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Showing content with the highest reputation on 13/04/21 in all areas

  1. 8 points
    I think this is an underrated point and should be taken further. Meaningful discussion that includes the word "should" should always be followed by an "if," if you want that discussion to lead anywhere. Else you're just butting "shoulds" rather than looking at goals, the merit of those goals, and how best to get to those goals. So let's say that one goal of uniques is to get people who wish to engage with that content to go out of their deeds, seeing other deeds, other servers, maybe meeting other people. This is a good goal, since the social aspects of this game are so important. To that extent, both the old system and the suggested Riftlike system has upsides and downsides - certainly most players aren't exploring much as they come to my slaying site (whereas the Riftlike would force this) - but a good and growing number are exploring, and (very important) are enjoying that exploring that the unique mechanics are driving. The Riftlike system, however, is completely redundant to rifts in regards to this goal. Worse, it removes self-directed exploring in favour of "go here." Now a worthwhile question here is "why aren't more people exploring?" While I can't answer on behalf of those who have no interest (and if you're one of them, perhaps your opinion is desperately needed here!) but given I've been organizing scouts I have particular insights here - the most commonly reported reason is a form of learned helplessness when scouting against the private teams, whose efficiency often results in unfounded claims of cheating. A possible counter here would be to make the spawns less predictable (and hoo boy are they predictable). This itself does present several issues - mostly that if there is a pattern to spawns (and there must be a pattern) there are people that will find that pattern. As such, this would only serve to (possibly only temporarily) spread out the efforts of both groups, allowing those who have more hours to put in the better odds, rather than those with better info. Conversely, say you decided that public slayings were outside the goals of uniques (perhaps reasoning that the content should be something somewhat inaccessible). An effective way to hit how I operate would be to stop uniques entering mines, and having them leave very quickly when they do. Preventing penning, however, wouldn't stop me making them public; it would change how I do it - having to organize what I dub "sudden slayings" in which I prepare some saccables for summons and throw out messages to Freedom and maybe GL. I wouldn't be thrilled by the change, mind. If the reasoning for removing public slayings is instead to do with server load or the mass-distribution/dilution of items, then we begin The Problem of Alts, as alts are decidedly more of a contributing factor here. Solving the Problem of Alts takes more brain power than I have available - every attempt at it has been thwarted by simply making the alts meet the bar. Want to give more hide/scale to contributing alts? Decide all priests are likely contributing alts? Boom, every alt that turns up nowadays is a priest (yeah I've been watching y'all). Even pushing me to sudden slayings won't stop a rush of alts, perhaps chaining teleport casts to arrive or simply sailing with haste. The suggestion that merit be based on damage shows some promise, but I'm cautious all the same. If penning is untouched, I would definitely like to see uniques be harder. People want in on this content, but it isn't challenging. We're taking 80+ combatants to content that can be done with a disturbingly little number of people. If a goal is for uniques to be hard content, it's time to review that (sorry Epic). tl;dr: Devs, more than the players, need to decide first what gameplay space uniques should fill, and second where the loot should wind up. And how it fails to fulfil these goals, if indeed it does.
  2. 4 points
    do not make uniques like rifts - rifts need to be repaired, as point system on rift is a completely fail, because it reward just for targeting mobs not need to do any damage... it should be based on damage done for mobs. when me and couple frinds started that game many years ago we was killing 1 wolf by 5 people - that was for new players, so if new player cry loudly because he see when others killing a dragon, and he not get anything from it, it is silly. small group will an;t kill a unique if they use crappy weapon and other gear, have gear good enough takes lot of effort. hunting for a unique usually takes a lot of time, sometimes was riding around map for 16 hours and find nothing, by many people in many days, and finally find that one unique mob - and after that some people want to share it with everybody, even if they not moved body from deed? i think curent system works fine, it allow groups of friends to do some kind of hunting together, and if the group want they make public event (which i not especially like because of global lag when hundrets of people travel at same time). everybody can join a hunting group but starting relationship with "take me to unique killing group" will not work i think everybody have couple friends who might be interested in forming another group and join that fair and nice competition currently there are couple active hunting groups, and we not see others as enemys, we are friends who just compete and for those who not understand mechanics of scale/hide distribution: if someone think dragons just give to everybody 0.02 not matter how many people will be at slaying is completely wrong drake gives from 0.50 up to 6.00 kilograms of drake hide split in equal pieces between all people in local dragon gives from 2.00 up to 10.00 kilograms of scale many times heard from people "why do you make them private? isn't better to make it public to deliver to game 200x 0.02 instead of 15x 0.02?" <--- calculate again
  3. 3 points
    BTW there is a very easy fix of small private slayings: Make the uniques much much stronger. If there is a group of say 50 good fighters needed to kill it, fights will be much more open. I guess problem solved. Of course strictly freedom only.
