Leaderboard


Popular Content

Showing content with the highest reputation on 16/10/20 in all areas

  1. 17 points
    Greetings Wurmians! After consideration of the stars, consultations of the soothsayers and their omens, and whispers from the wood witches, our next update will be on the 23rd of October. This update will include the sleep bonus merge between Northern Freedom Isles and Defiance, and will also have the 10-hour sleep bonus compensation given out. To make the most of the awarded sleep bonus, make sure you are empty by that date! As for the rest of the update, stay tuned for a Valrei International coming to you soon! Regards, The Wurm team
  2. 17 points
  3. 9 points
    So this is what killing uniques has come to? 1 player with 30 alts to work as meat shields....... It was a hatchling, not a dragon, but either way, imo, nothing impressive about this at all.
  4. 5 points
    We have come a long way since Friday updates just before hometime with a 50/50 chance of notes being included and only consisting of what could be remembered. Sometimes exploits are not mentioned in patch notes (for a reason) and other times changing A may affect B, the notes include the change to A but B wasn't checked. It sucks when that happens for both sides, I take great pride in ensuring that notes are as clear and complete as possible. When you see the bar down the bottom of the client this is NOT an update to the game. The client updating shows a different window (the standard windows one) and the server updating doesn't show anything. That bar down the bottom is the client checking the details of the graphics, pmk, and sound jar. This system is a little old, and the graphics jar has gotten quite large, so it's fairly slow at this point for older PC's But how it works is The graphics jar creates a hash based on size and contents. Graphics jar checks hash against update server If the hash matches it's fine If the hash doesn't match, it checks each individual file hash against the update server and redownloads the ones that don't match So with a slower hard drive or internet checking each file is slower, but it's not redownloading anything bar what doesn't match. We don't include notes for them because it's usually minor tweaks, but we do include art updates for major changes.
  5. 4 points
    I try to help as much as possible, but I stay quiet if I know nothing about a subject. If I see no one responding a long while, I try to at least acknowledge the question. Not everyone is comfortable answering questions for others if they're unsure themselves. Also we only know when CAs are online if we're on the same server as they are. it could be a period of time when no CAs are available at all. That being said, I really feel the wiki should be pushed a little more during tutorial because a lot of the questions could be solved by it. Just my humble thoughts.
  6. 4 points
    My favorite thing about Wurm Winters, is the view from atop my lighthouse at night with all of my lamps on ❤️
  7. 3 points
    Just curious if anyone has heard from the guy doing the harmony community map lately? Not sure if anyone also plays with him on Xanadu. Good to know if perhaps we need someone to take over on it or fill in? RL stuff happens, but he hasn't been logged in at all on the forums in 3 weeks, so might be time to think about another one
  8. 3 points
    This is cool and fun and some of you are very salty about a video game
  9. 3 points
    Well this is a depressing first "unique" kill on the new PvE Servers...
  10. 3 points
    This thread has been answered. I'm locking this to avoid it continuing.
  11. 2 points
    Hello wurmians! All time I playing this game, I do miss alchemy potions, flasks and such! And now I feel it's time to suggest this idea here. Probably you will not agree with all potions / elixirs that I offer here, but if you like any of them write of it, dont be careless So! what do I suggest, and why!? First of all - new items: And now time to talk of Elixirs: Regular Elixirs: Cooldown Elixirs: Battle Elixirs: Trowing Elixirs: Creation My reason of suggest it, first of all course its alchemy! i love alchemy and i dont feel here alchemy as alchemy! Secondary course of mushroom usage. There is not so much sence of them in the game for atm. R egular elixirs, can help not only with some effects of capasity, but also gives you nice skill to see for example traits of animals even with low AH. C ooldown elixirs can help with meditation, and faith gain, to redeuce a bit timmer for new players, who didnt join from very begining, when disconnects was renew gains each time F ight Elixirs, will give some interesting turns like when guy with maul hits you pirce dmg, or Ice pillar make acid wounds, that will help to make in pvp more unexpected ways T rowing Elixirs, will also help pvp, atm i see a bit disbalance, when non priest dont have real chances with simmilar by str priest, vacoom bomb gonna fix that a bit So! tell me what ya think of it?! Will we give new Alchemy a chance?
