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  1. 6 points
    I've been thinking about this a bit, and here's a summary of everything I've either thought of or come across so far... But first my opinions on Epic (if I don't do this now I'll probably forget). First, I don't want to see Epic shut down for any reason whatsoever. If it can't be fixed, just leave it like it is. There will always be some die-hards and lunatics out there on the frontier, and Epic is the frontier of Wurm. Second, I want to see Epic restored to its former glory. This will probably not come to pass, in which case I want to get as close to it as possible. So here's a list of all the things I think might work (without much expanded detail; it's the general direction I want to focus on): 1) Keep Epic a separate cluster. No item transfers, and no boat travel either way. Portal remains the only way in/out, and nothing bar your skills (and points - see later) travel with you. [Apart from perhaps sleep powder. Why, if I have to premium on Epic, do I lose the powder on Freedom? Sometimes there is no choice, like you have to premium to physically move. And same with spyglass, but whatever]. Why? Because if big changes regarding Epic involve "stuff" then those changes could contaminate Freedom. Too risky. Better to keep the cluster permanently separate and minimise any unintended risks to Freedom. 2) Enable accounts from NFI to portal to Epic in the same way accounts from SFI can now. Why? Greater access potentially means more players either visiting or staying on Epic. Thus Defiance (is it?) is the noob PvP zone, only accessible by relatively new accounts. Chaos is the "Freedom Rules" PvP zone. And Epic has it's own set of rules, primarily revolving around faster skilling, faster building, and faster replacement of gear. 3) Get rid of token draining on Epic. Why? a) This would encourage more players to set up deeds on Epic. Losing gear, statues, boats, horses, etc, is one thing. Losing cash and getting milked into oblivion is quite another. No one wants to be a cow. Other players should never be able to tap your bank account directly, which is what token draining effectively does. Moreover, no one in their right mind goes raiding for a handful of silver; it just encourages trollish behaviour. b) Knowing tokens can't be drained would encourage players to be a bit more creative regarding building on Epic. When I build on Epic the first thing I think is "Where am I gonna put the steel mine doors and the absolutely necessary 300 to 600 high dirtbox?" I work it out, and start building. Then I realise I haven't actually got time to spend two years doing this and bail. Except now we need to players to stay and commit to Epic. Small farmsteads and mines would actually be more viable if the enemy can't drain your token, which ought to encourage more players to stay and commit. c) With more smaller settlements alongside the traditional Epic "wardeeds" there would be more opportunities for less able, less advanced, or smaller groups to go raiding, and encourage raiding overall especially on a smaller scale. This a good thing on a PvP cluster. And if it doesn't actually work as intended, so what? No harm done. Simply re-enable token draining. 4) Bring back Valeiri mob spawns (but fix the border thing, if that's still a thing). Why? Because everyone misses them, and everyone wants them back. Epic was never supposed to be safe. Even a middling account can deal with these things if necessary, so bring it on. But no terraforming events. They can screw up deeds, and will inevitably mangle servers eventually. 5) Bring back player gods. Why? Because everyone wants this. Allow players to ascend as before. Create a few new spells/abilities, even if only cosmetic (like the ability to glow, see in the dark, whatever), and give a player an rng spell from the list every time they ascend. Give a CR bonus for ascension. Decide what the cap is, and then work to a limit on that cap. For example, if it's decided that the maximum CR bonus for all ascensions combined should be 2, then +2 CR is the cap. Thus the first ascension gives +1 CR, 2nd ascension gives +0.5 CR, 3rd ascension gives +0.25 CR, etc. Or whatever other mechanism is appropriate. And give the player a title equivalent to Deity rank 1, 2, 3, etc (like meditation ranks/titles). Have these titles, and these titles alone transfer back to Freedom, so other players start asking "How did you do that?" - actually perhaps have the spells transfer back to Freedom too (assuming they are primarily cosmetic). Give ascenders 3 random sorcery items (as before?) but only for the first ascension. 6) Moon metal veins/meteors. Why? Because why not?! Epic is supposed to be...epic. Either spawn these things naturally, and keep respawning them, or spawn them after a scenario is won. Do a few moon-metal meteors too, along with some fancy lightshow (but no terraforming). If Epic is dead anyway, and is never directly connected to the rest of Wurm, is imbalance really an issue? Uh, probably. So keep it reasonable, like meteors 20 hits and veins 50 hits, or meteors 50 hits and veins 100 hits. Or whatever. Monitor the prevalence of moon metals over time and tweak these settings accordingly to find the right balance. 7) Revamp Sorcery. Why? Because it's crap. Have two tiers of sorcery. The first tier can be as it curently stands (although perhaps a few tweaks here and there wouldn't go amiss if it's being adjusted anyway). Tier 2 sorcery should be unique to Epic and focus on PvP abilities/spells. How are tier 2 items obtained? Dunno. Maybe through scenarios won, maybe through points (see later); I'm sure the devs can decide an appropriate way. 8 ) Revamp missions. Why? Because some of them are just...just...just like trying to mine a sandstone vein with your teeth. Fewer "make 50 benches" or "make 150 copper frying pan" missions, and more seek and destroy missions. Get players out and about, running around. Put optional missions for any given Epic home server with targets on Elevation, or even an enemy home server. Big risk, big reward. 