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Showing content with the highest reputation on 08/03/21 in Posts

  1. 6 points
    I'm quite saddened by the prospective "overhaul" as well. This is not an overhaul. This is a bug fix that should have happened years ago. Crits working on pve? Lets see, most games implemented....20 years ago. The fact you couldn't actually score a crit hit on a pve mob made wurm stand out ironically. What wurm combat is in modern terms is an autobattler with a click button for focus and direction. And the click buttons are pretty much useless, the only interation that matters is when do you run away from the mob/can you run away. I'm terribly unconvinced that wurms dev team will be able to balance mobs CR (rift mobs anyone), and it's been known for years that mobs had essentially infinite stamina, so you could special move them to death, it would never bother their stam and reduce their combat effectiveness on that front. These are flaws in the game play design. Simply removing the glaring flaws doesn't make it an overhaul if you don't add productive, beneficial, worthwhile player agency to combat. Orrrrrr you can remove the glaring flaws and leave wurm at it's autobattler finest (even if it tends to bug out). One of the things I find fascinating is that people like to hate on the wurm combat "log spam" and thats fine. But one funnest games I ever saw do this was dwarf fortress, because the it gave the impression it was telling a story. It was quite easy to read the log spam of a fight and feel like you were getting "into" cheering for your dorf, or watching it die miserably to a kitten. Wurm's combat logs haven't changed in the 10 years I've been playing and have afaik no actual bearing on what happens in a fight, if you glance an attack it picks from 1 of 2 or 3 "glance messages". Things like this kill any immersion for players in even reading combat logs as they scroll by because all you need to look for is green and red lines. Wurm combat is the worst in any game I've stuck with, but once I realized it was only automated combat and all I needed to do was to watch for when to run away, because mostly skill and gear don't really matter, combat made *so* much more sense.
  2. 5 points
    Puppeteering needs a stage or a booths that the puppeteer can stand behind. Need puppet animations and audio and sounds coming from the puppeteer. The bigger the audience the more skill gain you get. This will have puppeteers lining up like sermons. Some type of happy buff from attending a show. More puppets and scripts. Any other ideas?
  3. 4 points
    I am NOT asking the wurm devs to create/add totally fresh NEW animations and/or sound, although it is much needed. All I am asking for is to use /re-use existing elements to make imping/creating/performing actions more fun and less boring and text-based ( eyes glued to event window ). Example: You are standing in your house and imping your cloth (armor). - You see NO animation at all - No sound at all ( I know its hard in this example, maybe a scissor cutting sound? ) All we are focused on is the event window with the progress bar/timer. - Smithing -Why doesn't smithing have any animation? -Why can't we use the same animation for packing/chopping up wood etc for smithing while standing close to an anvil? That would make it look like you are actually hitting something while smithing! Maybe not the best idea since you're using 2 hands with a shovel and 1 hand with smithing but you could simply make it a 1 hand action and shorten the hit range to make it look smoother. - Mining You hit 2 times, you hear 1 ticking/mining sounds. why? Why can't wurm use a sound effect that actually makes a hit-sound when you come down with your pickaxe? this is not that hard or impossible since it is already happening with woodcutting. It looks like someone forgot the mining part and left it there. - Farming You rake, you see an animation and hear a soundeffect. Cool. Why is this left out of harvesting? it does make the same sound but suddenly it is too lazy to actually animate you raking/picking up harvest? again, it looks like a dev once made it and left it there to be forgotten until someone complains about it. - Archery Let's say you queue up 3 actions ( 3 shooting actions ) : - when you start with the first arrow, player doesn't flex it's box and an arrow magically flies over to the target. - Only with the second arrow, the animation of flexing the bow starts BUT it stops flexing prematurely before timer is over and another arrow magically flies from your top of the head to the archery target leaving you thinking that you don't need bows at all. Just fart the arrow away - Ships/Sailing You raise the anchor and start sailing with your , lets say, sailing boat. You raise the sails and go fast. Then you decide you want to go a bit slower because you are approaching