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Showing content with the highest reputation on 08/01/21 in all areas

  1. 4 points
    Stanlee's Vynorium Emporium & The 100 Channeling Celebration Sale Custom enchants for your favourite gear tl;dr: WoA or CoC prices, assuming I can dispel: 80+ = 45c 90+ = 65c 95+ = 1s 100+ = 1s90c I'm only ever Stanlee ingame. No alts. The 100 Channeling Celebration Sale: 20% off of CoC/WoA when you get a FREE Stan-made tool! The spells: The Vynora spell list boasts a great many useful enchants. When an enchantment is "conflicting," I cannot enchant it on an item that already has a conflicting enchantment without dispelling the conflict. These spells are, as far as I can tell, listed in Dispel Order, which is a concept explained in the next section. The main spells are: Nimbleness (Nim) - This enchant makes it easier for your weapons to hit. Conflicts with Wind of Ages. Wind of Ages (WoA) - This enchant makes actions faster, while keeping skillgain/hour stable (in theory. In practice, the WoA accelerates your journey towards tempering, switching to another mining vein, or any other low-gain action, causing a net loss in skillgain/hour). Fantastic for making castles from assorted rocks at high speeds! Even lets weapons swing faster. Conflicts with Nimbleness and Blessings of the Dark. Frostbrand (FB) - Causes your weapon to do an extra, smaller, wound as frost damage. Conflicts with Life Transfer, Flaming Aura, Bloodthirst, Rotting Touch and Venom. Aura of Shared Pain (AoSP) - Reflects a portion of damage you take to the attacker. So long as they hit that specific bit of armour. Conflicts with Web Armour. Lurker in the Deep (LITDe) - Lets a pendulum locate special fishing spots, and even gives it a chance to say what special fish is at those spots. Conflicts with all other Lurkers. Circle of Cunning (CoC) - This is usually the big ticket item. For every 1 power of the cast, skillgain (not characteristics) is improved by 1% (multiplicative). This means at 100 power, it's almost like having sleep bonus active again! Conflicts with Blessings of the Dark. Mind Stealer (MS) - "Killing a non-player creature with a weapon enchanted with Mind stealer may transfer skill points to the player. When a creature is killed, the game chooses a random skill or characteristic the creature has, and if the creature has more points in that skill than the player does, the player gains points in that skill. The amount of skill gained by the player depends on how much more skill the creature has compared to the player, and the power level of the Mind stealer enchantment." This spell has no conflicts. The power and its price: When I'm able to dispel a cast, I'm able to use less ropes by using a method known as Dispel Casting - basically, existing enchants make it harder to improve a cast (though having no enchant at all is just as hard as a 100 cast). Why would you be unable to dispel? Well, when you examine an item, the spells, runes, and imbues display in a particular order. For instance, WoA is always before CoC. So if you have a 109 WoA you don't want dispelled, and you want CoC, I can't utilize Dispel Casting to my advantage. Anyway, here's the PRICES: So if I can't dispel (due to an imbue, rune, cast sooner in Dispel Order, or shatter protection you wish to preserve) yet you still want a high cast, the price must reflect that. Since if I did operate at usual prices without Dispel Casting, I'd be operating at a loss. So here's the prices if you still want those high casts, but you require that I don't use dispel: The shatters: Unfortunately, shatters are almost unavoidable. While there's a chance that your casts will go well over what you pay for (hooray!), there's also the chance the item will simply blow up (boo!). While Metallic Liquids from rifts can prevent this fully, it also means I cannot dispel CoC or Mind Stealer. And while Seryll may also avoid it, who wants to use Seryll items? Barring these methods, a shatter is rolled on every cast; so the higher the enchant I aim for, the most casts I have to do, the more likely it is to shatter. Improving the QL helps, but this is extremely minimal past QL70. There's also a rune that can reduce the chance, but this turns a 1% into a 0.9%. Here's some numbers. I have no policy for replacing items that shatter. If reasonable, I may offer non-rare variants of items at the QL given, but I also completely understand finding a different caster if something you love shatters. *The 100 Channeling Celebration Sale*: To celebrate me reaching 100 Channeling I am offering 20% off of all CoC and WoA enchants, but only if you're getting an item/resource that I am able to provide! This includes things like: Steel Skillers Oak Skillers Iron Skillers you'll imp up the moment you have it anyway High QL Rock Shards And more things that I can shatter freely with no consequence! So it does not include things with existing enchants, runes, rarity, signatures beyond my own. "But Stan, isn't this identical to your last sale" yes