9) Keep HotA and make more cool statues (like the lady of the lake or dragon statues, everyone loves them). New cool statues should be unique to Epic. You want them? Gotta go to Epic to get that deathcrawler statue. Make mini-Mag/Vyn/Fo/Lib statues the same size as the lady of the lake ones, because it's cool and we want them. Lots of them. Make a bunch of new statues because we want them too. 10) Significantly increased yields from uniques. Why? Because increasing the prevalence of drake/scale items, and all the other stuff, makes players' loot better in general, and gives other players more motivation to go hunting them down. "Them" applying to both other players and uniques. 11) A fair and balanced two-way skill transfer system between Epic and SFI/NFI. Why? Because everyone wants this. Alone, it might not necessarily encourage players to come to Epic, but it's less likely to put them off coming, which is certainly the case now. Given what the devs have already said about the difficulty involved with implementing such a system, I do hope that some two-way skill transfer can be devised which if not able to calculate precisely what gains should be (likely impossible), then at least calculates gains as fairly as possible based on time/effort spent skilling. So skilling on Freedom would add to your base skills, and skilling on Epic would also add to your base skills, fairly. Nothing wrong with being approximate and getting it a "little bit wrong" (within reason)... For example, say players realise that it's faster to go to Epic to grind prospecting, then return to Freedom, than to stay on Freedom and grind prospecting there. So they start doing that. Is there anything inherently wrong with this? Well if so dial it back a bit until the right balance is found. Monitor the system/gains over time and keep fiddling with it until the system works "quite well" and most players are happy with the balance. There are some smart players out there, who really do get down and dirty with the numbers, and I hope they'd be able to help and advise the devs regarding this (admittedly gnarly) issue. 12) Expanded meditation system. Why? Because players are always after more abilities. Exactly how this is expanded, well...? The current system could be condensed a bit (on Epic), and then new (PvP-related) abilities added from ranks 11 and above? Or the current system retained with new (PvP-related) abilities being given here and there? Or simply add new abilities to ranks 14 and above (although this might put them out of reach of most, which could be a problem)? Either way, extend the system giving new (PvP-related) abilities up to very high ranks (i.e., at least as high as any player has ever gone). Obviously keep all new (PvP-related) abilities unique to Epic. And don't take any current abilities away! 13) Significantly improved rarity/supreme/fantastic frequency. Why? Because players love this stuff, they covet this stuff, and if there's a lot more of this stuff on Epic then it might help attract players to Epic. Given Epic is not connected to any other cluster directly, and items can't leave Epic, where's the harm? I'm not talking about doubling the frequency, I mean really crank it up. Maybe guarantee a rare on a succesful imp during the window (instead of a 20% chance). Obviously you wouldn't want fantastics everywhere, or such items just lose any meaning, so the prevalence would have to be monitored and an appropriate balance struck. But making them far more common improves loot generally, makes players more likely to risk carrying that loot, and hence more likely to get out there and look for trouble. 14) Uncap +10%ql gathering runes regarding mining/woodcutting on Epic, like they were before the nerf. Why? You can probably guess by now, no need to type it out again 15) Epic only Journal expansion. Why? Because it might attract more players, etc. See above. This Journal expansion would be Epic only, apply to crafters and priests alike, be PvP-oriented, and if done properly/carefully could encourage players to get out there and PvP/raid. Once complete then a no-drop item should be awarded, like the cloak, but more epic, with some PvP-related ability (chosen from a selection, which could be changed by spending points? - see later). Maybe we could also choose the skin from a selection, and change it by spending points. Reserve the tiny cloak for Freedom, and give Epic a big epic cloak? 16) Fix Mag and Fo not fighting on the Valrei map. Why? Because there's no reason why they should not fight, and it's really annoying having them not fight. 17) Get rid of the meditation ability nerfs on Elevation. Why? Because we earned these abilities, and we want to use them when it counts! I'm not interested in some "noob-friendly" version of Epic. I'd like to see the direction of Epic change to cater for more advanced players, reward more advanced players, and provide a genuine challenge for more advanced players. Noobs ought to be starting on the home servers and not going to Elevation before they're ready. But keep stuff like the rapid horse breeding, that's handy. This is Epic after all, where the life-expectancy of horses is short 18) Conjunction of the Spheres. I had this idea after reading Elentari's post, although Wilczan used the phrase above. I'm not sure the devs could use this phrase for copyright reasons, but it's the general concept that counts. And this is where an Epic rework could get genuinely interesting, if handled correctly. The other day I was whinging in Freedom chat about how I wanted to go "somewhere else" exploring, because going on adventures to kill stuff, and gaffle loot and skillgains, would be cool. So I asked where Jackal went and what was happening with it. The helpful response I got