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Showing content with the highest reputation on 28/03/21 in all areas

  1. 9 points
    Wurm Online Content-Oriented Roadmap This theoretical roadmap is a series of planned development updates which serves as an alternative to the current direction of the game. The current direction leans heavily towards maintenance and minor updates, whereas this roadmap will focus on expansion. The goals of this roadmap are twofold. First, it is aimed towards streamlining some of the more overbearing systems of the game, making them more approachable and easier to work with. Secondly, it aims towards giving new content for players who have stuck with the game for years. With these goals in mind, the organization of updates is slightly changed. Every month, an update is released with any updates and bug fixes that are relevant to the game in current form. Every several months, a sizable content update is released providing a new or overhauled system. These updates are explained in this document. Every year, a major “expansion” update is released, providing major changes to the fundamental game and accompanied by a new server and marketing video trailer. The new server will always be changed in some significant way, and is not simply another basic server to the existing clusters. Additionally, these new servers will have some form of link to existing servers. These will be explained further in this document. Content Update: Adaptive Journal - Est. July 2021 The first major content update would be the adaptive journal. Major goals of this update: Streamline the existing journal. Add tutorial elements to the journal that help new players. Create branching paths within the journal so players can specialize and learn about aspects of the game in more detail. Make rewards meaningful to the players who unlock them. In an effort to streamline and replace the existing journal, this would be a more expansive iteration that would focus on more detailed aspects of Wurm. It would start with the more generic options, then expand into skill-oriented subcategories that would provide unique bonuses to those who would seek them. Additionally, each journal entry would be accompanied by a minor text-based tutorial “?” that players can click on to find out more about how to achieve the goals and what they mean. This can also be used to present more complex mechanics to the player in approachable format, such as animal breeding and combat. As an example, here would be one of the first journal objectives, alongside the tutorial. Note that the tutorial text would be written better than presented here. This is just an example. Basic Woodworking (Reward 1 hour sleep bonus) Activate a hatchet Chop down a tree Chop a felled tree into logs Create a shaft from a log Create a mallet head from a log Use the shaft and mallet head to create a mallet Tutorial: “With your inventory open, double-click your hatchet. This will activate it, turning it green on the bottom of your inventory. Next, find a tree. The tile below a tree will tell you what type it is. When you examine a tile, it will also tell you if it is on a deed. Find an off-deed tree, then right-click the tile and chop it down. This may take several actions. You can examine the tile to see how much damage the tree has taken so far. Once it reaches 100, the tree will fall. Once you have felled the tree, use your hatchet on the felled tree and “Chop up” to create a log. Most trees will allow you to chop up a felled tree into many logs. Once you have a log, pick it up into your inventory, and use a carving knife to create a shaft and mallet head. When you have both items, activate the shaft or mallet head, then right-click the other item to begin crafting the mallet.” These are the basics, and are much more “focused” tutorials that appeal to skilled players who want to achieve everything in the game. Here’s a high-level carpentry journal, with some additional context in brackets: Master Carpentry Rewards: 5 hours sleep bonus [Sleep bonus is always nice] +3 maximum build limit [Build limit is the amount of walls/floors when building a house. This adds 3 to the maximum limit, allowing players who completed this journal to create larger houses (such as they had +3 carpentry skill).] 