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Showing content with the highest reputation on 24/09/20 in all areas

  1. 19 points
    Hello! Since things have been quiet from us for a while, we thought we’d update you with the list of things that we’re currently working on addressing. This is not the longer term roadmap (which we intend on sharing very soon, most likely next week), but a status on the outstanding issues that we’ll have fixes out for soon. First off, below are some of the things that will be addressed with the next update, which will happen early next week: Situation with uneven creature spawns on all servers should be fixed, and the creature cap on Defiance will be additionally raised Bug where coffers on the new servers kept being empty will be fixed (coins will again be able to be acquired through foraging etc) You’ll be able to start new characters on Defiance, straight from the tutorial portal Other than that, we’re working on fixing other issues up, as well as reintroducing features from the Southern Freedom Isles that didn’t make it yet to the new servers. Below is some details regarding the changes we’re working on: Missions and Valrei features Missions will appear on the new servers along with a Valrei update intended for Defiance, which should be very soon. Favor regeneration To help with the Channeling skillgain (and generally make casting less annoying) we’ll be introducing changes to how favor works. This will work off the previously suggested changes to allow a higher pool of pending favor to be prepared, with concerns raised in that feedback thread (https://forum.wurmonline.com/index.php?/topic/178620-changes-to-favor-gain-from-sacrificing/) being addressed - further details will appear in the patch notes. Source fountains We’re working on changing this mechanic a bit before reintroducing it to the new servers, mostly to avoid the claiming of those as has happened on other servers. Rifts and runes Rifts on the new servers will appear in a couple months - we feel the servers are not developed enough for those yet, and we would like to balance them further beforehand. Sleep bonus(es) This is coming a bit late, but as announced before, we will grant everyone 10 hours of sleep bonus to compensate for the rocky launch and the following weeks we’ve had - this will be announced a few days before it happens so everyone has a chance to use up what they have left. This will be coming together with a sleep bonus merge between Defiance and the PvE servers of the Northern Freedom Isles - your sleep bonus will cross through when using the PvP portal, so that you can use it where you want to. Moon metal on PvE (via gift packs) Pending rebalance. Imbues Pending rebalance. New UI We’re working on further improving the new UI and addressing the common complaints before removing the old UI client - among these will be improvements to the default/repeat action systems, text size settings, better chat settings and more. As you might’ve noticed, a lot of the things wait on us finalizing their balancing before introducing them to the new servers. Since this launch has allowed a lot of people to experience a fresh Wurm start, we want to jump on this chance to try and rethink some of the things that ended up as less than ideal on the Southern Freedom Cluster balance-wise. This has been more regarding the PvE side of Wurm, so here’s a fresh PvP discussion thread with some more information on that front: And to reiterate, a full roadmap disclosing some of our longer-term plans for Wurm (regarding all the servers, not just Northern Freedom Isles) will be up on the forums very soon - for now though, I hope this post clears up the current situation.
  2. 18 points
    The wording in that thread closure already made it clear the idea would go ahead regardless of noone supporting it, please dont add another convoluted system with 'pending favor' there are other great alternatives in there. I know some people find it hard to let go of a bad idea when they spent time on it but bad is bad. Please.
  3. 12 points
    Call me a pessimist but from what I'm reading here, it sounds more like just releasing stuff that was held back with minor tweaks rather than actual new content. It's been 2 months since launch and there's nothing major in development? That's terrifying.
  4. 10 points
    @Ostentatio Might be a good idea to make use of the test server for favor changes, or any change really. Every single game I have played lately uses a public test server(or PTB) for players to test changes and give feedback. IMO, the wurm team doesn't use it enough. Make use of your loyal player base! It has awesome ideas and you need to use it.
  5. 8 points
    My Main concern is that you don't want to release details of the change until it goes live. That screams to me that it will be an unfavorable change and you know it.
  6. 7 points
    the feel i get from this thread is that issues are being addressed by saying they're being addressed, and then we get stuck with horrible updates under the guise that they can be tweaked later, but it doesn't actually happen you know, like history shows
  7. 7 points
    Yes that was the problem, you basically said you would consider things but the system itself would still be going ahead - people don't want that system.
  8. 7 points
    Let's not be to hasty about the favor rework. LET US TEST IT FIRST!
