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Showing content with the highest reputation on 10/10/20 in all areas

  1. 15 points
    I'm really sad about how this game is going. It's fading away again; slowly, but faster than I'd hoped. There needs to be some excitement injected back into the game, and this doesn't necessarily require any major changes, just something special to give people that push to log in again, or reprem. This push could be in the form of events, goals, and small bonuses. Some examples off the top of my head: A weekend with special drops from hunting. For example a "rare leather hunter's hat" cosmetic skin. Special woodcutter's week, where you get an extra 10% on max quality wood, plus a chance for some special drops. For example a special bow cosmetic skin. Miner's week, extra 10% on quality + a higher chance to get gems. Bring back monthly skill gain events, like we had on the steam launch opening weeks. Special premium purchasing deals, buy 2 months, get 1 free. Special cooking recipes events, where a wider range of recipes are dropped from all creatures. Higher Winds Week, where boats receive a 20% speed increase, and the increased tides have unearthed underwater chests for people to hunt out. You get the idea. Other games have these kinds of events extremely regularly to make the game feel more alive, and it makes people feel like there's always a good reason to log in and play.
  2. 5 points
    I'm really sad about the how this game is going. It's fading away again; slowly, but faster than I'd hoped. There needs to be some excitement injected back into the game, and this doesn't necessarily require any major changes, just something special to give people that push to log in again, or reprem. This push could be in the form of events, goals, and small bonuses. Some examples off the top of my head: A weekend with special drops from hunting. For example a "rare leather hunter's hat" cosmetic skin. Special woodcutter's week, where you get an extra 10% on max quality wood, plus a chance for some special drops. For example a special bow cosmetic skin. Miner's week, extra 10% on quality + a higher chance to get gems. Bring back monthly skill gain events, like we had on the steam launch opening weeks. Special premium purchasing deals, buy 2 months, get 1 free. Special cooking recipes events, where a wider range of recipes are dropped from all creatures. Higher Winds Week, where boats receive a 20% speed increase, and the increased tides have unearthed underwater chests for people to hunt out. You get the idea. Other games have these kinds of events extremely regularly to make the game feel more alive, and it makes people feel like there's always a good reason to log in and play. I've made a suggestion thread with the above too, but I thought this was also good place to post it.
  3. 4 points
    "we" had to witness nothing- as the majority of the interactions between the deed mayors was contained entirely in PM discussions. Anything that may have been discussed in Local chat or any other public chat tab, was not the discussion ("bickering") being held between the two mayors. If Wurmians want to reduce the amount of in-game drama, instead of reducing perimeter tiles - maybe this suggestion should be to reduce the amount of on-looker commentary? A GM was not called, because both mayors were/are aware that the point of contention is basically nebulous, as both mayors have equal rights to, and equal not-rights-to the HL perimeter area, so it would be incredibly hard to reach a satisfactory solution. In fact, that is precisely why the two mayors had not already reached a solution on their own. If a GM had been called - don't try to say "the poor GM"... this is literally the duties a GM accepts as their purview. Finally, please STOP using my deed, my neighbor & our recent experience as an example of "drama" that could be prevented by reducing the perimeter size. That is NOT an accurate understanding of the situation. I had NO INTENTION to make any aspect of the situation more public than it already was (only me, my neighbor, and our immediate mutual neighbors were aware anything was going on). You were NOT directly involved in any of the situation. You were asked, as a friend, to tell me about the "vibe" of the other islands. You chose to insert yourself into the situation, and have very little knowledge of anything except the very end of it all. An accurate distillation of the situation would be the following: is the Wurm experience intended by the game creators supposed to be collaborative or solo? What, if anything, do Wurmians owe to each other in the public / un-deeded areas of the Wurm world? Reducing perimeter size would NOT have helped answer that fundamental disagreement. If you think reducing the perimeter minimum is a worthwhile change to game mechanics - argue that on its own merits.
  4. 4 points
    Is there any chance that it's not the perimeter but players who cause the drama? Is this perhaps one, specific player again?
