. Might be a part of the starting gear to give players some first aid items like the above mentioned? Can't see any harm in it. Most games have you start off with minor healing potions or minor first aid kits or the like since 99% of the time you'll need them in the beginning.
  30. 1 point
    I've recommended adding board games like chess, checkers, backgammon and dice a few times to introduce more social things to do with others. Hope one day this will be added. Want to travel to different servers challenging people at chess. Chair usage would go up for sure.
  31. 1 point
    I'd like to add my vote to request this tunnel also be called Big Sky Tunnel, I maintain both entrances, and have always referred to it as Big Sky Tunnel, since the deed at the Steppe end was called Big Sky, and almost everyone in the area knows exactly where that is.
  32. 1 point
    Once again no. They need to have same name pool in case of merging servers later on. Not sure how will they implement character creation and choosing of cluster to play on with this situation, leaving golden valley out of game complicated things and I don't remember them explaining it. If dev team could shed some light on mystery it would be good. (Only viable solution that comes to mind to me now is that you would have to choose on a web page when you register character or that client ask you somehow before login where you want to play upon first logon, or to reroute everything back to Golden Valey and leave Heavens Landing out of use)
  33. 1 point
    In the end, i ended up recreating the whole map from old Ultima-V maps, i'll share it all in the end (took a full week to recreate it as accurate as possible), but want to host a PvPvE server using it first Here are some screenshots for now: https://imgur.com/gallery/nygjsyL Edit: Handcrafted map can now be downloaded, check this post:
  34. 1 point
    Meant for this to be here.... This Idea is for with Local being removed from game. Depending on tracking skill something that indicates someone is in your local. example with 30 tracking skill You start to track. Local list pops up within a 30 tile radius. 1 Tile per skill. you click the person you want to track the Beastwolf is North east of your location. Make it so tracking only works above ground Make it so Tracking has a Decent timer 10-20 seconds and can only be used every 2-5 mins. @DarklordsThoughts?
  35. 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.
  36. 1 point
    I use them on occasion usually while grinding on leatherworking.
  37. 1 point
    Yes for me I still don't like the look of poking people every time I walk up to someone with my swords. I would love to be able to craft leather sheathes as a leather worker but would understand if that is just not doable. I'm also still for having the shield on the back as added armour. 🤞
  38. 1 point
    When its done right, its pure. Oldie and goldie!
  39. 1 point
    You are both right. I predict a storm of complaints that there is no "radar" showing players and mobs around, no "GPS" showing where exactly you are on the map right now. Ok the seasoned wurmians taking over the new server (unless they drown in newbies which would not be a bad thing) could do it right this time: Adding grid coord information to every, especially coastal, guard tower and similar lasting structure (bridges, beacons, colossi etc.) . That might help a bit. There once was a sound proposal to add a "Where are we here?" or so question to tower guards context menu giving grid information of some sort.
  40. 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?
  41. 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 😕
  42. 1 point
    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?
  43. 1 point
    Home (PVE) & Wild (PVP) like the good ole days! Hopefully they're not ran in someone's basement this time. 🙆‍♂️
  44. 1 point
    Was hesitate about joining a village instead of starting one. I am glad that Stinboi and Denully made it a very easy and fun transition. Great people to talk to and work along side with. I now live happily in Ocean View Village and help supply new members with tools and materials that they may need. The deed is located in a very nice location. Good resources close by and a good view 😎. Still relatively new with lots of projects going on. Can PM me, Denully or Stinboi, here or in game about any question. Be more then happy to answer any questions and even happier you have you join. Hope to hear and see you soon.
  45. 1 point
  46. 1 point
    Sorry to hear about your fantastic achievement not yet being recognised with an appropriate title. What about 'Earth Scratcher'?
  47. 1 point
    I don't much see a point in just wiping faith and nothing else. I realize the meta is even more priest heavy than in the past, but it seems arbitrary to draw the line at "ok yeah we can churn out 90ql weapons, armor, and gear on day 1, but no spells because that's a problem, alright?" It's a moot point since they apparently already said they won't do it. Another point is that every weird change that's made, like wiping faith or disabling priests, opens up doors to messy potential interactions and bugs (Presumably you separate faith from Elevation and home servers? If so, what happens if you're a different religion on both servers? Or different alignment on both servers?) I'm personally not a fan of constantly throwing in different mechanics and changes on Elevation just for the sake of throwing stuff at a wall to see what sticks.. It's already hard to differentiate changes that are only on Elevation versus Chaos versus Freedom. That goes for a lot more than just this priest thing.