  4. 2 points
    Looking to possibly sell my Blue Scale set. Feel free to pm me on here or in game at Brattygirlsback.
  5. 2 points
    If you fart while riding an animal or vehicle it should give you a short speed boost, putting the wind in your sails so to speak. This would allow for more strategic moves in combat such as catching up with other players or making a quick escape. The amount you've ate (or what you've ate) and how long it has been since your last fart would determine its power. This would make certain foods more desirable and add variety to what players choose to eat. There could even be a toggleable Fart Bar added to the UI that displays information about your next fart. However, holding in a fart too long would cause you to lose it and "damage" your pants (I am sure you see the implication here). Depending how powerful the fart is, the sound itself could be affected; changing in pitch, length and volume - with the risk being that if you use a super powerful fart the noise will give your position away to players outside of local and cause mobs to investigate. On the other hand, this noise could be used by tanks to aggro their targets and generate threat, which would be referred to as "fart pulling". The speed boost could also work on foot, or the fart capable of debuffing enemies, but I fear that would be a little overpowered. Maybe alchemical potions could buff your farts and give them new abilities.
  6. 2 points
    So I have been thinking about a concept that could possibly help with how we deal with uniques and especially killing them and making it fair for everyone. The biggest issue I see is, that people pen them, may or may not host a public slaying so you can get some blood from it. Most of the loot is kept to those who find/pen it. Sure, it's a reward for them going out of their way and locate it but I believe there is a better way. Why not make them more like an event type of thing. Have them be announced on the server (and twitter, Niarja..) and have them be at a specific spot which is undeeded and protected from founding a deed there. Kind of like a rift. Which brings me to the next point: Loot distribution The total possible loot (Drake hide, Dragon Scale, Sorcery items..) is based on how many people participate. Now there needs to be a threshold for them to account for more scale/hide and all since you'd just bring 500 alts and get more loots. So make it that loot gets rolled based on the Rift system. Kind of I guess. The more you hit/deal damage, heal and so forth the more points you get. and then you get rewarded for it. So you would get [Your points] / [Total points] of [Hide, Scale and Sorcery items]. Sorcery items should be rolled based upon the top 33% of the players or so. (Maybe have one charge rolled for the people at the lower end too) Up for discussion I guess. So even if you did not really help much you will still get something. And everyone should still get blood since that's already fine I guess. And the more people chip in and help, the more everyone gets. I hope that alts will not be a problem otherwise there needs to be some thresholds in order to get rewards. Overall you would be able to attend much more slayings I assume than you probably can now and effort would still be rewarded. I know this would mean that there is no actual hunting anymore. But maybe that is the thing we need to cut in order for more people to join and leave with loot happily. Disclaimer: I did not post this in the Suggestions, because this is far from a final form but I wanted to see if what the general feel is in the community and if that would help or not. If it doesn't well just scrap my idea and move along. But having uniques a public event type of thing is a much better idea I imagine that how the state is now. EDIT: I forgot a major factor! All events will be once a month on a random weekend day. And to make it fair for everyone, they will be 8 hours later on the next event to account for the different time zones. Starting at 7AM GMT on a Friday to 11PM GMT Sunday. That would fit more timezones and different lifestyles.
  7. 2 points
  8. 2 points
    On a leather adventurer hat of course!