  9. 6 points
    Basically, it comes down to economics. Players do not earn currency for playing on Defiance. Instead, they earn moon metal. Moon metal cannot be sold to Freedom, so that's not an option. So essentially every kingdom lives in a communist bubble where everyone is simply supplied with what they need... except sleep bonus. When you play on Freedom, it's a capitalist system and you can sell excess of whatever you craft to other players in exchange for currency. You can then exchange that currency for sleep bonus. This makes playing on the PvE side far more rewarding as you're skilling twice as fast pretty much permanently. You need to give sleep bonus incentives for playing on PvP. @BrokenSanitymade a great suggestion post addressing that. HotA wins granting sleep bonus and similar are great ideas. Check out that thread. Simply put, yes. This was tested in WU and supply depots which are easily spotted from anywhere on the map are very high activity PvP zones that can escalate rather quickly. Sleep powder is coveted right now. Non-priests need a way to interrupt casts. If that can be provided, then it will be a much healthier state between priest and non-priest. Priests are still better, but at least non-priests will have tools to deal with them at their disposal. This one bothers me the most. When the Battlecamp HotA was first designed, being a temporary deed which slowly collected moon metal was the intended play. Instead, the following adjustments were made that broke their original concept: They are removed after X days. They can be found from some absurd distance (100 tiles?) with a pendulum. They announce what sector of the map they are in when they spawn. The original idea was to make it so that weaker kingdoms would be able to attain moon metal steadily if they properly defended their battle camps. For example, just a week ago, Jenn-Kellon had 2 camps that were located just a few locals from the capital. These could have had fortifications installed to prevent enemy kingdoms from claiming it. Unfortunately, since they are removed after 10 days, there's no incentive for anyone to fortify a battle camp. Instead, the enemy came at off-peak hours and capped both at the same time, winning HotA and removing both from play. Beyond that, there was two days where I got a group together to go out and find the fourth battle camp as soon as it spawned. On both days, the fourth camp spawned, and the first one was 10 days ago and was destroyed. This felt awful because we got into positions to find and capture all the camps, yet were unable to finish the job since there's no message about a camp expiring either. The whole concept of removing the camp after some amount of time is the entire reason half the mechanics that were built for them are not used. It needs to be removed. The proper play for a camp is to have it be found in your territory, construct fortifications around it, place a guard tower if possible, then allow the enemy to trap themselves if they aim to claim hota. Stealth traps and so much more interesting ideas can be pulled off if these camps are able to just function as they were originally intended. Beyond that, a powerful kingdom can claim a camp, intentionally not claim HotA, and use it as an outpost for offdeed PvP. There's so many possibilities if they just did not expire. Beyond that, the rewards could be improved. Moon metal can only be distributed in so many ways. Something a bit more potent that affected the whole kingdom would be nice, such as a Rite-style sleep bonus reward that can be claimed in 24 hours or something.
  10. 5 points
    Oh fix taking on and off armor mid combat. Kids are wearing plate and taking it off to cast spells. Priest should only be able to wear Leather and down.
  11. 5 points
    Maybe some kind of reward for various brackets of where you were on the pvp ranking for each "Season" of however much time. Maybe a cool banner, or flag, that you can redeem 1 of on PVE/PVP, something for the cosmetic hungry pve'rs to go after? But they'd probably just get bought 😕 however maybe that would incentivize some pve'rs to come pvp for a chance at some big $$ on harmony or whatever. I'd keep it cosmetic though, not drake/scale like the chaos/SFI problem.
  12. 5 points
    In that thread, I mentioned that the player feedback offered in the thread would be considered when implementing anything. As mentioned in the post you're replying to here, those concerns are being addressed and more details will come.
