Leaderboard


Popular Content

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

  1. 6 points
    Definitely! I absolutely love Exodus, and easily had a space for myself. Sailing away to move to a place where I had to provide myself was the beginning for many goals, and meeting many awesome people too. Exodus is FULL of wild animals, we have tons of spawns, despite people wiping out the entire population every so often, they'll be back within a couple days. No bison to be seen like the rest of the islands, but everything else is in abundance. Exodus is teeming with life for sure - both in terms of wildlife, as well as players who log on regularly. We're a relatively quiet community, but we do hang out substantially, and we've had some newcomers lately too. I've enjoyed my 4 months as a wurmian immensely, and will continue to enjoy the time to come. Sailing from server to server, doing jobs and meeting people, picking up a newbie or a returnee along the way, making friends, exploring, touring deeds and marveling at the magnificent work people have done, attending events, planning events, skilling, making a home, occasionally selling and buying things when I feel like it, there is no greater freedom when as a player, you just take it as it comes, and let the game surprise you rather than expect things. I think I've deviated a bit, but hey, Exodus is wonderful. I know some good spots if anyone wants to settle here, and I'm sure our alliance is ever welcoming of people to join us. People here on Exodus who have been here long time take the time to heal the land consistently, removing roads, replanting areas, terraforming. I really respect that, as it has really enriched my experience. No offense intended, I didnt quite enjoy the dense development of southwest and west Indy when I spent time there. I know people who would love it there, should they choose to play Wurm. I've found my home, and I'm sure every server has something special to offer in each niche. In the end, old or new server, I think the Southern cluster is a lot more mature in development and it's a lot more peaceful without land wars and arguments. Land war here or dont like your neighbor? Very easy, just pick up, and move. There are so many places to go, many seemingly untouched, or at least, healed to a great degree. There's a little something for everyone, and that was the basis of my choice. Also, credits to Badvoc for introducing me to Exodus in the first place. PS, if you do come to Exodus, be sure to hmu! I'd love to meet you in person and introduce you to the others or show you around whichever places I've traversed. PSS, I'm also a newish player, so please forgive me if I make mistakes or get lost from time to time ❤️ I'm also thankful to everyone who's taught me things and helped me on my way to where I am now. PSSS, if you're new and looking for a place to stay or set up shop, I have some space, the only conditions being 1) Be nice 2) I generally want to do the building / terraforming myself, so there's unlikely going to be village projects. I do strongly encourage anyone who loves terraforming and visualizing ideas to have their own deed or join someone who's looking for builders, as I house mainly people who dont really want to do these and skill in peace instead. Also note my deed is still lacking a lot of infrastructure, but if you're okay with that, you're welcome to stay and hang out! I've got 2 residents and 1 who visits frequently, so you're unlikely to be alone for long, if at all, if that's a concern.
  2. 3 points
    It's a small annoyance, but annoying all the same. I'd just like to know if the tile I'm applying a support beam to is flat or at the right slope before I put it on, without having to switch back and forth to a pickaxe.
  3. 3 points
    Would be very useful if at the end of planning phase, when we choose style of a bridge, we could get an info how many bricks/shards/mortar we need for chosen type.
  4. 3 points
    Trickster is again doing that thing where I fangirl the words put into sentences and wish I had thought of them myself. As an aside: I find it continually puzzling when long-time players say things like - "this game sucks," "the old servers are dead," and "Wurm is dying." ... like... if it sucks / is dead / is dying, why have you been playing it for X number of years? Why are you still playing it? I am genuinely mystified at players constantly negging a game that they have been playing (and oftentimes paying) continuously over a span of years. (I do mean negging - I'm not talking about constructive criticism, feature/bug feedback, and other appropriate ways players provide input for ongoing game development)
  5. 3 points
    ... and a chorus of die-hard naysayers warning them off the old.
