Leaderboard


Popular Content

Showing content with the highest reputation on 04/07/20 in all areas

  1. 8 points
    Preview client hotfix is out now, try it out! Changelog:
  2. 4 points
    Oh oh any chance on search in inventories other then your inventory because that would make it so much more useful then only your own inventory things like storage containers lmcs bsbs and such would benefit from it
  3. 4 points
    would be nice to see the rgb
  4. 3 points
    Sure, but if they are banned they have violated the rules somehow. I would much rather prefer a game without players who are that "hardcore". That said, there are old time players still around.
  5. 3 points
    Thank you all for the entries! We have now closed the entries and will review them, with the names ready to announce on the 10th!
  6. 3 points
    Please add the heat level to the information window. It's a pain to have to examine an item in a forge and read it's heat level in the event window.
  7. 3 points
    is there a way to "dock/stack" other windows, like container inventories, similar to Chat/Event/Friends etc? Like if I could set it so hitting F3 gives me a way to get this everytime: Or doing the same with other containers -- Crate/Wagon/Cart/BSB/Whatever -- I still have to open each but then I can drop them all on top of each other so they pop-into-place like above. Also I forget whether I can already combine Chat+Event/Skill/Friends etc to basically have one megasized tabbed "information" window that I can put wherever/however i want, instead of boxes and menus cascading and scattered all over my screen
  8. 2 points
    Hi everyone! After a few solid months spent on polishing the UI, I’m happy to say we’re at the point where we feel it’s almost ready to go, and as such we want to invite you to try it out. Below you can find a list of most of the additions and changes compared to the old interface. Changelog: Hotfix 1, July 4th - changelog: Hotfix 2, July 8th - changelog Hotfix 3, July 22nd - changelog Update, September 11th - changelog How to access the UI Preview client: We’re mostly looking for feedback regarding: Visual changes and the scaling functionality New features Default and repeat action keys and possible improvements to that Any missing functionality from the old UI Anything else that sticks out to you and affects daily gameplay Once we’ve ensured there are no critical issues, this will be replacing the old UI client, so make sure you try it out before that happens!
  9. 2 points
    I feel like the colours used for active and inactive tabs are the wrong way round. When I see a grey tab, I assume that it can't be selected, presumably because it's the currently selected/active tab. However in this UI grey is used for the inactive tab, and is therefore "clickable". The coloured tab (friends in the below example) looks like it is meant to be clicked on, but is actually the active tab. I also feel like incoming messages being highlighted in blue isn't eye catching enough.
  10. 2 points
    I feel that the target and fight boxes should form a more unified "whole piece" when docked to each other. With some quick photoshopping.. Perhaps add the collapse option on it, same as selection box has now. If nothing targeted, collapse the target window (toggle auto collapse on/off) And when expanded, same thing. Remove those unnecessary side margin spaces
  11. 2 points
    And especially the ability to search vehicles including ships.
  12. 2 points
    I seem to have lost my "f" keybind. When 3rd person was implemented, we lost v for view centering so I bound it to f. Now it doesn't work. When I tried to rebind centre view to f, I get the message the f is bound to "default action". As I have had a bit of a look at the new gui, I did eventually realise what this keybind is, but I could not find anywhere to change it. So now I have no single-key bind to centre the view, which I was using very frequently. When a patch or update is going to erase custom keybinds, it would be really nice to get a heads up.
  13. 2 points
  14. 2 points
    This is more than a minor discomfort. There are workflows where a lot of BSBs are open (for example sorted by 10ql -> 9-10 bins), plus the inventory, the input container and the crafting window. That is quite impossible on a 1920x1080 either. Please allow to resize the windows down to 1 line height as it has been with the old GUI. Also title font is extremely huge (would not be an issue if I could still change it but font size options are gone now).
  15. 2 points
    The minimum window size of opened containers is obnoxiously large. Before we could shrink them to whatever sized we wanted. Makes playing the game in a smaller window much more annoying.
  16. 2 points
    The new UI looks amazing! o/ Would be nice to make the Target screen smaller. Maybe I'm missing something, but It's really big on my screen.