  2. 2 points
    I remade all my Crate racks and BCU to Walnut, well because I like the color. I have decided I wanted to remake all my FSB's in walnut to match, however in the picture below you can see clearly the colors do not match. Is this intended to be that way or just a wrong mapping in the code? Walnut Crate rack Walnut FSB
  3. 2 points
    Auctioning this pretty shiny armor of mine. Gives +10% damage reduction due to rarity. Served me well during rifts. This auction comes with a lifetime free imping up to 80ql. Its color is purple. If you do not want the color, you can remove it using metal brush without damaging the armor. [19:50:29] A heavy and intricate set of metal plates, together covering the top of the body. This is a very rare and interesting version of the item. Colors: R=225, G=48, B=225. It could be improved with a lump. Comparison by Damage Reduction (DR): Better than regular steel (+5% DR) of the same quality Better than regular drake hide armor (only faster move speed) of the same quality Better than regular dragon scale armor (+5% DR and faster move speed) Advantage: Cheap to improve, in this case, free lifetime improvement You are shining from head to foot Starting Bid: 30s Increment: 2s Sniper Protection: 1 hour Reservation: Yes Buyout; 1g Auction Ends on:
  4. 2 points
    Welcome to Hellgate! Tired of Servers with fast skillgains and timers under a second? Are you seeking a new Challange for 2021? Bored because of Lockdowns? Look no further and join Hellgate today! map: Server Stats: 0.5 Skillgain 2.0 Action Timers Farmticks every 23 hours Deeds are free to create (with 1s in coffins) but have double upkeep and double the payout for templars Starter Gear: 5ql leather set, 5ql longsword, 10ql tent, 1ql steel and flint, 30ql mallet No Metal or Rock Veins (rummaging for iron, collapses for everything else) No Clay, Peat or Tar on map (need to transmute your own tiles) Characteristics start at 10 Skills start at 1 Priests: Vanilla mods currently: Add Kingdom Items Archeo tweaks Archery building skill mod (x4) craftable pauldrons cropmod (crops do rot, but increased harvest by +1) DUSKombat inbreedwarning (might be removed, not sure about this one) milkreset (23hours, GMlvl 0 - /milk) more craftables (only epic structures enabled) skillmod (2x meditating, 3x weaponsmithing) Starter Gear Tabard Mod taxidermy timerfix upkeepcosts (double upkeep, double pay for templars) mods of interest (will ask active players before adding any;)): Survival mod (if i ever get it to run the way i want it) anything else that makes the server harder mods that wont be added: anything to make the server easier, e.g.: anything to make priests easier/better, dig to ground, one tile mining, ...
  5. 2 points
    3 months in the making now, surely these videos have to be pretty impressive in quality to have not even released one yet? Especially since they're not even meant to cover advanced topics. Polk released several over the course of a couple weeks on topics as advanced as pvp. Or has the plan changed?
  6. 2 points
    I am working on some no-castle but nice design of the rancher house and my deed shoreline. I am thinking about building 1x1 house inside colossus to illuminate it fully, anyone tried it? A road engineer pulling all-nighter to design a new road: View from my balcony: Platinum Marina and Vynora memorial at night.
  7. 2 points
    I have noticed this too, I feel as tho the great move to shaders for wood color was abandoned because it seems like they just stopped converting stuff half way through. I really wish devs would finish them all and then do it going forward for new items.
  8. 1 point
    Map dumps, when? Please note that this may even be of more significance for NFI as these are the first map dumps ever. Thank you.