something or simply want to park your boat. The boat makes the same sound effects as if you're boat is riding through marsh/foliage while there is NO foliage at all in the middle of the ocean ( obviously ). Either check for water depth before making the sound or simply change/remove this sound effect. - Firemaking You grab your steel & flint with a kindling in your bag and start to light the oven/forge and hear a flint hitting to light your forge/oven .cool! Now you want to do the exact same action to make a campfire but then it suddenly has a brain fart and forgets that you're using the same flint for the same/ similar action. There is no sound of you hitting any flint and a campfire magically appears. These 2 actions are exactly the same. Why does a flint make noise on ovens/forge but not when trying to make a campfire? have you ever seen survival shows? Have you heard the sound it makes to start a fire with a flint :P? - Milking: Why on earth do we hear a sound effect AFTER milking and not WHILE milking? Either make the sound effect longer or simply use another one that can be used just like any other continious existing sound effect (building, foraging, botanizing etc ) - Praying: Let's start with the positive again. You actually kneel and pray ( the animation ) ! Great! Maybe add a very low (human) mumbling/whispering noise (any random language/non-existing language )when someone is praying at an altar? This example is not something neccessary but would add something nice to the praying part
  4. 3 points
    Has anyone seen a character make themselves Rare? My Wife recently did when she cast Oakshell on herself during a dragon kill. She didn't even realize it herself. She had multiple people asking her how she did that. https://pasteboard.co/JRBXiZs.png
  5. 2 points
    Wurmpedia states in https://www.wurmpedia.com/index.php/Archaeology_journal: "The amount of fragments a player may find is determined by their archaeology skill and the report's quality with a minimum of 10 fragments." "Report quality dictates statue fragment count and the quality levels and numbers of the items found within the cache." Whilst I believe this is correct, I also believe there are even more factors at play, some of which may affect the TOTAL number of (any type of) fragments found. Today I uncovered some caches from fully complete reports of varying qualities. All of the following caches were uncovered on the same day using the same toon, from reports investigated by the same toon: QL of Report Total # Fragments Token in cache Abandoned In Occupied For Name of Deed 65ql 12 82ql copper 70 years, 5 months, somewhere around the year 1029 3 months Dark Wood 75ql 12 87ql seryll 56 years, 10 months, somewhere around the year 1043 2 months Corley 60ql 14 80ql brass 76 years, 2 months, somewhere around the year 1023 7 months Siren's Call 79ql 14 89ql iron 18 years, 1 month, somewhere around the year 1081 24 years, 9 months South Plains Farm 80ql 16 90ql electrum 72 years, 11 months, somewhere around the year 1027 8 months Step By Steppe 85ql 16 92ql brass 63 years, 11 months, somewhere around the year 1036 6 years, 3 months Point Lecter I have sorted these records by the TOTAL number of fragments found in each cache. If the total number of fragments in the cache was solely dependent on the skill of the player and the QL of the reports, we would expect to see a direct co-relation between the QL of the report and #Fragments columns. This is just a small sample, but whilst there could be a slight relationship, it is not conclusive. There does however appear to be a direct relationship between the report QL and the QL of the mini token produced. We definitely need more samples, so I will try to keep records of future caches. An interesting study would be to identify the contents of the caches and compare the results including and excluding statue fragments but this falls outside the scope of this small experiment! The results do not necessarily mean that Wurmpedia is incorrect in stating there is a relationship between report QL and numbers of items in cache, but rather that there may be more complex factors involved. More Data (27 Feb 2021): More Data (02 April 2021): More Data (19 April 2021):
  6. 2 points
    Ran into this cool place. The surface mining is like nothing I've seen before. I forgot what server I was on. Anyone know? I would love to go back and see it again. Worth checking out. Excuse the color and lighting. I had issues back then.
  7. 2 points
    I'm probably going to look very foolish if this is already possible, but it would be nice to have an event tab that only logs important events, such as receiving money, receiving mail, running out of upkeep, premium expiring, getting banned for calling Retro a piece of ######, etc, without all the other crap about walking past a bee hive or standing too far away from a container etc.