was (and don't quote me on this) something like "Devs don't want to waste time on temporary stuff." Which is fair enough, I get that. But does this mean there are now a bunch of Jackal assets that are going unused? If so then this could be an opportunity to kill two birds with one stone (use them to help revive Epic, and therefore not waste them). My thinking is that it would be a good idea to have a points-based system on Epic (similar to Jackal?) where players get "epic" points for doing things like killing other players, damaging enemy deeds, destroying enemy guard towers, killing Valrei mobs, winning scenarios (assuming participation), wining HotAs (assuming participation) - you get the idea. These "epic" points could then be spent on chosen affinities (both on Epic and Freedom - this is important as it gives Freedomers a reason to come to Epic, if only occasionally, as they benefit on Freedom), skins (perhaps any skin currently in the game - Epic only), special items (Epic only), sorcery items (this could potentially be where tier 2 items come from - Epic only), the full range of HotA statues (Epic only), all the Jackal bits and pieces like shoulder pads (oops no that's Rifts - new epic shoulder pads then), etc (Epic only), and who knows what else? Make some cool new stuff too? The more stuff that points can be spent on, the more players a points-based system will attract to Epic. As for the "conjunction of the spheres" itself, this is where things get murkier... I like the idea of "events". It goes without saying that at least some of them would have to be large-scale and require players to cooperate to resolve. A bit like Jackal? Say something spawned at a place (could use the Jackal portal asset) for whatever reason, which in turn starts spawning large numbers of critters (Valrei mobs, Jackal mobs, whatever). The longer it's there then the more it corrupts the environment (which is where some Jackal assets - plants/trees and stuff? - could come into play), and the more it spreads this corruption further afield. Such changes would only be temporary, and would slowly fade after the event was resolved. I like the idea of a full-scale invasions. Epic was always supposed to be dangerous, and it could be made a lot more dangerous, although not insanely so as this might deter newer and less advanced players. Then again, perhaps Epic should be designed with more advanced accounts in mind, something newer players can look forward and aspire to? Herds of aggressive mobs, and swarms of roving mobs (assuming Wurm's systems can handle it) would be awesome, although probably best to keep them away from deeds, or at least have them not attack deeds (which would undoubtedly rub players up the wrong way). I think a lot could be done with this so that when an event happens the response from most players might be something along the lines of "Omg ###### no no nooo! Ok, calm down - if we work together we're probably gonna survive this." And what better time for the enemy to raid? I'd like to see a dangerous environment as standard (from PvP, mostly), with occasional (yet inevitable) event-based spikes of madness, chaos, and mayhem, that would test even the most advanced and well-geared players out there. It's ok to get your ass creamed every now and then; after all it's a PvP cluster, and it's supposed to be dangerous. Ramping up the lunacy like this would in turn justify the extra rares, extra meditation abilities, moon metal veins, increased yields from uniques, tier 2 sorcery items, and all the rest of it. Players would generally need to be better geared to handle it, which fits nicely with the faster skilling system that is already part of the core of Epic. Regarding the events themselves, the devs would really need to look at what assets were available (from Jackal), how much time (if any) they would want to spend babysitting said events (ideally I guess they would be fully automated), what is actually possible using Wurm's mechanical systems, and what players found exciting (or traumatic, lol). At which point it's worth mentioning that it appears (to me) that many players don't like grinding Rifts. I thought Rifts were a cool idea, but apparently not all players feel the same way. Maybe it's the repetition? I don't know. I'm just saying it would be wise to think about the "event" system carefully as it would be a shame if the devs spent time developing a system only for it to grate on, or even worse, antagonise players. It might be worth running a poll for those (and only those) players interested in playing on Epic about the kind of experience these events ought to provide exactly. It might also be wise to scale the events to the number of currently active players on Epic (and/or even perhaps in a specific kingdom). Huge manic events would be fine (?) with a large number of players, but if the number of players attracted to these things was less than hoped for, we wouldn't want a situation where those players that were present got completely obliterated with no hope of resolving the event. Unless events eventually resolved themselves "naturally" if left unresolved by players? I would also suggest that the events not be directly tied to the outcome of scenarios. If one (or more) kingdom(s) gets the upper hand regarding scenarios then it could lead to one (or more) kingdoms getting consistently reamed, which in turn could lead to systemic imbalance, which might ultimately break the system (even if scaling were applied regarding weak kingdoms). Use the scaling, which would mean the strongest kingdoms were getting hit hardest by the events, which itself helps to balance things out a bit, and prevent the strongest from becoming too strong. Time to stop here as I haven't thought through the precise nature of these events, and the way in which they might work. I haven't got anything constructive left to add at this point, and this post is long enough already.