  9. 1 point
    Due to the lack of population on Epic, Uniques have begun to torment the lands, and are becoming a large, near unkillable plague. So I just suggest perhaps making them about 15% easier to kill on Epic, to compensate for the low population, which as it is makes organising a slaying a bit harder. In addition it could also perhaps include a 5% extra hide / scale drop, due to the fact that slayings don't happen often at all, infact they are more of a rarity.
  10. 1 point
    Hear ye, hear ye! As of earlier today, I've refounded the Academy of Enlightenment. A small hint to its predecestor on independence ran by me and Dannyiron from 2009 to 2013 During its 4 years of being around the Academy was home to a several dozen players, many were tought the basics of Wurm in its crude basic form, while some quit, others stuck around becoming long term players of wurm. I have noticed during the past 4 months on Northern Freedom Isles that no such thing as a newb academy exists, or at least that I am fully aware off (correct me if i am wrong). Our goal: Help new players find their way into Wurm and earn their footing, hopefully making them long term players as Wurm notoriously has a steep learning curve and low new player retention percentage. Who am I? Most know me as Elwood from the Southern Freedom Isles, born on Jenn-Kellon home before migrating to independence to join Dannyiron as a elder before eventually moving across the servers throughout the years. I have been a CA myself so I know how important certain aspects are to new players and how to keep their interest in the game. Elder Team: Elwoode Ilyich Quelliz Allies: Genehunt Location: M-16, just off the highway east of Overture How to contact us? Either pm Elwoode ingame, or Elwood2 on the forums, if you cant wait you can head over to our discord server and file in a request and we'll try to get back to you as soon as we are able too. https://discord.gg/rZNBPDRuRk Sponsors: Shout out to Dunsel for providing us with horses! our grattitude cannot be expressed with words! Progression of the deed
  11. 1 point
    We are located at Sklotopolis on Harmony f,g 14/15 on the ingame map, north from Heartland. Wagooner Didi ondeed. Runed c 99 Mailbox ondeed. Sermons we hold also here with a nice 24/7 group, 6 listeners online most time, with free food and water, if i have u on my friend list xD
  12. 1 point
    https://www.wurmpedia.com/index.php/Quality_level has the latest changes to quality curving, but it's missing the rule of 70 " 110628 Full loot reinstated The partial loot system was abandoned in it's cradle and full loot is reinstated with some major improvements to armour instead: The rule of 70 is applied to armour, which means that armour (like weapons) is 91% effective at quality level 70. At quality level 30 it is 51% effective. " Weapons and armors use this curve, and the curve is applied before the recent "effective ql" change so for example a ~6ql weapon curves up to 30ql, which is 51% effective, or half the damage of a 100ql weapon. This uses the same formula as the "epic curve" which can be seen/compared to the numbers in the patch note at https://www.google.com/search?q=2x-(x%2F10)^2+from+0+to+100
  13. 1 point
    Is it only me who think that 2/3 rifts on NFI starting at the same time is a bad game design? Today on Cadense we have awesome time at massive rift (apart from the terrible massive lags), there was 150+ people in local, 2000+mobs was killed. It was 4 hour rift with lots of rift points to all of us. It was really great time! And in the exact same time on Melody there was 17 people at same 4 hour rift, that was closed right after Cadens rift. We have only 2 rifts at week on NFI and even less if we not always can be there at time. And if some of us want to close 100 rifts for journal... I dont even want to think about it... Isn't be right to separate those rifts at different days so more people have chance to participate? And some pic from Cadense rift:
  14. 1 point
  15. 1 point
  16. 1 point
    I'd use Stanlee any day for my enchants. In fact, I already have - he's the best and hardly ever returns tools smelling suspiciously of strawberry.
  17. 1 point
    This is not a game where you reach 100 rifts in 34 weeks. (3 servers once a week), listen to what the older players tell you and calm down. We had two rounds of rifts so far. It seems more normal that it takes over a year.
  18. 1 point
    I'm mainly talking about Deskjet if I'm honest 😜
  19. 1 point
    I resent that remark.
