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Showing content with the highest reputation on 29/12/20 in all areas

  1. 12 points
    With 99.999 mining and a supreme pick with max imbue and a gathering rune, QL99 tiles are yielding QL99.58 shards. QL98 tiles were maxing out at QL98.91 or so. The practical effects of this change are that QL100 ore no longer exists, and we've gone from the majority of tiles being worthless to almost every single tile being worthless. With imbues and runes like they were, QL75 and higher tiles still had value at the high end because they would yield QL100 ore. With today's update, only the exceedingly rare QL99 ore tiles can yield QL99 ore, resigning everything at QL20-98 to grinding characteristics, grinding the mining skill itself, or mass-produced fodder like iron for ribbons and pans. This also puts all metalworking improving skills in a place where you can't properly grind them to legendary skill. Normal sweetspotting falls off at ~99.99, since you hit a point where QL loss from repair outpaces the miniscule QL gains from improves, but that at least gets you halfway there. With metal going no higher than 99.58, you'll have to swap to slower grinding methods at 99.45 skill. Smithing skills without wooden items to bonk on are going to suck that much more, now. This also means that items like whetstones can't pop out at QL100 anymore. Smiths really got it bad in this update.
  2. 8 points
  3. 7 points
    I propose an amendment to the formula presented, based on the following ideas: The old system of imbues was very broken, and vastly rewarded players around 80 skill, offered little to players at low skill, and removed a lot of incentive to grind higher. The new system is intended to give a lot more function to low skill players. The new system is intended to remain rewarding for high skill players. What I see when I look at this imbue line is, however, very little function for high skill players, especially at the extreme high-end. In fact, especially with stone and veins capped at 99QL, some players feel punished for this change, with those at 99+ mining no longer able to mine at their skill level. This is most exemplified when you look at what happens at 100QL gathering - there is no bonus. While this may seem redundant, since gathering caps at QL100, it indicates a formula that has nothing to offer to people at that skill. This means there is a point, where rather than imbues being rewarding for high-skill players (as this patch was advertised), they functionally become near-useless. This formula leaves the low-end intact, while keeping imbues relevant for players at all skill levels, in a way that transforms as you get to high skills, by having a flat value become useful as the scaling portion drops off in usefulness. base QL + ((105-base QL) * ((Imbue power / 100) / 4) (a math.min would be required as this can result in numbers over 100, but I'd be surprised if there wasn't one already) Outlined in this graph available here: https://docs.google.com/spreadsheets/d/1L1jT9zlBe__PzqO_9KNQjrFUeKbF846FUG3oyUG2mr4/ Edit: 104 might be better, who doesn't love 104, 104 and us are friends, right?
  4. 7 points
    So just wondering, why did just those two get trampled to mud, but 100ql apples and oats are still a thing. Feels a very politically bribed nerf. There's now a group of people with 5319 crates of 100ql logs and lumps and they will be the sole market suppliers for years to come? I agree that gathering nerf was long time coming, but it should've been like 50% and not down to mud and useless.
  5. 7 points
    does this change come with a complementary rod of transmutation x 30?
  6. 7 points
    i have 100 skill in all 3 gathering skills, completely unaffected by it and i think this is bad still lol
  7. 6 points
    horrible update.......100 imbue gather rune. utmost iron vein. 92 skill . max i can gather is 93.7. Even though we knew about this for a while this is WAY too extreme. regret subbing during black friday lol after 8 years think this is like the last straw. Merry Christmas
  8. 6 points
    welp, about as bad as i expected it reading the latest news... or whatever they are now called... instead of nerfing things down or making them OP for a while, can't things be discussed and a middle ground found? Because yah, you just killed the imbue and runes interest... so no point in doing public unique kills anymore (gob leader / forest giant)... or attending the giant mess that are rifts since you updated them.
  9. 6 points
    I can't believe you're making gather runes worthless for forestry.
  10. 6 points
    I would not call this an UPdate. feels like a downgrade to me. So there is no Q4 update
  11. 6 points
    is this really the big Q4 update?