  13. 4 points
    As of today the borders of Bludscythe steading are no longer open to the general public, the highway will remain open because it is an important waypath but all th egates to the village and its perimeters are closing because the actions of 1 person has made me decide the grief is not worth the time spent to make my place a beautiful spot, A member of the general public came into the fenced areas of my village perimeter today and chopped down all the trees and bushes that my gardener had painstakenly planted, then bragged about it in local chat while she was online. She scolded him before knowing the full extent of what he had done and hours later discovered the damages. So it is with some regret and a whole lot of anger over this, i have made the decision to lock all fences to non citizens. I appologize to the general public of Harmony server for denying them the ability to escape to the snactuary of my walls from dangerous opponants but my village and the mental health of my villager come first. Again i state plainly to all members of the harmony general public, it is not nice to enter a obviously well kept area and destroy things. this is a heinous act and will only lead to alienating people that may be able to help you when you need it. Mayor Kordeth Bludscythe Bludscythe Steading
  14. 4 points
    I think we are at the stage of Defiance where it's starting the decline in activity and players. We went from 400, 300, now around 250-200. It's always fun at the start, and that momentum never carries over. A lot of players now play only on the PvE servers to craft and sell goods, and portal over when there's PvP. The problem is that so many with that playstyle there just becomes less of an appeal to be on a PvP server with under 200 people, and even less chance to find someone to kill. Why bother playing on Defiance if you can skill everything up safely on PvE then portal over just for PvP? It really is kind of the dumber choice to only play exclusively on Defiance. It's just more risk and no reward. The sad truth is though any perks you give a PvP server because the majority of Wurm Online's playerbase is on the PvE servers, they're the majority that gets heard and catered because they drive the biggest revenue for the game. We barely have anything left that's exclusive only to us. You're not going to make anyone happy with touching priest spells. Yes, some spells suck, and yes some are strong. Do I think Libila's should be stronger? Yes. It's not because I play HotS, its is because that Vyn, Mag, and Fo have around 30-35 spells. Together that's a collective 90 spells in a WL kingdom. Libila probably has half or less of that many spells. Yes, if we're going to be limited to having a single God choice, that single choice should balance well against all three. As for HotA, I personally think you should try to combine the old HotA with the new. In example having a timed event, but still utilizing the battlecamps. Perhaps instead of one tower every 25 hours, 6 spawn at once, so there's more incentive to get people out as soon as possible searching for battlecamps rather than slowly capping them over a week's time. Yes, it means you're going to reduce the window to encourage people to go off deed to a single event rather than over the course of a week, but no one is really having many fights for battle camps right now. Most people who win do it uncontested. I think with having many spawn across the map at once you have to strategize more. Do you wait for enemies? Do you go as one big group? Do you split up? I don't think really have any comment on the other points because I think they're fine. No ones tried to raid. Minedoors just promote safety. We'll go back to the old days of carrying a mallet, planks, and nails, and walling the enemy in. The only thing not included there is that when you lose 20+ people in a fight... it's a ###### ton of gear to replace. It's hard. 20 people die, each on a horse, that's 80 horseshoes not including any backup horses. 180 pieces of armor. Maybe the boost for Defiance or PvP servers is that smithing after 50ql is doubled. So it's much faster to improve items quickly to higher quality, and it's not such a strain on crafters to have to create so much armor and gear. Gear can't transfer so who cares if we're able to make it higher quality faster over here?
  15. 4 points
    Two 5 hour Sleeps would be more useful than one 10 hour
  16. 4 points
    There is this thing called a test server that has been up for years and often ignored USE IT god dammit its there to TEST things throw any mechanic reworks or new features onto the test server a few weeks ahead of time(once you reached a proper stable state for the mechanic) and publicly announce it in a forum post what new mechanics are introduced to the test server and invite people to join and even leave a simple "how to connect to the test server" in the post as well and also explain in the post the mechanic that you added That way anyone who is actually interested in the mechanic be it for or against it will go check it out to see how good or bad it is vs how they believe it is and they get to play around with it for a bit and give feedback and maybe find bugs to fix I have said this countless times but every time this push towards you guys gets traction you guys do it once or maybe twice and then stop doing it and 99% of the time stuff that does make it onto test isnt told to anyone that it has so no one knows when to get on in order to test those mechanics with a wide audience to make sure its less buggy then before so please just use the dam test server for every big change or small change to a mechanic/new feature And just incase this gets buried in other posts the below should hopefully catch your attention