  8. 2 points
    Oh my this thread could lead me into the wurmhole of looking through old screenshots I will resist, but one of those memorable things for me, and I suspect for most newbies, is the first times you see someone turned into an illusion by a yellow potion or a hit from a GM wand. Older players are now well used to seeing all sorts of these, like dragons, baby unicorns and even boats on horseback at events, but in the early days it was always a bit of a confusing thing One of my early encounters with a friend who liked to imbibe yellow potions Simply riding through starter town, wrong place wrong time, I got turned into something by a sea serpent, which I was totally freaked out by (think this was Astarte but maybe another guilty gm )
  9. 1 point
    What are the chances of introducing Epic <-> Freedom both way skill transfers? Of course with proper scaling. Currently, most people do not even consider playing on Epic, knowing that their progress (skills) won't go to Freedom in any case. Not gonna lie, it's not like many players would play here if transfer worked both ways, but I have heard in past years from few players that they would return to Epic if that was the case. Also, new players are not interested. I have seen many new players settling here and vanishing, sooner or later, after few weeks. They see an empty server and just leave. Sooner or later they realize that there is no point, couse they gonna stuck here with their skills in case they changed their minds and would like to go to Freedom or Chaos. It is not for me, I'am gonna stay on Epic anyway. Wurm is all about character progress and bending world to our will, and I put too much time in both to go somewhere else. If those transfers were introduced, then maybe some players could decide to return to game or play here, thus this server could get a little more life. That's all I'am asking for. Greetings
  10. 1 point
    Hello everyone and welcome to sSmokes' Steelworks! I can currently imp armor up to 80+QL (85QL Coming soon!) All armor that is sold and improved are done so past their QL to the next time a resource is needed to imp. (i'll imp past the desired QL until it needs another lump to imp). This results in armor that has a range of QL, often several points over the desired QL. All helm types are available. When ordering a set please advise which Helm type you would like: Full Helm, Basinet Helm, or Open Helm I only deal with STEEL in regards to armor. If you require other metals or chain, please visit Xerxzies Shop. Number of items I've turned rare by imping: 1 Rare Glove, 1 Supreme Legs! ***NEW***Archeology/Restoration! ***NEW***Meditation, Rune attaching, and Priestly things: Armor imps using your metals (including moonmetals) METALURGY SERVICES OFFERED! Currently in Stock: 80+QL Steel Platemail Set x3 90QL Steel Platemail set x1 70+QL Steel Platemail set (x1) Currently in progress:80+QL Steel Platemail sets PRICES!!! Bulk Steel sales: New Carpentry and Fine carpentry items! All prices above do not include shipping. All armor sets are sold and shipped inside of a backpack. You can either post in this thread, PM me on the forums, or in game: (NFI: Ssmokes) Thank you for your business! ~sSmokes
  11. 1 point
    Knights of the Grizzly The settlement's goal is to create an atmosphere of merrymaking and establish a cooperative village with specialty skills and aims. Location: T20, Cadence Village Members: 9 Alliance Deeds: 7 The Knights of the Grizzly is the capital of the Western Union Alliance on Cadence. The Western Union Alliance was first founded on Deliverance many moons ago, around 8 years ago...when Wurm was young. First, we spread to Xanadu, next to Pristine, then to Release and Independence. Initially the alliance appeared in the Northern Isles on Harmony and colonized our home on Cadence. We strive to attend rifts at least once a month and have plans for additional events once deed construction is completed. If you are interested in talking with us, look in the game for Grizzlygrump, Rkjasminth or Trison.
  12. 1 point
    What is limiting Wurm from animations? Is it the game engine or the development? Wurm needs to do whatever it takes to get animations in.
  13. 1 point
    For praying we could have Gregorian chanting
  14. 1 point
  15. 1 point
    All sent out! Including your free tool as well! Thank you and enjoy!
  16. 1 point
  17. 1 point
    I've been supreme once. Thanks to @Malev's Oakshell cast.