  12. 2 points
    Greetings, fellow Wurmians of the Freedom Isles! I have a suggestion to offer that I have considered from time to time since my early days in Wurm. My thoughts have returned to the idea as of late, and I figured it might be time to lay this down in the forums for consideration. The suggestion is to offer something new to the PVE side of the game- Their Majesties' Favor. I've long wondered why the king and queen of the Freedom Isles are so uninvolved with their subjects. We pay taxes in the form of upkeep to obtain ownership and protection on our deeds, and the king kindly places guards in guard towers wherever we deign to build them. Those two things alone are quite helpful, but the king and queen are otherwise resigned to abiding in their castle somewhere secretive and we never otherwise here from their majesties. The Freedom Isles are a vast and wondrous place, and their subjects are quite faithful and creative across the realm. I would think any king and queen would be proud to rule over such a kingdom, and might strive to reward in some way those among their subjects who are the most inclined to support and defend the lands so as to encourage more of the same in others. Thus I would request the king and queen that they consider bestowing their favor on those of their subjects that would seek it, and if I may be so bold as to suggest some ways in which the king and queen could offer to bestow favor on their subjects, I would humbly offer the following: To obtain their majesties' favor: Let the king or queen place bounties on various creatures in their lands from time to time. If the land is overrun with unicorns, let their majesties offer favor and perhaps a small bit of coin to those who would slay them and deliver their unbutchered corpses to one of the kingdom's cities. When the king or queen hears word that goblins are run amok, let them offer a bounty on them, allowing citizens deliver their unbutchered corpses to one of the kingdom's cities for a small price in coin, and favor from the king and queen. Does her majesty desire some tamed animal from the wilds to place in her gardens or the queen's forest? I am sure one from among her subjects would be honored to provide, if she were to make the desire known. Does the king desire some number of beasts for a tourney? Be it bears or wolves, hell-hounds or crocks, I am sure his subjects would take up the challenge to tame the beats and deliver them at his request! Let the king and queen also make it known to their subjects when there is a need for various items or resources, from building supplies to food items. If the king requires supplies for building from time to time, let his subjects know so they can serve the kingdom by providing what is needed. Be it brick and mortar, planks or nails in bulk, or any other thing, let those who might seek their majesties' favor have the opportunity to provide what the kingdom requires. If the kingdom's food stocks should need filling, let their majesties make known to their people the need- be it wheat, barely, corn or any other thing that might be stored for the kingdom's security in times of need. Do their majesties' require cotton or wemp, woven fabric, wool, or leather? Should the king or queen have need of it I am sure their subjects would make their offerings if the king or queen were to make their wishes known. Choice wine or other drink for king's winery, or choice meats for his larder- let their majesties but ask, and those who would seek their favor will provide what their majesties require. For those who rally to defend the lands from the rifts that occasionally plague the lands: Let the king offer favor to those that attend, offering their swords and their blood to repel the invaders, not forgetting those that stand in support providing aid and healing to those that take the brunt of the assault. Let the king and queen also consider offering quests and missions to subjects and to settlements, when the king or queen has special requests to make or when they desires to personally test the resolve of their subjects. Let the king or queen send notice to a player or to a settlement that a quest or mission has been offered, and if they accept the challenge, give the details needed to fulfill the quest. Much could be offered here, and their majesties imaginations could, I am sure, envision many tests and challenges for their subjects, with favor and other rewards for those deemed worthy in the completion of a task. With regard to the favor earned from their majesties, I humbly suggest the following: Let the favor that the king and queen grant to their subjects be counted toward the subject that has earned it. Let all the favor obtained by all of a settlement's citizens be counted toward the settlement where they dwell. Let the king and queen take into consideration the total favor earned by settlements that are in an alliance with one another. Let the king and queen grant benefits, titles, and privileges to players, to settlements, and to alliances based on the amount of favor that has been earned. To the subject: Give them the challenge of earning the title of "Knight of the Freedom Isles", granting them their own coat of arms that they and they alone can create and wear in the form of a customized tabard. Also allow for the subject to craft a coat of arms plaque(s) to be displayed on walls or atop a suitable pieces of furniture. Their majesties can provide a list of images, color and design options that a subject can choose from in the creation of thier personal coat of arms. To the settlement: May the king and queen allow various blessings to the settlement that have earned enough of the king's and queen's favor. This can be in the form of slightly increased skill gain in a chosen skill or skill set, slightly faster creation times, slight increases in the rarity window, or other similar benefits. The king and queen should choose at random to bless a settlement with one or more of these benefits for a limited time in a random way at their