  9. 2 points
    At this stage, the discussion is going around in circles. Please take it to PM, or make a separate thread elsewhere. Pandalet (LFM)
  10. 2 points
    But what is the goal you are trying to achieve? A tough boss fight? A loot pinata? A vending machine? Each of these have vastly different outcomes for solutions which have all been suggested over the years and they range from, things are fine, make penning harder (been tried a lot); to the other extreme of, everyone on server gets the same loot no matter what. What most people do not understand that is *drama* is good for cc and was even helped along by rolf, especially in the cases of uniques because it gave the community a reason to keep playing. Don't like someone? It's good for cc, because the player now has a reason to log in, form their own group of friends and be at odds with player B who is likely to form their own group of friends. Now you have competing factions with their own agendas who both think that the other group is out to "get them". But both groups of players have reasons to keep their subs going, and sometimes add to more subs because "they won't let the other guys win". On some level it's an ingenious level of internal marketing.
  11. 2 points
    I agree with Stan in his views of this whole discussion. Also thanks to @Panda for letting us know that the devs are actively looking into this. I appreciate your hard work, and subjects like this only make your work harder. The following is my own opinion on the matter of course: We already have the rifts for that kind of event, so I am personally not much for doing another rift-type event. I for one enjoy the rifts - while I think they can be improved. I like the hunting part. It makes living in Wurm more exciting too and would miss it if it was removed. However, I only do it on my own server, and could never imagine travelling to another server to go hunting for uniques (unless someone living on that server requested my assistance to which they are the "finder" of the unique). I for one would think bringing alts for gains are a part of keeping the money flow to the game since people are paying for those alts. As Ekcin mentioned, most people with several characters, do not have a clear line between main and alt all the time too. I would not be able to distinguish, who is my alt/main currently between the three characters I use. And as a paying customer, I would expect there to be a benefit for me paying my hard-earned money too - of which I do not have much. Sure it can feel unfair and like a pay-to-win, at times like that if one person brings 500 alts (honestly I have not experienced people bringing more than 2-3 with them, and at events with 200+ in local and 90 slayers the numbers talk for themselves there), but I don't really care what other people spend their money on. My focus is more on having fun with the community. I like public slay and want everyone to get in on the dragons and experience the fun of it. It is an amazing public event, where you get together about it like no other. And seeing someone's reaction to it the first time they realize there are dragons in the game is definitely one of the main reasons for me to have unique slays in the game. I prefer public slay, where everyone has a chance to be a part of it. And that makes Wurm a very unique and wonderful game. It saddens me when those chances are missed. This game is not - to me - about the gear or being better than everyone else at something, but it is about a good community and being the best version of yourself helping others too. When that is said, those who found it did put in a lot of work and a lot of hours and I can understand why some people then feel like they deserve something extra for that effort. Getting a full suit of scale/drake hide takes many slays - it always has like so many other things in this game things take time. Impatience is not a good reason to want something to change, in my opinion. Someone mentioned a hunting party monopoly, and locking the end game content from the rest of the player base - but some people search for uniques with the sole goal to host public slays, and I am a huge fan of those groups. I can only encourage everyone else to do the same. On top of that, I am not sure if we can call it end-game content. You can have a perfectly good set of metal outfit that is quite similar to the hide/scale in attributes. You can 'easily' get gear that protects you against the hostile monsters on the server. There are pros and cons of all types of outfits in this game, which I admire. In my opinion, if anything should be changed about the unique event it would be: Only public slays, but the finders get something extra (or at least let it be depending on the server they spawn on whether it is public or not) The uniques are harder so they last longer and you have a greater chance to hit it if it lasts more than a minute or two (maybe based on participants common fighting skill) Favour the locals when it comes to hunting the uniques (so they have priority if they are local to the server) I don't have much knowledge about the Wurm code, or how they have programmed the functions, so I will not tell the developers what is possible or not in that regard. But I do know there will be no solution that fits all, and I trust that the WURM crew can analyse and understand the desire of their community, and find a workable result. Maybe there is no need to redo the dragon events but maybe adding another way of getting the loot for those who have a hard time getting it. Or maybe add a third kind of event, for those who need more Boss-like events. I wouldn't mind adding events to the game, but it is dangerous changing too much about something that so many people feel so different about. Also, WURM crew need to find out what the goal of having the events are besides making fun content for their players and then stick to that user experience goal. tl;dr: I like hunting. I like public slays. I have some ideas/suggestions/opinions but in the end, the devs are the ones to make sense of all this chaos.