USE TEST SERVER PLOX We love the game there really isnt anything like it out there that gives such an skill and crafting system with a emphasis on your changes mattering without silly limitations(life is fuedal and others like it) if there was a game that did what wurm offered i really do think a lot of people would jump ship for that and every time a game that promises to be close enough comes out a lot do jump over but they come back because either the skill system is screwed over(lif) or the terraforming resets or has some silly mechanic that forces the player to log in and grind daily in order to try and keep their place from being destroyed(looking at you boundless) or something else that just limits the freedom that wurm gives Players overall where in the past a lot happier with how development went with the game if a feature was added(which sometimes they where on a whim on a friday and taken out on a monday) that people did not like they spoke up and where listened to a great example is dodging based on fat % in theory a nice idea but badly implemented that meant that you had to starve yourself to be able to fight(and not get skill) But such features would either be taken out and never return or taken out and tweaked or they would be thrown on the test server and be announced for testing(boats and bridges the rifts priest overhaul and so on) but people genuinely love the game sure there are some aspects they would want changed but generally speaking they just love it and its why they are so vocal when simple systems that just work that need no to minor changes(or changes undone because miss understood bugs -.- looking at you linking) get revamped because "yolo i have an idea i wanna implement this idea even though there is a very vocal group against it im still going to do it anyway" so we remain vocal as its yet another reason why the hate for the dev team grows in long time players as features and systems get revamped and made more difficult for no reason other then a dev wanting to make a change to it and players getting annoyed at it time and time again and things are just left ignored The other reason why players are vocal in such posts is that the suggestion forum is like facebook's "help center" it exists but its not used by the staff sure 99% of the features posted up wont make it into the game even if it was used but that 1% of suggestions could but even now dont because everything there is ignored as stated in some different words that pretty much mean that by some devs in the past they dont really look towards it for new feature idea's instead just come up with stuff on a whim and start tinkering with it and if they like it they will try to shove it so hard until it gets added to the game and then they will defend it even if the playerbase hates it but this really does come from a lack of having staff in the right places because the dev team itself doesnt have much of a structure when it comes to creative things Yes we got developers yes we got art devs yes we got a guy working on the server yes we got a head dev but a dedicated project leader who's sole purpose it is to go over idea's presented and to try and envision how wurm is supposed to look based on the ideas passed down by the owner? such a person hasnt ever been in the wurm team from the start of it existing it used to just be the 2 original creators who did everything and then when more help was needed people where just brought in with little to no structure where every dev is on equal footing and now the head of the team is technically gone and only the head dev is there but no one to oversea the general flow of the game to push the devs into a certain direction so that they can all work on those idea's those goals together so they all pretty much do their own thing for the most part That is why people are so vocal the team when looking from the outside in seems like a lost chicken wandering around doing things here and there but never really getting anywhere and the things that get done sometimes go against the nature of the mechanic they are changing to such a point people just need to speek up But give it time you will get used to us rambling about features we dont like and getting ignored by the devs and those features still going ahead it took us only 5+ years to get them to start posting "upcoming pvp changes" topics to talk about what changes are going to happen to pvp and the idea of roadmaps has always been a scary one for them as it means they need to show their flow which isnt really there but hey as vocal as we are we still love the game and still support the devs every time we need to so its more like your weird uncle rambling about family issues you either join in with him or you just ignore him but he is always going to be there at every family dinner/gathering
  17. 4 points
    I'm picturing Retro fleeing to another country with his windfall of literally hundreds of dollars
  18. 3 points