  12. 6 points
    This feels like a big central finger to legacy players for having older toons. Furthermore, it's not like forestry and gardening had these imbues to stack to make it game breaking. We got a small boost. Now we have useless runes. We already gather at our skill level.
  13. 5 points
    I find the inability to get 100ql ores with mining 95+ skill, a rare+ pickaxe, 90+ Imbue, and 10% gather rune, to be quite disturbing. This update was clearly not thought through. Don't suppose we could get an explanation as to why this major nerf change to mining/woodcutting was needed.
  14. 5 points
    Sounds like a great rework which will promote and reward exploration. Will take some time in game to see the actual results of course.
  15. 5 points
    Perfect for the enviers and haters. Bitter for those having fairly used the feature. No thanks, really not, and contempt for the Schadenfreude of some. Just a pointless crappy change, even punishing users of gathering runes on lower skills.
  16. 4 points
    There's no secret that the population of the NFI is on a constant and rather step decline, caused mostly by the abysmal retention among new and casual players. And that's mostly because both devs and veteran players are rather disconnect from the realities of the life of a new and casual player. Now, obviously, I don't have the arrogance to pretend that I can speak for all new or casual players, but being a steam summer kid myself, I can definitely talk about the challenges and struggled that I have encountered. F2P trap That's a struggle I haven't encountered personally, because I realized from the very early on that, although money are always tight when you're a high school student working part time, time can be even a scarcer commodity. But I have to say that I saw more than a fair share of people quitting in frustration over this and not only that, but they also gave a bad publicity to the game in the process (check steam reviews and you'll see that this is one of the most common problems). I know that it is possible to earn enough coins to finance your game expenses and I even met a few people that manage to finance large deeds and multiple characters this way. But while it is definitely possible for high skilled and experienced people who know what they're doing and who amass very large play times, it is close to impossible for a new and casual player that is just starting the game. Yet, the game is advertised in such a way that it lets the people think that it is possible, which makes it feel almost like a scam when they realized it really isn't the case. What I'd do instead would be to try to have a much more transparent approach about the F2P limitations and focus on the fact that the game can actually be very cheap to play with premium cost potentially going to less than 6 bucks a month. Really, just be honest about it. Wurm is not F2P game, but a subscription based game, with a F2P demo. In this regards, Wurm is exactly like WoW - it has a unlimited time demo, capped at a relative low level, and it also allows you to pay your subscription with ingame currency via wow tokens. Yet I never ever heard Blizzard advertise WoW as a F2P game, because, honestly it isn't one. Just like Wurm isn't one. Time spent which chores (maintenance) From very early on, I started to categorize all my actions as either projects or chores. And the truth is that while projects are generally fun because they offer you a sense of accomplishment, the chores are boring and tedious and they can generate a lot of frustration. Now, if you're someone playing four, six or even eight hours a day, that is not a huge issue because the chores end up taking a relatively small percentage of your playtime - you spend an hour when you log in tending your fields, grooming your horses, milking your cows, sheering your sheeps, preparing meals and repairing the odd things that took some damage over night then you can move on with your projects (grinding, building, terraforming or whatever). And in the few days when I was able to play over four hours a day it really didn't felt that bad. On the other hand, if you're a casual player playing one, maximum two hours per day, you can easily end up seeing how most of your time is wasted with all these chores and you're left with almost no time for projects, logging out without any sense of progress whatsoever. Sandbox vs themepark I love sandbox games, that gives you the freedom to choose your own patch, but in Wurm's case I really feel that the new players are left in a complete fog. I mean there are quite a few tutorials covering one's first few days in game and the progress during those days seems almost obvious... get access to clay and iron, terraform a little piece of land, make yourself a small house, get an animal or two, find a source of food (foraging or farming) and water, build a cart or maybe a boat, level your skills a bit (and boy early on they do skill fast), reach some nice milestone (being able to lead a cart, ride a horse, load items, etc). As a side note, in regards to previous point in my list, please note that all these fall under the projects category. And I really think that the devs actually did a rather good job streamlining the brand new player's experience, so the first few days in a new player's life are actually quite interesting and rewarding, so I personally doubt that the drop rate during those few days / before subscribing / before deeding is (much) higher than in most other MMOs. But, after that, you pretty much hit a wall. Things stop being intuitive. Skills start growing up much slower once you pass level 30. Milestones (like hitting 30 ML to get an extra action or 30 BS to stop being a leacher on dragon fights) seem to be miles away (pun intended). Chores start to demand a bigger and bigger share of your time. And you generally start having the feel