  6. 3 points
    I would say there is a huge factor effecting player choice of cluster, and it isn't unidentified. A lot of MMOGs spin off new servers specifically to keep funneling new players to new servers. I am pretty sure people know this, and in most games there is good reason to always go the newest server/cluster. The Steam launch and the new cluster launch were simultaneous. This is all simply illustrating the point of OP in the first place. The question is raised regarding what conceptions or preconceptions there are of the clusters and whether something can or should be done about it. Another factor is long-time players perpetuating their own subjective (and IMO incorrect) notions that you can only really sandbox with others of similar level/playtime. New players look to more experienced players for advice and credit them with a certain amount of authority. When, despite the actual factual existence of ongoing activity on the older cluster, long-time players keep on saying "the old clusters are dead and have nothing to offer" they are deterring new players from trying them, and then conveniently using the product of their "advice" to claim that their advice is correct. The fact is, pretty much every server has something to offer to players, so surely it is in the best interests of the game and all its players to arm newcomers with accurate and insightful information to help them find their way to the Wurm experience that will most entertain and retain them.
  7. 3 points
    It absolutely sucks having to right click every single cow/sheep/bison in a pen to figure out which are and aren't milkable, especially with how often THEY BLOODY MOVE. Just make it a mouse over, same as how it works for farming fields and trees for harvesting. Please? EDIT Also add it for sheep shearing with Animal Husbandry skill? Would be absolutely radical
  8. 3 points
    Wait up, you are saying that those who start on ANY server are a subset of those who start only on the NEW server? I tried to Venn this but tore the paper. I think you may be getting your mixages messed.
  9. 2 points
    Greetings! I'd like to put forward a few simple suggestion that would have significant applications in various settings... 1) Allow for the creation of kegs. Kegs would be a special barrel that would have a “price per drink” feature added to it. Crafting recipe for this would simply be to add an item to the game: a "tap". A tap can be inserted into a small or large barrel and a keg of that size is created. 2) Add a price per serving option to a larder, thus allowing it to be set to “eat from only” or perhaps allow taking of individually prepared servings at a price the owner could set. No new items or crafting processes necessary. With these two things added to the game, food and drink could be easily sold on a per serving basis. It would also be easy to build a diverse and fully functioning Tavern in a community, which is the ultimate desire fueling this suggestion. This could bring a whole new dynamic to the idea of a public tavern placed in a large community. Other option is the idea of a new npc barkeep that has mechanics that allow for the bending of food and drink on a per serving scale. The keg and larder modification suggestion use graphics and mechanics that already exist it the game (except for the need for a “tap” for kegs, and would therefore be simpler to implement (I would think). The npc option would require more work... Humbly submitted... ~TH~
  10. 2 points
    Thank you for sharing your Exodus insights! I find the summaries provided by local inhabitants is usually stuffed full of the kind of information a player actually needs to know when making their initial server decision. I especially loved the bit of info that you shared that I quoted above. That is just a super specific, but also very telling indicator of the "vibe" an island might have. On Indy, for example, I would say that the overall approach is to retain as much of the roads, terraforming, and other deed edifices as quasi-monuments demonstrating the tenacity and imagination of Wurmians past and present. Very interesting that on one island what is considered "crowning achievements" might on another island be considered remains that need to be "healed."
  11. 2 points
    So I was breeding some bison and hell horses while talking to my friend about her friend having twin boys yadda yadda yaddda Then it hits me. Why not have twins in Wurm? The offspring twins would have the same exact traits, looks, colors, etc etc. We could play around with the percentages, base them on AH skill, whatever we want. Breeders let's hear it. Have an animal that puts out good traits? Wouldn't it be cool to have a chance at her doubling her output once in a while?
  12. 2 points
  13. 2 points
    Holy hell. If you don't like the South don't play on it. Don't like the North? Don't play on it. Don't like the game? Don't play it. Not that hard. All people are asking is that new players are well informed about BOTH clusters and thus able to make the choice for themselves about what cluster is better for them based off their own play style. Not how other players do things. You're not playing the game for them. It's not going to kill you if they do happen to want to go South. There is not valid statistics that say 'group 3' are a minority. May I reiterate that to be a minority all you really have to be is less than 50%. Therefore a minority could still be a lot of people. It's not often I personally see Southerns say "funnel everyone to the South and let the North die" or that nobody should go to the North because it sucks. Like why are you so bloody bothered? You're not being forced to play on the South against your will are you? At this point all this 'debate' just sounds like one side just trying to have better info for newbies and the other side just wants to play whack-a-mole with any opinion or idea not negative or against the South.