  12. 2 points
    Thank you everyone for showing up and lagging the server with us all! It was fun! You're all awesome! Please don't ever feel pressured to donate anything back to me because of the hosting of a unique! Only donate if you are financially capable of supporting! If you need/want the money, sell off the blood and hides and walk away happy! Thanks to Pantha for imping my butchering knife to ql96 as support and for the 5 hides I got as donation! I almost have half the amount of hide needed for a helmut!
  13. 2 points
    Archaeology sickle, because then I'd have a fantastic runed golden sickle, and all the other druids would die of envy at the next tree hugging meet up!
  14. 2 points
  15. 2 points
    All good but since the direction of the flow is slightly directed towards vertical axis, it should have a small chance to catapult rider from the saddle, on critical roll.
  16. 2 points
    i'd use it on a rare bone like i did last time i used one
  17. 2 points
    These are the important suggestions.
  18. 2 points
    The unique mechanics are something we're actively looking at. As is obvious from the various posts here, there's no easy solution, and we're still considering the various possibilities. As this is less of a suggestion and more a discussion around an upcoming change, it's reasonable to remain in Town Hall. This work doesn't have a fixed schedule as yet, as given we don't know exactly what we're going to do, we don't know how much work it'll be, or how many other mechanics it'll affect.
  19. 2 points
    I frankly don't have a problem with this. None of the unique rewards are neccessary to enjoy the game. If you want the "cherry on top", you're going to have to fight for it. If a new system was to be introduced, it needs to reward appropriately according to skill and effort. If you want to dedicate time in this game to track down, pen and kill unique monsters - good for you. If everyone can't have drakehide or scale, it doesn't really matter: The strongest thing you really run into on Freedom is a champion troll. If we were to make some changes for uniques that were to include PvP servers, I'd rather have things like scale and acid imbued weapons removed entirely.
  20. 2 points
    Changing it to another rift style event would kill the quite last interesting competitive activity on Freedom. It would be much better a solution to ADD another mechanic and not REMOVING an entire aspect of Wurm gameplay. Why not add another means of unique loot distribution, either tied to rifts or using something similar to rift mechanics. After a few iterations of event like unique kills the loot from them will lose their value anyway as it will become a basic commodity like any rift drops so the issues with loot and high prices and greed will vanish very soon. But for the sake of Wurm gods, do not kill away something that is actually fun for several groups of players! Anyway I agree on the alt armies, make the unique loot drop only for those that are active in the fight.
  21. 2 points
    One of the things that has been tried in the past is actually making most slayings public (for the space of about a year and a half), all that did was make 200-250 toons in local "mains" for loot rolls, which ironically lead to the system we have now of everyone in local is rewarded. This only leads to lag because of the poor optimization that wurm has. I've found lots of uniques, both as part of a group and while out searching on my own, just from roaming the landscape, but it took *hours*. If you want a show up and kill dragon to get loot style "dragon hunt from the skye beam". Then yes rift style will work. If you want a unique boss fight, then that's something else all together, uniques have a long and very troubled past, from the time someone whispered rolf and told him they were too easy, and the next weekend no one could hit a dragon, to the penning that has been patched, ninja patched and still goes on. The history of uniques and the bickering, fighting and greed tends to go with them is as old as wurm. However people need to decide what their aim is in "fixing" the problem, do they want to reward every prem account in local? Do they want a hard fight? etc. Before they can know how to go about providing a good solution, the irony? In a game as big as wurm, you will have sectors of the populace that each want different things. I can't tell you how many times I've heard "i deserve dragon loot for being a wurm player", regardless of who else went to the work, expense and so forth of penning and locating said creature. I can't tell you the amount of times I've encouraged people to make use of the mechanices to actually go out and look and been told "i can't be bothered" because "everyone else is better". This tells me that a lot of folks in wurm simply don't want a better system, they want a vending machine style system for "valuable" loot. Pingpong
  22. 1 point
    A streamer mentioned this in his stream today (or at least most of this suggestion) (The_R3d_Jester - Twitch). Add tooltips when hovering over a square on the map to show the coordinate of that square. This is especially important when zoomed in on the map since it's hard to get the coords.