that you're completely lost, that you're moving in circles and that you're making no meaningful progress whatsoever. Theoretically, missions and journal goals should help with this, but they're so random and they lack even the most remote notion of synergy, that they actually don't help at all. If you manage to push through this phase, things eventually start to get better once you move past level 50 in some/most skills, not only because at that point things start to get easier, but also because you manage to better understand how things work out, so you can eventually feel that you're making progresses once again. But the problem is that this phase could last quite a lot when you're a casual player, who's only able too put only one or two hours a day (and I know it, because I'm still there despite almost reaching 20 days of /playtime). And I'm almost willing to bet that most new and/or casual players that quit, quit during this phase (when their main skills are between 30 and 50). And, to be honest, I have to admit that this phase was the one that almost got me too (and I'm not entirely out of the woods yet). Needing a major in WURM to understand it I don't mind the steep learning curve and the fact that one must befriend Wurmpedia from her early days, and I honestly think that it's fair for the people that take the time to optimize their actions and play the min-max game to have the edge over the over players. But when mechanics are so circumvoluted that you have to do completely counterintuitive things, many times not even mentioned in Wurmpedia, but known only by veterans, people using third party tools (like grinder) or, even worse, people that reverse engineered WU code, then I really think that it stops feeling right. Like (and that's a very basic example) I wouldn't mind if people using the right rock type and the right pickaxe ql would get a 10%, 20% or even 50% bonus to their skill gains. But when if you mine marble at 10 skill or iron at 70 skill (just because you need them) you gain (almost) no skill gain, things stop feeling right. Like, honestly, a casual player's approach is pretty much that they should be able to do what they want to do and expect that their skills will eventually (slowly) grow over time. The problem is that in many cases they're effectively put on a halt because they didn't picked the right rock or crops type or because they didn't matched their tool QL with their action difficulty. The community Finally the community. It is marketed as one of the strongest assets of Wurm. And, up to a point, it really is a nice community, much more mature and less toxic than many other communities (not saying there are no bad apples, but they're much more rare than in other places). Yet, while not toxic, it is not very vibrant or helpful either. Actually (and I apologize if this offends any one) it feels like one of the most self centered communities in any of the games that I played, where pretty much everyone (again with a few exceptions) is only focusing on their actions and are hardly interested in what the other people are doing. I had days when I was logged for hours, with 100+ other people on my server, yet complete radio silence on the freedom chat. I had days when I was logged for hours, with 10+ people in my FL online and none of them even messaging me to ask a basic thing like how was my day (and that under the conditions that in a typical day I take care to contact everyone and ask about there whereabouts). In half a year I was never invited to do a group activity (like a group hunt or exploration or whatsoever); the only invitations I ever got was to join or at least visit someone's deed to see what a great job they did (obviously, very few of those people, ever thought on visiting my deed or check what my progress was). In Entropia Universe (which nowadays I only play for a couple of hours per week) on Christmas I sent about 10 gifts and I received abut the same amount; in WURM I also sent about 10 gifts and I received back none. So yeah, my feeling is that the community is far from toxic, but also far from friendly (as least on the public channels - maybe the things are different in the "inner" circles of friends and alliances) and at many times you can feel like you're playing a single player game and you can't stop asking yourself why still play WO and pay a monthly subscription and not stick with WU if you're still playing all by yourself. Later added because of some comments: I am a social player. I founded a rather large local alliance in the early days of Melody, which I only left when I moved out on another area of the map. I tried to found a second alliance (promoting it on forum and server chat). I am always active on my server's chat and I have a fair share of people in my friends list (and even in my discord's list) who I always message and try to talk with. And for most days, I get a reasonable response rate on both server chat and friends PMs. Yet, it hardly happens for things to come from the other people, and I eventually grow tired of trying to make these virtual relations work, when I see that the other people don't put any effort into it. And no, I don't think I have unrealistic expectations or anything, since in most other games that I played, the moment when I was logging in I was having a chain of PMs. I apologize if I offended anyone. It was definitely not my goal. I just wanted to give you the perspective of a new and casual player. I'm neither arrogant or smart enough to say that I have solutions, but I just wanted to let you know what were the problems that I faced, because I got the sense that this is a rather missing feedback. For myself I don't know if I'll be here in the new year or not (still working on my new year resolutions and debating if I should invest more time in Wurm or not), but if I'll quit, it will be for a mix of these reasons...