  14. 2 points
    the large majority of players in pve don't participate in the market and just play with their small group of friends being extremely paranoid when a white name enters local so it probably doesn't matter if they go to the new servers the old servers or magically end up in a wu server by accident they'd probably have the exact same game experience since they're just playing the game with friends, if you're pvping defiantly go defiance tho there's already 90+ channeling weaponsmith accs etc on new servers you'd be just as hopelessly outclassed joining a village on either server
  15. 1 point
    +1 I really like the these ideas! The ability for players to be able to buy a portion of food or drink in game from their immediate location is long overdue in Wurm. It would really make setting up a Tavern, a B&B or a Mead Hall worth while!
  16. 1 point
  17. 1 point
  18. 1 point
    all of these are absolutelly horrible
  19. 1 point
  20. 1 point
  21. 1 point
    I think this might have some very interesting effects on the Wurm market economy... would we see an explosion of cheaper, bulk type items, of middle-ish QL alongside a small increase in price for bespoke / handmade items of higher QL and rarity? I would love to find out!! And/or wind or water driven mills? Windmills and waterwheels would add so much fabulousness to the Wurm landscape! Also, I could be a miller's wife and live at the village mill by the river. #fantasylife 😅
  22. 1 point
    fireheart isnt the only spell that does lots of damage. its basically every spell rn because nobody has soul strength. and im not proposing introducing all those changes, im just giving ideas of restrictions that priests could have instead of having crafting being taken away. it could be 1 of those ideas or none of them. what im trying to get across is that the nerfs/restrictions for priests should be pvp related and not crafting related
  23. 1 point
    Right, try casting Fireheart twice in a row, if the resistance is anything like the one that ALL BL damaging spells share, your second cast will only do like 20% damage compared to the first one. Certain gods have combat-specialized priests, how does a CR nerf fit in with that at all? Just make it so that changing equipment interrupts actions (so you can't take off armor just before a cast goes off), and fix some AoE spells. >Limiting priests to one-handers only This would effectively make priests useless for killing horses, as well as severely impact the "gankability" that priests have because their damage output will drop significantly. "But muh spells" ----> Again, resistances should take care of that, not to mention that they require a lot of favor and carrying gems around is expensive, and finally make you a sitting duck for 10+ seconds, unable to attack and with a CR nerf (action bar in combat). -20% damage resistance nerf Was this as a standalone or in conjunction with limiting priests to cloth/leather? I'm not sure what this is supposed to solve at all. While we're going down that route, what exactly is the problem with priests right now? The main thing I see that's causing problems is that BL have many more priests than other kingdoms, and can thus get many more AoE heals off in a given time period. An easy counter would be to actually fix resistances so they work properly. Not like how healing resistance now barely affects AoE healing, but messes up LT and drain health.
  24. 1 point
    No. I have been playing for about two months now, I do not have access to Mag spells. I presume that is to try and extend the area away from the protection of the waystone, so that I can tunnel. Sounds like a lot more work than bashing a few waggoneer containers.
  25. 1 point
    I feel like this route is the way to go. That way being a priest stays a rather unique experience, but comes with pvp downsides. I'd love to see priests being limited to cloth/leather armor. People would actually have to bother making the stuff. Meanwhile priests can do all the imping they want and essentially aren't cut out of half the game.
  26. 1 point
    ~1ql pickaxe head, iron CoC77 - 1.81 silver CoD to Elwoode
  27. 1 point
    When Wurm Online staff or a special event gives out bonus hours of Sleep Bonus, the max is 10 hours for those events. So if your SB was all used up, you'd get a full +10 hours Sleep Bonus in Retrograde's special bonus from Code Club this time. If you had a max of 5 hours Sleep Bonus already, you'd still get an added 5 hours of it for a total of 10 after this event.
