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Showing content with the highest reputation on 04/19/22 in all areas

  1. 7 points
    The reasons for keeping a separation between NFI and SFI are now moot. ...and so I will say it once again, Wurmians Without Borders!
  2. 7 points
  3. 6 points
    I had a great time there, a little disappointed I didn't get enough dead bodies, but I will be back!!!
  4. 6 points
    I recently returned to Wurm and started working on this little sailboat from the comfort of my wooden shack. But in the background is the colossal Black Dog Isle bridge. It feels like a very poetic view of in-game progression
  5. 4 points
    South Harmony, very nice place -
  6. 4 points
    Epic was this solution for years...did it work? No. It's as dead as Chaos or defiance. We already had solutions. People just didn't invest in them. In any case, I'm down for a merge. Stop isolating players from each other, it's just dumb and destructive at this point.
  7. 3 points
    So to anyone who has read the posts going around you will know people just want this to go either way and put it to bed and people deal with the changes good or bad - if we was told Yes or No for the merge i feel either option will disappoint someone and i feel they are kind of ignoring it to try and not make any party make rash decisions of cutting ties on either server if they are split severing. I think it would be nice for a definite answer pull the plaster off quick and lets start healing and put minds to rest and end all these discussions on the matter as I'm for one wanting to move forward with whatever will be. So i have already said this in "its about time" post but I think it deserves a spot for itself so my suggestion is Why don't we have a island set up with NPC merchants that can sell items on behalf of "Wurmonline" to balance the prices on both sides < optional. But the main focus is that the island is where the cross over would be from SFI - NFI and people could go there and move on forward to the other side but doing so "Optional" Could cost a transfer token or be free or be one time. so people can get there accounts back to where they want them to live. there is 100's of solutions to this problem and I'm sure there could be one that would accommodate both sides so there is minimal soreness. the island could be a gateway to chaos too for the NFI people. I speak for a lot of players who just want a solution and make it work for all. but the end result we need a poll or something or even to be told a yes or no - even if the answer is Yes we are but its going to be in X amount of time. Kind of thinking this is just going to get messy without answers as its starting to be a major topic and its annoying people including myself to the point of me wondering if i can trust the system with my investment and time. SFI i had sunk a lot of both into and NFI even more so and its not good on a trust level or a professional level to keep people waiting around for answers while they are spending money mothballing there accounts and holding deeds down on the other servers. its not a good thing to do to paying customers best to just let us know what the plan is and let us deal with it and stop people bleeding money into something that's never going to come and we can then cut ties and stop paying for those extra deeds / accounts Not trying to be funny but its just something i wouldn't do even if I was desperate for extra income in the game - its killing trust and respect of the players and the big players who have these investments and they are the ones who you want to be loyal not questioning things, more respect will come out with answers.
  8. 3 points
  9. 2 points
    No offense but that sounds like an argument you would have heard in the early 1900s to continue segregating people and communities IRL. Do we not all agree that segregation is bad? Wurm is not going to suddenly die if there's a merge of which a real eventuality was proposed by staff back when NFI/Steam became a thing.
  10. 2 points
    I'm against a merge too, this is just either a desire to capitalise on a market, or just wanting to look at different tiles. End of the day they're two distinct communities, and merging them waters down both, rather than celebrates their uniqueness.
  11. 2 points
    Nah, it lets those from SFI who took advantage of the new servers by grinding and inflating the market, and their bank accounts, to move that money back to SFI now that they're bored with it. I'm against it.