  17. 4 points
    Just reposting, so full finished post could be visible.. Also, im not against the changes, just stating facts that this new systems does not work as intended and/or advertised, it also punishes high end characters with very high end tools, whos aims are MAX QL materials. Sure, the average QL is slightly better, but the end QL is penalised and that high end QL is what we aim for. The way it is now for a slightly better low end QL this system trades off 4QL of the top with the best skills and pickaxes. Thats just WRONG! Awaiting a reply from @Retrograde Retrograde note: This is from Epic and the curve calculations are currently incorrect. They will be fixed.
  18. 4 points
    I consider such envy and jealousy somewhat sick. Mind I have over 98 mining and 99 soon, and I in no way am or ever were "watching sadly" players getting the same materials. The reason may be that I am no market fanatic, I enjoy what I get, also give it away and share it. I also do not "invest", I play the game to have fun, and most time, I do not "spend money" except some ingame cash I earned before. I would rather waive things than "invest", and be happy even with lower ql, slower pace, whatever. Only taking away my achievements and disenfranchising me makes me sick. It bodes bad for things to come if the devs misrespect players that way, thus I am braced to leave if that is going on. I want to have fun, not to be an object just pushed around by clueless and ruthless people. If they vanished, core reason are people reaching 90 prospecting. Why buying a transmutation rod when you can find veins, especially on large servers like Xanadu? Ok, different in PvP, but PvP is stale on SFI and Epic, and not really exploding on Defiance where it hopefully will stay vibrant for a while. And: Mind that a transmutation rod is 25000 marks points. Together with my alts, I could buy ten of them. Not much of a silver sink. If the intention of the nerf was to limit high ql materials, it comes 10 years too late given the amount of such materials already around. I shall certainly not touch my 95-100 stocks of lumps and else to imp up from creation ql. I shall hardly touch them at all, my picks aren't over 92 when fully imped, why should they? The nerf created nasty chores for me, granted. Already raised digging over 1 skill, approaching 88 today, 90 bit later. Fortunately, I stocked my clay up so I can do pottery forever at least til I hit ql 95 (meaning skill 96-97 in that awful craft, now 91.14). Until my stocks run out if ever, I shall easily be high enough in digging, it remains a molestation. Not that ally mates would not help me out if necessary. But I fear for you, your market hopes will not materialize. Prices in NFI will continue dropping, those in SFI stay stable. I fear a bit for future impalong supply, but we shall see. The nerf was bad and destroyed much trust and loyalty. Hopefully the devs will not search refuge in the sparse applause by a few and go on in such ruthless ways. Where the most ruthless thing was to force down the throat an incompetent change to the community without prior discussion or test.