    With everyone now battling it out for control of Defiance for a while now it seems a good time for another round of feedback. Feel free to pick and choose which parts you would like to give feedback on. If there are any other topics related to Defiance that are not listed below feel free to bring them up for discussion as well. Incentives to live on PvP servers We have seen a lot of concern about people living on PvE servers and only coming to PvP when needed for PvP. Looking for feedback on what might make you more willing to stay on the PvP server instead of living on PvE for the conveniences there. Off Deed Mines There has been discussion about bringing back some form of safe off deed hop with restrictions to make them more balanced. We are open to giving this a try, it would likely be a new kind of mine door intended for use in these cases as to not nerf existing off deed mine doors. The idea for making them lock pickable but also having them lock off deed seems like it would work out well but we are open to discussion on what people would like to see. There is also likely to be more strict restrictions on how close these new mine doors can be together to prevent chaining them. Roaming Inventives Valrei and missions returning to NFI in the near future so missions should help with this but I understand the desire for reasons to be out raming the world. We will be looking to bring a roaming version of the depo back. What kinda rewards would you like to see? Would it spawning sleep powder be a big enough incentive to go claim them? Raid Windows We are looking at adjustments for raid windows, looking for people's feelings on how long they would like raid windows/the cooldown to change it. Priest Balance Looking for feedback on how people feel about the balance of priests/spells on the PvP side. Shield Skill/Creatures We are currently working on changes for shield skill gains/creature distribution issues and wanted to note that as I am sure it would be on peoples list of feedback. These changes will be live shortly. Battle Camp Hota I have not seen much defending of battle camps using the new mechanics so below I copied the patchnotes from them to make sure everyone is more aware of the mechanics. We are open to feedback on ways to make fighting/defending for control of them a more common event. Battle Camp HotA Battle Camps now spawn every 25 hours at random locations on the map. These camps will not spawn in a village, under water, or on extreme slopes (mountains) or close to safe zones. Lurker in the dark will now reveal the direction of 1 nearby battle camp along with its normal 1 nearby enemy player (Distance based on cast power/pendulum) New Battle Camps start neutral, and can be conquered by using an action on it which takes 5 minutes. If a camp is claimed by an enemy kingdom, it must first be neutralized, which takes 5 minutes as well. When four Battle Camps are conquered by a single kingdom, a HotA statue reward is created at the most recently conquered Battle Camp. All four camps that were controlled by the kingdom are removed from the map. Any neutral camps, or camps controlled by other kingdoms, remain in play. Battle Camps have a loot option that lets the owning kingdom loot a lump of moon metal every 24 hours from it with a 5 minute timer to claim it. When a new Battle Camp is created, all other active camps on the server will take 10 damage. When a camp reaches 100 damage, it is removed from play. When a Battle Camp is created, it forms a 40×40 zone around it. Players cannot terraform inside the zone unless they conquer it. When conquered, terraforming slopes are limited to 40 steep. Players cannot create or continue fences inside the zone unless they conquer it and only within the first 5 tiles around the camp. When conquered, locked fences in this 5 tile area will not unlock for enemies when an allied player passes through. Players cannot place mine doors in a Battle Camp zone. Players cannot place deeds or extend deeds into the Battle Camp zone. Players cannot construct or expand buildings into a Battle Camp zone. When the zone is removed all fences in the zone will be deleted regardless of whether they were made before or after the zone. As usual please keep the kingdom banter out of this thread.
  19. 3 points
    Ranked 'seasons' with cosmetic rewards you can only get on PVP servers was tried on challenge. Might attract pvers to pvp, but it might just make existing pvpers rich with silver on PVE side.
  20. 3 points
    😞 noooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
  21. 3 points
    Made in honour and memory of my dearest forever friend, my dog, Isla who passed away this morning. I love that wurm lets you do things like this ❤️
  22. 3 points
    This is not the roadmap, that is coming. This is addressing the issues raised across the forums and in-game over the past few weeks. It's not that this has taken this much work, at the same time we've been working on server migration, the actual roadmap, and advertising as well. The goal of this post is keeping you all in the loop of where we're at and answering "what about x?" before the roadmap is revealed. The roadmap is separate and includes our goals for the future of Wurm too, which means the content and overhauls that you are asking about.
  23. 3 points
    Sindusk already linked my thread on this, but here it is again: In short, the main reasons people mainly play on the PvE servers are the increased skillgain, and the ability to sell the things you create for silver. The former is partly due to the latter, as you are able to use the silver you make on Freedom's active market to purchase even more sleep bonus, thus increasing skillgain. But as well as that, on PvE you have many more Rites; due to multiple servers and larger concentrations of vynora priests, you have Wisdom of Vynora (which is also bugged due to the fixed 10 hours of fatigue, it's also of course inaccessible to BL priests on Defiance), and soon there will be path of Knowledge level 11, granting a 25% bonus to skill gain, that you can not achieve on Defiance. My most recent suggestion to partly counter this was to passively increase skillgain on Defiance, but not have that increase linked to a specific meditation path. If it was linked to a specific meditation path, and the specific path was not the "PvP-meta path", then people would still choose to skill on freedom, and instead choose the PvP-meta path on Defiance. Instead I suggested linking the passive skill gain increase to overall meditation skill, but there are of course many other ways this could be done.