  28. 1 point
    Gotcha, that makes sense; if you dont have good coalmaking it can be annoying. A good thing to keep in mind for brass is their ratio: While .2kg of coal and iron makes .4kg of steel, 1kg of zinc and .15kg of copper makes .1kg of brass; it's also a little higher difficulty if my memory serves right
  29. 1 point
  30. 1 point
    As long as NONE of these carry over to PvE? +1
  31. 1 point
    Partially a suggestion for new alchemical items, but also a suggestion to bring the metal property differences that metal armor has over to leather armor: Essentially, add the ability to create alchemical 'oils' made from fat, an herb, and some grass at an alchemy workbench. Each oil would have a subtype related to the herb type. This oil can be used to anoint leather armor and imbue the armor with specific properties related to that herb (larger pieces consume more oil and so forth); these properties should reflect the metal properties that exist for different metals, with any small deviation or changes as seen necessary A new valrei-born herb should also be gained from the same sources that grant moonmetals, specifically to serve as counterparts to seryll, adamantine and glimmersteel for leather armor; though a significant amount of oil should be required for each anointed piece of armor for this. As a secondary suggestion, one of the herbs should function as a sort of anti-magical oil, which greatly reduces the effect of spells cast while wearing armor anointed with the oil, but also greatly increases your own spell resistance against spells cast on you. Likewise, such a special effect should be added to lead armor as well.
  32. 1 point
    +1 I can make a rare sandstone or slate brick, but for what???? you cant make anything out of them, only fences, walls, gates or paths(roads) . Please Please give us a few options, slate statues, sandstone fireplaces, anything that would make those rare or even supreme bricks worth getting because right now i throw them away or use them to make a fence or walkway. id rather get rare dirt, than a rare slate or sandstone brick
  33. 1 point
    thanks ill take drain health as fo too since we are balancing
  34. 1 point
    Last time I stopped playing was basically this reason, when you are a 40+ body str character on chaos fighting 70+ str characters and you have to choose either be a pvp priest or work on your stats not both, its very frustrating. Only reason I came back is because you can at least grind on pve and priest on pvp now.
  35. 1 point
    would be amazing to be able to do what your proposing. Maybe even be able to temporarily apply potions to a tool like a sickle could have a "harvesting potion" possibly increase chance of getting rare or better sprouts or harvestables from the tree or shrub for a short amount of time. your idea and detail for the plan are very well thought out and would prove quite intriguing +1
  36. 1 point
    I just put mine on hitching post and keybind milking,it helps alot.
  37. 1 point
    could make it so you gain the skill at a certain animal husbandry level. +1
  38. 1 point
    imo the entire priest restriction system needs a rework, at least on the pvp server. i agree that there should be a downside to priesting up, but losing the ability to craft is the wrong way to go about it. this restriction takes like half the content away from players that priest up. it also puts more stress on players that dont priest up because after a loss they end up having to do all of the crafting. I think priests should be able to craft and the nerfs or restrictions should be pvp related. this would make it so 90% of the players dont rely on 10% of the players for gear. Some penalties or restrictions that i think could work are: -20% damage resistance nerf -limit priests to leather or cloth armour -limiting priests to using one handed weapons only. -small cr nerf I think changes like these would make the pvp server way more healthy and keep player retention higher. im pretty sure the majority of the people who have quit so far are crafters who get burnt out regearing people each fight. it would also make being a non-priest pvp viable by being more tanky. Short version: pretty please switch the priest crafting restrictions with pvp restrictions/nerfs. priests can cross to harmony from defiance and craft there anyways so the only thing the current restriction does is burn out non-priests
  39. 1 point
    Bump because this is really needed. A bedrool should be be all cotton and a couple of leather belts. It should also be independent of tents. In other words, the requirement to have it near a tent or house should be dropped, or at least maybe have being near a tent or house give a buff to sleep bonus. Where I come from, a swag is often used instead of a tent rather than in a tent. Should be able to use them in any boat larger than a small sailboat.