  19. 4 points
  20. 4 points
    Regarding source springs: Perhaps people shouldn't point at the Dev's about this, but to those players who build 1x1 houses with 99ql walls and a locked door around any source spring in a public place they could find. I know there's a player at Xanadu who "owns" at least 6 source springs that way and even regretted that at some point a team I was part off managed to protect a source spring by making a highway run over it. It's unfortunate that those of us who do have a source spring at deed are the victims of the greedyness of others; but in a way this is something we could've seen coming a long time, as the greedy behaviour of some players has been mentioned often enough in both Freedom and GL-Freedom. It's not the first time in the 5+ years I'm playing that I've seen how the greed of a small group of players destroyed the enjoyment of a much larger group of players in this game and I doubt it'll be the last time. Unless some players change their behaviour, but I doubt that'll happen. So I'll expect more nerfs coming up in the next couple of years. And most likely much to the dismay of some players. Thorin
  21. 4 points
    return everything as it was please (about runes)
  22. 4 points
    Posted below are various screenshots that I thought were pretty humorous, I hope you enjoy them as much as I do *NOTE* Some of them I added funny captions to "Hmm what do we have here??" "looks like my tower is about to pinch me" "my cows wanted to be a tree for Halloween" "what a bunch of BULL-######" "my boyfriend told me one time while I was digging that the sand piles looked like two butt cheeks poking out of the ground' LMFAO
  23. 3 points
    i agree. Im not against the changes as it sure was not right when a 70 skill miner could even pull out 100QL results.. But now even maxed miners cant get nowhere near close to their max with the best tools. While im hoping this is just a bug and will be fixed very soon (as i really do believe 95+ miners with exceptional tools should be able to continue gathering 100QL and it was also promised that the new system will also reward high end players) im still fine. if that was intentional nerf like it is now, well i guess then there are no more room to put any more nails in my coffin lol...
  24. 3 points
    Well, thank you for removing my post. you worry about imbues being overpowered and abused but you totally break runes. you betrayed our trust by not discussing this beforehand as you ensured you would. you have made imbues even more important in game, which will drive prices through the roof. you have totally disregarded the time people take to collect rune materials, make runes, and attach runes. this is a direct slap in the face to a lot of people.
  25. 3 points
    I don't understand, dosn't wurm have a way to test the changes before releasing them? Just load the class for mining and run it a few million times to make sure you get the expected result?
  26. 3 points
    That update makes me sad. If have this game paid for 2 years and I have no idea what other changes like that will be made in the future. I don't trust the developers any more. You guys promised us that the changes will be consulted with us. And it is not about me - I am well stocked in everything, and I am a casual crafter, it about my friend list getting more and more empty. It is huge and 80% of the names there are gone, and pulling this out during New Years celebrations is even sadder. Gold rules of RPG economy balancing: 1. No NPCs generating money directly or indirectly. -> Wurm passed neatly. 2. Avoid nerfs at any cost. -> Wurm failed miserably.
  27. 3 points
    OKAY, this formula absolutely means rubbish. test 1 - mining [18:06:25] It has a max quality of 56. using Supreme pickaxe with 10% gather rune and 100 imbue. Mining skill is 99+ Resulting ore quality is flat 70QL calculations for test one: initial gather QL-56. + 10% from the rune = 61.6. Applying imbue by the formula: 61.6 + ((100-61.6)*(100/100)/4) = 61.6 + (38.4*1/4)=61.6+9.6 EQUALS 72.1 while result was 70QL. This calculation doesn't include +2QL anywhere in the equation i have to get from the supreme pickaxe. Calculations including supreme pick bonus of 2QL initial gather 56Ql +10% gather rune + 2QL bonus from pick = 63.6 (considering supreme pick just flat adds 2QL base as it should without going anywhere into calculations) Applying imbue formula: 63.6 + ((100-63.6)*0.25) = 72.7 That's once again IS NOT 70QL as the test batch physical mining gives. Test 2 mining [18:58:39] It has a max quality of 99. Tool: Exact mining effective - 99.67 Mining 99QL vein gave me the average of 81.33 QL pile with about 25% of actions resulting (and most likely capping as