10% carpentry improvement bonus [Increases the amount of QL when improving by 5%. If an item would go from 50 to 51 in an improvement, this would make it go from 50 to 51.1] 10% carpentry rarity chance [Increases the chances an item goes rare when improving or creating a carpentry item by 10%] Objectives Create 5 rare, supreme, or fantastic carpentry items. [This is the most RNG-oriented requirement, but has few enough item requirements to make it attainable by dedicated players. Simple items such as shafts and planks count towards this progress.] Improve 10 unique carpentry items past 90QL. [This means unique types, such as 1 mallet, 1 spindle, 1 grooming brush, etc.] Improve a supreme carpentry item past 90QL. [This can be any supreme item, even if it did not originally belong to the player. This means players can buy a supreme item to improve to finish this journal entry.] Plan and finish a house with at least a 7x7 open area inside. [Any house design will work so long as a 7x7 open area exists within the interior.] Build 50 wooden house walls finishing at 70QL or higher. [This will require the player to use high-QL planks when creating the house walls.] This carpentry journal would be focused towards those who have high skill in carpentry, while not being mixed in with combat goals like the existing journal. The rewards would be specifically oriented towards carpentry based activity. Other journals would have similar rewards, focusing their reward structure towards benefitting the skills that unlock them. Content Update: Combat Overhaul - Est. October 2021 The second major content update would be a real combat overhaul. Major goals: Make combat slightly less random. Do not make players weaker as a result of the overhaul. Allow dual wield to become a viable combat strategy again. Implement new mechanics which benefit non-priest combatants. Update key binding system to allow for contextual combat binds. Interesting mechanics added to each weapon archetype to allow for more style expression in combat. Special moves would have synergy with each other. This combat overhaul would reduce the amount of random mechanics that take place in combat. The mathematics behind accuracy would be adjusted so that strong combatants would have a higher hit chance against opponents. This should result in combat speeding up a bit, as more hits would land instead of being misses or parries. Dual wield has been in a sorry spot for a long time now, and would be changed dramatically. Randomization of time between offhand swings would be eliminated and rebalanced to be more consistent. It would also be allowed to swing at all times instead of only during odd combat rounds. Focus and special moves would be enabled at the start of combat, instead of requiring time to use. A new “kick” mechanic would be added for players who are not using a shield. This would replace the slot for “shield bash” in the combat UI. Shield bash would also be updated to guarantee an interrupt of the opponent’s current action upon completion. Priests who use kick or shield bash would not interrupt the opponent’s action. Additionally, non-priests would have the difficulty of increasing focus reduced (meaning it’s easier to focus). Priest focus difficulty would remain at current levels. Key bindings would be updated to allow for combat-specific binds. This will be an option turned off by default that the player can decide to enable. When a player enters combat, they can have their keybinds adjusted to combat actions instead. For example, a player might use Q to improve and E to repair. However, during combat, Q might turn into special move 1 and E might turn into special move 2. This allows the control scheme to switch during combat, allowing players to have a “combat” binding setup and “non-combat” binding setup. Each weapon archetype would have a specialized mechanic which allows for a certain style of play. Swords - Riposte: Build up riposte points in combat. These can be spent on special moves which queue a counter-attack when next struck. These counter-attacks will apply debuffs to the opponent. Axes - Rage: Build up rage, increasing damage. Spend rage on special moves with deadly effects, including bleeds and infections. Bleeds would worsen quickly during combat, and infections would be difficult to heal. Mauls - Balance: Use special moves which adjust the balance of the maul. One side of the balance is more offensive, whereas the other is defensive. If the player goes too far off balance in either direction, they will open themselves up to attack and become vulnerable for a short time. Blades (Sickle, Scythe, Knives, etc.) - Combo: Build up combo points, then spend them in a special move combination to create a fast and deadly assault. Warhammers - Charge: Build up a charge, which can then be used in a single devastating attack. Additional note: A craftable warhammer would be added in this update. Special moves would be designed around the mechanic attached to each weapon. Here’s a short list of special moves that could be used for the Swords archetype: Basic Specials (Building Mechanics): Quick Stab (Middle-Center) No Cost. +1 Riposte point. Deals 100% attack damage and cannot be parried. Armada (Middle-Right) No Cost. +1 Riposte Point. Deals 55% attack damage and attacks twice. Four Head (Upper-Center) No Cost. +2 Riposte Points. Deals no damage. Incoming attacks to the upper section deal 50% reduced damage for 10 seconds. Advanced Specials (Using Mechanics): Sweeping Strike (Lower-Center) Costs 3 Riposte Points. Deals 150% attack damage. Next incoming attack within 10 seconds to the lower