  20. 1 point
    The northern areas seem to be less inhabited than the southern areas. I live on the inner coast at E15 myself, and there is lots of space to my east that has previous terraforming along the highway and such, so lots of pre-flattened areas but still quite a lot of wilder areas with hills and mountains too. I made the move from Release to Inde a bit over a year ago for the same reason, and I have loved it even though it was sad to leave the server I spent my first 3 wurm years on. It was just too quiet
  21. 1 point
    I am not liking the mine settings for Freedom because u cant build houses off deed unless a tile away from the walls while on PvP you can build houses against the walls - same with gates like i am really finding it kind of stupid how that works i think u should allow at least people to build gates in mines off deed. "Against Walls" And i believe alot of people would find it helpful if they are building in a mine where other people are living so they can at least put a gate to stop people from taking their stuff if its in a open area in a mine.
  22. 1 point
    Yes, you missed something. It seems that when Harmony - and Decadence too, if that had a rift - was coded, the usual rift sequence was added to it as those were the two first servers to open. However, somehow when setting up the other two servers, things got wrong or were forgotten, resulting in both servers having to open their rifts right away, instead of having the two day beacon. I'm aware it's an inconvinience, but rifts do spread out over time, so there's nothing to worry about. As for spreading them out, it's simply going to happen due to the amount of players. Which is going to be depending at the time zone the players live in. Since all Wurm servers are global servers and not every player can be online 24/7, the amount of players participating in closing a rift will vary. And the less people there are - I've been at a Xan rift where only 5 people were present - the longer it'll take to close a rift. The one at Xan took us close to or even over 12 hours. Which also means that the next rift did appear 7 days and 12 hours after the previous one appeared. No it isn't. Bad game design would be to have a rift spawn, open it up 2 days after and then setting a time lock at it to close; no matter if there are people fighting there or not. Imagine what will happen if you were fighting the last wave, close to kill the last monster so you got enough hearts to sac and the automated rift closing gets activated, leaving you with some nice stats, but no goodies. I'm quite certain the forums both hear and at steam would explode. Or imagine that a rift will auto-close and spawn the goodies. Barely no-one would bother to fight the monsters, given the "why risk my hide if I can get the stuff for free after 'X' time?" That means players would just camp near a rift, wait for it to auto-close, harvest the crystals and wood and return to their deeds. Rifts are community events, in which it is the task of the community to deal with whatever is thrown at them. If the participation of the community is taken away, the entire idea of the rift has become worthless and could as well been taken away. Being a community event, also means that it depend at the community how long the event last. And like I said before, given this game uses global servers and we can divide the Wurm population into 3 groups (Europeans, Asian / Australia / New Zealand and North- / South-Americans), as well as they will open at weekdays, there will different numbers players present to close a rift. That too is the joy of a rift. Sometimes you will fight it with 50 players and sometimes with 5. But eventually a rift can be closed; you just need to adjust your tactics. That isn't bad game design, that's how community events are supposed to work. Like it or not. Thorin
  23. 1 point
    sometimes packing dirt tiles, like pack every 10th or 20th tile, as long as you can find one of them you can usually scout in a circle and find the next, then scout for the next... it does however require a shovel.
  24. 1 point
    You call it 'bad game design' - but rifts are spawned based on when players closed them last, they're not purposely coded to happen at the same time - so you (players) can technically adjust this if you want to hit both. Either hold off going after one together, or stretch them out so they're not lumped on top of each other. It WILL spread out over time. It just happens that right now, you're finishing them at the same time on each server.
  25. 1 point
    I honestly don't know why a coffin should provide better protection than a chest. Protection is one of a chest's 2 functions.
  26. 1 point
    Bump! It's never a necro if we don't let it die!
  27. 1 point
    i agree, you should always be able to build directly at cave walls
  28. 1 point
  29. 1 point
    I really dont think the game is losing players due to this. The game has kept around 1/3 of the population burst from steam, honestly I'd say from a niche game that's pretty good. New players also have a ton of opportunity to earn premium, personally I've been having one doing tasks for me and he earned half a months premium yesterday. What the game really needs is to be further advertised to get more eyes and hands on it.