  17. 1 point
  18. 1 point
    if will be possible to drag and drop item to trade chat, and it will show when move mouse on that item.
  19. 1 point
    We all know wurm is a very complex and time consuming game. I am wondering if the players who have been banned in the past get another chance to play the game. I am sure many of them have a year + playtime and they loved the game but its a pain to start over. Buying an account is fine but nothing like your OG account. I think the game is in a state when it could use some old time hardcore players. I know people get banned for a reason and its not out of thin air. But I still think they could have a look at it again. That's how I feel please share your thoughts.
  20. 1 point
    Hi! I was wondering if you could add the ability to make fish oil in Wurm as a way to add more recipes and grind Natural Substances. Also would make ppl want to fish more? We could use the wood pulp press to get the fish oil instead of a fruit press.
  21. 1 point
    Yes that looks much better, but the collapsible combat window needs to be smaller as a whole whether it is docked or not. In order to do this so that it looks nice when docked, the width of the target box needs to be decreased as well. When combined with your edits that would look like this: That would be a better dock as you pointed out taking up less space vertically, and take up less screen space horizontally, which then give players more options for where to place the combat window when undocked.
  22. 1 point
    Been playing around with it for an hour. Surprised I like it so much, so, hats off to the devs for this one! Only suggestion would be: Allow chat windows to be scaled separate from the other UI items. I can imagine those with poorer vision would be frustrated with the inability to scale the text without making all the other UI elements larger too. That would quickly clutter a screen.
  23. 1 point
    Went to CoD items to someone and was unable to set the cod Price. when i clicked the X to close the window and retry it sent the items anyway.(no i didn't hit send, hit the X to close window)
  24. 1 point
    Buying an account is against the rules, so it's not fine. And not really no. As someone who have been banned since 2014, they still won't unban me, nor delete my character so i could start fresh with the same name I've been asking every year since 2014 to review my ban.
  25. 1 point
    Actually, everything in this suggestion is already under development, and will be released soon.
  26. 1 point
    Something that bothers me as well, is that the tooltips when hovering over items, do not display the custom name of the item, or the amount of the item in a bulk container. For example, when the window is too small, and the name column can't display "satchel, cotton (my stuff)", I wish the tooltip also said the full name instead of just "satchel" like the old one. Or in a bulk container, when it would say "plank, birchwood (1,550x)", I wish the tooltip would also say that. Because there's now no way to see the amount without resizing the window. Another things I've noticed that I've relied on often is, when you drag & drop an item onto a container (e.g. BSB) that was named "cedarwood bulk storage bin (ql 50 - 59)", the old mouse-over tooltip also included the name of that, the new one doesn't at all.
  27. 1 point
    i said it many times, will repeat again - as long you you totally loose your gear upon pvp, there will be no pvp unless ppl are certain they will win the fight/battle. happened in old wild, happened in epic, happened in chaos. same stuff over and over again.. noone wanders alone as noone wants the long chores of re-crafting the gear for 5 minutes fun. not even talking that ppl never fight with their best gear. I had also suggested long ago to implement a rune, that prevents item being lost upon death, so ppl can have their gear safe. The loot was never the aim to go pvp as once again - ppl never pvp in their shiny stuff anyways. Implement battle ranks instead, that award you battle points, that can be spend alike loyalty mark store on some farwalkers, ress stones, CAPES! yes, ppl always wanted capes, why not making them available via extreme pvp only? Some might say ranks system can be easily exploited.. well anything can be easily exploited in wurm, thing is ppl start exploiting stuff as a way to find means to achieve goals.. If there were plenty ppl you can meet and fight whenever you feel like it, why would you even consider making some alt, grinding it a bit and silently killing somewhere in the shadows.. Aither way, if someone still chose to do so, its easy to notice for everyone via death tab that the player A always seems to kill only player B.. Either way, as much hope as someone is putting into this steam pvp, im the one who wont even bother with it, as the way i see it its once again a game of "tweak and nerf" settings but nothing changed fundamentally. So the outcome of the server is predetermined already as we seen in the past. Edit: Might even expand the idea of the capes, even tho this is not the suggestion topic. the capes could have ranks.. Each rank adds effective pts in body stats the player chooses with a different cape skin. So acquiring battle points could be spend upgrading those capes with each level adding more effective body stats. like +1 per level of the cape. Not insane amounts to dis balance things quickly, but enough motivation to go out and look for pvp. Exclusive game content for PVPers. The game content makes ppl pvp the most, so make that content rather than skipping the foal stage of the horse lol.