  5. 3 points
    Hello Wurmians! As we haven’t had a proper summary to the Steam launch yet, let’s start with that - the player counts since that time have been just unprecedented, and we are very excited to see how lively Wurm has become. Now that has also brought an extreme load to both our dev team as well as the entire staff, hence the initial hiccups - but it seems we’re well past that point and almost back to normal. (almost, since we still have some unresolved things to handle) The surge in popularity has definitely exceeded our expectations and it seems like it can give us some headroom in expanding the development team, which should help us increase the development pace of both new features and bug fixing. Most of you might not know this, but we have had very few hired or contracted developers for quite a while now, much fewer than you would expect from a game of this scale - but we’re well on the way to fixing that. (and if you are interested yourself in becoming either a volunteer developer or a contractor, feel free to contact me with the relevant details at samool@wurmonline.com ) I ask for your patience in this part, as it might take us a while to actually get to that point, and the recruitment and training itself might be taking some time away from the direct development in the meanwhile, but after that’s sorted out we will be going ahead faster than ever. And obviously, any new developers will be put on the mandatory bug duty first, fixing those pesky recurring bugs! In addition to expanding the dev team, we’re expanding our marketing efforts as well, which we’ve already started on - we haven’t been great about that before, but we have a lot of ideas in store for promoting the game now and in the future, and you might’ve already seen some Wurm ads around the web. Now, the thing most of you are here for - what are we doing next? While we’re happy with how the improvements to the new player experience and the new tutorial have turned out, it’s obvious from the feedback that there is still work to be done there. As we continue to have plenty of new players joining the game, that will be our focus in the upcoming weeks - the tutorial will be getting some polishing, and we’ll be introducing additional in-game tips and tools to help the newer Wurmians learn the ropes and perhaps not get too frustrated by constantly digging through the wiki. (though we do acknowledge that at some point that might always be a requirement) This will also include further UI improvements, which should make the UI more comfortable to use for everyone and bring some of the requested features and tweaks. I’m sure that’s boring stuff to most of you reading though - worry not, during that time we’ll also be working on finishing up a large combat overhaul! This was something that was meant to be there for the Steam launch, but we have decided to postpone it to give it the attention and polish it deserves. The goal of the combat update will be to increase the interactivity and engagement of combat, by both providing much better visual feedback (significantly reducing the need to read combat chat) and changing certain mechanics, like making special moves more prominent and useful in PvE. This will be put to public testing before it goes live. We have done decent progress on this up to this point, but it still needs a good bit of work to be ready for us to show it to you in full. Once we’re done with those first two focuses of ours, we have multiple major content updates planned out for the upcoming months - those will be released along large marketing pushes to bring even more players to the lands of Wurm, and should bring a lot of content for both newer and older players. Included in those updates will be a large exploration focused update, intended to make the wilderness of Wurm more interesting to explore, with different random encounters to be had around the world. Something we are looking at as well is a unique creatures rework, as well as some more chances to brush up on some less used skills. This update overall should provide a less grindy alternative to other features of Wurm, and in general make PvE gameplay more varied. We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that we’ve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - we’ll be looking at how we can add that. Animal keeping is another feature that we feel has much more potential to be realized. We’ll be working on expanding that part and making keeping different animals a more varied and in-depth feature, with perhaps a new animal or two thrown into the mix. Other than regular content updates, we plan to continue improving the visual side of the game as well - certain elements of Wurm look aged compared to others and we want to fix that soon. One of our desired upgrades has always been an overhaul to how the characters look - while it might be a bit far off right now, we will be looking at improving the character’s appearance along with better customization options. Along with any visual upgrades we’ll be working further on optimizing the game’s client, as we have identified some causes for the high memory and GPU usage issues that some of you may encounter. Since we’re now talking about the client side of the game, another thing we want to tackle is the sound design, which is something we have to admit is quite lacking at this point. That will include adding more sound effects to creatures, as right now, your farm animals are a bit too creepily silent, but we also plan to have another pass at the general action sounds. I realize this post is a bit short on the PvP side of the game - for more information on that part, you can see Darklords’ newest thread on our plans and ideas for the Defiance going forward. There have been quite a few questions and suggestions regarding the future of Jackal. While the first iteration of that has been quite fun, it does require a ton of work and changes to make it worthwhile to run another edition of it, and that is not something we’re interested in - we feel that work is currently much better directed at improving the base game, and not the extending “episodic” content. Generally, you should not expect another Jackal run for quite some time, as we prefer to focus on the other things we have planned. But, never say never! Since the questions about the status of the Northern and Southern Freedom Isles clusters keep appearing, we do want to reiterate that at this point we do not plan on a merge, and it will be a long time before we will start considering one (it is not guaranteed in any case). We’re happy with how both of the clusters are working out and there seems to be a healthy population on both of them. While our promotion of the game with the launch focused on the new Northern Freedom Isles cluster, the future promotion we do will most likely focus on all of Wurm, so that all servers should have new players joining them, depending on each of the server’s qualities rather than our own recommendations. The final thing that I want to announce today is that we're also currently working on a long desired and requested feature which is a complete account system, the main purpose of which is to consolidate character ownership into a single account, improve the security of your accounts and ease the management of them. This will also help us with adding some more features that you could manage about your characters without logging into the game, improve account recovery methods and more. We'll reveal more details on this soon. This should cover some of our plans for Wurm and hopefully makes things a little bit more clear. I want to mention though that this is not an exhaustive list of the things we have in store, and there are plenty of other features and changes coming to the game soon, many of which stem from your suggestions, so make sure to keep those coming! For now, keep on Wurming!