  30. 1 point
    Because it was a gamble. I think we all know Wurm needed the revenue. The fact that WU got discontinued in support and updates is a huge red flag. It's not a tiny example at all. Rather it is a chapter in the same pattern the devs have tried over the years to increase player population and in the long term (which is the spirit of Wurm itself, the long term) it didn't work. You open up new servers, get a population spike then the player count drops again. Time and time again this happened. Personally I feel grateful that Ether is providing us with actual facts and numbers and not speculation. That data is crucial to know what is happening to a game and what can be done to change it for the better. As a sidenote, anyone remember when Blizzard stopped showing the number of actual subs because they dropped to such a low point, they wanted to hide their bad decisions from the players instead of making better changes?
  31. 1 point
    The server cluster "Epic" wants to know your location. Jokes aside, as someone who played in the 2012-2018 era on Epic, it actually did die off. The fact that there's 20 players there still playing doesn't mean it's alive or healthy. It's more about some people playing epic in a single-player experience mindset in an MMO. In 2014 at our worst of times we had at least 20 players online at any time on any epic server, for a total of around 80 players in the cluster. That on the worst of times. Usually we had 300 online at any moment, peaking to 900 in the good days or weekends. The fact that the game can "survive" with a minimal playerbase of a few hundred players doesn't mean it will survive as a good game. Too few players = less revenue = less money to develop, enhance, fix bugs, add content, market, etc for Wurm. Wurm might be able to "survive" on scraps, but it doesn't mean it will offer a quality experience. So yes, the data shows a trend that Wurm is going downhill and I really don't understand the argument " Wurm has been dying for years and it's still here.".... Well yeah, with that logic, "I've been smoking and drinking for years, and I'm completely fine, they're not dangerous habits" .... until the day arrives when you count the cost. The reason I keep bringing up Epic in these player population scenarios is that it's a case study on what happens when the population drops beyond a critical mass. IT doesn't go back up! It's similar to a wound on a body. If it's severe enough, the body part won't heal, you'll lose it. The reason player population is so imporant, is that if the same situation happens on SFI (it's happening), once the player count drops low enough, it won't pick up enough steam ( no pun intended) to get back up again. New players get the "ghost town experience", think the game is dead and don't get into he game in the first place. Ask Epic how that experience works. There are more uniques alive on epic than there are playing people. Login as a new character and just wait a few minutes till a dragon pops up with a ketchup bottle ready to eat ya.
  32. 1 point
    What could also be cool is some sort of welcome back journal if you've been inactive a while and were one prem, bunch of tasks to do when you get back to the game with a premium time reward. It'd give people a sense of purpose straight away and hopefully give them the itch to continue playing.
  33. 1 point
    Of all the things that have taken my breath away, seeing my first Wurmrise from the starting area on Jackal was certainly one of them.
  34. 1 point
    These threads are cute. I've been playing for over 13 years now, and they pop up all the time. "The game is dying!" "How will it possibly survive!" - and yet, it does, and will continue to do so. There were years when 200 players total (including alts, NOT unique) for SFI would have been a 'good' day in wurm. "The Great gamble" - you make it sound like more than it is. Nothing has failed and to deem it as such after a TINY example of the life of Wurm, is doing the game, its loyal developers, and players, a disservice.
  35. 1 point
  36. 1 point
    So if I understand correctly, for the few hours that people were able to purchase moonmetal with Marks, they got 99ql metals. Since then, people have been buying up and hording these same 99ql metals. But now you limit all future moonmetal purchased with marks to 80ql. Once again allowing the influx of items into the game, that you did not intend, but happened anyway, and your fix is to leave those in the game but remove the ability of others of getting the same quality item. Thus once again creating an unbalanced situation between those that were able to take advantage of the mistake that lasted a few hours and those that did not. We all could see what happened when the moonmetals were put into the NFI servers on launch, and the prices demanded from those lumps and items crafted from them, because of a mistake. Now the same thing happened again, but I think even worse this time, because now you have people with 90+ skill that will want access to those 99ql lumps, with very little chance to gain access to 99ql moonmetal from any other source.
