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Showing content with the highest reputation on 13/10/20 in all areas

  1. 6 points
    Disclaimer: These are just some personal thoughts and all I wanted to achieve with this post was to present my perspective over some issues and eventually make other people ask themselves some questions. And while I might use the words "right" and "wrong" through my post, they are only relative to my perspective; other than that I don't think my vision is necessarily the right one and at no point I had any pretention that others should follow it. I started the game with the idea that the game has a (relative) fixed cost that I should pay from my own pocket every month and I was really Ok with that - ten bucks per month (spread between premium time and deed upkeep) didn't really sound like a lot, considering the amount of hours of tremendous fun that I could get from the game. I knew that you can potentially earn silver coins in game trading with other people or doing odd jobs here and there, but knowing that I am just a casual player I was convinced that this is not something that would apply to me, but only to the more experienced or dedicated players, so I preferred to not even think at this. And for the first two months everything worked really well according to the plan, but then, as the time passed, things started to go south. I saw people around me making (quite large amounts of) money doing things that I could have easily done too, like selling their excess horses or enchanting grass tiles, so I wanted to do that too in an attempt to avoid having to use my own RL$ to finance my game expenses and just pay with silver coins earned in game. The problem was that, even when I managed to achieve that and earned over 12 silver coins during the month (which is what I actually needed for premium and deed upkeep) I still didn't stop. And at this point it was pure greed - the desire to earn as much as possible, without any need or clear goal in mind for those money. Some of you may ask yourself now what the problem is... I got orders, I got enough money to finance my game expenses with in-game earnings and even set something aside, all these without working my a$$ off... pretty much the dream of any free-to-play player... Well, the problem is that all this race for profits ruined the fun for me... I was no longer doing whatever I wanted to do and chatting with people just because they were nice, but I was constantly on lookout for "customers", spamming the trade and freedom channels and trying to bait everyone into using my services (not in a bad way, I was not scamming and I was only asking a fair price, but I was definitely intrusive, offering unsolicited services)... and even when I was getting orders, it meant time spent outside my deed, not skilling up, not making progresses, not having fun - all that just in order to earn some virtual coins. Totally wrong and not worthy if you ask me now! So, from now on, I'll return to my initial vision. Ten bucks per month is not something that I can't afford, so I'll chose to spend them here, also supporting the developers in the process, and never open the trade channel or try to sell something again. If I'll have something extra, that I don't need (either that we talk about items or services), I'll just gift them to my friends or neighbors, eventually earning something much more important than virtual coins - real human connections... Just my thoughts...
  2. 4 points
    the way rare rolls works is pretty silly, higher skills have a lower chance to have the rare roll succeed than lower skills, queueing repairs and actions or using a g-series to fill your queue completely demolishes chance for it to actually work, could do with a rewrite
  3. 4 points
    I think doing a "Welcome to Wurm, here's what you do when you don't know what to do when you have a problem" sort of video would be helpful. Give a brief overview of what the /support tickets are for, show the forums, the Wiki, and review the CA Help Channel. Brief overview of each would be helpful.
  4. 3 points
    I wrote a thing a little bit ago in an attempt to help out that one guy, that one time. Someone told me to make it into a guide, and I just haven't gotten around to it yet. So here it is, in a very unedited / raw version. Hits some of the talking points that highlight some of the mistakes and assumptions that tend to mess up new players. .... Don't Equip Your Tools We're not that kind of MMO You Actually Need the Items in Your Starter Kit Starter Kit Key Items Wurm Will Overwhelm You; Take It Slowly Wurm Content & Player Gameplay What To Do When You Don't Know What To Do Wurm Will Not Hold Your Hand
  5. 3 points
    I always asked for a "rarity gauge" to be filled while doing action and being able to turn the item you want into a rare / supreme / fantastic with different tolls on that 'rarity gauge', while the random rare on creating can be fun (and exploited then nerfed), the imping is a huge mess and usually a waste of time (when it should be the true way to get rare+... read the description of fantastic and wonder how the hell that sprout is perfectly crafted?!).
  6. 2 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!