  6. 2 points
    *** WORK IN PROGRESS. I WILL UPDATE THIS POST REGULARLY. *** INTRODUCTION Hello Wurmians, Thicket and I, are proud to invite everyone to the New Festival Cove Halloween Haunted House Impalong 2020 on the Independence world. An Impalong is a community event where Crafters (Impers) and Priests from all over Wurm come together to Improve and Enchant player tools for Free. We all spread the LOVE around in order to improve game experience and knowledge for everyone, so whether you are young or old, this is a type of event to attend! Let me remind everyone that in order to get here, many players dedicated their time for free in order to help create this incredible event! This event will be held from: Friday, October 23rd, 2020 9:00 AM Central Time USA (GMT -5) through Tuesday, October 27th, 2020 9:00 PM Central Time USA (GMT -5). If there's items remaining (after October 27th) to be Improved (imped), we will work on them through the Halloween weekend, but our intention is to make this event short-n-sweet: Get in, Get it done, and Get out. NEW FESTIVAL COVE New Festival Cove is located at O16 on the Independence map of the Freedom Isles servers. If you use Albia Maps [ https://drive.google.com/file/d/1EbliOmfbWcK1zhD4t4iYU-Dc18eEr7ZB/edit ], New Festival Cove is located at 30x 44y. Our website is located at: https://NewFestivalCove.com For older players, New Festival Cove is located where Festival Cove was located - the location of one of Wurm's first Impalongs. When I first arrived on the shores of Festival Cove 2.5 years ago, it was abandoned and decayed; but I admit, it was the seven Collosus Statues that caught my eye! After some research, I learned this site was a very special place, so I took it upon myself to return this area back to its former glory, and throw in some special extras along the way. I know many players remember this area, so this is my salute to you! DISCORD During the event, we will be using this Discord Channel: https://discord.gg/Y8jaaDD MAPS SCREENSHOT SPOILER RULES EVENT SCHEDULE ROOM RESERVATIONS STAFF If you need something during the event, contact one of these staff members: IMPALONG IMPERS We're looking for individuals interested in helping out with the Improving items (Imping) process. If you are interested, please reply in this Forum post with your Character Name in-game and Skills (above 70) please. Our current Imper list will be updated regularly, but for now it looks like this: PRIESTS FOR ENCHANTING AND SERMONS We need Priests of various religions, such as the Whitelighters (Fo, Magranon, Vynora) and the Blacklighters (Libila). We also need said Priests to spread their word (via Sermons), and we need Priests to Enchant items for everyone for Free. If you are interested, please reply in this Forum post with your Character Name in-game and Channeling Skill (above 70) please. CURRENT INVENTORY Our current inventory and inventory needs for the event looks like this. Click on the pic below to enlarge it: Favor is the #1 thing we're lacking and we're focused on getting over the next 3 months. SPECIAL FEATURES In addition to hosting an Impalong, we've thrown in several fun sight-seeing adventures, such as: - Haunted House like you've never seen before in this game - this is a MUST SEE event; - Chessboard (we've reimagined the chessboard at the same location in 2012, by adding new chess pieces and adding two cool Overlooks to oversee a game); - Shipwreck (with a short story); - Rose's Hedgemaze (with a golden treasure at the end); - Dye floor (2nd floor of the SW imping building), so you can play with various colors. This is one of our weak areas, so if you love dying or Dyes, come on over and give us suggestions on how to improve this room; - Cooking floor (practice your cooking or learn some new recipes while you're here). DONATIONS If you would like to donate, you can mail it to Vooch. You can also send items to Wagoneer Berkshire at New Festival Cove. If I'm missing donations, please let me know so you get mentioned properly. EVENT SCHEDULE (EVENTS, CONTESTS, PRIZES) We have ideas on an event schedule, but we would like for this to be more organic, so please tell us what you would like to see for events! Twilight Sparkle Unicorn Races?! Hell Horse Races?! PRIZES CONCLUSION Wurm is waiting... Are you ready?
