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  1. 9 points
    Just because you don't agree with the answer doesn't mean you can keep demanding more responses. This isn't a department store.
  2. 8 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...
  3. 3 points
    Mining my own business, in a very short tunnel opened by a friend. He told me about the very good lead vein and gave me the option to mine it out, or some of it out. My camera angle suddenly swung wild due to a miss click on my part... and BAM, I was suddenly faced with this... Nothing to fear, just it was the sudden green gang splatted across my Wurm window caused my heart to momentarily flutter. It actually took me a few moments to realize … SOMEONE … had arranged this mild heart attack to broaden the scope of my emotional spectrum during this otherwise boring mining experience. I honestly got no idea who did this. Just I know Xagru said he had recently killed 4 trolls, and it was Xagru who opened this mine. Xagru told me about this lead vein in his way. Xagru invited me to mine some lead here. Xagru was here a bit before he logged off, made sure I was in the right spot at what would be the right time... and I know I heard someone here, when I was mining, just before Xagru logged out...placing stuffs. I'm no Sherlock Holmes, but I'd guess the person responsible, his first name starts with an Xagru. Anyways, a chuckle I can share, now that my heartbeat has stabilized. Teeebomb screenies
  4. 3 points
    The questions is whether being primarily driven by mercantile considerations is the way you want to play. Obviously for you it is not. Neither it is for me. Play the way you want to play, and if that does not include "funding" your play from within the game, then pfft... it doesn't matter. As much as "sandbox" is supposed to mean the game is whatever you want it to be, I think that fundamentally it is still a game and therefore meant to play, not more work. I can't even bring myself to grind for skills let alone silvers. I worked on one skill for a day or two to push it over a threshold about 2 points away. That was my biggest effort, and then I went sailing again.
  5. 3 points
    Way I feel is pay your own sub and your upkeep out of hour own pocket, and trade for fun. Make money when you want to, how you want to. Want a LMC? Set a goal to make enough money to buy one, for example. Play for fun and you'll find much more enjoyment than if you turned this great game into a job. I am right there with you.
  6. 2 points
    I’m not sure that it’s due to it being announced so early but rather that there have been no specific date set or even a tentative time. Retro mentioned that it will possibly come in the next major update which also does not have a tentative time. I do understand that they do not want to give set timelines in case they can’t meet them, but I think it is important for the devs to set timelines. We have seen with the steam launch (among other similar releases) that when a time is set for something, the devs bust their butts to make it happen. If after all that they don’t meet the deadline, but need to delay the event a bit or adjust the release slightly (like they did with the combat overhaul for the steam release) then the players will understand. The players will be happy so long as it apparent that the devs are passionately working on making this game great and that they are trying their best to respect the player base. I personally would be far better off if they said that the 10h of sb may still be a few months off. Then at least I wouldn’t be frantically ensuring that my sb bar gets used up every day in fear that we get the sb tomorrow or the next day. PS Retro, if you are reading this...when will the next major update happen (approximate times are welcome!)
  7. 2 points
    Need to wait atleast 800 Years for this to be fitting in Wurm.
  8. 2 points
    Definitely. But, to be honest, that was never intended to be missleading... it just took way more than I anticipated to harvest enough wemp to finish my corbita and set sail... for more than a week I always went to sleep convinced that the next day will be the day when I'll finish it.
  9. 2 points
    Greed at this stage of the game is.... dumb. Other than being able to finance your deed's upkeep or prem for years to come, there is no benefit to stockpiling gold now that RMT is gone. The decision to remove RMT was a smart one, because the players that hoard gold were among the most cancerous of the player base.
  10. 2 points
    Likely in the next major update. as soon as I know the date of that I'll make sure it's known
  11. 2 points
  12. 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.
  13. 1 point
    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!