  24. 3 points
    Well, let us be just. There is an outstanding example that the team can do better where it deserves praise, namely the new UI. Especially when taking in account that it was announced, coded, tested, and implemented under tremendous pressure of the steam launch, it was a role model how to do major changes. First, it was announced and shown in official streams and announcements. Then, a test version was released, first on the test server, then live. All time, feedback was collected. Some changes took longer, many fixes were done in no time. Such conduct is likely to spread trust in the team and confidence in the future, even if some issues were handled bit more slowly, like the combat stances. Ninja nerfs and "balancing" threats out of the blue are a fallback to the vices of the past. My questions are: Why do imbues need balancing at all? Why do they have to be taken away from unique slayings? Blood has been the loot every premium character in local equally received. It is the foremost motive why many players travel to public unique slayings, especially those of non dragons/drakes. And public slayings are always a pleasant community event strengthening the cohesion of the long term player community. The premium alts are without doubt a financial gain for the company. Why the damn "fixing" the unbroken?
  25. 3 points
  26. 3 points
    Forget new content what about fixing what they recently broke? IE Channeling with priests? Still salty about the nerf in response to exploits that apparently weren't being exploited with the promise they were going to address it "soon"
  27. 3 points
    But hey, we released two additional servers for the influx of players. Now we can have FOUR dead servers instead of just two
  28. 2 points
    A massive diffrense is the accessability to skillgain bonuses on pve. 10% as vyn follower and 25% extra from meditation which gives a netgain of 35% comparable to grinding smithing, woodcutting, mining and other good skills. its like having a lil bit more than a third of a sleep powders effect but forever. Slap on some actual sleep bonus and its a 200% vs 270% gain. As many people have mentioned the rites also pop 24/7 on various servers cuz everyone is a vyn follower for the obvious 10%-to-bloody-everything bonus... and there is no cooldown on the rites benefits. The items made can be sold for additional sleep powder to build the character even faster. So why are people on pvp? To fight stuff. They find that aspect of the game enjoyable. But if they like the base game too, then losing out on a third of your potential xp gain is quite a huge longterm issue. A person could spend 3 months grinding instead of 4.... 3 years instead of 4... etc. So ya gotta counter that with pvp-specific stuff. If they are lockpickable like a house and also quite weak then i dont see an issue. I think off-deed reinforcement beams should be mine-able on pvp yet more resiliant than a ordinary tile. I think that players shouldn't be forced to rely on priests to disintegrate tiles. We want to incentivise roaming the lands, getting into pvp and reaping rewards from being brave and doing so. Make the "temporary affinities" from kills be a 20% skillgain bonus that last a week. Make treasure chests contain sleep powder and viewable from 50% longer range. (and perhaps make them less often have high ql locks to make them more available to the masses?). Perhaps more frequent? Reward sleep bonus from going out and doing hotas. Add valrei missions which reward sleep bonus. If its seen as "not enough" then just increase quantity untill it becomes desirable. Hunting is supposedly getting fixed, so imma just ignore that, but thats a big issue atm. Something important to keep in mind is that if a pvper is out roaming the land for 5 hours, then thats 5 hours of grinding "lost". So if they get some sleep bonus or skillgain benefit from it then A) They feel like they have obtained something from their efforts and been rewarded, thus making them more likely to do it again Regained some of the grind-time they lost out on by running around and thus more likely to keep doing it. Not to mention that it will incentivie people to go out in lesser groups roaming the map rather than a bait-zerg force. Thus giving spontaneous pvp at any time of the day. But every pvp encounter has winners and losers. Thus to deal with regearing after losses: Rather than just having the armour smithing title affect improving stuff, Let the following title types affect improvements.... Armour smithing: All items of its subskills (for the subskills which are over 50) Weapon smithing: All weapons (including sickles, scythes, etc) Tailoring: Saddles and the armour of its subskills (for the subskills which are over 50) Blacksmithing: Horse shoes. Jewelry smithing: Pendelums and rings Bowyery: Bows. Fletching: Arrows Optionally a player can equip one of the subskill titles and then it only benefits that subskill rather than all of the subskills under a parent skill. It's fine for now. I havn't