  7. 2 points
    what about just an extra pvp-centric journal? unrelated to the craft/priest ones
  8. 2 points
    As for the actual topic here.... I would not support reducing the min perimeter - as many have pointed out, this would not reduce drama, only change what the drama is about. I WOULD absolutely support the ability to decide different amount of perimeter on each side of the deed. I would also support the ability to create non-rectangular deeds, if that is ever possible. Maybe. As for the general air of speculation: the issue was almost entirely down to clash of personalities (as well as architecture style TBH). Attempts to collaborate & compromise on the shared space were unsuccessful. And that was that. As I have no desire to have a 3-tile wide highway running next to my backyard, I have elected to be the one that moves. Every Wurmian would agree it's a sucky situation; we love our deeds & our neighbors & we get invested in where we live. But - as it's already been said - it's just a game. I've already found a new location with exciting building prospects of its own.
  9. 2 points
    Solution is solved currently. Skill takes time to earn and actions have a timer 💁‍♂️
  10. 2 points
    First and foremost, as I and many others have already suggested - Increased skillgain on Defiance. This increase need to be high enough to persuade people to forgo their 25% increased skillgain from PoK, weekly Rites, and profitable PvE market. The percentage increase could scale with meditation level (not path). Secondly - Exclusive skins that can only be acquired on the PvP server. These could be gained through Valrei missions, HoTA rewards, or maybe as rewards for having high battle rank. These skins could be transferable to the Freedom servers to allow people to show off their pvp-gotten-gains. Whether these skins are tradable or account bound is up for discussion, I'm not sure what the best route would be.
  11. 2 points
    New construction pieces sound exciting! Any chance we can get a plastered skin for interior walls? And ceilings? Particularly on the top story where the walls don't go all the way up to the roof. And more rustic looking skin for thatched roof could be a very popular upgrade to an existing asset.
  12. 2 points
    Thinking about it more, I agree with some other points here that I think these changes are really focusing on the population that exists on Defiance today. It's not focusing on the bigger issue, which is drawing new players and PvE players to come over to Defiance. I'm actually kind of against the depot idea now. I like HotA because the battlecamps spawn all over across the map. You can capture one solo or as a group. I feel like with the depot it's going to go to the side with the most numbers, and like other people have noted, that's where things snowball. They'll win it several times in a row, and that momentum is then hard to catch up with for other kingdoms. I think the best question to ask is, "If you're on PvE, what can we do to have you come to PvP even if only temporarily?" The PvE community is largely about economy. There's no real reward to be had here, even if you make an amazing supreme huge axe, it's not going to be a quarter of the price that it would be on PvE because of the risk of losing it. I think we have to thing of creative solutions that provide incentives that can be profitable in ways for PvE players to try PvP. A small Increased skillgain and increased affinity gain help, but it's not that persuading. I don't know the right answer, but I think we could look into certain rewards from PvP or drop only on Defiance but can transfer over to PvE servers.
  13. 2 points
    We had skill decay for years and people who got to high skill begged none stop for it to be changed as it lead to such a point where people had to grind hours a day to keep 3-4 skills at the same level let alone progress then skill decay was set to 90 then 70 and then it was decided to just take it away as it didnt add to the game it only meant people had to play more or get punished for not being able to play Same goes with item decay the game is all about long term playing not 1-2 months or a year max skill gains now days are so much faster then what they used to be because people bitched that it was to hard to catch up to those who had spend years already playing Imagine the year is 2005 and the highest skill is some guy who lives with tich who has 55 blacksmithing and is charging 5s for ql 50 blacksmithing tools with no enchants and 30-40 enchants would cost 2s a piece extra there is no mass storage no wagons no horses no boats and only 2 servers the cost of a guard tower is 15s a tower and no one is crazy enough to mass make them Back then going away for 2 weeks meant if you had 50 skill you could come back to 49.20 or less even it was horrible and people who got to 90 where basically forced to spend all day doing that single task or risk loosing their 90's easy You do not want skill decay as it adds a chore to the game that is not a fun gameplay loop you want the game to be more enjoyable and last longer find proper fun gameplay loops to add to the game not reintroduce mechanics that where taken out because they where hated by everyone
  14. 1 point