  12. 2 points
    Not sure that statement is correct. but that's my opinion people are no different on any server for the 13+ years i have played from gold and never thought of server populations being different. the only difference is prices. skill wise NFI in some cases out skills SFI as more people grinding
  13. 2 points
    I'm not for server transfers. Most of NFI is not on the same level of SFI characters and never will be. Making multiple posts about this issue isn't going to get it to be resolved any time soon. The main option would be to play the game. Playing Wurm shouldn't be about whether your on NFI or SFI it should be about having fun. If your not having fun in the game then maybe that is something that you need to address personally. If you want to play on one cluster versus the other that is your choice. If you want to play on both that is also your choice. The only thing I personally would like to see is the Kingdom Guard towers and wagons added into NFI so that PvE players have access to them just like the SFI toons do for more diversity in building and designing deeds. Sheriff
  14. 2 points
    As a long standing resident of Deliverance I can honestly say that the large land destruction projects that Quasiwud has done and is doing like this open air canal is taking it way too far This new project is destroying way too much of our already small island and making HUGE unsafe cliffs straight through the middle of Deliverance is not something we want or need and we are asking the staff to please put an end to his destruction of our server. ENOUGH ALREADY ! We have an oak forest that covers 1/4 of our server that no one is allowed to touch, because Quasiwud complains any time some one chops any of those trees. It has caused many of our good players to leave Deliverance or even quit Wurm completely out of the frustration of not having a fair say in what happens in their area and Quasiwud being allowed to continue to destroy the area and destroy their perimeters and nothing being done about it. His destruction has gone on far too long and it is time for some one to step in and put a stop to it all. Sun
  15. 2 points
    I started out on NFI with no real knowledge of the game and tbh it feels bad everytime I see anything SFI related and theres different guard towers, colourful Wagon designs, and all the other items we just can't get on NFI. For me the primary purpose of the game is creativity and I can only see the option to build a wider variety of designs on NFI as beneficial. I'm personally not that bothered about the Economy side of it so not going to make an argument either way on that front.
  16. 2 points
    I think a "guide" like this would help new players a lot, it would give them a list of items to create to get their Wurm careers started. It saddens me to see how many newer players are taken advantage of by more experienced players, whether the new player is buying or selling, just because they lack the experience of what items could be worth. Arguments in trade chat are silly because someone has the right to charge or decide to pay whatever they want. Whether other players agree or disagree with said price is really irrelevant.
  17. 2 points
    Well technicly no. But its bad if you work with a limited resource. BoTD have the same effect as CoC but its a combinatio of CoC and WoA so your action timer will be shorted. This will make your ticks look smaller but since its all a linear multiplyer the skill/time will be the same even if the skill/action will be smaller. The main reason for only using CoC and not CoC+WoA or BoTD is to use less resources (like hight Ql metal or wood during imping) since you need less actions for skill gain.
  18. 2 points
    Welcome back, Docterchese. It's been a while...
  19. 2 points
    Yggdrasil! Watch out for the lava fiend!
  20. 2 points
    I was there, Sheffie. I was there three thousand years ago. I was there the day the strength of fences failed. I lit my deed well with the fires of lava fiends, in the small pens they couldn't destroy. The devs added fence bashing. We nearly ended that day, but my burning deed was allowed to endure. There's no strength left in the fences of men.
  21. 2 points
    Had to ask for help this year opening my egg. Happy Easter everyone o/ Teeebomb
  22. 2 points
    There seems to be a sunrise / sunset theme at the moment, I got this one yesterday? it might have been the day before, love the Wurm skies This one was last night, I love the Autumn colours and the fog!
  23. 2 points
    I love my knarr. I for one, have a canal that is purposely built at knarr depth, so that the large, more "ocean-going" looking ships won't be able to pass. I have a small lake and those huge monstrosities would just look out of place on it. Aesthetically, those large ships should be restricted to coasts and only the largest bodies of water.
  24. 2 points
    When I was driving today to find a mailbox I came to a spot I think might be the new canal? It goes direction north-south like just west of old safe Haven. Is this correct? If so it will be a huge rift in the landscape since we are fairly high above water level here. I thought it was gonna be tunnel partly? Just from looking at dark from the road I'd think the whole stretch would go into a tunnel.