  14. 1 point
    Barding doesn't seem to be applying the correct speed debuff. Have only tested with chain barding, but likely applies to the other materials too. Both horses have fleeter, lightning, very strong leg muscles, strong body, and carry more. Both horses are fully fed. The faster "bugged" horse is ebony black, the slower horse is not. The "bugged horse" is going ~24kmh to ~33kmh with chain barding. The horse gear is all ~70ql with 50, 50, 50, 60, and 76 power casts. This is approximately the same speed you would expect to see this horse go without any chain barding. The other horse is only going ~18kmh to ~27kmh with chain barding. The horse gear is all ~70ql with 70 power casts on the shoes and a 50 power cast on the saddle. Without barding this same horse goes ~34kmh.
  15. 1 point
  16. 1 point
    Because I don't grind, I don't go looking for min-max mechanics, but when I first came across this one I was kind of stunned. It makes producing half-way decent objects a bit of a catch-22 lockout early on. If you use good tools you could make good stuff if it weren't for your low skill. To improve your skill in order to make good stuff, you have to use crap tools, which results in still making crap stuff. I could never get my head around all the "70 skill in a couple of days" talk because I was unaware of this basic fact; that unless you meta-game in some fashion to grind your skills, even your grinding will not appreciably build them. Fortunately for me, I don't much care about skills. Little did I know that the tools I was making weren't rubbish at all; they were "skillers". 😄 Rares a bit the same for me. I don't meta-game enough to dig into what benefits go with the rare version of a particular object - except that for horseshoes and boats they add up to extra speed, oh and toolbelts get an extra pocket. Beyond that they are shiny.
  17. 1 point
    Who wouldn’t want to display preserved creatures on their deeds? I know I would.
  18. 1 point
    I know that, and yes it is working as intended. My point was how much *worse* it would be if things basically never decayed.
  19. 1 point
    As the only thing that was changed is the exploit that fixes black dye, I can firmly say I've been dying ships for years, and combining large amounts of dye to do it. Minor changes to rgb don't make a huge difference either.
  20. 1 point
    I often fantasized about earning lots of money in-game, but the desire to progress my own skills, to work on my own place and its surrounding, and sometimes even to travel around was almost always stronger. This is the very case even to this day after 12 years. I totally feel you, except that I never really went down that path for real. Welcome back
  21. 1 point
    If you combined like for like it wouldn't be a problem, So if you combined 99ql Black dye with 99ql black dye you would get 99ql black dye. But you didn't, you combined 2 different items, 28ql with 99ql these aren't the same, so it damaged your colour as was intended, do you think if you ask the same question over and over again you will get a different answer, you bought an exploited item, to be honest when it was changed you should be thankful all the exploited dye wasn't just deleted. I think the Devs have answered your questions about this on the many threads already and its started to feel your spamming the forum with this now, maybe just cut your loss and move on?
  22. 1 point
    As per title. Just another Mark sink. Gives zero advantage to anyone. Saves having to travel to the nearest trader to get one.
  23. 1 point
    They seriously need to up the spawn rate not just horses!!!!!! As a new player to the Northern servers I will never get fight skill or food if we don't have animals or creatures to kill.
  24. 1 point
  25. 1 point
    dude, you just dont get it, by now i think you even wont get it. everything was explained to you. yet, you acting like you went to the shop, got a can of coke and payed with 50 quid note. the cashier gave you back 2 fake twenty notes and some change. then you went to another shop and upon paying with one of that fake twenty quid note the cashier told you he wont accept it as its fake. But yet you keep arguing with him that its not fake, as in the last shop you payed with a 50 and got those twenties back. get over it. You bought exploited dye that was "legal" for some time, now its not. change happened.
  26. 1 point
    This is you just refusing to read what multiple people have explained to you because it doesn't align with your perceptions of how this works. No one is saying you exploited, we're telling you how QL factors in when it comes to mixing dye and that vast differences between your two batches cause the entire thing to shift towards grey. You purchased dye and you want to dye your boats, however you have two different QL batches of dye with the same RGB values. These are not equivalent items, the same way that a 10QL cotton string and a 90QL cotton string with the same CoC cast are not equivalent items. If you want to dye something black then you'll either need to mix the dye you have and live with the grey shift due to the dye averaging out or you'll need to source more high quality 1,1,1 that can be mixed properly.