majesties' discretion. Let these benefits favor anyone working within the boarders of a settlement while the majesties' blessing is in effect. Grant settlements the right to create their own customized wagon covers. Customized wagons should be craftable only by the mayor of the settlement, and require a fee paid from the settlement's coffers into the majesties' treasuries. Their majesties should provide a list of images, color and design options that a mayor can choose from in the customization of their settlement's wagons. Also grant the settlement that has earned enough of their majesties' favor the ability to choose a customized settlement banner. Require that the settlement's banners can only be crafted by the mayor of the settlement, and at a reasonable fee that the settlement pays from her coffers into the majesties' treasury. To the alliances that have earned enough of their majesties' favor: May the king and queen allow various blessings to the settlements of alliances that have earned enough of the king's and queen's favor. These blessings could be along the same lines as blessings that could be granted to individual settlements, and could possibly stack with any other "blessing" that their majesties have bestowed on a settlement at the time the alliance also receives a blessing from their majesties. These benefits would also apply to anyone laboring within the boarders of a settlement belonging to the alliance during the time of the event. Grant alliances the right to create their own customized alliance flag. Alliance flags should be craftable by mayors of settlements within the alliance, with coin paid from the settlement's coffers into their majesties' treasuries. Grant alliances to choose a personalized crest that appears at the top of all Freedom Kingdom tall banners placed within their deed's boarders. These crests would not appear at the top of any tall kingdom banners placed off deed or on a deed not part of the alliance that owns the crest. It should not cost the alliance anything to craft these banners, it would be a small benefit granted by the king and queen to the alliance that has earned the right to display their crest on all Freedom Kingdom tall banners placed within their alliance's settlements. Something to consider: A settlement and/or an alliance should have to continually earn the blessing of their majesties in order to receive the random settlement/alliance bonuses or any other such temporary blessing. To this end, the ability to acquire an such blessing from the king or queen should be tied to a favor pool that degrades over time. One should not be permitted to earn their majesties favor and then simply ignore them. The chance of any blessing or bonus from their majesties should come to an end. This could possibly work by having two ways of recording favor a settlement and alliance have. There should be a pool of "active" favor (called something else if necessary), that fades a bit over time just like deed bonuses the deities provide through the sacrificing of certain items. This favor level would determine if a settlement is eligible for random bonuses, quests, or rewards as the king and queen seem fit to bestow. This active level of favor is also what would be tallied from the settlements in an alliance to determine if an alliance is eligible for these rewards. There should be an overall record of all favor ever earned by a settlement and by an alliance, and this overall record would determine when a settlement and an alliance are eligible for the customized heraldry items. A settlement that joins an alliance would not have it's overall record of previous favor added to the alliance- only new favor generated by that settlement would go to the overall favor an alliance has earned. If an alliance is ever disbanded, the recorded favor of that alliance disappears forever. There should also be some penalty to the overall level of favor recorded for an alliance if a settlement leaves, but I can't address at this time exactly what that should look like, but it should be taken into account. Humbly submitted for their majesties' consideration, ~TH~ Thalius Duke of Oakheart
  13. 2 points
    90NS blood mixes will be available in the usual way, in the blood corner.
  14. 2 points
    you'd think somebody will learn and improve something from sh..-shows like that but nah, year after year, nothing changes.
  15. 2 points
    please assume all ticks are green and fire is yellow in the pictures. any deviations are not features of the drawings or intended to have meaning, but are rather bugs with my eyes
  16. 2 points
    Being frustrated and angry about the change happening without being announced is normal and fine; but it's done, and nothing will be done to recompense it because the end result works just fine. It isn't what you had before, and it won't be. Whether that impacts your goal of having a ton of collected things dyed pitch black or not doesn't really matter; if you have a personal problem collecting the dye, that's on you- because other people don't have such an issue. You need high quality iron and tannin, and a good amount of NS; you clearly don't actually seem to know how hard it is to make dye since you only have 8 NS. Who you are and whatever disabilities you have or your goals with the dye, and i say this without trying to be rude, really do not matter. I'm not sure if you're calling the devs/others evil for disagreeing with you or what, but that entire statement basically has nothing to do with my opinions; I don't know you, I don't play on the same server as you, and I don't know what you're doing- so it doesn't need to be brought up. The system works. It should be hard to collect a ton of perfect black dye, and it is- but it's still possible to make it. The old exploited dye should remain hard to use and not able to be poured into new dye to increase the quantity (Enki should've just deleted all the stockpiles of old dye rather than only cutting it by 80% tbh). Dye will be a commodity on new servers, and that's a good thing.