all are the same QL) at 96.5 QL Now i will not even try to do any calculations here as its clear as never it would not equal to fit in these formulas provided, when the base QL is 99, when the skill can mine 99.67 but the results capped at 96.5.. just WTF? Test 3 mining Moved to mining rock (easiest to get max QL compared to any veins, plus easier to find specific QL) [19:16:31] It has a max quality of 72. Resulting pile max QL82 once again calculations: 72Ql+10% rune = 79.2 79.2 + (100-79.2)*0.25= 79.2+5.2=84.4 QL. Once again does not match the 82QL result - calculation excluding supreme bonuses 72QL+10%+2QL(supreme bonus)= 81.2 81.2+ (100-81.2)*0.25= 85.9QL - does not equal 82QL again Also tested on 88QL rock with the result of 92.56Ql that does not fit the formulas once again! Besides all that, mining 99QL vein with a plain no rune no imbue no rare pickaxe i managed to get 99QL exact ores (capped by vein QL) while mining with supreme full imbue/rune one my yields were capped at 96.5... Logic? So, it turns out, if you are high end skilled character, stay away any runes or imbues as instead of giving a small "end game" boost as @Retrogradestated in the pre-patch post, you do actually get PENALTY instead.. Sounds fair! SO what's going on? The patched formula does not work as you stated, also now supreme tools do not seem to give proper bonuses @Retrograde
  28. 3 points
    I am glad for this change. It never seemed right that low skill could produce high results. It turned high 90s and 100s grinders into just a title quest and characteristic stats goals, while they sadly watched all the lower level players get the same benefit they spent months or years earning. I think this change really does well at resetting high skills intended value. For my part, I don't see any reason to waste money on mining and WC potions anymore. I will just invest in raising those skills in both SFI and NFI. The result for the game company will be renewed transmutation rod sales. I think that silver sink basically vanished after imbues and runes. Remember the old days when people sold deeds and would always talk about the transmutation created veins they planted on deed as a selling feature? When is the last time we saw that in a deed sale? All around good and much needed change. Ouch for those invested in it already (me bigtime), but a great change.
  29. 3 points
    Well I can say that my dedication for the game has got a blow. I liked mining a lot and still do. But having it crippled that badly hurts. I shall miss forestry, but it is hard to see that I shall grind up 6 or 8 levels only to get what has been taken. Given that forestry is slow paced I may give it up. And the idea of giving up Wurm has at least come closer. Edit: I agree to Thorin about the source nerf which never really concerned me, but this source hut habit was disgusting. I disagree somewhat about that greed stuff as it cannot be expected that everyone refrains from using a possibility, greed or not. It would have been brighter to create a protection similar to highways, of 1 or 2 tile nobuild around a source tile, source "huts" requiring 16 or even 24 walls to enclose a source spring.
  30. 3 points
    Seems like even the servers reject your Christmas nerfs.
  31. 3 points
    Say goodbye to any ql100, at least with the rune. I wonder who had that idiotic idea. If I read the nerf formula right, I also fail to see a chance of pulling 100 even with imbue. Maybe I misunderstood.
  32. 3 points
    Good changes! The only thing I might suggest is altering the rune slightly to have pieces of both, so that it’s also useful for skills that always harvest at skill level. I.e it picks whichever would raise the quality more: 5% of the difference between gathering level and 100 (so, a .5ql boost at 90q) OR 10% total bump capped at skill level. This way the former ability will apply to skills that already max things out, and the latter will apply for other uses. This 5% increase shouldn’t stack with imbues at all. But otherwise, good round of changes. Being able to grab product 30+ q above your level at 70 just simply shouldn’t have existed.
  33. 3 points
    Oh dear, was this not actually playtested? Wonder if it’s looking at the rock max ql or something. The test server was created for a reason, please use it before making things live.
  34. 3 points
    In fact, gathering runes are widely worthless for everything, except maybe raising resulting ql of lower ql veins in mining a bit while destroying any utility for lower level miners. I well recall how much it was an incentive for me that I could pull ql 100 once I had reached mining 91. That was a milestone now destroyed by devs without any clue about how the game is played.