  28. 1 point
    True. I brought spear bracelet set and now i keep them in case i need a quick favor boost.since they give 101 favor each
  29. 1 point
    wise words from the bringer of death nonetheless, it all sounds reasonable if you read this when you didn't pvp much in the past but the reality is different and i think darklords will understand this point cause he himself was in those situations i am sure there is no "working around" not having horses to pvp with other than sitting on deed and waiting a week until they are rideable / breedable i'd like to see you guys competing with cows and bulls tho hell, there could even be a foal stage but rideable like he said in an earlier post, but then it would ruin your immersion i guess
  30. 1 point
    I 100% agree that the foal stage should not be skipped, not because of the pleasure of breeding, but wurm is not a speed game, its a slower paced game and that's part of the thrill, if the foal stage is skipped players will have fast horses instantly almost from the start of the server and I don't think that should be a thing. part of the struggle is working to get everything up to what you need to successfully pvp. I don't see the need or the want in everyone being handed things to make their pvp experience easier, the loss of horses and not being able to get them replaced instantly is part of the experience and part of how real medieval warefare is. learn to fight with or without the horses you don't need them instantly handed to you.
  31. 1 point
    Can the ui please not show the repeat keybind on every object you hover over and only do on same type if possible please? i know its not a big issue but its a nice little polish that would be a nice to have Also can we have the default action be able to deal with stacks of items? eg it shows repair on a stack of damaged hammers but if the top hammer isnt damaged it wont do the actions requiring me to open up the stack to hover over the individual items to repair or still use repair keybind
  32. 1 point
    A glitch w/ the new UI. The chat tabs line up across the top of the chat window. As I PM chat w/ more friends, they get added to the end of the line across the top there, no problem... Until, once the top line gets filled, instead of making a new line of chat tab tops across the top...the last single person I chatted, that person's chat tab replaces the entire top, and all the other chat tabs become invisible: The work around, is I can hit the tab key and cycle between all the open chats, even the invisible ones. Just posting here to document an issue that really messes up my chat window since I can not see a lit up chat tab (if it is one of the invisible ones), like if someone chats at me. Thanks your time, TeeeBOMB
  33. 1 point
    Reminds me of a quote: "I cannot give you the formula for success, but I can give you the formula for failure - which is: Try to please everybody." ~ Herbert Bayard Swope
  34. 1 point
    Possibly weird request but with the default bind can we have it where if a container is opened it changes to close or if we're on a vehicle it changes to disembark?
  35. 1 point
    First off love it just one question I've always had is there a way we could perhaps customize what's on this Lotta stuff there I don't ever touch would be neat to be able to remove or add thing to it.
  36. 1 point
    Agreed. My main issue with it is the huge buttons (aggressive/normal/defensive) that make the target window stick out more like a sore thumb than before when not in combat. Maybe make it show up when you mouse over it and it rolls up into the target window. Or just make the buttons smaller. Be nice to make the target window a little smaller too. Edit: I guess that's part of the "fight window" that you can hide which doesn't hide the target. But once you fight something it doesn't auto hide again so stays in the way. Edit: I do like the new fight interface. Shows level of focus and much better to work with.
  37. 1 point
    Mousing over a stack in your inventory will tell you how many of that item you have (17 logs) on the tooltip. I wish the same was said for items in containers so that you don't have to expand the container UI to see how much is in there. Right now there's a huge box with very little information displayed. It feels disjointed to see different display tooltips depending on if it's in your inventory or in a container.