  7. 2 points
    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
  8. 2 points
    So, the spawn system right now has monsters everywhere- which is great. I always figured that the monster spawn system could be a little more interesting, however; and I think it'd add to the entire "exploration" aspect of the upcoming update as well. Essentially, I think mobs (of all types) should spawn and have a tendency to migrate, or settle. When creatures begin spawning, those of the same type in an area should be affiliated to the same 'group'- the size of which depends on the monster type (smaller for aggressive, larger for passive), as well as any additional modifiers. After a few days of surviving, these creatures should randomly attempt to roam to different grids on the map - hopefully, attaching some sort of math to this that creates a tendency for them to roam towards areas with few other creatures, and certain biases that each animal prefers, as well as some limitations. For example, most creatures would avoid locations that are high slope, save for mountain lions and other mountain crawlers. Horses would avoid woodlands and would mostly prefer open plains/places with lots of grass (or myc). Trolls would migrate towards places with a high density of players, or high density of blue (neutral) creatures, of which they kill. After migrating, a group has a chance to either 'settle' or migrate again. Settling just means that the creature will no longer migrate, and will instead roam around a large section of land in the final area they migrated, and will not chase creatures far out of it otherwise; particularly territorial animals such as canines or humanoids might even become particularly aggressive if other animals enter its territory, and will attack. If a group of creatures settles in a place and survives long enough, they might even construct a lair in that area; causing more of the creatures there to become of that type. No creatures will settle near a unique (serving as a non-pendulum clue that there might be a unique nearby) In theory, this would add neat situations where you'd see a small group of animals (bisons, for example) moving across the landscape slowly to a new home, and would probably help a little with any remaining spawn issues.
  9. 2 points
    I meant to have a bit of a comment there, too. I understand the desire to not have the drumroll/swirl moment frequency reduced, but whether the mechanic is adjusted to only show the Moment when you actually get a rare, or whether it is adjusted to always give you something even when you don't get a rare, the MoI should NOT be a disappointing thing.
  10. 2 points
    If you read my original post, my suggestion actually is to keep the rare chance the same and only get the MOI when it is actually going to go rare. No more MOIs with no rares. I really don't want a lot of rares. Way too common now. Just adjust the MOI chance to = the actual rare chance, so we don't get any more empty MOIs.
  11. 2 points
    i'd like a Jackal like thing that you can just portal to. Like rifts.. but you can go through? Then come back. J Just want some fun adventures to do with people but at the end of the day I want to come back to my deed.
  12. 2 points
    Likely in the next major update. as soon as I know the date of that I'll make sure it's known
  13. 2 points
    So to play the game the way devs intended, we need to make more alts. Check. Edit: I really just want to play the game and not have to game the play. Seems when we have unusual coding mechanics that make us play in ways that are not intuitively natural, it just detracts from the immersion of the game. Such as lowering our tool QL so we can gain skill, when using higher Q tools provides no skill, because we did our job and "got good". Sure, 99% of the player base has had 10+ years to learn this bizare gaming technique, but as I've said in the past, this is not a great system to introduce new players to. I know WU had some code changes to address the skilling system, but nothing changed here. Can't change it here, because all the existing accounts had to use the old system. But honestly, so what? All the other game companies evolve (well most do) and change their mechanics as needed. One can hope.
  14. 2 points
    I recently came upon a specific problem in Wurm - the white dye does not make things white, instead it's pretty much transparent. I'm not sure why it works this way, but I guess it's for a technical reason, to make other colours work better. To solve this issue perhaps whitewash could be used specifically for very white dye (on house walls, at least). Whitewash could be made with ground limestone plus water. Limestone could either be a new vein type (perhaps with new building options from limestone as well) or something you could get occasionally from rock tiles, like flint.
  15. 2 points
    Since your working on stuff to hang on walls ..how about some hanging thing for our cooking items ..pots pans and dishes , utensils etc.