  18. 1 point
  19. 1 point
  20. 1 point
    Well, no, it is an option. Not your preferred one, obviously. Maybe objectively suboptimal so not for min/max play but from an RP approach a perfectly valid choice. Or maybe it isn't even athiest so much as "none of the above". 😁
  21. 1 point
    +1 tie it to a new skill could be tied to some form of map-making JS
  22. 1 point
    Cadence Northern Lake August 2020 March 2021 The Watchers Above Our Beds
  23. 1 point
    Hear ye hear ye! Now open for Knarrs, Sailing Boats, and land travel! Cog, Corbita and Caravel access is still in progress! The floors still need reinforced/strongwalled too if anyone wishes to help.
  24. 1 point
    Yeah, that's precisely what gave the wrong impression. Turning Wurm into non-target where you have to actually attack something in physical space using collision is what I was originally implying would be unrealistic. I still stand by that statement. However, it sounds like your intention was much closer to grounded in reality, so I apologize if it felt like I was attacking your post without reason. Transforming Wurm Online's combat closer to what actually works in MMO's is exactly what I'd like to see as well. We could spend hours debating the finer details of what to define Wurm's current combat system as. Turn-based attached to real time? Tab targeting without the ability to tab? There's a lot of different ways to describe it... which is exactly part of the problem. It needs to have a clear design and meta-game. Right now, it's a very passive system which doesn't require nor encourage user input during combat. I'd like to see something that allows players to have some agency over their combat experience, and I think that's what you're asking for as well.
  25. 1 point
    I like dioptras, more functionality would be great.
  26. 1 point
    also these should look more like
  27. 1 point
    Yes please! Wouldnt mind table lamps w/ candles either!
  28. 1 point
    Current: Would a change to the Trade Chat Etiquette similar to this help? Thank you all for the feedback!
  29. 1 point
    Why not, more decoration, so +1
  30. 1 point
    I'm imagining a scenario with this auto-climb, I'm a -1 on the OP btw. A noob is walking along, hits a steep mountainside, decides to keep walking, doesn't notice his auto climb is on so higher and higher he goes til he's out of stamina and wheee down he falls to the base where he promptly dies. yeah, i'll take a hard pass on the idea.
  31. 1 point
    I just wanted to thank you for talking about this, I didn't know there was a minimum of 1 silver and that the default 11x11 is way below that! I just expanded my deed to be 20x25 (500 tiles)! I think this thread will be very valuable to new players or those interested in Wurm and worried about how much time they will need to invest to get things done.
  32. 1 point
    Yeah, sorry but that's simply not realistic in any way. What's also not realistic, is the amount of time taken to work on this "overhaul," if it can really even be called that. It begs the question; what really has been going on for the last 8? months? What plagues this games development cycle so extremely that what boils down to a UI + mechanics improvement takes months? Have contractors been looked into since we received the roadmap? Is there a lack of volunteers? It's genuinely worrying considering the amount of money spent by players, and it's nearly been a year since that influx began.
  33. 1 point
    [starts wall of text] I don't have a nice training video, but here's what I've learned over the past (6) years: 1) Don't use the auto fight option. Switch to manual, as you may be able to defend and attack better; 2) Get yourself a height advantage. Not just by moving to higher ground, but also from horseback. Riding L-carts or Wagons does give you that advantage, but also give you an increased difficulty, so avoid fighting from those until you're at the higher ranks. A good way to check is to attack something from a L-cart and see what colour the arrows showing what you are attacking at the oponent are. Green means you will most certainly hit; white means you may hit or miss in the same rate, orange means you may occasionally hit and read means you will miss most of the time. 3a) Don't call the guards until you really have to. Guards - both the tower guards as the spirit guards - give you a reduced FS gain compaired to solo-ing a monster. Therefore it's better to postpone calling out to them, as to immediately call out on them while you may be able to defeat that monster you're facing. 3b) Related: Running away is not a sign of cowardice, but a sign of common sense. Running away from a monster means you may gain some distance to enter a safe area, to heal up and to get into the fight again. There's no need to fight 'til the end, if you know that end is more likely coming for you earlier as it is for the monster. Considering only Trolls (afaik) are able to regenerate, healing yourself up gives you that edge you may need early on. 3c) Also related: travel light. Especially early on. If that means you need to drop ###### because you're under attack, drop it. After that monster is defeated you can pick is up anyway. But when the monster defeats you, you're left with almost nothing. Which is a lot worse if you can't remember where you got killed in the first place. 