  38. 1 point
    I think you under estimate the scale and how simple it is to kill horses in fights on an active pvp server. 100+ horse breeding program that’s nothing to what most pvpers have. You’re coming with a mind set that pvpers don’t have active horses breeders which isnt true. Its clear you’ve never lost all you rideable horses in Pvp and then have your horse breeding pen raided and slaughtered the same night. Skipping foal stage isn’t a big deal you’ll live. I wouldn’t expect someone who started playing in 2018 to understand since the pvp population died off drastically late 2014.
  39. 1 point
    Settings and keybinds carry over the different clients. Yes, you can use the different clients interchangeably.
  40. 1 point
    Still in the middle of the update to roll it out.
  41. 1 point
    A great spoon battle caught in the attack, such terrible violence.
  42. 1 point
    Thanks for the Updates Darklords. The extended raid timers is an improvement, and you have eliminated the war deed scenario. It still does not address exploitation of raid timers for deeds placed in very tight clusters. Im sure you are working through a lot of the feedback, and processing it takes some time. I will be interested to see what comes from the SAFEZONE feedback, as that becoming a giant storage yard is almost a certainity without further review. If the object is to genuinely progress players through their to PVP, I really can see no other way other than quaility limitations and damage to equipment over a QL cap... to avoid abuse and progress people to move out fro beyond the safety provided, once they reach a certain skill level. Kare
  43. 1 point
  44. 1 point
    I totally disagree with this, as you would have to choose between PvP and PvE then, only creating a big gap again like on Epic. You don't want PvP players only on a PvP cluster. You also want the PvE people, reinforcing the backline, pushing the economy and doing regular stuff. In fact, I think PvE players are much more important for a PvP cluster than the actual hardcore warriors. Thats also why I think that the safe-zone changes with stronger guards, smaller raid-windows etc. are an absolute brilliant idea to get a good, stable, long term server population up and running again. Let PvE players come over whenever they want. Let them build their backline deed in relative safety. Let them slowly get into PvP and its mechanics. Don't create a gap by forcing them to choose between a PvE server or a PvP server on their first day.
  45. 1 point
    Name the pve server: PVP Server Name the pvp server: PVE Server Imagine the panic and disbelief each day for pve ppl as they see they are connecting to the PVP Server and the other way around
  46. 1 point
    QL92 Rare Awl - Steel c95 w96 (4.7s) CoD to Urbanius please
  47. 1 point
    I mentioned the start of my Wurm adventures on the pasted link, but I do feel its my most memorable as it got me into the game. It was the start of New Town being built from the ground up with only a few buildings scattered about here or there with the majority of the work being constructed on terraforming as they wanted to shape it. I had no idea what was going on, what I was doing, or what I should be doing. I was talking to some of the people in local and one of them mentioned that I should go and get some clay from the patch nearby to make a jar to carry water in. I set off. Swimming over a small body of water and then climbing up a hill with a few other new players that were doing similar things, with some having some camp fires around to get the clay going. Then a creature came around, and unfortunately I don't remember exactly what it was, but I thought that I could kill it... How wrong I was. Thus my journey into Wurm began. With countless deaths from monsters, falling from high places, or some other shenangians. Here I am almost 11 years later, still playing.
  48. 1 point
    Living on a sparsely populated server has it draw backs for missions that require xx amount people to complete a task, usually these are ritual or giving items to the avatars. These missions only give sleep bonus an karma upon completion and are therefore ignored on severs with low populations. I have frequently seen all missions slots occupied with missions that will not be completed and will only expire because there are not enough active people to complete them. This either puts and end to your quest to complete missions, forces you wait several days for new missions or to travel to other severs seeking out missions. Whilst server hopping looking for missions, on several occasions I've found the same scenario playing out on those servers too. I have two suggestions that might improve these types of missions; 1. The same character can repeat their participation once every 24 hours. 2. The mission awards a portion of sleep bonus and karma to the character at the point of participation.
  49. 1 point
    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.
  50. 1 point
    Yes, there's going to be a new PvP server - nothing about that has changed, no reason to assume it did.
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up