  27. 1 point
    It might be a bit harsh to you, but mixing "non-exploited" dye of the same colour gives the same results, for example I have a perfect Platyna's red and gold dyes and I paid a lot of money to develop these colours. Not to mention that when I bought my dye it was considered normal dye, sold on public market, and It is not my fault the staff changed their mind later on, lex retro non agit. Or maybe I should write to the development team every time I buy a nice item in game? Wurm bases dye making on RGB values, and if I want to paint my ship 88 88 88 RGB because, let's assume 8 is my lucky number and I think my ship will be a lucky one I should be able to do so. Not to mention that while mixing dyes the RGB value can change drastically. Therefore, mixing dyes of the same RGB should give the same RGB, so we can use them normally according to their intended use. I made this thread to confirm this, what IMHO is an absurd, to post the above on Suggestions forums, so it can be ignored, but at least I can do what I could to have it fixed.
  28. 1 point
    The Wurm economy is like this: New server opens, new characters made. People rush to carve out their niche and make crazy silver selling in an open market. Other players catch up and prices stabilize. Buyers purchase a handful of items that will last them for months or years with proper care. The market becomes oversaturated with goods from competing sellers trying to keep silver flowing in. Prices crash due to lack of buyers, most items are barely worth the time put in to them. People complain. Following the Eve Online model, which also has a primarily player driven economy similar to this one, I think that there should be a chance for some of your items to either be destroyed or degrade when you die. People are going to complain about it, but you cannot have a balanced economy when there is nothing taking items out of circulation. The only item sinks that exist are decay, which hardly affects anything on a deed, or players forgetting to repair; compare that to the sheer amount of items flowing into the market and you'll see just how lopsided it is.
  29. 1 point
    Hello folks! I was about to build our temple in our city so I started looking at some pictures on the web about different player building to give me a general idea. As I also didn't want to make a copy/paste of what has already been built in the past, I therefore preferred to create a contest that everyone could participate if they wanted. So here we are, I am organizing an architectural competition to build the Temple of Vynora in the city of Dorter in Harmony located at H17/18. There will be 2 prizes, the chosen architecture will win 5s and the second favored will be 3s. The judges will be my wife and me 😃 Here are the few guidelines: - This is a temple of Vynora (but all altars will be present inside for sermons) - The main material need to be in Marble - The space allocated is 10x19 but that should included the landscaped arrangement around the temple (no required to fill the entire 10x19) - The main entrance need to follow the deed direction - Need to be built with 'DeedPlanner' and winners will need to provide the file/pastebin - The constest will end on November 1st - You can submit more than 1 design (You can win the both prices) Here is what the deed look like, I fenced the allocated area: Thank you!
  30. 1 point
    I think i've only bought silvers from the shop once, and it was during that "personal goal craze" we had when tomes were flowing left and right and to add to upkeep. Always bought premium with RL cash, it's just 1000x easier and faster to make 50 euros in RL than it is to make 50 silvers in game. I put in some extra hours at work for a week and bam. If i would put in 10 hours in game of work I would have little guarantee I could make 50 silvers in that same time period. Granted I am talking about old freedom , not the new servers where the market is relatively fresh and things are more expensive. A 90 ql plateset on old freedom i could probably sell for 1 silver. The same plateset on the new servers would probably go for 10 silvers or at least 5. Huge difference. Point is, it's way way easier to make RL money and spend it in Wurm than to make silvers in wurm, either by selling goods or services. It's always been that way. I make some occasional silvers from a deal or two, but it's never my goal. It's just too time consuming and low ROI trading in wurm.
  31. 1 point
  32. 1 point
    My best friend on the game got himself in a similar situation. Whilst he had a goal (buying prem as it was too expensive in his currency) he spent so much time trying to make rares or foraging for coin that he forgot to just have fun. He ended up burning himself out and took an indefinite break a couple months back and I miss him greatly.