  17. 2 points
    there is nothing in this suggestion that would effect breeding difficulty so i fail to see how price would be a factor let alone the fact that market prices should have 0 impact on game suggestions
  18. 2 points
    Thanks for this overview. Your numbers inspired me to collect the number of players (at peak time, yesterday) as well, and I prepared a table and some diagrams, showing the number of deeds per square kilometer and typical number of players (at peak time) per square kilometer: The results are quite interesting. Surprisingly, the second oldest PvE server (Deliverance) is second in deed density, while only 6th in population density. Not surprising: the new servers definitely show the highest player density.
  19. 2 points
    +1 Let everything that can combine in bsb avalible to be combined by hand, especially logs and leather
  20. 2 points
    Does this mean I will soon be able to build my Log Cabin on my Ostrich Farm? Seriously people asked for Log buildings over 8 years ago and the texture already exists with Palisade gates just turn them sideways and add windows.
  21. 2 points
    What if you could "tier" or "masterwork" items. Takes a minimum quality item then begin the process to improve it adding some powerful bonus. So say to Masterwork an item you need a base 50ql item. You start the process by using a tool to flag creation of a masterwork, think like making it a clay item for pottery able to be improved but not used. This process resets it back to 1 ql and you start improving which adds bonuses to the item. When completed you can :"stamp" "Sign" "engrave" or what ever the item making it useable but unimprovable. It will eventually break. Now you have our current forever tools but can if you want to make the investment get a powerful tool/weapon/armor that doesn't stay in the game forever. Trading the convience of a forever item for a powerful short time item. Using a base item of specific quality can open a market for mid tier items that masterwork smiths can buy up so they aren't using all their time making base items. Doing something like this could greatly boost the econemy with out affecting the existing items. There is no way to make the current forever items go away. You would need to add something else. In this case most people will want master work if they are min/maxing but it won't effect those that like their forever items and won't screw people out of their memento style items either. Just a thought.
  22. 1 point
    Welcome to Spring Garden! We guarantee no bad traits, our horses raise with love, every flower in our garden under protection of Fo priest 🌿 Message Inven (or Melifara, Vayra) in game! Genesis (remove 1 negative trait from animal) 50c 1 cast Humid Drizzle(remove diseases, groom and heal animals in 4 tile radius) 50c 1 cast StrongWall 2s We located on sunny meadows of Cadence, near lakeshore (G13) Delivery: we can offer delivery to the shore (max 5 creatures at once if you on Melody or Harmony). Time of delivery depends on weather. Also, you always may visit our Garden and pick up animals. Important! For harnessed animals, only three speed traits matter: Lightning movement, Fleeter than normal and Strong legs. You can ignore inbreeding as our animals do not have negative traits and this will not affect the offspring in any way. (But we do not favor it 🥀) 🌿 🌿 🌿 🌿 Designations: YF - Young foal, AF - Adolescent foal LM - Lightning movement (+20% speed) KS - Keen senses SH - Strong and healthy (-50% disease) YH - Young horse, AH - Adolescent horse FM - Fleeter movement (+10% speed) SB - Strong body (+10kg) TB - Tough bugger (-10% damage taken) MH - Mature horse, AgH - Aged horse SL - Strong legs (+10% speed, +10kg) CS - Certain sparks (+50% live) M - Male, F - Female CM - Carry more (+20kg) FF - Fight fiercely (+1 combat rating) Horses Black 🌺 Black Silver 🌸 Blood Bay 🌹 Sold. Breeding. Brown 🌾 Chestnut 🌷 Breeding Ebony Black 🍀 Breeding Gold 🏵️ Gold Buckskin 🌻 Grey 🌱 Piebald Pinto 🍃 Breeding Skewbald Pinto 💐 Breeding White 🌼 Hell Horses Bisons Sheeps
  23. 1 point
    I was thinking about Mayors having the option to lease or rent space in their villages through the use of a "title" token, similiar to a village deed token, but managed by the mayor. The mayor could set a title token for a small area and set the permissions to a specific player and rent it to them. The rent could be based off of the actual upkeep per tile or a little more, 20 -50 iron. This would make a small village plot of 5x8 only cost the villager/player 8c - 20c per month, which would be paid directly to the main village upkeep each month, with the remainder sitting as a bank. The Title token could be established in the same manner as the deed token, N,S,E,W tile directions, yet without a perimeter. Conversely, it could also be left open for whatever the mayor wants per tile based on deed location and resources. A nice ocean side village with great mining resources could fetch more per tile than a land-locked village surrounded my marsh and thorns. This would give a competitive aspect to it as well. A mayor could be recruiting based on a 45 iron per tile rate, and lose to someone recruiting at a rate of 30 iron. There could also be the option for no rent, yet still be able to set the tile and permissions for the player, for those that don't want to charge their villagers. If a player decides to put 6 months upkeep in the Title token, it is only paid monthly for the next upcoming month. This way if the player decides to leave, they can drain out the Title token after they moved, which would disband it and recover any un-used upkeep. This way the mayor could have a general set of deed permissions, with a specific set for the player on that specific plot of