    Hello, Dragon Valley's Market presents to your service. If you have any questions or if you'd like to request some items be restocked or added, just PM me on priest DARGOLL or on main DARGOL . /t Dargol /t Dargoll Custom casts (CoC, WoA, Nim, MS, FB, FP, G, LiTD, AoSP, Demise A/M/L, Mend) Current skill - 99,8+ channeling (Benediction Vynora Enchants) A price list for enchanting your tools, weapons, armor and items: Spell name 80+ 90+ 95+ 100+ Description Circle of Cunning ( CoC ) 0,75s 1,5s 2,25s 3,0s Increase skillgain (1 point = 1%) Wind of Ages ( WoA ) 0,75s 1,5s 2,25s 3,0s Increase action speed (1 point = 1%) Nimbleness ( Nim ) 0,9s 1,8s 2,7s 3,6s Slighlty Increases chances to hit (Any 1 point = 0.033 CR) Mind stealer ( MS ) 1,5s 3,0s 4,5s 6,0s Chance to steal small amount of characteristics, that higher than yours, on kill non player creature. Frostbrand ( FB ) 0,7s 1,35s 2,0s 2,7s Add frost damage to a weapon, up to 33% on max enchant power. Fire protection ( FP ) 0,3s 0,45s 0,7s 0,9s Reduce any fire damage you take Glacial ( G ) 0,6s 1,2s 1,8s 2,4s Will increase the damage of all cold wounds caused by the player. Lurker in the deepg ( LiTD ) 0,45s 0,9s 1,4s 1,8s Locates rare fishing spot tiles Aura of shared pain (AoSP) One piece of armor 0,45s 0,9s 1,35s 1,8s Small damage return up to 30% to creature that land hit to enchanted armour part Aura of shared pain (AoSP) Full armor set n/a 6,75s 10,1s 13,5s Small damage return up to 30% to creature that land hit to enchanted armour part Animal Demise ( AD ) * On weapon more than 70 ql FREE 1c for COD Add 3% damage versus non-legendary "animal" creatures (Wild cat, brown bear, hell horse, etc.). Monster Demise ( MD ) * On weapon more than 70 ql FREE 1c for COD Add 3% damage versus non-legendary "monster" creatures (Troll, goblin, hell scorpious, etc.). Legendary Demise ( LD ) * On weapon more than 70 ql FREE 1c for COD Add 3% damage versus legendary creatures (Black dragon, Kyklops, Troll king, etc.). Mend FREE 1c for COD Repair item (such as: Pelt, Whetstone and other) with ql cost rought by ratio 1ql per 10dmg P.S. All prices are in silver ! P.S. your items can be broke (~0,05%). Small chance, but it exists! 🔥 Special offers (Event items, potions, bloods,🔵Rare, 🟢Supreme and other) 🔥 🔥 My auctions 🔥 Price list of already enchanted tools/weapons/materials (List of available below): ⬇️ Spell name 80+ 90+ 100+ Description Circle of Cunning ( CoC ) 0,5s 1,0s 2,0s+ Increase skillgain (1 point = 1%) Wind of Ages ( WoA ) 0,5s 1,0s 2,0s+ Increase action speed (1 point = 1%) Nimbleness ( Nim ) 0,6s 1,2s 2,4s+ Slighlty Increases chances to hit (Any 1 point = 0.033 CR) Mind stealer ( MS ) 1,0s 2,0s 4,0s+ Chance to steal small amount of characteristics, that higher than yours, on kill non player creature. Frostbrand ( FB ) 0,4s 0,9s 1,8s+ Add frost damage to a weapon, up to 33% on max enchant power. Fire protection ( FP ) 0,1s 0,3s 0,6s+ Reduce any fire damage you take Glacial ( G ) 0,4s 0,8s 1,6s+ Will increase the damage of all cold wounds caused by the player. Lurker in the deepg ( LiTD ) 0,3s 0,6s 1,2s+ Locates rare fishing spot tiles Animal Demise ( AD ) * On weapon more than 70 ql FREE 1c for COD Add 3% damage versus non-legendary "animal" creatures (Wild cat, brown bear, hell horse, etc.). Monster Demise ( MD ) * On weapon more than 70 ql FREE 1c for COD Add 3% damage versus non-legendary "monster" creatures (Troll, goblin, hell scorpious, etc.). Legendary Demise ( LD ) * On weapon more than 70 ql FREE 1c for COD Add 3% damage versus legendary creatures (Black dragon, Kyklops, Troll king, etc.). P.S. All prices are in silver ! Notes: If the tool is incomplete(in a head or blade form), any casts on it will carry over to the combined tool ! 🍀 Free distribution of gifts. No more than 1 in one hand! Via a request on the forum. 🍀 Awl Butchering knife Carving knife Cheese drill Clay shaper Compass 🆕 Dioptra File Fishing net & rod Fruit press Glove🆕 Grindstone Grooming Brush Hammer Hatchet Horse shoe Jewelry and Pendulum Knife Large Anvil Leather knife Leggat Lumps and Other Materials Mallet Meditation rug Metal brush Mortar and pestle Needle Pelt Pickaxe Press Rake Rope tool Saw Saddles Scissors Scythe Shields Shovel Sickle Small Anvil Small Bucket Spatula Spindle Spear Stone Chisels Trowel Water Whetstone Weapons ⚔️ Bows 🏹
  15. 1 point
    back in late may i decided to go for 100 digging skill i was at 99.94 which is 0.06 roughly before 100 skill https://www.niarja.com/universes/online/clusters/freedom/skills/StickHer the link above was the last skill dump before i unsubed. i resubed and went straight to digging below is the current dump i would meditate once a day unsleep bonus and dig on clay averaging 20slope my shovels were 1ql with anywhere from 50-99 coc mostly 75ish https://www.niarja.com/universes/online/clusters/freedom/skills/delta used my alt name for the dump comparison. niarja changed the way the site works ........ also gained 0 affinity's into digging and no fantastic clay, if i was to guess maybe 5 Supremes
  16. 1 point
  17. 1 point
    I just learned about papers and writing, and noticed that longer texts will be difficult to read as the 'signed by' covers the start of last row. In addition, if you have more than one paper open, when you close the previous ones you'll get a notification in your events list: "[20:59:00] You answered an old question. It has timed out over 15 minutes or been replaced by a more recent."