section gets counter-attacked with a 200% unavoidable attack to the enemy lower center. Ultimatum (Middle-Center) Costs 3 Riposte Points. Deals 130% attack damage. Next two incoming attacks within 10 seconds are countered. There would be more special moves available than just these. There would need to be close attention paid to how these moves were utilized and balance changes set in motion to ensure a single strategy did not become dominant. Auto-fight would be updated to defend the locations being attacked by your opponent. It would not utilize special moves and only attempt to attack in directions your opponent is not defending. Major Expansion: Epic Unbound - Est. February 2022 Epic Unbound would be a major expansion for Wurm Online. It would come with a short video trailer and sent to major gaming outlets a few weeks before launch alongside a written article. Brownie points if this could also be launched on Epic Games Store at the same time, just because it’s so fitting. Epic Unbound would be a full re-launch of the Epic cluster for Wurm Online. Existing epic servers would be either merged or shut down. All epic accounts would have some form of skill transfer to Southern Freedom Isles. Additionally, all existing epic accounts would have their skills re-calculated to a new “highest” for the new epic servers, granting them a 3x skill gain boost up until that point. New Epic would consist of two servers. One PvE and one PvP. The item economy would be shared. Skills would transfer between both servers. Additional servers would be avoided heavily. The new epic servers would no longer have a skill or QL cap of 100. Players would be able to gain skill or improve items indefinitely. The mathematics behind how skilling and improvement work would be adjusted to account for these changes. Vein QL cap would be replaced with vein purity. Combat mechanics would be adjusted to account for uncapped skill. Many other mechanics would be adjusted to account for an uncapping of skill. Some interesting side effects of allowing this: Players can build houses to theoretically unlimited size. Bridges could be made to span hundreds of tiles with a single bridge. Slopes of tiles (on PvE) could be made dramatically steep. Food quality could increase to a point where affinity buffs last weeks or years. Skilling on epic would be adjusted. Sleep powder would no longer grant double skill gain, but instead grant 30% additive to existing affinities. Enchants like Blessings of the Dark and Circle of Cunning would have their effects reduced as their power increased. This should help reduce the skill gain difference between players using permanent sleep bonus and high enchanted tools versus those who do not. Epic rewards would be available in the new servers. Players would be able to find unbound items that transfer between all clusters while exploring the new epic servers. Some examples: An item which allows players to capture an affinity on their character into a consumable which grants the affinity back. This will allow players to sell skill affinities or carry affinities from one cluster to another. An item which grants a random skill affinity. These would be rare. An item which can be consumed to give another item one charge of Soulbound, meaning it stays with the character through death one time. These items would be rare. Free accounts would not have limited skills on Epic. Instead, they would have half the skill gain rate and improvement rate of premium accounts. This allows players to experience the entirety of the game free at a reduced speed. Disclaimer: None of this is happening. It's purely theoretical and presented as a suggestion/alternative.
  2. 9 points
    I originally planned to write this up to 2 years timeframe, which would've lead into a new server shared between the NFI and SFI clusters. It would probably be something along the lines of what was in the Jackal's Return suggestion I made several months ago. Essentially a high-power hunting server that encourages players to fight co-operatively alongside eachother. When that server was launched, I'd want to move the free to play skill cap on freedom up to 30/30 or 30/50 (characteristics/skills). It might not be enough, but it would at least be a start. The current free to play model is simply too restrictive, and work should be done towards loosening that up to encourage players to try the game for free. Under ideal circumstances, this would need to come alongside a major update with marketing materials to draw in the largest audience to utilize the reduced restrictions. The unfortunate truth of the matter is that without new servers, there's little to no growth for Wurm Online. The key is that the new servers need to augment the existing ones or provide a new style of play that caters towards a userbase that would otherwise be uninterested in the game. For the Epic iteration proposed, it would be targeted towards players who are interested in