  2. 4 points
  3. 4 points
    Well, what actually happens with the plotting you described is: Worth mentioning that when plotting you will always enter the new server on the same respective coords - for example if you leave at K you will arrive at K (east-west travel), or if you leave at 13 you will enter at 13 (north-south travel) on the new server.
  4. 3 points
    Want to complete your journal cooking quests, but can't be arsed to learn to cook and don't want to pay for the recipes? Why don't we try this the old-fashioned socialist way? I have here a stack of books filled with cooking recipes -- 450 of them -- that I will send, for free, to anyone who wants them. When added to the recipes everyone already knows by default, which is about 90, this is enough recipes to complete the "Learn 250 cooking recipes" and "Learn 500 cooking recipes" quests in the "Going The Distance" and "Destinations Unknown" sections of your journal. All the recipes on offer here are of the "learned" variety. No looted recipes and no starter recipes. They come delivered via mail in 18 books of 25 pages. The COD cost is about 30c for the whole batch. There is a catch, of course. Because each recipe is destroyed when you read/learn it you have to replace each recipe you use and then send the whole, completed collection, with all 450 recipes intact, on to the next person in need. That means making or buying a reed pen and enough paper sheets and dye to re-transcribe every recipe you learn. This will take you hours. I'll maintain a list here, in this post, of the order of delivery. To participate, post in this thread with your in-game name. After you're done completing your journal quests, refill the books with the missing recipes and send them to the next toon on the list as quickly as possible. If the list is empty, send them back to me (in-game name also Ajala). The recipes are on Southern Freedom Isles, so please don't ask to be added if you're NFI. Make sure to specify your in-game name if it's different to your forum name. Here's the list: 1. Spacy 2. Blaike 3. Seriphina 4. perji 5. Chromega 6. roarkindrake 7. Eleraan 8. Klaa Let's see how long we can keep the chain going before we get our first douchebag. UPDATE APRIL 22, 2022 -- SECOND ATTEMPT Klaa has had the recipes since March 12 -- six weeks -- without transcribing and sending them on, and has pretty much ghosted me since April 1. I figured the experiment was over, but yesterday @Zachariahoffered, completely unsolicited, to transcribe a whole new set of cookbooks and set the ball rolling again if I supplied the paper. So that's what we did. Three cheers for Zachariah! He tells me he's used better-quality books, so there are fewer of them and the mailing cost has gone down, but there's only 405 recipes this time. Added to the 97 starter recipes everyone now gets after the caffeine update, that's still just enough to get everyone's journal boxes ticked. The list now: 9. Alpengeist 10. Ctpax 11. Goldfinch 12. Rothschild 13. Jonathon 14. Lisimba 15. VelvetSun 16. Stonesolid 17. Elrohiir UPDATE JULY 13, 2022 -- EVEN MORE RECIPES Thanks mainly to @Elrohiir and possibly some other participants, the QL of the books has increased and more recipes have been added. The collection currently has eight books and 512 recipes, for the true completionists out there. I currently have the books.
  5. 3 points
    20 silver. Covid is a thing these days. Mask up. Reverent-
  6. 3 points
    You can put a whetstone in your backpack so the damage number isn't orange, but otherwise, yes across the board for this. Whetstones, pelts, ceramics - not really improvable but should be repairable. Tents - absolutely should be repairable, AND improvable (and really should be tailoring, not FC, while we are at it).
  7. 2 points
    some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - Faith gives a bonus to skillgain so want 100 faith. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), So best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest is best, pick sprouts if nothing is season Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100. Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff) Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, it can vary greatly. Each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds Restoration - "Unidentified Fragment" is 1 diff action, the fragments have various difficulties based on the group that they belong to, wood being low and statues being highest. <80 skill low ql chisel and brush, >80 skill High ql woa chisel fragments until they show their group and seperate those into a grinding section. weapon/armour/tool/statue fragments are higher diff, rest are low diff Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it. Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed. Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channelling Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill. If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler. Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal. Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed Rare spamming/Imping rare For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge. Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc. Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window. Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer. During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows, https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example. For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance). If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above.