4) If you have one, drop your tent, then try to lure the monster away from it. You got 3 optional spawn points in this game; your tent, a starter town (or multiple at some servers) and your deed (if you have one). USE them. Drop that tent, lure the monster away from it if you think you can't defeat or outrun it and try to kill it. If you got killed, you will spawn nearby and with some luck close enough to get the items of your corpse, without agro-ing that monster. 5) Don't ditch the starter gear for something better. This may be a controversial one for some players, because of the "higher qlis better" mindset, but it doesn't always work like that. Each and every new player start out with a nice 50ql longsword, a nice shield and 50ql leather armour. While 50ql doesn't seem much, it's basically just as good as 70+ ql items made by players because as a new player you got no skill at all in the use of it anyway. More important, when you - as a new player - die, all starter items are on you the moment you respawn. Which means you will respawn near your tent, on deed or in a starter town (depending at which option you choose) with your full gear and full health. Which also means that you're able to attack that monster again, without having to worry you will loose your gear. Now, imagine you're a new player who's bought that 90ql rare huge axe with all those high 90 - 100 enchants on it, as well as 90ql Drake armour with Web-armour or AoSP at it and you got killed in the middle of nowhere by a bull and you can't remember where...... I'm certain a player stumbling over your remains 4 days later will be very, very happy. Another reason why it's controversial: When this game was released, players started with no weapons and armour at all. Later that got changed to being equipped with a 10ql small wooden shield and a 10ql (I think it was) short sword. With the current equipment new players are a lot safer as they used to be. 6) As for gear: Stay away from plate until you got at least 40 body strength. Plate offers more or less the best damage reduction, but it's so heavy you almost need an engine in it to move forward. Not to mention, because you can't move fast, your dodging is terrible A lot of players are still using Studded Armour, even at higher levels and the reason for that is that studded is one of the best armour types for both offence and defence. Studded armour has a better defence vs both piercing and slashing damage compared to leather and is certainly better when being confronted with the blunt damage troll clubs do. Drake is basically Studded Armour on steroids, but it's expensive. (Dragon) Scale armour is plate on steroids, but expensive too. Don't buy these two, unless you intend to play this game for a long time. Chain mail armour has the best defence vs both piercing and slashing damage - which is done by almost any monster - however, when fighting a troll you will end up with lots of bruises. 7) Make sure you always have some cotton (strings or pieces of cloth), healing covers and farmer's salve with you. Those three items are able to heal you up, but also can turn a severe wound into a light or medium one. Which means your chances to survival are a lot better 8 ) As mentioned earlier, in manual fight you're able to choose where to attack your opponent, as well as where to defend. And this is most likely the only spot ingame where a left handed player has an advantage over a right handed player considering you can use your right hand to pick the numbers from the number pad, or the cursor keys to move. The combat tab shows you where your oponent is planning to attack you; meaning you can use the number pad of your key board to defend yourself into that direction. Using the number pad, you can also choose from one of the 9 options where to attack your oponent. 5 is the default setting, meaning attacking the body of that monster. 1, 2 & 3 are the lower parts of the monster 7, 8, & 9 are the top parts of the monster, including its head; 4 & 6 are the left and right side of the monster. Leaves the "0" (zero); which is meant to focus; which will give you a small edge if you increase it during the fight. What I usually do in a fight is picking a spot to attack; i.e. left arm; and move 3 positions clock wise or counter clock wise over the number pad to switch my point of attack. For instance:5 (starting position; 4 (left arm), 9 (right shoulder / upper arm), 2 (lower body / crotch?), 0 to focus, 7 (left shoulder / upper arm), 1 (left leg / foot - and breaking the pattern; 0 to focus; 8 (head), 4 (left arm - 6 step pattern); 2 (lower body / crotch - to break the pattern again and going into counter clock wise order) Usually by then the monster is dead; unless it's a tougher one like a champion or one having a certain condition. What I don't do, is using the special attacks. Those consume lots of stamina; which you will need if the fight is going on a longer time. 9) Then we have fighting stances; The game got 3 different stances, all having it's (dis)advantages. For "sword (or maul, axe) and board", using defensive or normal fighting stance works best. The shield will add a bit more defence and resistance to you anyway, however you won't hit as often in defensive stance as you would in normal or agressive stance. In agressive stance you will hit most often, but you are also more vunerable to being hit by the monster. It's not something I would reccommend to new players. However, it works quite well when using a L-maul, huge axe or 2 handed sword. 