progression. Some players just can't get enough of watching the numbers go up. I'd say I'm among that group of players. Others like to test their limits, which would be the purpose of the new server on year 2 (hunting server). The final group of players are more creative and like to build, in which a server would need to be designed to keep them engaged for year 3. I don't have strong ideas for such a server, though if I did I think it might be better slotted in for year 1. I'm curious if anyone else has strong ideas for a new server aimed at the creative playerbase. Ideally, it would need to augment the existing servers (go to the server, create, then bring back something cool as a result). If all goes according to plan, the creative (casual) crowd is centered on the Freedom Isles, while players more interested in progression (hardcore) would be centered on Epic. Players on freedom are able to find a spot to place a deed and build to their hearts desire. With Epic consisting of only one server for PvE, it will be a much more cutthroat style where border friction will come into play. Additionally, deeds consisting of many players would be more common since there is less overall space per player. It's not for everyone, and that's exactly the point. For what it's worth, I'm also hesitant to say it's the best idea. It could end up fragmenting the playerbase even further, splitting them across 3 clusters instead of the current 2. It would bank on the growth from a new server launch being sufficient to offset the fragmentation. Judging from the result of the Steam server launch, I'm inclined to lean that it would be. Southern Freedom Isles has increased in population (slightly) since the Steam launch, not declined. Furthermore, there is a sizable amount of players who were dedicated to Epic and have stopped playing as a result of it becoming empty. With a relaunch of the cluster, I believe many of those players would return, granting an even further boost in growth. I've been hounding away at this point for literally years. If there's something in development that affects the players, a dialogue should be open early in development to gauge player response before it gets too far along. Sometimes, what the development team thinks is great for players isn't something the players want. At current time, we have basically zero information about the proposed "exploration update" that would be coming in the middle of this year. What audience will it be aimed at? Will players need high skills for it? Is there new skills involved so current skills aren't a factor? There's no ability for players to provide feedback if they're never told about it until it's dropped on their heads. If you want to sell players (like myself) that engaging content is coming out, tell us something substantive about it. See the community response to the combat update as proof of concept. The only thing anyone knew was that special moves were being changed. It was not what players wanted most from combat changes (dual wield, new weapons like a warhammer for PvE, etc). Had there been an open dialogue in the form of "what would you like to see from a combat update" prior to the work being done, the focus of the project would've been far more clear. If I was in the development team's shoes right now, I would at the very least put up a thread asking players what they would like to see from an exploration update. You don't even have to give out more information about what the team is planning, just ask the players what they are looking for. Take that feedback and improve the design of the system. On the flip side, one of the systems that recently turned out really well was the pending favor system. That was presented ahead of time, players provided feedback based on the design, and the design shifted in a positive way before it was released on the live servers. It took another couple of patches to get it where it is now, but it's become one of my favorite priest QoL updates. The whole hush-hush mindset is just so damaging to the reputation of the Wurm Online development team. If they can just break that mindset, the amount of positive attitudes would increase dramatically. Anyway, that's more of an off topic rant. There's probably a better place to have that type of discussion.
  3. 8 points
    In case you hadn't been paying attention, @Sindusk, content things have been briefly announced by myself in the last Valrei International We have 2 coming up in the next several months. We aren't just in "maintenance" mode. We actually do have quite a few things we are working on, some that have been mentioned and some that just have not been announced yet because they aren't ready to be (but that I can NOT wait to tell everyone about!). I'm sure you remember from your time on the team how that goes.
  4. 3 points
    Starting bid: 15 s Increment (minimum): 1 s Sniper Protection: 30 minutes
  5. 3 points
    "Yes Sir, the new road is coming along nicely!"