  8. 2 points
    Most if not all of us keep at least a couple of these items in our inventory, pelts are probably the most common example since they decay so fast out of inventory. They take damage very quickly, and the yellow and orange numbers draw our attention to warn that there is damage, but there is no way to clear the warning aside from finding a Vynora priest to cast mend (over and over again if it's something like a pelt that continuously takes damage with use). We just have to look at it all the time. I think it's fine that we can't improve pottery and pelts, but broken pottery can be pieced back together, a torn pelt can be sewn. I don't really see why tents shouldn't be improvable but we should at least be able to fix them when they take damage. Edit: Include whetstones too
  9. 2 points
    Love these points by Mowglia. Just moved to Epic full time and having a lot of fun so far even with limited population. Tons of dragons to kill and found 3 on accident already in less than a week. 1) Volcanoes should be active like on Chaos. Went to 2 volcanoes and just....nothing. 2) Let northern freedom teleport to Epic. Give them the same chance to play on Epic that the rest of freedom has. Some people might find out they like Epic more or at least get groups for big fights to portal over to. 3) I like the idea of not draining tokens on home servers, but Elevation should stay the way it is to bring a different type of PvP when you go there. Quicker action timers should help building deeds faster if have a good group. I personally like how Elevation PvP is different rules than the home servers. Gives some options. 4) Skill transfers for sure is the "biggest" limit to people wanting to come to Epic. I thought Devs were using Elevation has a playground to keep changing things to see what works best with players. I was expecting changes at least once a month to Elevation when the reset happened. Let (just spaced out his name) that dude that helped with gear and other PvP changes have free rights to make changes to Epic. No one else is doing anything. That would be fun as hell having an excited dedicated Dev that is constantly updating Epic no matter if good or bad changes. It's something to keep excitement going and not like it screws with freedom at all.....yet. I'd like Epic missions to affect with Freedom. That would be cool. Get one of these Wurm Unlimited modding people to change Epic up.
  10. 2 points
    Sometimes you want to make a trip that would take forever, Such as sailing from the south side of Xanadu to the north, or the east side of Celebration to the west. You might think that you need to sail all around that island to get there, which can take hours on Xanadu! Worry not, there is a quicker way! Plot course can help you to travel to different areas quickly. To travel to the opposite coast you'll need to make 3 server hops using the Plot Course feature. Start at the edge of 1, lets call it east Cele. You'll want to plot course to Exo and sail EAST. Once on Exo, plot course to Xan and sail WEST. Once on Xan, plot course back to Cele and sail EAST. If you haven't gone too much north/south, it should drop you off right where you wanted it to be. Here is a quick little picture that I put together. (Don't judge my paint skills) <see picture below> This will work from any side of any server (Not epic, sorry). East to West, South to North.
  11. 2 points
    Yeah, much better paint skills, tanks Jaz:D
  12. 2 points
    It's like having a notification on your phone that you can't clear away unless you ask (or hire?) someone else to do it for you. I don't think someone needs to have a "mental issue" to find something like that annoying.
  13. 2 points
    +1 I agree! It has never made sense to me that tents cannot be improved or repaired.
  14. 2 points
    If the spell could be adjusted so that it repairs without quality loss instead, then it would be better than normal repairing and still good to have. That's how I would have intuitively expected it to work in the first place.
  15. 2 points
    This wasn't from the channel point reward, but rather to thank Kohle and his wife for the many years of support for the stream. Another person I did something similar for, was DueJensen aka Oluffus by making him a painting of his character that he could use as a profile picture :-). It looks like he's put it to good use! https://forum.wurmonline.com/index.php?/profile/78104-oluffus/ As for the channel point reward, it is related to this in the sense that the reward will be drawn in a similar fashion, yes. Aw thanks Wurmhole. Well there has definitely been discussion on and off about the idea of rehauling the characters at some point. And I only mention it because Samool did in fact touch upon that in the road map as a "possible" thing that might come eventually. Can't give you any information on the status of that though. What I can say is that a character overhaul would be a massive, massive undertaking because it would have to be done from the ground up, from scratch. Obviously keeping with the familiar Wurmian style, but just better and enhanced and more functional technically to allow for better animations etc. And yeah, as a volunteer, not sure if I'd have time for something that huge.