property. For example, I don't want villagers to have full access to terraform the entire deed, however on their titled land, they can go wild and build, dig,whatever they want per the agreed upon permissions. Best part is... I don't have to be around for them to do it. A mayor could also use the title token to designate a "community area" where locals or passer's by can have a limited permission place to load, unload etc, such as an on deed marketplace that sells bulk items. Should a mayor want to remove the citizen for whatever reason, they could simply "Revoke" the title. Once "revoke" has been initiated, a countdown would start for a specific amount of time for them to "get their stuff and get out". Their upkeep beyond this specific time would be refunded back to their main bank and after the specific deadline has been passed, all permissions would revert to the mayor. This way buildings could be knocked down, fences destroyed and the property reclaimed for the next player to use. I believe this would help create a greater opportunity for communities to grow, by giving more flexibility to mayors to manage their deeds and villagers to play the game in a broader sense without having to go make a deed to do the things they want. This would also encourage more mayors to recruit as the rent would assist them with monthly upkeep. Ya or nah? Thoughts?
  24. 1 point
    With all the quirky, annoying and some time’s realy counterintuitive features in Wurm what you would like to see reworked or at least in some form revisit the most? Her is the reason I chose this points of cours you can always chose the “other” option if you don´t feel represented and I will try to include more points that are good argued why it need a rework (jsut a "I don´t like it so it must be bad and reworked" is not a good argument!). You can also say you are happy the way it is and only starve for new content if you think its fine the way it is. Don't forgett taht this are my resoning for a rework you don´t have to agree but if you still agree on the subjekt or overall topic that a feture need a rework share your version of why you want to see this to be lookt again by the Devs. Religion: In general it’s a great concept and could be a great premise. But the execution has a lot of flaws. The A-Symmetrical designapproache is great but hard to balance currently leading to a overpopulation of a single deity or in case of PvP only have one to choose. Or better say not to choose since atheism is no real option. For real who would left back free bonus without a cost? The cut out of the whole imping part of craftsmanship and some other restrictions for priest is a often pointed out reason for people playing Alts. The power for less freedom exchange is mostly liked by the community it seems but the execution lacks. Permission system: Need an overhaul, can´t expand the Village to a House that is owned by one of your Villagers to incorporate it in the Deed because the Mayor is not the owner? Multiple level for different roles beside of Input every Citizens or Allianz member alone if you want to make separate areas for different people? Like a high Value storage for the people that come beyond the fresh joined status you have to add this player you want to watch a week to every door individual instate of just update there role. And don´t get me started on the permission screen of a Deed this is horrible to look at and confusing. Oh and approximate ownership is a thing to that is quite annoying if its on deed. As some one who handles a warehouse I can’t say it enough how hard this Is to get this all going in a good way. Skillgain: Ok this is maybe controversial but the skill system is...well wired. You do something to good you don’t get skill. I get why this is a concept but also lead to gaming the system for better rates. Like mining with a horrible pickaxe getting mediocre results but more skill gain for better results late. Want to finish the tunnel? Well do it fast and gain less or do is slower with more skill gain (general not skill to time comperison). I understand why this is a concept to say that things that are TO easy give less often skill compare to things that are hard, but would be a system that increase and decrees tick size not better then static ticks that sometimes just don’t appear? Just an example. Oh and creation give less skill then imping because of what exact reason? Because it is “easier”? I don’t get this decision at all. Yes instate of 100 times imping on 10 swords you then could create 1000 swords for the same benefit. But for real who need so many swords low QL and not 10 with better QL and who have the mass on material that is needed for it? In special with the harder creation difficulty manipulation compare Imping were you can hold easy on the most efficient difficulty spot something that is way harder for creation. Raritysystem: To be honest I like the novelty a small chance of something to become a rare version of an item that give slight bonus. It is a interesting system and great even for new players because a rare pick will sell no matter the QL because it will keep the rare status over the time. But the randomness, unreliability is also a problem. You got the 10 Rare clay out of digging but on imping for 6h you don’t have a rare moment you feel a bit cheated out and then when you got it it don’t turn rare because imping success is treated other than creation success for some reason. This lead to a lot of more or less “useless” rare that are not good for anything and can´t be sorted or stored for later use in a good way. The Raritysystem in its current state is a neat idea but create more frustration then joy in my view what make it in the need for a closer look again. Other: I know I had more