  33. 1 point
    Does this mean we're going to get a break from the 'one time offer 49.99c enchanted grass' message that I've seen for a while now? (not that I really care, just after the 20th time in like a week of seeing one-time-offer one just starts to see at as those fake 'everything must go' sales a lot of stores perpetually advertise) I've been in a similar position, albeit mostly in other games, where I've earned ingame currency and used it to pay for my game, and it really did detract considerably from the game for me. I also think that players selling items and accounts for RL currency did far more harm to wurm than it ever did good (to the point that I suspect CCAB lost a ton of potential revenue and just in general made a REALLY bad financial decision allowing it for all the years that they did, but that's a rant that I've made many times before and doesn't really need repeating now that cashing out for RL cash is banned). That was part of what brought me back to the NFI launch: Partly being there for a big launch with new lands and tons of new activity, but more importantly, being free from bought accounts and players selling services for RL cash. So, from the start I decided, I'm not going to focus on trying to make money, I'm not going to worry about getting skills super high, and I'm not going to worry about being real competitive, especially with the people able to spend long hours on the game. Admittedly, it has been difficult. I sat on star sapphires when someone was spamming trade chat wanting to buy them for like 4s each, I've had supremes and rares since a few weeks into the game that I havent really decided to sell almost any of them until recently, mostly out of need for silver. I'm the sort of person who likes making a lot of money, who is quite competitive, and who likes getting high skills, but overall, I think I made the right decision, even if my RL money situation is pretty darn bad. I'm able to focus 100% of my time on skilling up to build my deed, on making stuff for myself to use, and for the past few weeks, on stockpiling resources and materials for my mega bridge project, without having to worry at all about filling orders or whatever. It has made my gameplay experience better for sure, and I suspect it will for you, too. Though... I don't think focusing on making money above other parts of the game is really greed is it? Oh well.
  34. 1 point
    This has been my approach and is how I continue to enjoy logging into the game. There is nothing wrong with buying the silver for deed upkeep and prem, then just enjoying the game without stressing about "making rent"
  35. 1 point
    This is not a problem what you did, the problem is your approach. You see, we all seen all these Hollywood films about amazing heroes being so selfless and noble...but this...despite how nice it looks, it is an ideal, and the ideals, like perfect black body in physics, or simple gravity pendulum, or absolute zero, is they give us some reference to what is good and even perfect, but they do not exist in nature and cannot be achieved, we can try to achieve them but this will be always asymptotic route. You are a human being (H. sapiens, taxId: 9606), and these animals tend to be territorial, express strong foraging - hunter/gatherer behaviour, they form herds, and they are hierarchical. These traits led to our greatest inventions and greatest disasters. It only depends on you what it will be. But following your true nature will in most cases make you happy, and accepting it will make you even more happy. You can be your local Kim Jong Un or your local Andrew Carnegie, it is up to you. But a representative of foraging species should never be ashamed or sad they enjoy collecting items, they should be ashamed if they are major douches in the collection process. 😉
  36. 1 point
    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.
  37. 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.
  38. 1 point
    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.
  39. 1 point
    Show Ya 私は嵐 Watashi Wa Arashi Just another great band u never heard of, Show Ya formed in 1981, still playing today, and are the inspiration for, and Mothers of the current generation of Japanese female musicians .. literally in the case of Saki (Lead Guitar) from Mary's Blood and Nemophila 【Cover】SHOW-YA「私は嵐」を本家と演奏してみた♪ Nemophila do a cover of Watashi Wa Arashi, with Show Ya drummer Mittan
  40. 1 point
  41. 1 point
  42. 1 point
    those music tracks you mentioned once were on the front page of wurm back in the day,. glorios time back then
  43. 1 point
  44. 1 point
    Hi everyone. Rest assured, We are aware of the lack of respawning creatures, and we are looking into it. It seems to be a harmony specific issue as other servers are fine, so it's a little more confusing, but we are actively working on it! I will try get more information over the weekend
  45. 1 point
    Hi, to whoever looted a rare hive when Astrix Fields disbanded is kindly requested to return it, the hive has an owner who would like it back and was not planted by mistake. No hard feelings, no questions asked, I would probably do the same. Just be kind and please return the item. The deed has unload perm set, so you can just come and drop it. Thank you.