  16. 1 point
    Welcome to Shimmering Sands! Shimmering Sands Citadel is a project to recreate the sandstone city seen in the Wurm trailer. It is mostly being built by KatsPurr/Malena/Saphireena, the Factional Fight brothers aka Gryphyth and Faeran and others in our alliance. The end result should look something like what you see in the above picture! This crazy dream will take years to build, but with each visit to the area, you will start to see it take shape more and more! We have recently started digging out the canals and will be adding bridges soon! To fund this project and pay for the land, we sell horses, hell horses and gear at the Shimmering Sands Stables, just a hope and a skip away from the island itself. Horse Market Info You can find us on the Northern Freedom Isle server of Melody at M9. Just a short distance away from the server border to Harmony and Cadence! We also have a trader for your convenience. Good to know Horses will be between the ages of “young foal” (newborn) to “mature adult”. Once they reach the “aged” stage I will remove and retire them. We never sell animals with negative traits. Some horses might have additional positive traits. This has no effect on the price however. The market is completely self-serve. Browse at your leisure. Once you’re ready to buy, simply purchase the matching key from the merchants. No reservations / No home deliveries Purchased horses must be retrieved from the stalls within one week of purchase. After that, horses will be put back up for sale. Prices may change depending on the market Coming from another server? You can transport your horses across servers using a ship and creature cage. We have an off-deed loading dock. Location shown on the map. Please be aware that if you purchase the key to a stall but decide to pick up a horse later (for instance in the case where you bought 10 horses but can only lead 4 at a time), do NOT take the key to another server, as it will change its “lock” by crossing servers. (at least this used to be the case) Did you have a pleasant buying experience? Any kind words left in the forum post are much appreciated! *bows* If you run into any troubles or have any questions, contact me through the game (Northern Isles): Saphireena, here on the Wurm forums: Malena or else through Discord: KatsPurr#8213 Click here to check the full listing of horses + prices
  17. 1 point
    Festival of the Veil (Samhain/Halloween festival and Impalong) October 24-30th 2021 (ended) Greetings Fellow NFI Guys and Ghouls, Its your friendly Cathedral Crypt Keeper here, I'm just dieing with excitement to invite you to one of the first Norther Freedom Isle Impalong. The Zombies and I will be hard at work getting everything ready including this post, keep an eye on this page for updates. What's an Impalong? It's a community event/festival that's hosted by someone on their deed, often times they have themes to match the season, holiday, or hold some special meaning to the host. The word impalong was created long before i became a wurmian, but it refers to the action of gathering and improving items for your fellow Wurmian, it is an event where crafters and priests from across Wurm join together to improve/enchant other players gear for free. Everyone is welcome to work on their skills at the event. In addition to the imping/enchanting, there are various other things such as games and events, prize giveaways, contests, and sometimes even GM's drop in to spawn a few mobs on unsuspecting Festival-goers. Location (where to find us) The cathedral is on the western shore of the heart shaped bay on cadence at map coordinates G23 just north of Broken Heart Bay Event Schedule (all times are U.S. central time zone) Oct 24th 12am gates open to public Oct 25th - 1v1 Tournament Begins Oct 26th - Fishing Contest Oct 27th - Scavenger Hunt Oct 28th - Rose Garden Maze opens Oct 29th Costume contest Oct 30th Bonfire and Closing ceremony The Discord Channel We use this for everything Closed till next year The Deed The Community Workshop (the impalong facility) The Pilgrim's Rest Inn Events The Rules Materials Provided (Donations are welcome and greatly appreciated) Event Staff (PM one of the people listed below when they are online or in local for refueling forges, returning your items, getting you more imping material, and check in at the inn.) more info to come soon
  18. 1 point
    The recent bannings and lack of slayings have no doubt fueled the rumours about my demise. However, the actual explanation is a lot simpler. The dragons were merely hidden from our eyes. At Bruce's Flying Circus, N13 - we're on the highway system! Get there early, we'll see you there!
  19. 1 point
    October’s “Seeker’s Lantern” skin will light up your world with a whole new style. Perfect to carry around as a light source, or to use as decor! Available through the month of October in the Marks Shop at any settlement token, this skin can be applied to a lantern to give it a unique and fancy look.
  20. 1 point
    QL 95 RARE Leather Knife, iron A very short and sharp curved blade on a shaft, used to carve in leather. This is a very rare and interesting version of the item. A steel rune of Vynora has been attached, so it will reduce damage taken (10%) Blessings of the Dark has been cast on it, so it will increase skill gained and speed with it when used. [98] Starting bid: 15s Increment: 1s No Buyout Sniper Protection: 30 minutes Happy Bidding everyone, and good luck!
  21. 1 point
    Thomas , Stormguard Lvl 0 TBA 10x sprouts
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  23. 1 point
    Is it just me or is it getting hot in here? Lol
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    Hello, Wurmians! We know you have all been patiently awaiting the release of the Northern Isles maps. Well, the time has finally come! You will now be able to view the original maps for Harmony, Melody, Cadence, and Defiance. We are still working on getting current ones up, and once we do you'll really be able to tell what hard work you all have done since colonizing the Northern Isles and what a difference you have made. Click Here to check out all of the maps we have available.
  28. 1 point
    Great ideas by Mowglia. I hope the devs will look into it.
  29. 1 point
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  33. 1 point
    Congratulations on running a very interesting server cluster. It sounds like fun WU experience.