on the list but I forget them currently so they don´t bother me TO much I guess but I will give the option and hopefully can expand the pole later. I also keep fighting out. Not only I have not a real problem with how fighting work we also have the announcement for a rework already in the making so no reason to cry about something that is confirmed to change SoonTM Edit1 17.10.2020 Petsystem: Added becous a teamer is not realy playble in the current system. Behavior and controll of pets is godawfull and yes they are not usless ther is a reason they are used in PvP were you try to get every edge you can but for the avrage player if he could equip stuff without taming it would change nerly nothing if its removed waht is sad that its have so bad functionalety that it is only used for this. Edit2 20.10.2020 Meditation: Rewards are tiny for the huge time investment. The problem with the limit skill gain is a problem with the skill system in general but over all not real effective grind able and the execution could need a lot more flavor and benefit in some regards (but mostly flavor in spacial with PvP is too much benefit a problem in my opinion) Mailing system: More feed back and emphasis on the cost would be great. General more information in this regard for the sender and receiver. Did my massage be excepted or is it still waiting? Is it Still on the way? The usability is also a bit lacking is suppose its functional like mos things in Wurm but like most things in Wurm miss a sense of intuitiveness.
  25. 1 point
    As it is, horse traits are determined by a rng roll for horses/hell horses (but not for other ridable mobs including unicorns, they have 100% uptime) that's pretty easy to get around (changing inventory weight instantly rerolls traits, so carrying 100 iron coins in a satchel and just dropping one if you're going slow for a speed boost). While being easy to get around/exploit/whatever you wanna call it, it also leads to some weird issues, such as a barded horse being leagues slower than a barded hellhorse, because the traits being on/off can be the difference between 15km/h and 33km/h while barded, or catching someone/getting away being determined by who wins the rng lottery, or who has the most iron coins in a satchel, or a fo priest leading 4 barded hellhorses being able to enter and leave fights at will due to the enemy having to get 5 horses hellhorses down to about 50% health to even think of catching them on a barded backup or running naked on a road. The disparity between horses and hell horses/unicorns is pretty extreme due to the traits flipping on and off, and imho isn't necessary as hell horses get a boost to speed+carry weight+extra attacks as it is. Suggestions are 1. Make the speed bonuses from traits always on for all mounts, so like a normal horse goes 18km, a lightning fast horse always goes 21.6km instead of a roll for the trait being on alternating it between 18km and 21.6km, reduce the bonus if it's an issue with all of them always being on. 2. Reduce the difficulty of the check so that traits are on more frequently and bad luck with traits is much less frequent 3. Make tamed horses have a boost to this check, so that a tamed horse will have its traits on much more frequently than normal, but untamed horses work as they currently do 4. Reduce the speed penalty from bardings, but instead have them cap the max speed, so that hellhorses/rare+ gear don't have so much of an advantage over normal horses/normal gear, and that barded normal horses aren't absurdly slow to the point that you can often walk faster than them.
  26. 1 point
    The journal goals are nice as gives a road to a bunch of tasks to do to get a reward while keeping interest in the game. The missions are nice as they do the same thing, but on a time limit to give incentive to get it done, but you have to rely on everyone else in the game to help complete and these missions can take too long. When I was active I would sail to each server just doing missions (mainly traitor). Was better than grinding in one spot for hours. Personal missions (or goals) per character that are from 24-72 hours time frame from a random pool of goals. They would refresh every 3 or 5 days even if in middle of a goal if not completed. Should be time frame when you know goals are refreshed too. At least 3 personal goals you get from a random pool which very on hardness/complexity. Some of these personal missions should be challenging taking you off deed on an adventure, but the 24 hours ones would be more simple with lesser reward. Some of these goals will require a lot to finish them, like traveling across the map or another server to find a treasure chest based on clues like archaeology. Some could be having to sail to another server and visit a starter deed to deliver a message to trader from another trader. Some could be hunting missions where you need to hunt and skin 20 specific animals either on your home server or another server. You'll get some store currency to use at deed token or some other incentive. Maybe after 100 missions you get a unique skin you can't buy from the store. Maybe have the incentive change every few weeks or per personal mission cycle. Edit: Was just thinking about "Team" missions also. That might be cool. As a team (using the Wurm Team function) have to hunt and kill 6 champ trolls within 24 hours. Everyone in the team has to be in local for the kill to make it count as team credit so can't just have 4 people running out by themselves hunting. Also make Teams/Groups have minimum and/or maximum people in it per mission. These missions would be available for a week, but only Teams can complete. After first kill with the Team a timer starts the 24 hour countdown to complete the rest of it.