  35. 3 points
    Can we please finally choose which perk we wanna dispel from the tools then? EDIT: Because..... [14:52:57] Wind of Ages has been cast on it, so it will be quicker to use. [95] [14:52:57] A bronze rune of Libila has been attached, so it will gather resources at a higher quality level (10%) [14:52:57] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [86] [14:52:57] It has been smeared with a potion of mining, so it improves Mining max QL [98] And you always can remove from top to bottom only
  36. 3 points
    So with my runed sickle, I get absolutely nothing anymore? Because you gather at your skill level anyway without the RNG that woodcutting and mining have. Or were those two skills the only ones actually considered in this nerf?
  37. 3 points
  38. 3 points
    I truly think most of what you've said can be fixed by not having your own deed, but joining a village. There are always villages looking for players. Villages give you: 1) PEOPLE. People to hunt with. People to share "chores" with. People to chat with. 2) Resources. You want to make something? There's a good chance someone in your village has the resources needed to make it, saving you hours gathering. 3) Shared costs. You don't have to worry about making the 1-2 silvers a month to pay your deed. Quite often the deed holder pays it, or it's split among the village. 4) Knowledge. The more minds the better. I'm what many would call a "hardcore" player. I'm here daily, and often logged in for 10+ hours a day (mind you, I'm not always here. I log in, do things IRL, go to the store, cook dinner, clean the house, do laundry, even *gasps* do my RL work). I have a good sized deed, bigger than many, smaller than many, but I didn't start out that way. I started sharing a deed. Then after a year or so I had my own SMALL deed, Then it grew.. and grew... and grew... I have no idea where this perception of you have to have it all right away came from. Same with skills. I have 99.6 farming on my main. Not once did I ever grow what some numbers cruncher said I should grow. I have 97 carpentry. I got there by making and imping what I needed, when I needed it. I won't say I don't grind, because quite often a project IS a grind. I just refuse to stand and do something JUST for skill. There is always a purpose behind it. I wanted to work on blacksmithing: I made 50 horseshoes, imped them so my priest could enchant them, so I could sell them. I used the highest quality tools, because simply put, it's easier. Yea, skill gain isn't as good, but I don't care to sit and pull out my hair just for tad higher number on the charts somewhere. Bottom line is, if you're not having fun, or you're stressing over it, it's not gonna work. Do something that does work for you. *edited to add* Those in my alliance on Indy still think of me as a "newer" player, so I haven't been around as long as many.
  39. 2 points
    Hello everyone, We are a democratic deed. We are a deed aimed mainly for returning players as we are weary for spies. However we are more than happy to help newbies around setting up their houses outside the perimeter, as well as supply what they need to setup such as food, seeds, materials, gear, etc. Our current mayor is "Scooter", who is also the grand prince of Jenn-kellon. We have a couple of villagers, always willing to help out. Everyone is welcome to do their part, but in no means is anyone forced to do any specific work. Everyone Wurms at will here! Our area has a rich history where many players have once played Wurm. An area that has been refounded multiple times on the same tile, including this time around. We hope to see you in great numbers, and happy Wurming! We hope to see you in great numbers, and hopefully see a little spark that turns into the fire that once was the Epic cluster. o/ -Thecati
  40. 2 points
    I don't mind the changes. I think that the more we can encourage people to go out and explore the better the game can be. The way I view them, they could be like the meteorites that drop, you can find them at random while out traveling and exploring. They have a limited amount of resources and then that location is gone. The issue comes in with balance. Don't make them so rare that no one can ever find one, or so plentiful that people just pass them up. More reasons to get people out into the wild and seeing the beauty that Wurm offers is a good thing!
  41. 2 points
    Please bring all gathering skills into line IE mining/forestry/wc/farming. If you will not allow 100ql items, then allow 99.99ql for folks with 100 skills. To selectively allow folks to gather 100ql items~ because they were in an unaffected "gathering" field is very unfair.