  16. 2 points
    That is a myth. A shack in perimeter does not decay any faster that a shack in free land, and the deed owner could repair and improve it anytime. Only when the owner of the shack has not logged in more than 3 months, the structure will take dramatically increased damage. The fact that perimeter structures do not decay any faster than structures build on free land has led to something I noticed recently... and I'm not too sure that I like. Here's A Background Story Given recent events, I decided to move from my (old) deed to an area where I can pay for more deed tiles as well as wider perimeter. While traveling the land, "shopping" for a new area to call home, I began to encounter something that confused me at first - but once I realized what I was seeing, I became more than a little bit irked. I was finding large areas of land, clearly occupied with grand structures, castle keeps, manor houses, forges, smithies, kitchens, stables, and more. All these areas neatly fenced and gated... but none of it on-deed. Any time I approached an area and examined the ground I only found "wild lands of Wurm" over and over. Not even perimeter land of some deed contained within the fenced areas - just straight up free holdings. Sometimes, examining the structures confirmed a large amount of damage - suggesting the area is the soon-to-be ruins of a now disbanded deed. However, *most* of these holdings were in good repair, improved to the highest levels, and their interiors well maintained - fat and happy animals, fields of crops tended, orchards, decor, and roadways neat and clean. My guess is that homesteads built like this are relics from the old "enclosure" rules. What bothers me a tiny little bit is that Wurmians with means and high skill level can construct structures and fences at high QL resistant to decay and easily repaired exactly like this... and live entirely free. This also presents a strange situation - here is an entire ready-made, functional homestead, entirely on "free" land... setting aside the incredibly bad reputation it would garner with the community.... anyone could walk up and deed over the entire thing, giving themselves the rights to occupancy & basically evicting the actual homesteader right out. Technically, the deeder didn't do anything "against the rules" - as the land was free land and the builder/occupant did not have all or part of it "on-deed" .... Hopefully a GM would say that the sneak deeder violated the "play nice" rule - but that is subject to a GM's discretion on a case-by-case basis. Here's Some Thoughts About That Story I'm not sure what to suggest or conclude about this situation. (1) some Wurmians are able to occupy large homesteads with very little risk without investing in-game or IRL currency (2) this option is not realistically available to all Wurmians (3) some Wurmians "living free" do not assume risk of theft by virtue of Big Name status (4) on the flip side, some Wurmians living on-deed and paying for it, have property stolen any time there is the slightest mistake in perms or forgetting to lock or any number of harmless, incidental this-or-that If You Skip Everything Else - Read This Part Personally, I think, "hey, it's a big sandbox to play in" ... personally, I think, "I want people to respect me and the space I'm playing in, so I need to respect them and the space they are playing in, too." I don't care if you are on deed, on perimeter, on wild land; if you've made a bit of space your own, I'll try my best to leave you to it. I don't even care if you have fenced it in and locked it - if you have made it known, made it obvious, that you are living on & cultivating an area, that's peachy fine with me. Have at it. I would hope that you'd extend the same line of thought to me. I genuinely don't care who pays and who lives free. I care that rules are followed and respect is given. I care that if someone speaks up about ideas for public land and community projects, that they are listened to and their contributions given consideration. I would hope that disputes could be settled through discussion with mutual efforts and good faith from all parties involved, not just one party. I honestly feel that "it is on my deeded land" should be the last resort in community interaction, the barest minimum that says to me, "I only respect your space and your property and your place here because there is some authority and some rule that says that I have to." I find it worrisome that it seems like some part of the Wurmian community doesn't see that as a rock-bottom line, but as the bar to pass. And I don't think mechanical adjustments to perimeters, or somesuch, is going to address that.
  17. 2 points
    I'm alive?! That's news to me!
  18. 2 points
    Wait, being reimbursed was an option?
  19. 1 point
    Website https://www.wurmnode.com/ This whole post needs an update, until then, here is a good guide on how to upload skill dump! Have a Wurmtastic day!
  20. 1 point
    I have created another map generator, building on the work of Budda and Eitr, this time writing it in Java FX. I've added a few new features and fixed a number of bugs (probably added a few as well). New features: - Ability to randomly seed specific regions that you define. - Changed actions files to XML format to make it easier to make changes directly. - A little more streamlined interface. - A few other minor things. Fixes: - Fixed the problem where maps weren't completely saved until you exited the program. - Fixed flower seeding. - Fixed biome UNDO that didn't always remove the last biome completely. - Fixed the biome growth directions. - Probably a few others. You can see the documentation and installation instructions at: https://bsuttondc.us/apps/wMapGen/docs/index.html The installation uses a Java Launcher application (that I also wrote) that keeps the program updated to the latest version. Note: You do not need to have Java installed on your computer to run this. It has its own trimmed down Java code embedded.
  21. 1 point
    Simple idea and maybe there is a really important reason that this would not work, but why not just have a rare roll on imping turn the item into a rare, rather than just a chance it might go rare? Simply adjust the chance of a rare roll so they happen less often on imping and make every roll count. It would be far less disappointing for us.
  22. 1 point
    Links decrease skillgain even if they arent in range to provide any benefit. In other words: if 6 players run past a priest account, link up and then run off. Then the priest will have a 60% skill nerf and no visibile indication of why except the original event message.