  37. 1 point
    The message was removed from the client a couple updates ago.
  38. 1 point
    yah time fly when you have fun but not that fast, it was the 2020-12-29 we talked on GL about that sign. So its a week today. But Im happy to hear that its taken away now
  39. 1 point
    That was magnificent! I love how nervous the brothers got when it was 5 minutes before start. The whole thing was intense! Also I must confess, I never knew there was a tunnel through that last mountain, I assumed everyone would take the way West around it. Which still seems the fastest... The worst mistake I made was clearly to wait with forming the team chat. It should of course have been up while people were scouting. I will take the brothers' advise and publish any further race I make in Town Square, and maybe in Global Chat, if the mods will allow that.
  40. 1 point
    To attempt a visual explanation of why people are mad.. Here is the current comparison between the old imbue and previous imbues. People don't have an issue with 1-80. People have an issue with 80+. What you need is a function that works better than the old imbues at early levels, but worse at higher levels. One already exists that could accomplish this goal. The epic curve. This isn't perfect, but it's a hell of a lot better than what was put out there. Beyond that, if you had actually taken the months of time to actually consider your options and spent even a single day crunching numbers to figure out the math you wanted, you could have come up with a function to easily match whatever you were actually looking to achieve instead of the released linear progression which is just a slap in the face to everyone. Some examples using the method f(x) = ((x/100)^b)*100 where x is skill and b is a value to determine the strength of the curve. This function is outrageously simple. Divide by 100 to get a value less than 1, power to a variable 0-1 to get a higher value that remains less than 1, then multiply by 100 again. This took mere minutes to think of. To me, the function b = 0.5 is very similar to the progression by the new formula, but offers better results towards the end. Here they are overlayed: Now this isn't perfect, but this at least allows 80QL veins to offer 90QL ores. The results towards the end are roughly doubled and offer about a 50% increase towards 100 instead of the existing 25%. Meanwhile, it doesn't break the game and allow people with 20 skill to mine 60QL ores in the event of a linear function. Its most potent application grants +25QL at early points in the progression. TLDR: The new formula is overly simplistic and does not actually solve the problems properly. Instead, it's an underhanded mega-nerf at those who have invested in imbues in the past and spent their time grinding their skills to make the most use of them. Meanwhile, the people who benefit the most from the new formula are those at early skill levels who, quite frankly, don't have imbues in the first place.
  41. 1 point
    There are some really beautiful moments in this game that I just have to capture and share "Jacalina" Map - Melody.
  42. 1 point
  43. 1 point
  44. 1 point
    A cozy evening inside at Lorewood.
  45. 1 point
    The Misty Valleys of Release...
  46. 1 point
  47. 1 point
    Here's a shot of an eclipse on Harmony yesterday.
  48. 1 point
    Oh I don't know... Population is definitely a strong indicator of an mmorpgs popularity and retention capacity. As to the overall "health" of an mmo I'll agree it is somewhat debatable; from a corporate view mmo health is measured in expenditure vs income, whereas, to a player, the health of an mmo is largely weighed in terms of stable population. Stable population here is the term; player count tracks the population a player will see. So, it's definitely a strong indicator of player perception of mmorpg health. However, I will concede that there are better measures for actual player count (a counter that only increments when a unique IP logs into a unique character within a 24 hour period); such data would be a welcome addition to the public domain as it would give a de-facto answer to the player's question of wurm's health. I suppose here we break into the question "if your players think the game is a ghost town mmo, does that make it one", and that's beyond the scope of my study.
  49. 1 point
    I wrote a thing a little bit ago in an attempt to help out that one guy, that one time. Someone told me to make it into a guide, and I just haven't gotten around to it yet. So here it is, in a very unedited / raw version. Hits some of the talking points that highlight some of the mistakes and assumptions that tend to mess up new players. .... Don't Equip Your Tools We're not that kind of MMO You Actually Need the Items in Your Starter Kit Starter Kit Key Items Wurm Will Overwhelm You; Take It Slowly Wurm Content & Player Gameplay What To Do When You Don't Know What To Do Wurm Will Not Hold Your Hand
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