  23. 1 point
    This has been talked about to death over the years and now that I am back in Wurm I see it still has not changed. I honestly thought with the change to Steam and removal of RMT this would of finally gotten the revamp it really needs. My suggestion is below in detail. 1.) Like Rift events unique slayings will now provide a set number of points to each participant who attempts to strike the unique. This means alts sitting in carts doing nothing will no longer leech free blood. This does mean that hoarding uniques no longer serves a purpose by removing the direct monetary value of said uniques. 2.) Points given will be based on the unique slayed, but can be used cumulatively for certain items in a unique shop such as a rare strange bone (Butchering uniques will no longer have the chance to yield rare bones) 3.) All tomes will now be in the unique shop and assigned point values along with rare and supreme bones So after a few months of unique slaying a player's point card would look something like this. Red Dragon Points: 100 Forest Giant Points: 200 Goblin Leader Points: 100 Black Dragon Hatchling Points: 100 Players would then be able to redeem points for item as listed below: Goblin Leader Blood: 60 Goblin Leader Points .05kg Drake Hide: 75 Any Hatchling Points (Figure out the color part later) .05kg Scale: 75 Any Dragon Points Rare Strange Bone: 1,250 Any Unique Points Tome of Blank: 1,000 Any Unique Points (1 Charge) Summer Hat: 5,000 Any Unique Points Small Steel Magical Chest: 2,500 Any Unique Points (You see where I am going with this) The back end requires a database to keep track of players and point totals while the front end requires a store user interface to redeem those points. Drops and butchered items aside from meat would be removed and the system already outputs who was attacking a unique so the people to be awarded points already exists. The dev time to do this is actually not that bad, and I am willing to donate my personal time to code changes if that is what it takes. I would love to seem some suggestions on the point table, additional items to be added to the uniques store, or what you think is good or bad about it. Lets finally flush this out and make it a thing worth doing rather than having the constant bickering about uniques, private hunt parties, etc. With this system you build a foundation to introduce limited time items available in the unique store. Also goes without saying you must be premium to obtain points from a unique slaying. Now I know all the tryhards are not going to like this because it will directly affect income from uniques, but the reality is this change is healthy for the game as a whole. More slayings will be public, more people will be logging in and playing for these, and more interaction will occur across servers. I look forward to reading your responses below on why or why not to do something like this in Wurm.
  24. 1 point
    I have been hunting for uniques for a long time now and sadly the only reason i do them anymore is because everything else is too easy in game and still need few tomes. In the decade been playing its always been some drama around them in the forum and global chat what i have seen. For me there has been no drama around them because i invite the ppl i look for them with when find one. Dont even pen them because always been having those ppl online looking for them too.. Looking for them is one of the best parts even it takes countless of hours. Normal hunting feels pointless whacking same trolls time all over again. Making them harder would make it that need to pen them again so we can get the amount of online to kill them. But then again they are too easy atm. I would like to get them all in one location. Take them out from current servers so all will be safe from the beasts and relocate them somewhere ppl can go to die with their own risk and gain. Not like rifts with a time limit so you need to be online in certain time. For ppl less skill gain and knowledge the monster could be easier and for the people that wants challenge a lot harder. Is it a hunting server or a ticket for a portal for a hunt area..it should be earned from playing and available for all. There should be a time limit so cant be farmed. Loot points could be a thing ..but at least i want to see some visual loot from drops..feels always better...feels like have won something. And why does is allways give the same stuff..add some random loots in there for fun. Dragons could be eating some knights on the way of their lifeline. What ever you do dont take the last hunting experience away. i Would love a hunting server even with gear loss upon death. Jackal was a good server..sadly dident wanna start skilling from 0 again. Current hunting has been boring for a long time for me..i would like to see more challenges in the near future and travel to dangers head on with friends. Balancing this will be hard so good luck ^^
  25. 1 point
    I see that you like playing with words but... It's kinda different, more like. If there's a suggestion that is obviously good for the community and has been made an enormous amount of times over the years by a lot of different players, maybe it's about time that the devs stop ignoring it. which doesn't even mean that they should take it as it is or agree to implement, but at least give some kind of official answer and stop just "ignoring"
  26. 1 point
    So if I understand correctly, your point is as follows: If a suggestion is made many times, but ignored by devs, it is a good suggestion and should be implemented. I therefore suggest that you must pay 1g to anyone who agrees with this suggestion. 🙂
  27. 1 point
  28. 1 point
    Love working with Impetuous - very helpful and fast to respond. Great prices and great service. Thank you again!