  18. 1 point
    Wurm is an empty game with no people playing it. Thats what it feels like when you boat around, but then if you get out of your boat then suddenly giant buildings pop into view. All I'm trying to say is that you kids managed to render trees out to a distance of 1k tiles, can we get like 100 tiles for buildings? The whole world looks empty when it really isnt empty.
  19. 1 point
  20. 1 point
    Oh yeah, totally. It's a horrible sign. BL is going to completely run the server. If they want to they could go and raid any deed they want. It kind of feels like they are a cat playing with their prey atm. I'm just saying that we can still have fun. Just can't expect to match them in numbers. Got to treat it sort of like the american revolution, nobody can go toe to toe with them so we have to alter how we do things.
  21. 1 point
    Anyone that's played Final Fantasy XI Online will know what I'm about to suggest. Add a new section for Merit System where the Character's Profile is found (or redesign the Skill Window). Players can toggle in profile whether they want to direct all skillgain towards normal skill growth or into a super mega large giant pool. When all skillgain is directed to the pool and it fills, the player earns 1 merit point and the pool is reset. Merits can be used to increase specific things, and each will require a different amount of merit points to grow, progressively getting harder to achieve. Item QL will still cap at 100ql. Deaths will remove skill or buffs/bonuses earned via Merit points first.. which I'd imagine would make PvP deaths a bit more risky and maybe balance this a bit more for non-merited players. Example of Merit System for ONE skill, let's use Carpentry. Carpentry Merits: Increase skill over 100: 1 2 3 4 5 Decrease Action Timers: 1 2 3 4 5 Increase Improvement QL: 1 2 3 4 5 Increase Rarity Window: 1 2 3 4 5 Based on this example, the player would have 103 Carpentry Skill and a bonus of 5 seconds to his rare creation chance when anything is made/improved while using the overall Carpentry Skill. Items will still cap at 100ql, but this player will have a bit easier time actually improving tools to that cap and keeping them there. NO marks store interaction on this one, it's purely from grinding. Player must have at least ONE skill at 100 (Not Faith, Favor, Alignment) Can only use Merit points for skills at 100. (This is seriously just for endgame, no meriting your 95 digging to an effective 100.) If death drops a skill with merits to less then 100, merits are deactivated until skill returns to 100. Titles can be made for number of merits in each skill, or how many merits you've earned in total, etc. Nomadikhan [Merited Knight Templar] or maybe Nomadikhan the Merited [Knight Templar] Discuss how terrible or not this idea is and please keep in mind this is an example for only one skill, other skills such as weapons or combat will have different buffs or debuffs.
  22. 1 point
    Yes, i fully agree Ryaanna! Bring some more excitement to the game. Even some small gimmick events can bring the game more alive
  23. 1 point
    Agreed! For some, just grinding is exciting enough seeing the numbers rise. But I think more would appreciate events like this. Doesn't take much implementation, just a little imagination
  24. 1 point
    The separation in Wurm works. I have said so above. Regarding the perimeter being part of your paid deed, your logic is flawed. The perimeter is undeeded land that happens to be around your deed. Its permissions are identical to any other undeeded area except for "buffer" provisions. If you don't deed, you can go right ahead and build on free land. The perimeter is the game's mechanic for keeping you away from your neighbours. It is imposed not granted. It is not a part of your deed at all, it is merely a buffer bordering your deed. Show me screenshots or calculations to support your "the perimeter is not free". You pay for the tiles you deed. If you don't increase the perimeter, you pay ZERO irons for it - therefore you cannot possibly say that you pay for the perimeter. Think of it this way. Your deed doesn't have a perimeter. The game has a perimeter around your deed. The sale ad was being humourous, as plainly a lead anchor without a corbita would not fetch 15s. If 15s was the going rate for that anchor, then yes the boat would be free.