  27. 1 point
    Sleep harder, not faster.
  28. 1 point
    smegary did this before it was cool
  29. 1 point
    That has got to be one of the saddest things I have read for a while - & I used to read crime reports for a living.
  30. 1 point
  31. 1 point
    Some of these last couple of pages of comments just fill me with joy and remind me why I came to this game They are positive, patient, and reasonable. Goats, Ducks, Ostrich, Coffee Beans, Short Spears, Log-cabin Textures, Cloth armour variations, Gurl-armour (seriously, I agree with that idea) - all great suggestions! Not so great are the step-back suggestions that would penalise people for not logging in 24/7. That is just short-term click-bait thinking. There are plenty of games out there who will happily delete your characters and property if you fail to log in every week/month or are 10 seconds late with your RMT. There is even a whole culture of paid 'account sitters' to go with it too. Maybe if you can max out a chari in 4 weeks then you might expect things to decay over a similar timescale - but if you can't max a chari in 7 years then you don't expect to see significant decay this decade. @Eleraan - That is a fantastic idea and I wish I could like your comment a million times! The idea of converting a certain minimum-X quality item into a 'master item' that once 'fixed' becomes un-repairable (like pottery) would indeed create a huge market for crafters of X level goods, a process for Y level artisans, and an ongoing market for users of Y-mastergrade items. It wouldn't even require much of a new mechanic as potions provide a very similar service bonus.
  32. 1 point
  33. 1 point
    Exactly that. And that's why I said that whatever I wrote here doesn't necessarily apply to (all) other people. People that want to trade and find fun in this should still do it. I just said that it turned out to be bad for me, and since it may apply to other people as well, I let them know my thoughts. And about me, potentially offering free services (within the limit of my time/resources) affecting the market, it must be a joke. I'm just one person, playing casually, focusing on my own deed and plans and without an interest to further promote any services, but just occasionally do them for free if a friend asks me to... for example if I'm visiting a friend's deed, why not enchant one of his grass tiles or refresh him for free if I'm already there and the cooldown is not used. How tiny you imagine the market is if me doing such small favors occasionally would ruin the market and not let others make the money they need? Also, I'll highly appreciate if you would stop attacking and harassing me in every forum thread I make. I got it, you don't like me. It's fair enough. I don't like you either. Now can we please behave like two adults and mind our own business? Thanks!
  34. 1 point
    All sent and up to date, thanks for the orders
  35. 1 point
    You didn't spent 5 months making the dye, you spent 5 minutes buying it. Nothing is ruined, you either need to buy 1,1,1 dye at the actual price that it is worth or grind natural substances and make your own. You're mildly inconvenienced at best. But judging from your posts, it seems like you're less concerned with painting the knarr black and more concerned with painting yourself as a victim.
  36. 1 point
    Okay. So this thread is starting to blow my mind. Platyna, I understand and empathise that this issue is incredibly frustrating in terms of fairness, and the fact that you have been subject to a measurable loss through no fault of your own. That sucks beyond the telling of it. I'm sorry that you are dealing with this frustration and disappointment. I understand that incorporation of an RGB value into a video game, subject to texture maps and graphics drivers, and all sorts of little details in coding - I understand that these things alter the RGB being displayed on the gamer's side of the screen. I get that, given these vagaries, a change from 111 color into 222 color can end up with a very distinct difference in color's appearance. However. The more I'm reading about dye mechanics both before bug fix and after bug fix.... The more I grow incredulous. At this point, it seems to me that becoming aggravated that your 111dye is now a 222 dye is roughly equivalent to having a bucket full of Vantablack and getting pissed off because you were aiming for the CNT black developed by MIT. OH MY POOR ARTISTE... Your black isn't the super duper "pure" blackest black in the world. If you are committed to CNT black, you need to empty the bucket and start over. Else, use the damn Vantablack to paint the ship and cut your losses!