  29. 1 point
    Yep, the bone was sold by the Crusaider Kingdome. It was us who sold the fantastic pickaxe, honestly I do not remember how much, it was runed and imbued. we also bought a Fantastic carving knife from an auction; if I well remember we paid it more than 2 gold, probably something between 2,50-2,80 gold.
  30. 1 point
  31. 1 point
    If remember right, it probably went for 7g and applied on a shadow mask
  32. 1 point
    Yeah first valrei scenario item drops on epic were crazy expensive. Some even shelled out 800 Euros for 1 charge. Then they became more standardized as scenarios went faster when people realized how to efficiently move the gods to win.
  33. 1 point
    TYVM! Impetuous was great help ty both
  34. 1 point
    If we take some accounts or deeds into play, we've had many sell for dozens of gold.
  35. 1 point
    on the hammer that would be fantastic but not the pickaxe, thanks
  36. 1 point
  37. 1 point
    Nice fanboi deflection. Fact is I suspect Game Chest to implement low hanging fruit strategies to milk this community for all they can while investing minimally back into the game we love. We haven't seen otherwise since the steam release. I'd love for someone at Game Chest to actually prove me wrong. I love this game, been in it since 2007 - but the recent patches and lack of communication from Wurm's actual leadership has me concerned.
  38. 1 point
    The best thing they ever did - because it responded to a real need within a small minority of the community that no everyone took seriously - was to create "phobia mode" after they updated the spider models to be super-horrible. That was some serious customer service and an innovative solution to a problem.
  39. 1 point
    Make all uniques much harder. Make spawn timers a bit more random. Add mini-uniques to rifts on last wave that drop something semi-cool, an reduce the spawns of the other mobs to half in last wave.
  40. 1 point
    uniques can spawn multiple at a time as one spawning doesn't close the spawn loop, 1/550 chance or so for two to spawn at the same time, but like a hatchling spawning will reset the timer for any form of unique spawning (each unique runs a 1/500 chance to spawn every 6 hours if there hasn't been a unique spawn in the last 14 days, server reboots have a much higher chance to spawn one) that unique being alive will prevent the exact same type+color of unique spawning, like you cant have 2 natural spawn green hatchlings on a server, but you can have a green and a red. most of the time it's just the unique being somewhere that nobody found it until the next unique spawned, you can often tell because one will be starving/not venerable due to server reboots and the other wont. that forest giant was already starving when i found it, so it was around for a few days, then the slaying was a few days later so most likely the forest giant was around for nearly 14 days before it was found. not having spawn times around makes figuring that stuff out a bit annoying but with the power of probability and metagaming niarja+unique age when it died you can be fairly certain about stuff like spawn windows and such
  41. 1 point
    give butchering a tiny chance to get rare and supreme bones like digging has. it would give people more incentive to butcher the mobs they kill and it makes sense
  42. 1 point
  43. 1 point
  44. 1 point
    Ridiculous. Did you ever care to watch Niarja? If uniques were "monopolized" there ought be 98 unique kills every month on South Freedom (excl Chaos) only, 16 of them drakes/dragons. Same goes for the claims of predictability. If it is so easy to predict dragon spawns, why not more slayings, why are unique hunters underway so long? And btw., the alt "zerg" armies of 10+ alts per player, why have I never seen them in three years, attending nearly every public slaying? Yes, not few players bring 2 or sometimes 3 alts, but they certainly did not sub them for that purpose. And I fail to see so much and terrible evil in that. Average slayer to non slayer ration in public events is around 1 to 1, at worst 1 to 1.2, and not all not slaying are alts. Devs beware "fixing"/breaking the unbroken please. We had "balancings" to the worse more than once.