  25. 1 point
  26. 1 point
    Nail on head, doesn't matter if its 1 tile 5 tiles or 100 tiles, a toxic player will find a way or something to be toxic about. You don't ever have to be close to your deed to be toxic for example look at all the drama regarding highways, its not the game its people rubbing each other up due to different ideas or something as simple as different languages leading to simple misunderstandings that then blow out of all proportion, it might only be a game but us humans have a canny nack to find problems in just about anything. Current system seems to work in most cases I think like said above if its not broken no need to fix, if people living side by side is a problem isn't that make the case of making no mans land bigger not smaller? ( which by the way I would also be against as 10 tiles between deeds is a nice sweet spot imo.)
  27. 1 point
    Love the idea and I'm all for expanding the alchemy system (and more uses for mushrooms)!
  28. 1 point
    I've been informed that each Deed is restricted to only one Alliance. You can only have one group of people to coordinate and associate with. If I have two neighbors who can't stand each other, I can't join an Alliance with either of them without upsetting the other. Since the main functions of Alliances are altered permissions on-deed and a private, dedicated communication channel, it would seem that multiple Alliances should be doable, and not require outside communications channels (IE Discord) in order to communicate with different groups of people for different purposes. Games as old as Wurm like City of Heroes were able to allow people to have multiple Alliances (SuperGroups). So I propose the following: Allow multiple Alliances, each one having their own communication channel. If there should be a limit, it should be fairly high - 10 or so. Deeds can set different permissions for each Alliance. Will this mean that some people will have many Alliance communication tabs? Yes it does. But that's their problem to deal with. Will it increase the server-side load? Yes, especially at first, but it will also result in fewer Private Message channels, which should offset some of the new load. This shouldn't be too much for modern hardware to manage. Will this make it easier for PvP'ers to engage in cutthroat backstabbing maneuvers? No, not really - if anyone's doing this, they're already using Discord, Skype, or some other comms channel of choice.
  29. 1 point
    The first beta is likely to only be very northern US and southern Canada to start, someone made a map on a reddit thread I saw awhile ago. Read somewhere I can't find again that the public beta will start when the batch that launched a few days ago reaches its target orbits. I'm excited for how fast SpaceX has been moving forward on all front lately, even starship development seems to be going at an insane rate for making a new rocket of that size and fully reusable.
  30. 1 point
    Done. FYI, the underlying maps are from the map dumps that the GMs put out shortly after the new year. That is unchanging until the next map dump. The overlaying data, the settlements, tunnels, etc. are just that, an overlay on the map. That is the data that this thread deals with. People post the names and coordinates and we put them into a spreadsheet which then generates the points and lines. But the underlying terrain is a snapshot from January and will not show any changes until the next map dump.
  31. 1 point
    Let's see Robert Jordan Brandon Sanderson Terry Pratchet Douglas Adams Neil Gaiman Jim Butcher Sara Douglass Randall Munroe And all of the black library writers
  32. 1 point
    No, this is again the fallacy of it being the deed's perimeter in some kind of possessive way. It isn't. It is not the perimeter OF the deed is the perimeter AROUND the deed. It is a no-man's-land. As in "if you kids can't play nice I am going to separate you". The fallacy of the perimeter belonging to the deed is fed by the ability to pay to get extra perimeter. The solution to that is to always have the "free" 5-tile perimeter and have a the "bought" bit inside that as a different kind of perimeter, with even more restricted perms than the standard buffer. Lack of space is not a thing at all in Wurm. A dozen servers to choose from, and the only one that seems to have been crowded with deeds (according to the official word) was Melody.
  33. 1 point
    Again, shortening it to 1 tile would not solve any of that drama, it would just change it to slightly different arguments. The net total of drama would not go down, and might go up. Let's put it another way: What specific problem do you see this solving? Is it common? How would this fix it? Why would it work if consolidating into a single deed would not?