  25. 1 point
    43 x Valrei mission items @ 15c each Various Rares Various Recipes
  26. 1 point
    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. (thanks ping) 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. You can combine this with other grinds like mining (queue up bunch of mining actions, when you start a mining action, do a tame, they'll both happen at the same time I think this got removed) or shield training+shield bashing. You can try all 3 at the same time if you want your apm to resemble a pro starcraft match. 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, you want average frag ql of a stack of 100 to be around 25 or so for best skillgain. Around a 40ql brush at 90 skill was good for me, but that might not be good for you if you have more/less disbanded deeds in area than me. lowish ql chisel to do restoration afterwards 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 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. Channeling 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, Hunting 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. if you comment below just to argue rethink life
  27. 1 point
    Currently, there is the colour change in the listing and a message "It has an alternate skin applied to it." The description should identify the skin. as in "It has a 'Blacksmith's Hammer' alternate skin applied to it." Or better still "Is is a Blacksmith's Hammer." in the special colour for skinned items. Ideally the skin name should replace the object name, so instead of "Hammer, iron" it should say "Blacksmith's Hammer, iron" and leave the actual "Hammer, iron" for the lead on examine.
  28. 1 point
  29. 1 point
    Is the idea of a piece of land you haven't seen before really that enticing? That's all a marge brings, a new mix of tiles
  30. 1 point
    Clearly the one thing this thread has shown is that there will be people who disagree with a price check. So much so that, this case, disagreeing with he prices even BEFORE the price is known! I repeat, in different words, more information is always better. IF this shouldn't be published because someone would disagree, then there should be ANY /PC in trade - because someone ALWAYS disagrees. Everyone thinks THEIR price is the right price and everyone else is wrong.
  31. 1 point
    So youre saying theres a chance?
  32. 1 point
    We the people set the roadmaps in a way. if they want people to keep putting money into the game then they will do what we want.
  33. 1 point
    They didn't make any promise about a merge on SFI and NFI before and after the steam launch. Why people assume there will be a merge. I guess they would say they don't have a plan for a merge in the near future.
  34. 1 point
    I agree, if we just had a yes or no then we could move on and make better decisions. if being able to sail to PVP was a make or break then we could move to SFI, or if we wanted to be able to trade with everyone and have a united community and were holding our breath, we could breathe again either way. The not knowing is driving a lot of us insane with what to do. I for one really want the merger to happen and would love to have a deed on more islands with more characters which would be more money into the game. I feel a lot of people agree with that. I also feel people are going to get bored with no risk of PVE and will want to set up on PVP without having to start over. I for one have put more money into Wurm then I wish to admit lol, and because of this I would most likely take a large break from the game before transferring to SFI to gain the features I'm wanting that I didn't know NFI was without. PLEASE MERGE!!! lol
  35. 1 point
    I have been playing wurm for over 10 years. On the old servers like rule of thumb was 1iron per action which equals 1000 actions per 1s/1k Did not matter if tools have cast or person needed the mats But 0n the new servers like melody and cadence. People wants prices to be higher because of mats they needed to get or cast on tools use. And to straight out greed I would agree with others on this post. People will get upset and the price ranges need to wide. Myself I play for the long game and get my own stuff as needed and for the skill But i do order cast since i have no priest. But that also would be hard to range. Since some but not all want max profit. And merchant also charge different price for different groups of people ( alliance. Friends .not liking the person but will do business with them anyways) how do you range that I would suggest your reference book is a great idea but you would need to figure out the number of actions it would take for each item.then base your price off that information example Dirt 1 action Brick (Type of stone does not matter) 2 actions. You mine the shar is 1 action then you turn it into a brick 1 action
  36. 1 point
    Does have any sense to build an unsafe cliff where there are already underground canals that fulfill the same result? Why is a single user able to do what it wants against the will of the rest of the players? If this is a sandbox game, it should be with the same rights for all users. If someone wants to be God in its own server, he can use WU instead of WO
  37. 1 point
    Journal Rework: This is good Treasure Hunt This is for me ruin by another mindless grind, why not make the map obtainable in the camps? atleast i am not gonne or have time to spend unhuman amount of hours trying to get a rare roll by smashing my pick in to the wall or digging holes in the ground. Campsites: Can be fun once ot twice, but theres better be some good reason to do them, either some new very usefull items or vaulable variations everytime, if not im afraid this will just be another rift that everybody hates. And i am assuming that both the treasure guards and camp will be easy to solo, so wheres the group activities? we need something els then uniques, thats pretty mutch just available for a small amount of the playerbase all in all, doesnt sound its enough to get me back in the game.