  23. 1 point
    -1 artificially and greatly increases the amount of rares in the game i'd rather MoI just not show up if the item isn't going to turn rare instead, despite rolling it in the background
  24. 1 point
    [19:45:45] The items silently disappear from the spirit cottage. You expect them to arrive in less than thirty minutes. thanks
  25. 1 point
    Sorry if I've missed this but I couldn't find the total number of citizens on the deed. If it's really not mentioned anywhere, add it The Citizen Management window is just bare bones experiment at best, right? Remove the "range of citizens" filtering, add sorting options (name, role, status, last online, maybe even the server name) and move the "1202" option to management settings. If you're worried about the number of citizens being too high, use pagination/limit number of results by number and such.
  26. 1 point
    Are you speaking of mobs as in aggresive creatures or monsters or animals? Title mentions animals, but article mentions mobs, It's my belief aggresive monsters and animals should seek players, passive animals, and confrontation in general... while passive monsters and animals should be trying actively to avoid players and other non-similar creatures. Trolls seek out players and lesser creatures Deer avoid all aggresive creatures and players, are fine with pigs other deer etc. I remember a time many years ago when a change was made and animals were being slaughtered by my Templars on the way down the mountains to get to shore. I was getting Templar chat litereally every few minutes for weeks until they were all dead. This seems quite the same issue, just now they flock upwards? I will say there is something off about the AI, always has been, in my 9 years in Wurm it's never truly worked right.
  27. 1 point
    Bought stone bricks few times, always was fast delivery to shore. Thanx for that!
  28. 1 point
    Wow so my halfbaked analysis just ballparking pop stats as i play wasn't too far off? I thought we lost like ~200 average on NFI. What's difficult with a dataset like this though is it could be just as simple as people playing their alts less I mean i don't have one so I can't comment on it but maybe alt use is more prevalent in the early days until your main gets higher? Also i can buy you an energy drink if you want Retro lol
  29. 1 point
    Excellent service! Great products and prices! Thank you!
  30. 1 point
    I've noticed I get far fewer rares as time goes on. Call me crazy but it seems to me higher skills should give more chances not less.
  31. 1 point
    Also cat allergies, so when a wildcat approaches you can't see because your eyes have swelled shut. - Actually, I really do have this reaction to, of all things, spider webs. If one of those Wurmiam giant spiders bit me me I would probably 'splode. Although, hunstmen can run around on me without bothering me. Now, that would be something, a Wurm spider with a hunstman's speed. Anyhoo, yes to peanuts and yes to things that eat them. 🙂
  32. 1 point
    Thoreau, Poe, Verne, Wordsworth, Plath, Whitman, Plato, Popper, Nietzsche, Henley...seriously...there is a lot. I spent most of my youth reading and I do not regret. 😉
  33. 1 point
    Multiplies your CR by anywhere from 1.0 to 1.3x (AFTER almost all modifiers) based off your village's war bonus. Doesn't apply to defiance.
  34. 1 point
    Note that I'm not saying that Gorman wasn't misogynistic, just that what you've seen of him isn't the whole story. He was very much a man of his era, and the Gor books themselves are based loosely on the John Carter of Mars books (Edgar Rice Burroughs), which is just as much of a male power fantasy series with fairly purple prose. But then, virtually all of the pulp-era sci-fi and fantasy books (and before) are, when you drill it down to the basics, male power fantasies. Very, very few female protagonists, and the female support characters are often either beautiful and interested in the protagonist, or already wed, or old and/or ugly. Norman's stuff just took it to an extreme that paid well.
  35. 1 point
  36. 1 point
  37. 1 point
    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.
  38. 1 point
    On 10/9/2020 at 10:10 AM, Etherdrifter said: The economy of wurm is somewhat a mixture of problems. First of all I consider all that summoning of the allegedly bad economy nonsense, and ignorance of RL history, economic history in particular. Every economy alway has been a mixture of problems frequently resulting in collapses. Obviously, many cluelessly adhere to the neoclassic dogma that markets tend to equilibrium. That is not true in RL economy, and even less in Wurm. It all stems from the wrong belief (carved in stone in econometric models) that markets were ergodic systems which they are not. Instead, every non expanding market will always tend towards disequilibrium, towards hierarchy, towards monopoly. To say it shortly, there is no way to "fix the economy". The economy evolved as could be expected, and no disruption of the existing system of qualities, enchantments etc. will cause more than that, disruption, then calmly going its way towards the next disequilibrium where the more experienced, together with those with more time budget, will continue to control what is left as "markets". We could observe that some of the "laws" of free competition seemed to work fine after the launch of the new servers, meaning a rapidly expanding ingame economy. That party was over soon by the influx of experienced veterans from start on, knowledgeable to raise their skill fast and able to get control of most market segments. But so what? Economy in Wurm is just a side game, not much more important than fishing, and often less fun. And it is easy to ignore, and widely is. On 10/9/2020 at 10:10 AM, Etherdrifter said: 2. The production of high QL items isn't "difficult" once you have high skill. The production of any item within the limits of .77*skill+23 is not difficult
  39. 1 point
    Add peanut allergies across all the player base, randomly some will be okay and others have a hidden allergy and can die instantly when eating anything cooked with them.