  6. 2 points
    hey guys, ive enjoyed living in celebration for the last however long, off and on throughout the years. most of you probably dont know me, just a newbie hermit, never been apart of a village, every few years i hope on and build myself a little village named Onette, and time consumes it when ive had my fill. this time was different, been playing solidly since 4-5 months, pretty long streak for me. started meditation, Shenjiwurm introduces me to religion (great person!) bred horses, without the help of fo, got some nice 2-3s breeding pairs with no other traits.. i was really proud!! Reaping gave me some super good horses( another great person!!) i was hoping to start breeding 5s with, maybe i could even sell them? who knows. built my first ships. my Corbita, so proud of it. i had really turned the forest around i was living in. it started as abandoned cobblestone paths to nothing.. like much of wurm.. i dug them up. replaced the maples, it was lush. i started making wine, aging it in my cellar. ###### it was ###### man, i was so stoked. things were coming together. then i decided finally, id become a priest.. i was impatient, i should have waited for one of the friendly priests around me to convert me, but i thought id be brave and make a pilgrimage to chaos and see the alter of three.. short story, 2 guys killed me while i was unarmed, in clothing, begging for my life.. just about quit there.... serendipity struck when Reaping messaged me asking how i was. i told him my troubles, he says he'll come get me! take me back to my cherished celebration. stoked i have a chance to get off this terrible island... well same two dudes ambushed us all.. killed us.. it was all my fault .. i just didnt think it was right to leave wurm finally and for good without saying good bye to everyone i never met. i guess it saved me anyways, wurm is dying, i knew my investment would ultimately only be for my satisfaction, one days the servers would die... but man i was surprised by how aggressive they are in wilds.. i figured theres only a dozen of them, theyd at least want to roleplay some mugging, or scare me away, or something, nope. KOS on sight.. might as well be playing Rust, except in rust i have a chance to crush the guys skull with a rock when he has an AK.. i know you two are laughing at me, its ok i hope you enjoyed the thrill of killing me in a 40QL sailboat on your knarly knarr, and killing poor Reaping.. man i feel so bad, and Sadmoon i think it was? im so sorry man.. this sucks.. when Reaping told me i should have just said who killed me, he'd get him to send my corpse back, i thought they were friends and this was all a misunderstanding.. but it was all an ambush.. sigh... i used to play Ultima online... i loved playing a PK from time to time.. it was the best game in my life.. always trying to reclaim that magic. it ends buds, games die. i should start working on my own house like i worked on onette.. i dont know who im talking to anymore so im going to go watch the last episode of the Stand.. man it was disappointing.. just got NMS, gonna rock it with my vive, maybe head back to elite dangerous.. ill miss wurm! but this is my final good bye i think.. i love you ! edit: Sadheart, Oceansouth, Kissecker, and my brand new boys Fastgallant and Uzewind.. man you were good horses! i hope you dont starve to death.... ****update well, i apologize for the wall of text there, that was just emotion, i'll leave it as is though, its art =o im sailing home as i type this, back on celebration.. safe and with only time and dignity lost.. big thanks to Reaping for saving my butt and thanks to everyone else for the kind words ive decided to stay after getting a msg from Reaping saying my body and boat were recovered, the offending party was sorry, alcohol and boating may have been involved. just wanted to add this update as i do see some similar post sometimes that maybe didnt end as well, or maybe it was all just an elaborate plan to gain attention for my new product, Flik's Red Wine! Flik
  7. 2 points
    It might be that i missed the joke, but for those unaware sindusk did used to be a developer for wurm. while it's a good step, i still want to stress the importance of communication: in regards to upcoming content, something like what Ostentatio did with the sacrifice rework would be a great idea, although doing it much earlier than the release comes. I.e for the most developed/soon to come update, give a rough overview of mechanics as they are finished (and what needs to be finished), explain the intent of the content, the power level, etc etc- and allow players to give feedback. This resulted in a lot of good points being brought up for the sacrifice rework (which i thought was great; i was the original person to suggest that sacrifice system to begin with and i had completely overlooked some important things as well) which ultimately ended up getting fixed, and satisfying almost everyone in regards to the system. You don't need to add numbers to the mix (unless you feel comfortable) as thats usually the topic of most concern, just the general idea of how things will work, and filter through responses as you can. A front-and-back is vital with big updates like this. Also, you could address a lot of concerns by just going "Here's a list of things we're looking at- changes aren't promised, but we're looking over the following subsystems to see if they need changes: Here's a list of subsystems we want to change up significantly as well, but don't know when:" And only 'announce' things that are ready to be released soon (i.e next couple months).