  38. 1 point
    If i remember correctly, Defiance was created this way because people asked for a PvP server which doesn't allow for what happens on Chaos, like farming PMK stuff to sell it to PvE players, having a safe heaven just a border cross away to PvE server and so on. Players were asking for this exact solution for years.
  39. 1 point
  40. 1 point
    Sorry that i never showed up there, Hope it was a good event, IRL Does alot stuff for, me, but ill have my first of 2 surgery's in 1 week from now ½ year from Now perhaps ill can attend more active, Hope u all had Fun. Take care all, back to my micro playing the game, Pain is hard to live with.
  41. 1 point
    do you still have the bulwark shield skin
  42. 1 point
    sigh - - - and we both so much wanted to make it down.. Apologies to Velvet... RL grabbed us with good weather and spring outside chores that needed a dry day to be done. My apologies for the no show to Blacksmith as promised Velvet. Sorry about that. Warmest regards, Hughmongus
  43. 1 point
    My advice: stop worrying about alts and start thinking about the economy. By that I mean: fix the root cause of the problem, not the symptoms. The problem is not that people have alts. Not if I understand what you've written. It sounds like your complaint is the lack of division of labour — a community where people fill specialist niches that co-operate to make a functioning economy. There are a couple of reasons why we've never seen that vision of a happy town with lots of people working together doing very different jobs. The first one is that, because some players are lone wolf types, the game is necessarily designed and balanced so that jack-of-all-trades characters are quite practical. Being good at mining and smithing doesn't prevent you being good at shipbuilding or archery. Putting it in D&D terms: there are no character classes here (other than priest-or-not). Possibly more important. Not only is it unnecessary for people to specialize in order to survive, or to earn a living, it is boring to do the same job all the time. I like building bridges but I also like riding about delivering things, and I like being able to craft my own armour. Putting it in D&D terms: these are player characters, not NPCs, and it would be a mistake to expect them to live stereotyped cliched lives. If you can propose some changes to game balance or mechanics that might have the effect of making it less likely that players would want to use alts, then I'm interested. But from our current starting point, a sandbox without many limits, your proposals are probably going to look like arbitrary restrictions... and that's going to be a tough sell.
  44. 1 point
    Player growth is stagnated until they develop some basic marketing and communication skills. They can make small tweaks and changes, but the best case scenario would improve player retention which leads to a slight growth in concurrent players. If they want significant player growth, it will require a successful marketing campaign alongside a sizable update. Preferably one that benefits new players entering the game for the first time. Communication is so lacking that we have no idea what they're aiming to accomplish anymore. Is player population growth actually something they're aiming for?
  45. 1 point
    I will drop by, and as usual to help with all sub for Carp and Tailor, otherwise Blacksmith and Jewelry. I only need some camping space, well you know in case of GM's mayhem
  46. 1 point
    I have posted periodic updates to my deed here on Release at O21. Here is another one.
  47. 1 point
    i will be able to help with some leatherworking and plate armoursmithing.
  48. 1 point
    Yea, I also chose Celebration because of the water. I like sailing and everything to do with water, and the main roads in Cele are actually our waterways. A sailing boat here is as important as a decent cart. This is why I settled on Cele and I love that to this day.
  49. 1 point
    I think coffee really comes alive when used to grind certain skills. It's really effective when used on limited resource grinding. Like farming. If you really want to skill farming, but don't have a ton of tiles of farmland, coffee can effectively double what you have. Nat Sub is another one. You'll blow through all the glands and hearts you have pretty quickly, and getting them 1 at a time from hunting is annoying. Use coffee to effectively make that resource go twice as far. Also a non-fatiguing grind like channeling. However as OR stated, it doubles your sleep powder...but also doubles the gaps and distractions so is not a great to use in your day to day grinding
  50. 1 point
    It's not looking good side by side. That 58% positive reviews giving a "mixed" rating can't be helping either.