  34. 1 point
    Yes! We will run a new Santa's Reindeer this year. I am looking forward to it too It will be independent of the Frenetia cluster, an additional event server. The time will be as close to the start of December 2021 as we can manage, and running until to the end of January 2022. If players want a bit of extra time to get their reindeer to Santa's island we certainly will consider that. The reason it is an event server is because players need to start a new character. You may have you usual name, or a new name. Upon arrival on Santa's island the only thing in your inventory will be a pelt. On the new map will be about four herds of Santa's reindeer. The challenge is to get one of the reindeer to Santa's island. Player's may choose any method available in the game world to have their reindeer arrive on the island. For example build a boat and creature transporter or build a bridge. Player's may use any bridge that exists, so even though no bridge will be there at the start, if bridges are built, anyone may use those bridges even if they did not participate in the building of the bridge. The challenge may be as difficult, or as easy as the player chooses. All the usual faster action timers will be there to make it quite realistic to build bridges. Tam and I will be there most of each day to help build a bridge if player's want to do it in a group. We have saved the Santa's island version one server, so at some later time we could have memory lane visits to it. This second version we will also save at the conclusion of the event. For those who were not there, the whole server was flat. Getting mines on the flat surface was a challenge in itself, digging down just so! This time the map will have some quite difficult climbing obstacles in the landscape. A later version may have flying, that is what we would really like, but at this stage we are not ready for that. Santa's Reindeers have not learnt to swim hehe. But they love to fly! As we get the code behaving more as we want to it, credit for the Santa's reindeer challenge will be in the menus. Meanwhile we may build a hall of fame with signs on the permanent servers of players who complete the challenge. The Gobbler's Banquet and Arboretum servers will continue on as usual meaning that everyone's work on character building, landscaping, and challenges is preserved and ongoing. Players may ignore The Santa's Reindeer if they want to. Regards from Pam
  35. 1 point
  36. 1 point
    I agree with this suggestion, and it's not without precedent. The new character starter kit of tools has none that can be improved, but the tools themselves (apart from tent and pottery bowl) can be repaired. Just let pelts, pottery items, and the tents be able to be repaired, with the corresponding loss in QL that would normally come from repairing, with the lack of the possibility of improvement remaining. It won't make them infinitely useable, just simply extend their lifespan a little longer.
  37. 1 point
  38. 1 point
    We already have Dragons everywhere, on most servers .... Although Serenity has reduced their numbers somewhat recently. Anyone who ever played on the original Affliction map might not agree to the return of terraforming events, though perhaps if toned down they might not be so bad, and all servers are large enough to handle a few more craters and cracks. I liked the idea that perhaps some valrei events might return, but instead of craters and cracks, maybe some areas of Jackalised terrain, with some of the trees and plants, maybe a few of the creatures, (giant crabs anyone?), But no Wetas, msybe some of the old Valrei mobs as well, just scaled for server population, we don't need a solid line of drake and eagle spirits along the borders this time.
  39. 1 point
    Yes, skill transfer alone won't save Epic, but in my opinion it's necessary move to make anything vialable, unless there will be some massive overhaul that gonna attract players, despite isolation from other clusters. I doubt, any serious freedomer gonna invest time on Epic, when he gonna know that skills earned there won't pass back to freedom. At least, if there will be no overhaul, skill transfer will allow anyone to try Epic. If 1% of them would stay, then still better then what we have now.
  40. 1 point
    The management of Gobblin Hut approves the color of this dragon.
  41. 1 point
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  43. 1 point
    Realistically it depends on the person who is moderating you, which is a big thing I have noticed in this game, some people will just be like "hey cut it out" and move on where others will be facetious about the situation and say something sarcastic - and like I get it, being a moderator is kind of a thankless job but there's a level of civility that should always be maintained especially if you are in a power position. I have specific examples but, as you mentioned, some of the rules are vague so I am not sure if bringing it up would get me banned and it's not exactly something I would want to roll the dice on but I can say this much, some mods get more angry than others and handle things in more extreme ways. I personally had an issue with this and the way it was handled, at least to me, seemed mildly questionable but I never did anything about it because the fear of being banned for contesting. However I do wish that there was more consistency with post locking and in game trolling.
  44. 1 point
    Excel versions of these latest maps can be found here, for those of you who want to do some planning! - https://drive.google.com/drive/folders/1sDTGV1rjB8JsvSjlm9LJRkLeRqT3wQK-?usp=sharing
  45. 1 point
    My two cents, as a recently returning Epic player: it's not worth trying to get people to trickle back in one by one. The reason for this is simple: Wurm for many of us is a community game, and I would argue doubly so on PvP servers. Logging in and seeing "No other players online" is horribly depressing for those of us who remember how things used to be, and as much as many of us may still love this game, most won't stick around like a sad puppy waiting for their old buddies to poke their heads back in. There is nothing fundamentally wrong with the game itself or PvP in particular; the issue is a matter of momentum. There simply aren't enough daily players to form a community, and without a community, people will leave. So we need something that will bring a lot of people all at once. Set up a PvP event with rewards that would appeal to both Freedom and Epic players. Schedule it well in advance, preferably starting at a time when a lot of people are available (such as the week after Christmas, or the beginning of summer). Advertise. Send out emails. Encourage people to get ahold of their friends and drag them back in. Make it clear that anyone who doesn't get in on this event is a giant loser. Offer a week of free premium to those who have quit, just to get them hooked again. Do whatever you have to do. Because remember, nobody ever truly quits Wurm. There is a large pool of people who stay on the periphery, who don't play Wurm anymore but would hop back in if they knew their old friends were here. There are also undoubtedly Freedomers who want to try PvP but don't see any reason to go to an empty server for it. If there is a specific date and time where everyone can be reasonably sure that they'll have people to play with, there will be people who show up, and there will be people -- both new and old -- who discover the pure, unalloyed joy of being brutally murdered while drunkenly sailing around JKH at 1am with five of their best internet friends.