  8. 1 point
    We need more PVE stuffs like Bandit camps rather than just event bosses like dragons and rifts we need small scale every day or other day spawns randomly across the map make wurm more interactive! PLEASE!? was talking with a few other people and friends of mine and Gavias mentioned the Bandit camp thing to me and i thought what the heck thats a great idea!
  9. 1 point
    Basically making cheese gain ql akin to wine. Granted the process can differ depending on the type of milk used and end result desired, for example introducing molds or prepared cultures. Time period can range from a few days to years. Then there's hard and soft cheeses... Only works when not inside of a food bin or crate. Perhaps even require the cheese to be wrapped in wax (bees!) or cheese paper (papyrus?) before it will "ripen".
  10. 1 point
    A 'premium token' would be an in-game object that has the following properties: -- bought through a deed token like you would buy premium time -- costs the same as either 15 days of premium(half token) or 30 days of premium(full token) -- tradeable to other players who then use it to receive the amount of premium time on the token 'token' can defiantly be a different word tbh. this would be useful for impalongs and other community events where things like 'deal or no deal' and other giveaways happen. the ability to give someone a month of premium like that would be very nice.
  11. 1 point
    Oops, looks like that I failed to click save for that one. Fixed it now
  12. 1 point
    Lot E - 8s 50c Lot C - 1s 50c Is my bid for Lot D up a bit valid?
  13. 1 point
  14. 1 point
  15. 1 point
  16. 1 point
    Auction now under sniper protection and will end 30 minutes after the last bid. Any further valid bid will extend auction to 30 minutes after that bid.
  17. 1 point
  18. 1 point
  19. 1 point
    The only terrain map we have access to at the moment is the in game map and it probably isn't 100% accurate. Until the official Northern Isles map dumps are released with 1 tile per pixel accuracy any measurements taken in game may not match up with the map.
  20. 1 point
    "No other players are online on Desertion (820 totally in Wurm)." That's reality of almost every day here, for very long time. I bet, uniques of this server (and there are many) treat me as an unique. "Look, it's a human!"
  21. 1 point
    I love wurm... That being said... Wurm won't be around if the game doesn't start changing to try and retain players. The combat update was seriously disappointing to say the least.
  22. 1 point
  23. 1 point
    Deed the place, you can maybe push them in your perimeter or past that.. if there are no animals hitched to the wagon*, the boat can be dragged or pushed if it's not moored - if this is not the case - only then open a ticket (by typing in-game in the chat line "/support" - press enter.. this will bring you the ticket submission system.. use that to describe your issue) GM can move them out of your deed if you are unable to do it on your own, but not if you just feel like not doing it.
  24. 1 point
    What is the most concerning thing is that content that is recently added screams for overhaul. I mean seriously, when still haven't done overhauls for alchemy, animals husbandry but on top of that we have added systems that had chance to be implemented right and weren't. Cooking was nice idea but its light years far from balanced implementation, fishing is still worthless, runes are a mess with only few that are good, rifts are boring as hell, archeology is hell of randomness in my opinion it's lacking so much small qol changes that have been requested for so long. Second problem are overhauls that in fact are not overhauls, they are measly patches and upgrades not changing anything fundamental and thats maybe find but for the love of Fo dont advertise it as overhaul it brings unecesary hype and only disapointment afterwards. I mean look at the priest and fight rework, in essence they might be better than the old ones but thats all they are not some fundemental changes you said they would be and to be honest result doesnt really justify amounts of work put in to it. It looks like a minor update that could have been patched in a week or two..
  25. 1 point
    I was honestly thinking the exact same thing. more than 95% of the wurm population live on pve servers. matter of fact its more close to 98%, and dominated by 1 single pmk which is massive. most people wont even attempt to cross that server line let alone do it and risk losing everything to go on an adventure so now most people stay home work on theyre deed craft and sell stuff thats what wurm has become today. The awe and pull is tremendously lacking in that area and That my friends needs to change if Wurm is wanting to survive!