10) The easiest way to train FS is by using your starter longsword and cut down trees. It works to get your FS up to 20-ish skill, while also training your longsword skill. If you intend to use another weapon later, use that one instead. No need to skill longsword and swords (parent skill), when you are going to use a Large Maul later. Another way to train FS is to create yourself a training dummy and release your agression at that one. Just keep in mind you need to repair and imp that dummy every once in a while. 11) Last but not least: Choice of weapons. Like in all games, each weapon has its (dis-)advantages. Small weapons swing fastest, but do smallest damage; normal weapons have an average swing time and do average damage, while large or 2 handed weapons do most damage but swing slowest. On top of that the swing rate is also depending at the kind of weapon, meaning swords are faster as axes, which are faster as mauls. And there are staves; which are somewhere in between and considered as the meta by some players. Dual wielding weapons can be done as well, however don't expect to do much damage with the off hand weapon as the current fighting engine isn't really suited for that. As for bows, using them in a fight is a very long process which can be trained at PvE, but you will most likely need to train it a lot before you're even able to do lots of damage compared to melee. It cerainly isn't something I would reccommend to do as a starting player. So my advice, choose the equipment and combat style that you think suits you best and stick to it. Don't switch weapons when you see others doing more damage with something they use, because FS isn't the only skill helping you with that. Each weapon got their own skill and parent and the only thing you achieve by switching out weapons is starting from scratch and dealing less damage because you aren't less trained in it. [/end wall of text] Thorin
  34. 1 point
    If only a Chat Moderator's opinion mattered. That would be so cool.
  35. 1 point
    I can definitely say that such a deportation and wanton destruction of all I created in over three years would spell the end of wurming for me. And I am quite certain that same would apply to most of my friends and allies. I do not deny that many would enjoy more players close by. But many would detest it too. I made the experience of a toxic neighbour once, and am not eager for any repetition. I love the width and freedom of Xanadu, and even when the clusters will eventually be merged, cannot imagine to live on NFI, even with the already reduced population. I would love more players, but not more congestion.
  36. 1 point
    Hey everyone it’s been a while since I’ve done one of these, but I thought it would be a good time with the ongoing sale. I'm looking to sponsor two people who are interested in PVP, playing on NFI, Defiance in the Kingdom of Jenn Kellon. I would like someone who is mature and is active at least a few hours a day. My main focus is on finding someone interested in crafting and PVP. I’m also open to sponsoring a group of up to 6 people. I’ll be paying for your premium in silver. You’ll get 2 months of prem. All I ask is that you stay with me for the first month. After the first month if you would like to join another kingdom or make your own village you’re free to do so. Building and crafting is a major part of the game even on PVP. By sponsoring I would like to encourage more players from PvE to come try out PVP. My past sponsorships have worked out pretty well. People who thought they wouldn’t like the Pvp community ended up liking it a lot. New payers, freedom veterans, NA and EU can take me up on this offer just send me a PM.
  37. 1 point
    No, I haven't changed my playstyle and it is clearly mentioned in my application that I don't want to take part in PVP combat (not even defending the deed), but I only want to be a support character, living entirely behind the front lines. Despite that, I still have a strong attraction towards PVP servers because there you feel like you actions actually matter and serve a greater goal, not only represent mindless grinding. Buildings, walls and even dirt walls actually serve a purpose. Horses die and need to be replaced, while weapons and armors are lost and need to be replaced too. Also, maybe I'm a bit naive here, but I think that on the PVP servers there's a stronger sense of camaraderie, because everyone works for the same goal, while on the PVE servers many times things got reduced to an ego contest - everyone wanting to have the highest skills, the largest deed, the biggest castle, just so they can brag with them. Obviously I don't say that's the case with everyone and I was blessed to meet awesome people (like you) here on Melody, but still, at the end of the day, it's pretty much every man for himself. I hope on the PVP server things are different.