  46. 1 point
    I personally don't agree with skill decay, I believe skills are important milestones in Wurm, and milestones aren't meant to be moved. I see no reason to punish those players who have put the most into a skill. Currently, if you get 99 in a skill, it's locked, it's safe even if you die and I think we need these milestones that are worth striving for. To chip away at these milestones of success would be to devalue this most personal of accomplishments. Skills reflect our own personality and choices in our Wurm life, far more than possessions like tools and weapons, those are merely 'things'. Our 'career' of skills is the only true possession we get to keep, even when all else is lost and decayed away. "...a real possession in the changing fortunes of time." - Max Ehrmann, 1927 There is a lot more potential in the skills we currently have, to add further playability, and I think we can squeeze a lot more juice out of the current skill tree. Combining disparate skills to produce new goals could be one way of encouraging players to try lesser-used skills, and encourage co-operation and trade between players of different play styles. I am sure everyone has ideas of how we could combine different skills, to accomplish new things. For example if we combined Tracking and Taming, perhaps if we spent enough time successfully tracking a passive mob such as a mountain gorilla or hyena, we could unlock a rare chance to temporarily tame it, if our taming skill is also high enough. Combining Foraging and Metallurgy could maybe one day produce a new improved alloy from iron rocks. Perhaps we could also one day combine Papyrus-making and Prospecting to produce a paper map of an underground mine. To add decay to skills would, I believe, place players on an endless treadmill of re-grinding and repairing lost skill in their highest skill categories, I think many would lose heart, and it would not give them the incentive to branch out and try other skills. For players who have been away from the game a while and are thinking of returning, there will be less incentive to return, because if decay is introduced, their characters will not be in the same condition as they were when they left them. We have firm assurance that our once-premium characters will never be deleted or removed, and for me, that means either in whole or in part.
  47. 1 point
    Sorry for the delay in the update i have had some personal issues over the last week or so, i will be getting back to work today so i hope to have more news shortly.. thank you for your patience. KaZ
  48. 1 point
    i want to give you easy tool for vehicle speed calculations, planning to release it later as a website, currently only as a datasheet. https://docs.google.com/spreadsheets/d/1t5WXPVGCLBNzM1bmRPPU1mzRcvKBqChpMngDt2Rtfrg/edit#gid=51688402
  49. 1 point
    We are a new horses farm selling 5 speed horses. At the moment we have 2 female Ebony Black horses for sale for 18c each. More 5 speed horses to come We are selling them at The Village of Valyria on Indy on the coast between Avocano mines and Club Market Bay We also have diverse rare materials. come visit our merchant
  50. 1 point
    Bigger house! Maybe even work towards a 3x3 stone house (requires masonry, chipping bricks for it will get you started). Start into brewing with a still for moonshine. Learn archaeology. Add a kiln to your house, get into pottery (herb planter rack is a nice entry level project). Make a loom, take up tailoring (you already have a bed, maybe you already have a loom). Start making a crate rack and lots of crates for hauling and storing stuff like dirt, logs stone (those can fill up bulk storage bin fast). Need 23 body Strength to load them though. Plant flowerpots and flowerbeds. Add rose trellises to beautify your newer fancy house (or hops and grape trellis for beer & wine): Visit a Steppe! Get a couple of bison for breeding, cheese, meat and hides. Breed grey horses in hopes of randomly getting a rare color: Some nice decorating ideas here, for your new house: from kegan's house: Some of those are still way ahead of you, but if you start fixating on a GOAL ("ooo, i want to do that!") you can start smaller projects now to work towards the bigger goals.
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