  26. 1 point
    extra sb is never wrong
  27. 1 point
    wiki is not officially part of the game; it's player maintained. Thus shouldn't be referred to as proof of game mechanics, really. Does the "examine" on the crown say "it could be improved by... "? If yes, then I guess good lawyers would win the case to give you the rare bone back Although I do agree that the improvement icons should be removed, I think that crown is not the only thing with such "bug". Sorry. I just woke up and I'm grumpy. But hey, on the plus side, you have a nice and shiny crown! All I've got is a slowly appearing bald spot.
  28. 1 point
    Love CistaCista ! Best breeder to work with and make purchases from ❤️
  29. 1 point
    A fix for this will go out with the next update!
  30. 1 point
    Starting bid: 25 s Increment (minimum): 1 s Reserve: No Sniper Protection: 1 hour
  31. 1 point
    So, there I was, sailing home from the latest Cadence rift, when as I attempted to cross the server I was attacked by sharks and knocked from my ship. Not wanting to drown, nor be shark bait, I attempted to get back into my ship, and boom, I was knocked back out again. Over and over this happened until I logged out. Long story short, I was stuck and teleporting. After relogging, I was able to finally pull my ship away from the server border and regain my bearings. But my trusty sailor hat was missing, as was all my other equipped gear. Starting to panic I looked all over around me in the water, but could find nothing, not even a stray fish. To make this story even shorter, I submitted a ticket to see if my lost items could be found, then I sailed home to rest after a long hard fight at the rift. Within a few short hours I was contacted by the CM/GM team and they went to work finding my items at the bottom of the ocean (database really). So in the end, my missing items were able to be fished out of the depths of hell and returned to me, a bit water soaked but still intact! I know many times the CM/GM team are on the receiving end of unhappy players and often times it is the bad or complicated issues that are pointed out and see the light of day. I feel it is important to highlight the opposite as well, as often times gratitude is not shown or thanks given where it is due. So this is me saying thank you to the CM/GM team for rendering help when needed. I know this is a game, but so much of our lives are invested in what we do and who we meet in these wonderful worlds, that this experience of outstanding service and concern brought a tear to my eyes and a smile to my face. So I tip my hat to those that helped me and the rest of the team. You know who you are! Thank you for making a bad day good!
  32. 1 point
    Just simple window where you can put/write any text and it is automatically saved. Eventually with option to create separate topics/windows.
  33. 1 point
    As an archer I have broken many a bow string and there is no acknowledgement of this fact other than an easy to miss statement in one of the tabs and a sudden inability to use my bow. This was extremely confusing when I first started archery and mostly just annoying now. It would be nice if there was a sound like a twang or snap to indicate the string has snapped and the bow must be restrung to continue.
  34. 1 point
    Bump! I want to age my cheese and put it on display on a cheese rack!
  35. 1 point
    Bump, still the cheapest Blacksmith
  36. 1 point
    Please add an on screen message option for breaking a bow string. Also add the message to event tab. Change this message as well for the combat tab when using an unstrung bow. "[22:36:33] You need to wield the bow in order to use it." to "You need to string the bow in order to use it." or something of the sort.
  37. 1 point
    Time flies when you’re dying to mclovin. Dang 7 years, you make me feel old. You’re leaving the uncontested winner of hota, that’s better than anything else you could list. But in all seriousness you were the bridge for many ideas getting to the devs, especially when big discussions around towers and PvP general updates and mergers were being hot topics, many you were apart of and spoke for or against but passed them on none the less. I see @Darklords is the PvP dev now And in some ways I hope he continues to be that bridge where hot topics are spoken about and he can join in, though it’s been a while since one was actually needed. demonia has a big hole to fill and an high standard of communication to uphold so you’ve left no easy task. Good luck for the future, take slow mode with you for good 😌
  38. 1 point
    +1 Also add a wooden cracking sound if an arrow breaks so it’s easier to passively keep track of how many arrows you’re losing (maybe modulate sound based on how far away target is).
  39. 1 point
    +1 Would be a nice addition. Would even add a 1 point of damage since the string might hit your face or arm as an indicator .
  40. 1 point
    Every time this was asked it was always "hurrr durrr /t yourself in game durrrr"
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