seen a deed yet which seems uncrackable in 6 hours. Well ya made shield bashing godawfull to level and special moves are kinda hidden away.... So yea no wonder non-priests are getting frustrated. Get shield bashing easier to level and make special moves easier to use (not in terms of skill but rather the stamina drain and what not). Perhaps add some more flavour to special moves aswell. Get inspiration from other MMO's, theres soooooo many interesting combat abilities out there so im sure ya guys can be creative about it. Heck, they could even be integrated into normal combat by simply triggering on the next weapon swing. Kinda like turning on "ranged mode" yet the moment you do the action it deactive. yay~ How about this: Each spawned camp has a visble meter that starts empty and represent 24 hours. Pretty similar to how valrei missions are like. (theres a pic below for those unfamiliar) If a camp is capped by a kingdom then it starts filling up with the kingdoms colour (Red MR, Purple HOTS, Blue JK). If a enemy kingdom overtakes it then the bar lowers to 0 and then increase again but with the new kingdoms colour. After the bar is filled it becomes lootable by the kingdom and reset its meter again. Basicly its a progress bar to getting Moon metal. Also hovering over the bars would quickly tell the camp name, its quadrant, if a kingdom holds it and how long time is left to finish the bar. Once again, pretty damn similar to valrei missions. Basicly make it a integrated part of the server and not something you need to read external twitter messages or go to settlement tokens for. It's there. It's visual and everyone will know what the situation of the hota is at a glance. also i heavily disagree with this part: "Any neutral camps, or camps controlled by other kingdoms, remain in play." Also i don't think it would hurt if they spawned more often (more involvement in more timezones. more oppurtunities to go out roaming. more non-primetime pvp) but require more camps to win. Just remember. The biggest reason to not be on pvp is the lack of skillgain. Counter it.
  29. 2 points
    You are not normally able to target / attack your own mount (horse, in this case). If you try to, you receive an error in event saying "[19:46:26] You cannot attack your own mount." However, if you start leading the horse, then target it, you will not be able to attack the horse while it is lead. Then when you ride it, it will begin fighting. I believe this is an oversight, and the game should prevent you from killing your own horse in this method.
  30. 2 points
    Improvement speed should be a no-brainer at this point. Items can't leave Defiance and since horses are fixed the next bottleneck to getting people back in the fight is usually gear for those horses.
  31. 2 points
    You just outlined why it wont change anything. The situation changes from lingering outside of local vibing to instead spending 5 minutes to make your group a mine (will literally be done every time if this gets patched), or getting your priests to cast body nolo on a few people each so they're not picked up with pendulum. the meta would be to just move your group to a mine, and pendulums already have an above/below ground differentiation. Neither of which fix what you guys consider a problem. It definitely creates a bad meta where you need to respond as if the enemy is rolling with their regular form up if they're messing around at your deeds, but you also have the advantage of 1) fighting or not fighting on your own terms 2) the fight can start within local of your deed Off-deed minedoors are probably going to be the closest thing to shaking up that meta a bit, but I'm not sure how that will pan out exactly. You've been playing this game for years and you decided, against the meta that's been in the game for years, to priest up without a crafter or people to trust you with crafter accounts. I'm sorry, but that's a foresight issue. We don't need everyone and their brother being priests, there's disadvantages to being priest and being able to craft is one of them. There's a simple solution and it's been the solution to the same issue for the past 10 years, nothing has changed. If you want to be a priest, be a priest. If the disadvantages don't outweigh the advantages, don't be a priest. If you don't want to deal with the good with the bad, then just have a crafter alt. I don't know where "everyone wants it" comes from.
  32. 2 points
    It takes quite a while, especially on top of everything else. Many pvp spells are cast power dependant and benefit greatly from channeling, one of the hardest skill in the game to grind. I pvp just fine on a non-priest. Not saying priests aren't powerful, but i hate the idea ofe veryone being a priest
  33. 2 points
    Yall gonna learn how to advertise or we just gonna let the game die again? Cause at the rate its going we ded ded by Christmas.
  34. 2 points
    Does this means of finally getting rid of thise random shacks, or that would apply on the north freedom only?