  37. 1 point
    this thread has literally repeated the same thing like three times now "ahh my 1ql and 99.99ql; dye combined and made bad dye :(, bug?" "no bug, intended" "WHAT let ME DYE MY BOAT" "you can do it just get dye that isn't 1ql" "NO" "Why can i not combine ANY dye together to get the color i want???" "because you combined 1ql and 99ql dye" "BUG??" "intended" just deal with it platyna, 1,1,1 dye is meant to be rare and difficulty to achieve, the market was oversaturated with exploited dye of which allowed those low ql 1,1,1's to exist. now they can't, and those old dyes cant be combined with proper high quality ones mixing dyes of any type together via pouring liquids together has ALWAYS degraded their color (except with the exploit), the proper method to make more of one color of dye is by reusing an ingredient on a dye (which also can improve the color) or by spamming as many as you can of similarly high quality
  38. 1 point
    Our new animal type, the seahorse, has been around in the waters of Pristine ever since they started trying to readjust the spawns, so what a couple months at least. I doubt anyone needs them much here but I often try to lead four of them to dry land whenever I'm out in a boat. It is pretty clear indication something is broken since they are actually spawning in large numbers in ocean waters instead of land.
  39. 1 point
    To be honest it was to be expected the moment it became clear how many new players joined at the Steam launch. At that point you can keep adding new servers to spread out the new players more, but you just run the risk of having a lot of low population servers down the line (see the old cluster) and new players won't have access to boats and such anywhere near as easily as old, so they likely won't move servers all that quickly early on either. A possible answer is to connect both clusters together and to temporarily add some portal options between starter towns of the different servers so new players without boats can be more mobile, as there is indeed heavy irony in the new cluster now offering a worse start and experience for new players, at least living space wise, than the older cluster. I can't imagine this situation being great for new player retention if nothing is done about it. The devs also mentioned wanting to do more advertising, I wonder how well that will go without doing something about this.
  40. 1 point
    We see the same thing here, although it is old players on the new servers, constantly trying to convince those who are active on the old servers that the old servers are already dead. I have two main characters, one on Release and one on Cadence. There is definitely more to do and see on Release. My own experience, with a few of notable exceptions, has been to find a bunch of, well, cynical players on Cadence. The curmudgoenly factor is very high. I actually had a friend helping me to find some of my corpses on Cadence, and they were asking me questions in local. Their local overlapped with a settler who had so far completely ignored my pleas for help in Freedom chat. This settler told my helper off soundly (I saw a copy/paste of some it) declaring them rude for not greeting them before using local in their presence. I wonder if it is the overcrowding. I do find many more deeds with perms shut right down on Cadence than I have on Indy or Rel. There is heavy irony in spawning to the new servers in the hope of finding living space.
  41. 1 point
    Here's another urban myth: All ore veins are mined out already on the old servers. 🙃
  42. 1 point
    Just because you don't agree with the answer doesn't mean you can keep demanding more responses. This isn't a department store.
  43. 1 point
    Good points on the decay rate, but it is a tightrope the devs try to walk. As it stands now, I have seen buildings in my area (or perimeters and in wild) that are still standing after close to a year with no repair. While this is great for the owners of said buildings, it stifles any further development of the land around it. With even slower decay I'd think we would see all available shore and most desirable inland areas littered with old buildings nobody can do anything about. Given that, the devs need to tune the decay so players feel like they can make a go at off-deed housing while simultaneously keeping the land from being "locked" with old crap.
  44. 1 point
    I ran into a similar thing with Eve Online, where I was eventually only playing to earn in game money so I could continue playing. It's a nasty trap to fall into. I burned out there and I've thankfully avoided this in Wurm.
  45. 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"
  46. 1 point
    Petition to move it to a bit later in the day? West Coast Americans will still be at work at 2pm on a Friday. That said i plan on bringing 2 70+fs warriors and a lib priest who can summon and true hit etc.
  47. 1 point
    Things I would like to add to the endless list of wants.... Please, can we have some armor that allows females to look like females? I don't mind having a butt ugly avatar, but if it could look like a butt ugly female avatar, that would be great. Said with love, of course. Stained glass Green peppers A much wider variety of plants and flowers. I know you guys are working your fingers to the bone for us and it doesn't go without saying how much we appreciate and often revere you.
  48. 1 point
    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.
  49. 1 point
    No delivery for now, but how many is large qty for you? I may start stacking them.
  50. 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
  • Newsletter

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