  38. 1 point
    I love the idea of more decorative features. Better tables please! the wooden one is HUGE, can we have some tables that better fit in with tile sizes/chairs. Things you can hang on walls - YES looking forward to that! how about paintings! made with dyes perhaps? Soft furnishings...we have rugs and carpets, why not curtains we can weave? cushions? just would be great to furnish my house a bit more than i can currently. Bookshelves...so empty! Bookmaking with papyrus? that you can write in with reed pen? gift wrapping for presents. tablecloths. just some ideas creatures? catch a fish, make a fish bowl to put it in? ah we don't have glass.... parrots on perches? RED squirrels. peacocks would be great bring back the GNOME! In the meantime, it all sounds exciting, can't wait to see what new things come along.
  39. 1 point
    Does this mean I will soon be able to build my Log Cabin on my Ostrich Farm? Seriously people asked for Log buildings over 8 years ago and the texture already exists with Palisade gates just turn them sideways and add windows.
  40. 1 point
    Give us more tailoring options and clothing variations! Please
  41. 1 point
    Let us paint roofs! Please please please pretty please??? All roof types but especially wood shingle.
  42. 1 point
    I think we could use some "really useful" uses for Wool - like, why can't i use wool to make strings and why can't i patch wounds with it? Fo needs to accept is, aswell with a good favor per QL of Wool! Tapestries etc. is just so limited to have around. We just dump wool on the ground and wait for decay so far How about Wool Blankets for the bed that can be removed in the summer and added in the winter? Wool Coats and Ugly Christmas Sweaters?
  43. 1 point
    Kilts!!! and clothing options. Musical instruments maybe.
  44. 1 point
  45. 1 point
    He's not suggesting that additions to the game don't increase file size. He's pointing to the fact that you're irrationally concerned about small cosmetic additions negligibly effecting your gameplay because other people may use them in an MMO. Customization is literally one of the main points of this game.
  46. 1 point
  47. 1 point
    As a fan of anything that adds customization, +1 from me--but it needs to not remove our hair when we put it on. (I'd like some more medieval hats and veils, too!)
  48. 1 point
  49. 1 point
    i see your point CreZ but one of the selling points of the game is its diversity of creation and customization.
  50. 1 point
    After much consideration and several discussions with the team we have come to a decision regarding a few secret features of the game that we have kept confidential for the last few months but have decided to make known to the public before the next major update from the developers is released. Planting seeds on tiles with a naturally decaying peat and a woodscrap of pinewood or cedarwood on the tile will increase the yield at harvest by 3x. Ropes and small square sails can be used to make a working hammock between fruit trees of a specific age across each side of a tile of grass, dirt, packed dirt, or sand. If you exercise horses for a certain amount of time in a fully enclosed and locked circular pen of between 5x5 and 9x9 it will gain new traits. Lanterns can put out up to four times as much light with a specific dye and fuel combination. For many years we have watched as many secrets in wurm online have never been discovered or used, and some we feel must simply be shared for the benefit of our loyal community. Only a select set of these mechanics are known to us outside of wurm online's creator, but we look forward to uncovering more as we experiment with the developers. Only wurm online has a lot of these mechanics which is why the release of wurm unlimited has not heralded the discovery of these hidden features. Lastly, I would like to reveal that there is a one of a kind gold twenty coin still hidden in the game world after all these years on one of the existing servers not including golden valley. So thank you from all of us on the team and good luck and as always have fun! /Enki (Master of Head Games) p.s. I would like to express my appreciation to everyone who participated in making this as fun as it was. I enjoyed watching everyone help make the more doubting members of our community second guess and wonder if maybe we really did hide some secret features in plain sight.
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