  45. 1 point
    no i forage through the vast forests of sydney for berries to sustain myself and play wurm by siphoning wifi from mcdonalds on a thinkpad they gave me for school a decade ago
  46. 1 point
    I think that's a really good point. Uniques clearly serve different purposes to different people. For some, they're end-game content and they enjoy the challenge of hunting them down and slaying them privately with a small group. For others, they're a public event much like an impalong where everyone can get together for a short period and get some reward. The current system supports both of these. But it's up to the players finding the unique to decide which way to go. And then there are those who apparently want unique slayings to be something new -- something in between -- these two things. They don't want to have to put in time to hunt down the uniques themselves. They're annoyed when those that do or those who find a unique by happenstance don't have to make the slaying public. They apparently want unique slaying to be forced to be 'public', so they can participate without needing to be involved in hunting/finding them. Yet they also want to restrict how others can participate. These people are not only unhappy that not all slayings are public, meaning they can't attend them all; but they're unhappy that those that are public actually reward people they don't think should be rewarded, leading to fewer rewards than they feel entitled to. They want the unique gate opened 100% for them; and to not only keep a gate in place, but to add new restrictions to stop others from passing through. I find this third view extremely ironic.
  47. 1 point
    Just to clarify - the current unique spawn mechanics aren't very complicated. A new unique is eligible to spawn on a server 2 weeks after the previous one spawned. Due to RNG, the average is roughly 3 weeks (if I did my math right) and about 90% (again, if the math I did like 2 years ago is correct) of spawns will occur between 2 and 4 weeks after the last one. If patch notes are to be believed, uniques now don't have zones or regions or terrain types that they prefer, and have equal chance to spawn on every tile (probably not in water though that could have changed too) at least 30 tiles from the edge of a deed's perimeter. It's not clear to me if they still spawn on the local maximum elevation tiles or not, but that won't make much difference. EDIT: I forgot to actually make my point about these mechanics. They're not super hidden or hard to figure out. I do think they should be on the wiki, but the wiki team has a different philosophy. Regardless, unique hunting (since pendulums/reveal creatures/etc don't work now) is literally just putting in the work to a) map out the server's likely regions and b) explore them thoroughly during the probable spawn time. Neither of these objectives are somehow restricted to elite players. Other than that, I don't have much to contribute to this thread. I just don't like point-based systems and would prefer unique loot to not become a "show up for 50 weekends in a row and then you'll have drake hide" kind of deal. Enough systems in Wurm work like that, we don't need to add more.
  48. 1 point
    artificial scarcity would still be a monetary reason to not make them public, as would the logistics of an event (hosting a public slaying takes hours of preparation for penning, setting up deed, all that stuff). With no extra monetary value to the penner, hosting a public slaying would be cash out of pocket for them, which would reduce the likeliness of a public slaying, as they could kill it with their friends and not spend time/money making a pen deed. i'll give it a 6/10
  49. 1 point
    I heard a rumor ages ago that someone saved every coin earned in prayer and that when the containers holding them finally decayed, the avalanche of coins re-entering the world crashed the server. Now I have no idea whether or not that story is true, but wondered how many coins that would be - so I decided to save every single coin Vynora tucked into the pockets of my priestess on the way to 70 skill in prayer. And apparently the answer is: 12,086 iron coins. Went from 0-66 under the old prayer rules and was a little sad to go the rest of the way to 70 so quickly - missed out on more coins, but at least I know for a fact this is probably the absolute worst way to earn silver in Wurm. So now the question becomes: what on earth should I do with all these iron coins? Seems like a waste to just put them in the bank at this point. 🙃 Screenshot for posterity:
  50. 1 point
    Hello all! Due to the lag issue Elevation was experiencing, we decided to migrate it over to Cloudnet this evening. I'm pleased to say that the migration went smoothly and Elevation is now living happily on new hardware. Pristine is next on our list as it is also experiencing lag that we suspect to be related to hardware. Tomorrow I'll be prepping the new hardware to take our servers and then Wednesday/Thursday we plan to migrate Pristine. We are still deciding on the best time to do this migration, but it will either be close to noon server time or after midnight server time, hence the Wednesday/Thursday scheduling. I'm also working on a schedule for all other servers, and I hope to have that posted soon. Thank you all, and happy Wurming!
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