  40. 1 point
  41. 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.
  42. 1 point
    I'm highly interested in this. Would this perhaps be a way to actually make a Deed on water? Highways over water without needing Bridges? More information is needed!
  43. 1 point
    Enki was so nice and always fair. Poor Enki; he will be missed. Wurm will never ever ever ever recover, ever.
  44. 1 point
    RIP Enki he was so young can we get this enki imposter out of here descrating his memory
  45. 1 point
    Warning messages that you won't be able to mine out a tile should come with the first action, not some of the last ones.
  46. 1 point
    As someone who ran the largest team of players actually completing the Jackal objectives and winning the map - Jackal was an amazing idea, and decently executed. Episodic content is definately where you want to go if you want to make money in wurm. I've been playing wurm for 13 years and that was the first sign of something really new and exciting in wurm. Jackal was able to take a team of people and have them committed to the overall goal, and that kept deeds together, because it wasn't about petty freedom drama - just about completing the maps objective and focusing on that, that does wonders for playerbase retention. Jackal saw a sharp decline because those players who didnt mind losing their houses didnt get a decent skillgain or reward back from investing time in Jackal previously. The skins from Jackal points? cmon... they're so boring they were insulting. Two things you need to fix to make jackal better. Use freedom skill gain (not epics system), and have ticks transfer back to main characters. Who cares if people get more skill on their main char while working on one that will get deleted? Just make people feel like their time is well spent. Reduce the damn slope of the spikey terrain, everyone agrees it was infuriating, even with wetas. Just cut the max slope of the jagged terrain by like 5-10. Change those two things, and you can have a 3 month cycling server that will keep people totally entertained for a long time. I think the "heap of work" is just a cop-out. GM's and Enki mainly probably had a blast with the stronghold at the end. It wasn't anything fancy, but when we had 30-40 warriors in local all fighting back the hoards, it built such a wonderful community with players that don't normally play together. Friendships made on jackal are everlasting. You can keep the same Jackal map even if it's alot of work, just change the stronghold location. Thats something you can never do with Freedom in a decent amount of time. Jackal gave that "new start" feeling while still keeping your old character.
  47. 1 point
    Amazingly the server is not homogenous in its distribution of wild animals and aggros and your experience is not what many of us are experiencing .. while u may have more than u want in YOUR local area that is not the case over the entire server. Quite the contrary, and the recent spawn changes have made absolutely no difference in my locaity, despite regular trips entirely around the large lake near me, and to the north and east, the landscape remains almost entirely empty .. one seal yesterday, one scorpion today .. and this has been the pattern for weeks now. If the problem was simply the increased local population of players getting out and killing everything in sight, i would expect to find at least some butchered corpses, but thats not happening either .. so where is the wildlife?.
  48. 1 point
    You have stollen my time on the shytter I want it back
  49. 1 point
    It’s incredibly difficult to raise FS on Harmony at the moment. Also, I haven’t been able to find any wild horses for a very long time. Is there anything than can be done, or is this just the way it’s going to be on Harmony?
  50. 1 point
    Update (again): Since there have been a lot of questions regarding how this feature will be implemented, we've decided to give some further details before it goes live: Sacrificing items will still give you as much favor as possible when the item is sacrificed. Any sacrificed item favor that would overflow your favor bar will be put into a pool of pending favor, which will function as described in the first post in this thread. Pending favor will not regenerate current favor while you are in combat, in order to prevent this feature from negatively affecting PvP. In other words, you will still get favor instantly, and only the amount that would now be wasted will go into the "pending favor" pool and be given back to you over time. For example, if you have 70 Favor out of 90 maximum, and sacrifice 120 Favor of items, you will received 20 Favor immediately to max out your current Favor, with the remaining 100 going into the "pending" pool and being given to your character gradually.
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