  35. 2 points
    Hello all! Tomorrow I will migrate Pristine to our new hosting provider during our restart, which shouldn't impact downtime by too much. I have been migrating servers fairly quickly, so I expect this to take 30-45 minutes. I can bring all other servers back online after updating them with Pristine's new connection information as well. Then on October 5th I am planning on doing a major migration. I will be aiming to migrate Deliverance, Exodus, Release, Chaos, and Desertion (all other servers except Golden Valley) on that day, with a follow-up scheduled should anything arise that prevents me from completing them. These should be "live" migrations in the sense that I shouldn't need to take other servers down. This is quite tricky though, as it will impact those of you who travel or mail between these servers. We will post announcements in-game, on the forums, and in Discord to alert you on when this takes place. Finally, we will be planning the migration of Golden Valley and the Wurm Online shop. I'll make another post closer to October 5th as a reminder. Until then, Happy Wurming!
  36. 2 points
    are you going to fix imping imbues being completely useless
  37. 2 points
    We gonna have an opportunity to test for exploits before launch of the new features?
  38. 2 points
    I have a deep appreciation for those that make unique hunts public, ( Sub zero) , and I understand , respect why some do not.
  39. 2 points
    FYI Australians literally pay almost double in sub costs due to currency exchange. And most of us are living off government pension due to corona virus.
  40. 2 points
    Fair enough. But isn't that what the test server is for? And no player should have to feel resigned to settle for them making things worse with changes... shouldn't even have to resign themselves to playing like that. That is some Stockholm syndrome sounding comment >.> Blink twice if you are being held against your will!
  41. 2 points
    I'm reminded of how Hollywood releases movies.. If they know it's a great movie, they'll let people watch it in limited release and make sure word of mouth gets out. If they know it's a stinker they won't even let reviewers watch it ahead of time and instead just dump it on an unsuspecting audience.
  42. 2 points
    If they are still making changes with less than a handful of days before a patch is expected to release and haven't even finalized the changes then they shouldn't be trying to put them on the live servers. You are right the test server should be utilized for something like this.
  43. 2 points
    The general consensus of the favor balancing feedback in regards to the pool was to scrap it entirely and go with a less obfuscated, non pool based approach. "This will work off the previously suggested changes to allow a higher pool of pending favor to be prepared, with concerns raised in that feedback thread" The pool was basically rejected in entirety.
  44. 2 points
    I would like to say that bees DO INCREASE my farm yields on Harmony. I've been getting harvests of up to 12 in a moderately tended farm, on tiles in hive range. seems to be up to 3 more yield than I get outside of the hive range. We love bees! Edit: I don't know all the specifics on how hive QL and distance form hive, so don't ask me!
  45. 2 points
    Here is what end game is in wurm: "Sorry to announce, but we are closing the server permanently". Until that happens, we exist and do whatever we choose to do in the game. Make your own content right? The new launch brought back a ton of old layers form the last decade+ of the game that wanted that new server thrill. Wel, it is the same as the last time a new server launched, but the second or third or 4th new server you start on will just have a fraction of the holding power as the one before. What about new net new players? They gave it a spin. Most didn't like it. It takes a special breed to love Wurm and most of those have hunted high and low to find Wurm already. Servers will go to low population and remain there for as long as the company can keep it going. Try not to set high expectations. Just be happy they have not shut it all down.
  46. 2 points
    And troll and goblin dens/strongholds, and wolf packs and such- something that requires players to take those high skills they've earned and form hunting parties to deal with tougher challenges.
  47. 2 points
    What do you mean by an end game? I thought wurm was open ended, so there is no real end. That's why it is a sandbox. Do you mean that you need a purpose or a set of tasks or features to perform when your skills are at a high level? You could say the old line of "Wurm is what you make of it" but I know that extra features and things to do in game would be great to do. For example, someone on the wurm steam forums was asking if wurm has dungeons to complete. There are lots of suggestions in the suggestion forum, that are good ideas. I think the main problem is them not saying if something might be coming but then again, if they did say that something was coming then people would be up in arms if it did not come fast enough. That and you've also got small staff team as well. Maybe if some people were able to be recruited by wurm to be staff members who could create content for wurm and learn how to program in wurm then that might help as well. Wurm developer volunteers 🤔👍
  48. 2 points
    maybe the company should hire the devs full time instead of part time
  49. 2 points
  50. 2 points
    Sounds convoluted to me, just taking something simple and overcomplicating it.
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