  46. 1 point
    I am implacably opposed to being able to sail back and forth from Epic, it’s a separate cluster for a reason, and should never be joined or merged. The reason why should be obvious. It further devalues Epic as a unique cluster, blithely sailing home after raiding with your cargo of ill gotten gains to sell in safety? It’s been a long lasting issue with Chaos. No. Epic needs it’s uniqueness back, not to be further integrated with Freedom until nothing is left at all.
  47. 1 point
    Connection by sea with NFI. I have suggested several times to add seasonal islands that would have different seasons than the current islands in the NFI. On each island, different plants and animals could appear as a unique attraction attracting players. The biggest problem in my opinion is PvP. The simplest solution would be to set up several relationship statuses between kingdoms, and by default each kingdom would be at peace with others. Suggested statuses: - friendly relations - players of both kingdoms can cross the border and will not be attacked, they can gather resources, hunt and trade, but they cannot build or terraform anything in territory of a foreign kingdom, - peace - both kingdom players are free to travel and trade, but cannot hunt or gather anything, - embargo - no entry or trade for players from an embargoed kingdom, - war - players may cross the border but will be attacked and may die. Changing first 3 statuses is free, but declaring war costs and every day when the kingdom is at war, players must deliver goods they produce to the capital. There could be a restriction where it is not possible to change status from peace to war and the kingdom must first set embargo for a period of time, say RL week, so that players from the kingdom to be attacked can prepare for war. When war is declared, both kings gather their knights to set their status as the defender of kingdom, that is, they become PvP players. So they can die and lose items, and their deeds can be invaded by the opponent. Players who prefer to play PvE are still forced to pay goods to capital, but cannot lose anything during the war and their deeds cannot be attacked, but they can be killed outside of their deeds. The type and quality of required goods that each player sends to capital is random and forced by game. If one of kingdoms fails to pay all the required goods for 3 days, it loses war economically. The winner receives goods sent to the opposing capital and can distribute them among the knights who participated in the war. Alternatively alliance leaders can designate an area to build a fortress, during a war alliance members may store goods in fortress instead of sending them to capital. During war fortress is exposed to raids and if it falls, goods it contains can be stolen by the opponent. In this way, each PvP and PvE player would be involved in a war, but how much someone sacrifices and is willing to lose would depend only on him and in each war he could make a different decision. EDIT: As long as alliance fortress is standing, deeds of members of that alliance, who changed status to PvP, cannot be invaded.
  48. 1 point
    Hello all. First, let me apologize for the lack of communication from all of us here. The fact of the matter is that we’ve all been quite busy dealing with life issues, which isn’t an excuse for not communicating. Second, I want you all to know that we hear you. It’s frustrating for all of us, customers and developers alike. Life can hit you hard, and with how small of a team we are, we simply do not have the resources to cover things like medical emergencies and deaths of friends. Things that require time off, often times suddenly and without warning. We continue to keep a keen eye on the forums for your feedback, and regardless, we are very grateful for it. We have developers, volunteers and contractors alike, who have been working diligently on new and exciting projects behind the scenes. I can’t share them yet, but I do want you all to know that work has not stopped. Slowed, yes. Stopped? Not at all. The last thing I want to say is just a reminder to everyone that we’re all people here. I’ve seen a lot of hate and vitriol thrown at staff, some of whom have nothing to do with the frustrations at hand. I’m not saying you can’t express your feelings, but I am asking for some civility in doing so. That’s all from me, Please stay safe.
  49. 1 point
    As I made 2 new records in fishing in the last few days, I decided to create a thread for Fishing Trophy Shots. The method I used: I had made a new inventory group named 'Trophy', and I put the precious catch in it. I had opened it, positioned above my head at the site I catched the fish, and made the shot. What is a new record to me? The highest ql of the largest fish of a kind. Here is my biggest catfish and herring (so far): What are yours?
  50. 1 point
    My little multi story creations thus far.
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