  40. 1 point
    Release: I can't even really say a whole lot about the Western half, particularly the SW Quadrant because when I explore I really explore and haven't got that far yet. Release has a blend of established and active infrastructure, wild abandons and even some untouched wilderness (although some is just long-time abandoned). Hunting is always worthwhile, and in many places a guard tower is at least almost close enough for a novice to get help. There are huge settlements like the Harvestmoon Lagoon alliance and small 6x4 tile island holdings, and sometimes a whole island castle pops up while you're not looking. The nearest dragon slaying has always either just happened or is just about to happen. Ozlandia: A semi-mythical southern island with a huge variety of terrain. Away from the coasts it is mostly empty except for animals that want to kill you. The seasons seem upside down; winter is usually a Tuesday and most of the annual rainfall occurs on either the national holiday or some other long weekend. Ozlandia is often missed entirely. If you make land and find boiling mud, you have indeed missed Ozlandia and fetched up on Kiwitania, its small but proud neighbour. Edit: (Well you wanted my own take on my island. You didn't specify in-game 😉)
  41. 1 point
    There is no information in that grey box that pops up that I can't already see, aside from the item being a bulkable item. I've often found it a minor irritation, but never took the time to suggest removing it.
  42. 1 point
    We appear to have two distinct factions here: Team Optimism : "Everything is great on the old servers, keep the status quo please!" and Team Pessimism : "The old servers are dying, please do something to save them!" Neither side can see the logic in the other side's arguments; so it's not really much of a debate. I'll sum up my thoughts here before moving on and letting the festering mess settle: The old cluster does not have a social critical mass, so it will struggle to hold social players (look up Richard Bartle; he has quite a few papers online and they're all relatively light reading). The root of this is because the old cluster has VERY FEW roles for newer players to fill, no "identity" towards which to work. Players trying to map their own successful wurm experiences onto why this isn't a problem is not a good argument; you are a minority subset as the game has acknowledged a poor retention rate. I think that about sums up my position; and I really hope it's wrong.
  43. 1 point
    Thanks guys, all added. We are now over 200 deeds on the community map, and still growing!
  44. 1 point
    Hello, May I order a custom pick with 80ss And cheese drill, oakenwood, 49,43ql, 86coc - 3,90s grooming brush, oakenwood, 30,77ql, 55coc - 0,70s carving knife blade, iron, 35,23ql, 48coc - 0,48s COD will be Keepy. Thank you so much!!
  45. 1 point
  46. 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.
  47. 1 point
    the new hota thing sounds interesting, idk how well it will work without general locations being given. also something very important that i think this server needs is more incentive to not priest up. its basically a requirement to be a priest for pvp which hurts kingdoms when there are very few crafters. maybe add something like priests have -20% damage resistance. like when was the last time anyone saw a buff priest irl?
  48. 1 point
    I think affinities should be rewarded more than sleep powder, as they will further tie characters to staying on PvP, instead of grinding on PvE. With sleep bonus rewards and a merged sleep bonus pool, it will still always be more efficient to grind on PvE, to sell your stuff for more SB. With an increased chance at affinities, either through actions, or through rewards tied specifically to the server, you'll see less people flip flopping I believe. Sleep bonus is nice, especially since playing on Defiance generally inhibits your ability to get it as easily as PvE players - but I can come over and try to farm my daily SB to continue my freedom grind, as opposed to having many more affinities on PvP, that are also easier to get on PvP + (they go around during pvp), and by using these affinities while grinding I also have a much better chance than on PvE to gain one. My proposal to that would be: globally double the chance of gaining affinities, and double it again for Defiance specifically. It's way too hard to gain affinities, and most people get 90 in a skill before getting a random affinity in it I'm about 99% sure. Edit: also, increased QL gain should be limited to non seryll, glimmer, addy items
  49. 1 point
    Just myself with my human friend.
  50. 1 point
    The materials that go into a bedroll are ridiculous. Currently, the effort of crafting a bedroll deserves more than 75% of a bed's SB. Split off a swag, like the traditional one, basically a canvas and a blanket - squares of cloth and wool cloth like the current bedroll but much fewer of both - a bedroll should NOT have more cloth than a tent - say 5 or 6 of each, and leather strips should only be 2, not 8. Give 50 or 60 percent of a bed's SB. EDIT: Actually, drop the wool cloth, just have cotton (i.e. plain cotton, inside 2 cotton sheets - a basic blanket). A spinning wheel to to turn wool into yarn is well beyond a newbie's abilities.
  • Newsletter

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