  48. 1 point
    I understand the call for skill resets, so that it would be a clean slate for everyone on Epic, it'd also require the end of Freedom to Epic skills transfer mechanics, and possibly another round of skill transfers from Epic to Freedom, for those who didn't wish to continue on Epic, or wished to preserve their skills for Freedom, while accepting an Epic wipe. From the beginning the Home servers have been a contentious issue, not just between the opposing Kingdoms, but between the Kingdoms themselves on Home and Elevation servers, but removing them from Epic is not the answer, in truth, without the home servers there is no difference essentially between Elevation and Chaos other than the small differences in mechanics, and the connection to Freedom Isles, the Home servers are one of the major factors that made Epic so different and attractive for me personally, a view shared by many of those who spent years playing almost exclusively on them. I also understand the importance that the PvP community places on Elevation, it's a PvP cluster after all, but that emphasis on 'pure' PvP need not be at the expense of those players who value Wurm not just for one aspect of it's play. So by all means, wipe the home servers in the quest for a 'pure' PvP server, and accept that it will diminish much of Epic's unique character and style, or return things like ore caps to lead Home server players to Elevation, rather than force players into a 'our way or the highway' approach which will lead to many like me, soft-PvP players, to abandon the cluster altogether, few though we are, at present Home server players far outnumber Elevation players, and for myself, I'd rather retreat permanently to Freedom than be forced to play on Elevation for the sake of 'purity' and PvP ethos. A smaller Elevation has a lot of potential to revitalise Epic, at least in the short term, while the Dev team work on other aspects of PvP, I am supportive of change where Epic is concerned, frankly, it's never been more in need of a refreshing of interest, the Elevation map is to large for the population it served, and even a 1K map would serve the population of Epic at present, so a 2K map will certainly suffice for what will initially be a rise in population, ( it's keeping the population that has been the issue), and if followed by a rework of PvP mechanics that can keep momentum going, I see no reason why a full reset of Elevation would not be a success. For Elevation at least. We'll always have a disparity between 'top tier' accounts and new players, new players not only have to settle in, learn the game and survive, but also learn to take defeat from enemies they cannot hope to best , in some cases it may take months, or years to reach the stage where they can function effectively against old, veteran PvP players, I don't believe there are any shortcuts to that process, even full skill resets won't prevent experienced players outskilling and bounding ahead of the new players, since veteran PvP players know how to build a PvP character far more effectively than the average Wurmian, (I include myself in the average category), we saw this when Epic first began, with everyone starting from scratch and within a few short weeks the veterans outstripped the inexperienced and that gap. if anything, widened over the ensuing years, so skill resets will be ineffective or counter productive in equalling the playing field for old and new players. Most of the other tweaks are squarely aimed at experienced top tier players anyway, I don't bother much with hellies, never seen a tome, and never took advantage of the higher levels of meditation, while they may be welcomed by PvP players who are a bit bored and feel the need for a level playing field in top tier, they don't have much effect on average players like me, I welcome those changes for what they are, but if there were to be a skill reset, those changes would be unnecessary for a long time. Anyway, we'll see what we get I suppose, just had to put in a comment explaining my vote in favour of change, and slap the inevitable 'delete home servers' crowd with an alternative viewpoint.
  49. 1 point
    I finally got to read the entire forum tonight. Saw a bunch of good ideas for the game in general but most of them require way to much work for a short reset. Primary issue I have seen for Epic is the elitist group running together owning the server. Even highly skilled characters have no chance solo. So a skill reset is ridiculous since the people that stay or join will just gain skill and we are right back here in a year or two. After lots of thought all I got, for long term survival of a PVP server, is to diminish their skills when they are to close together. Force a highly skilled player to raid/travel with lower players to keep their skills current. 2-90 FS players are lowered to 80 FS each, that sort of thing. I can imagine this would be a coding nightmare and don't expect to see it implemented any time soon, just a thought for the long term. Need a way to draw players to Elevation from home servers.... Uniques and MM. Remove uniques from home servers. But while doing so make them pop more often on Elevation. It's another good reason for pvp while you got a group together anyhow. While doing so make the mm one way so there is still a reason for doing rifts on home servers for the noobs. Skill all you want on the home server but scale hide and mm only travel one way. No more stock piling it at your base on the home server. This would also allow those hard core collectors to gain some coin for previous efforts. Selling mm/scale/hide at a premium to new players on their way to elevation. For the current reset of Elevation... minimize the deed size. I believe this will fix a lot of the "dirt wall" "mine door" issues as long as mine doors off deed are weaker and reinforced walls are eventually mineable or not even possible off deed. Yes, It could make you less money if 10 people could live on a 12x12 deed but most likely it will do the reverse and cause folks to buy more deed locations. And what could it hurt, its all just temporary anyhow. And one final "to late to matter" thought...….. partial loot ! What's the difference between Epic and Chaos? For a noob that is...… nothing. Make it so one equipped item is left behind, totally at random, equal % to all items, so when you die instead of EVERYTHING lost you only loss 1 item. This should even be good for veterans with full scale sets as well. You want new players, don't make them loose it all every time some douche with a bit of skill jumps them. Want people to wear some of that hard earned scale or hide armor? make it so it cant be cherry picked from a corpse every single time you die. Hell horses, same speed as regular horses, same speed boosts, just speed is not effected by barding. Still a reason to have but not op. On that note though, all horses are to squishy anyhow.
  50. 1 point
    You're better off using .backup rather than .dump sqlite3 sqlite\wurmzones.db ".backup backup\\sqlite\\wurmzones.db" (quotes and escaping slashes is important, atleast under windows) That way you get a ready-for-use db file in case you need to ever restore, instead of an SQL file you'd need to import back into a database. It's also probably faster.
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