  42. 2 points
    Please bring all gathering skills into line IE mining/forestry/wc/farming. If you will not allow 100ql items, then allow 99.99ql for folks with 100 skills. To selectively allow folks to gather 100ql items~ because they were in an unaffected "gathering" field is very unfair.
  43. 2 points
    another slap in the face un needed downgrade
  44. 2 points
    worst update that could be
  45. 2 points
    My comment wasn't meant about the things being said to the Dev's about the changes, my comment was directed to certain players who were copy / pasting things others had said as a reply to a quote, who were accusing others of not doing "this" or "that" and who were in general convinced that they were the only ones right. I do understand why players are upset; even though I've never used imbues or ql enhancing runes. Main reason for that is that when I do need the better ql, I prefer to do it by my skill, not because of some technical tric that sooner or later may be nerfed. Something that happened right now. Another reason is because I'm aware that a saying about certain emails also applies to games: "If it's too good to be true, it can't be true." I also do understand that players write things in the heat of the moment they may regret later. What I don't understand is why someone writes a post containing "You wouldn't know, because you never used an imbue at anything"; which is half an hour later quoted and replied by: "You wouldn't know either, because you never grinded XXXX skill up to 99." At that point a topic turns into a battle between two groups of players, which in the end is pushing everyone away from what was s'posed to be the important part of the thread: News and good wishes for everyone. So when I wrote my comment, it was my hope that members here would understand that some things could better be solved by PM, or that it would be better to cool down a while and leaving this topic be. Unfortunately that wasn't and - looking at some later comments - isn't understood at all. Pandalet had to remove several comments after that - I never said it, but thanks for that @Pandalet- and I really hope things won't come to that point again. So please people, just stay nice to eachother, ok? A lot of us are in the same boat, that that doesn't mean we have to beat eachothers skull in, simply because the ones adjusting the sails are doing things in ways we don't always agree in. Thorin
  46. 2 points
    Gather rune does not add a full 10% and imbue ql bonus does not work at all: [16:08:24] It has a max quality of 81. With the gather rune 10% only the may ql should be 89.1 and the pickaxe also has 98 imbue... Mining skill is 90.9. The pick is 94.68ql: [16:10:43] A tool for mining. This is a very rare and interesting version of the item. It could be improved with a lump. [16:10:43] Wind of Ages has been cast on it, so it will be quicker to use. [95] [16:10:43] A bronze rune of Libila has been attached, so it will gather resources at a higher quality level (10%) [16:10:43] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [86] [16:10:43] It has been smeared with a potion of mining, so it improves Mining max QL [98]
  47. 2 points
    I like the rune changes for skills like mining and woodcutting, but really dislike that they now do nothing at all for harvesting. Don't see the point for imbues with the given formula, barely does anything at high skill and is way too expensive at low skill. Effectively it increases the average ql of what you gather by increasing the ql of the low and mid ql stuff. That's mostly stuff which you'd throw away if you don't have the imbue, and you'll mostly still throw it away if you have the imbue. Not worth it. (Please tell me if I'm completely wrong on that count, I'd love to be proven wrong on this one)
  48. 2 points
    Makes rifts even more pointless than they already were.
  49. 2 points
    So the bronze rune of Libila has just become absolutely useless for everything but mining. I'm sure this was all well thought out LMAO
  50. 2 points
    I think that that is a good change for the Runes. Gather skill Imbues on the other hand, doesn't feel worth it on the high end and they're way too expensive for the mid and low range of skills. To me it feels like a mismatch between effort and reward there, it's like it's aimed at low-mid skilled characters, but at that skill range you're far better off investing in enchants and high ql tools instead of in way too expensive bloods/imbues. So no, not convinced at all that those are worth it, it mostly leaves me wondering who these imbues are for. What is the target audience for this feature? How does this formula work for Weaponsmith/Armorsmith imbues and those like it?
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