  34. 1 point
    I was still an avid weekly comic-shop attendee when TMNT #1 hit the stores (and yes, I know how that dates me). I thought it was ridiculous, and at that time, I thought that black-and-white comics was lazy and boring. By the time it hit issue #6, there was enough talk about it that I realized I'd missed the boat, and possibly missed out on a high-value comic in my collection. It's easy to say that the first few stories of TMNT were rough - because they were. But they improved rapidly. My opinion on black-and-white comics changed when I read an indie X-Men parody titled XMEN (pronounced "Zhmen"). It was too good to need coloring. After that, I started looking at some of the other indie stuff like Usagi Yojimbo and Judge Dredd. Somehow, I missed both Hellboy and Cerebus.
  35. 1 point
    Yes, absolutely! All of those - and many more; don't forget Asimov, Clarke (!), Farmer, Gibson, LeGuin, Lem, Pohl, Silverberg, Simmons, Wells (of course), and Wyndham - to name just a few. But if you really are into classic SF (best 70s-style) you should definitely read James Tiptree Jr.! She (yes, "James" was a lady ) wrote some of the best short stories I ever read! (And I think I read them all...)
  36. 1 point
    I'm alive?! That's news to me!
  37. 1 point
    I really enjoyed Horror stories when I first left school, Lovecraft I found was hard reading but really enjoyed the Cthulhu Mythos and Brian Lumley had some great reads. King had some good books but was always very hit and miss for me, he was either very good or very bad but the British author James Herbert enjoyed many of his books with the Rats being one that sticks out. Then of course I enjoyed my fair share of Sci-fi and fantasy books with a big favourite of mine being the dragon lance chronicles and steve Jackson's roleplay books helped pass many hours. Its hard to pin point who had the greatest influence on me as I think the style and type of book i enjoyed changed with my mood, but reading got me into roleplaying games, which lead to computer games which lead to wurm many many years later, so thank the lord for reading
  38. 1 point
    Hello there, I'm one of the residents of Silent Hill. Welcome to the neighbourhood! Some of us are away on a hunting trip, but it's still nice to make your acquintance
  39. 1 point
    I would love to see a new "desert themed" patch. Where trees and bushes like Palms and Cactus can only grow on sand tiles, the introduction of camels that can have a passenger like unicorns. Maybe also some Arabian or Moroccan styled walls.
  40. 1 point
    .... and she is also a budding Cartographer, helping us out with updates to her local area. Much appreciated and Welcome Home. Wurm's been Waiting! Cheers! Hughmongus
  41. 1 point
    maybe diferent types of animals having diferent sets of traits would be nice. and actually fixing spawns. before adding more animals that we never see, because they never show up anywhere.
  42. 1 point
    Thank you for that input Amata! I have spoken with the dev team, and we have no plans to adjust how perimeters work. The 5 per village border gives ample space between deeds. Having perimeters as close would not resolve any arguments about land ownership, and instead just mean more clashing as deeds are even closer together. @AmataIf you are having ongoing issues and anyone violates the game rules please don't hesitate to contact us by support.
  43. 1 point
    Even better: We've confirmed the problem and have located its source, and it will be fixed for the next server update. Thanks for the details you've all provided! That sort of feedback really does help us track things down quicker sometimes.
  44. 1 point
  45. 1 point
    As with Ehizellbob i am happy that Wurm lets you remember those that held and contine to hold a special place in your life after they have gone. To some this will just be a graveyard. But to me each grave represents someone who has been lost and played a part in my life. Some are to real people who i knew, the boy statue especially. So next time you pass maybe whisper them a hello.
  46. 1 point
  47. 1 point
    I started working on the map you requested, despite the unplayable nature of it, but found that it takes FOREVER to load that much of a dirt (sand) layer onto the map maker. Literally hours, on the same system that usually takes me about 2 minutes. Might be more workable on a smaller map? Or with some other mapmaker than WGenerator.
  48. 1 point
    It is annoying when a useful game mechanic is removed. When this happens I just wright off that approach and look for other ways. But one thing that I think is total BS is this this from my even log. The proper solution is to have developers remove said mechanic and say or do nothing else. I just think it's bad form to threaten players like this. [16:27:04] Fight/shield skilling via methods that protect you or your target from harm is a bannable exploit. https://forum.wurmonline.com/index.php?/topic/168510-wurm-service-announcements/&do=findComment&comment=1807907
  49. 1 point
    @Pandalet, sorry Panda to tell you this but when I told a GM back in 2015/2016 about that exploit they told me "it was part of the game mechanics and it was normal." It was BS then and it's bs now. Since then I haven't bothered anymore.
  50. 1 point
    I have noticed so many good ideas in the forums get shot down because they might be exploited in some way! This is so frustrating! Why do all players have to lose out because of a few bad apples? Why can't they just find a fix or block for the potential exploits instead of denying a better game experience for all players?
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