Leaderboard


Popular Content

Showing content with the highest reputation on 27/04/22 in all areas

  1. 6 points
    Just ctrl+c ctrl+v of my thoughts from the other topic: Very good video, but it's Josh, so it's kinda obvious. For me, it's a good reminder of things, that I have forgotten or get used to. - How hard it is, for new player, to do anything, and worse, how much time consuming. Players with good accounts dig, mine and build in seconds. - How many clunky animations, no collision with objects and many other poorly done things it has. I think, we all just get used to it, after all those years, so we practically do not see it. Every developer of Wurm Online should watch this video for sure.
  2. 5 points
    My suggestion is to add Cattle Grids to the game, these can be paved onto the road and will prevent animals from wandering across them on their own. For the sake of keeping it simple, Mounts, Wagons, lead animals etc will still walk across them fine. I also feel these should be somewhat expensive to make and must be placed on deed. My logic here is that the only way to have animals roaming deeds freely is by walling off a deed and putting gates on the entrance, which can appear restrictive and unwelcoming. Gates is also not possible on deeds with highways running through them. Having the option to have a gap in the fence and a cattle grid allows Highways to continue to function and gives a bit more of a welcoming view than a closed gate.
  3. 4 points
    Ok, ok, I know you've heard this before (not from me) but I want to detail how I think this could be a great addition (namely Use 2) to the game. First of all, creation: Craft :: Activate animal part onto lye. Equal parts Lye + (Fish or Horn or Bladder or Leather/pieces/bits) = Glue Animal parts provide the resulting ql. Allow combining of finished glue and storage in BSB (as this stuff is shelf stable until needed). If not BSB, then store in barrels and seal, whatever flavour the powers-that-be prefer. Converted at 5-10% of combined input weight. So, 5kg + 5kg = 10kg * .05 = 500g Glue This could contain an extra level of complexity in order to make the smaller components available easier to convert (this would actually be accurate to the irl process); the leather and fish components require boiling to further soften/purify into some sort of aptly named pre-glue product (stinky slurry) (output 25% of input leather) which is then turned into glue with lye as above. Perhaps? This would give a greater value to the smaller weights of horn/bladder which are purer sources of the collagen that makes up the glue. Also, I figure tortoise shell could probably slot in with the leather process. Hoof could also be included, but from research it seems that hoof makes keratin glue, a different product. However, for simplicity, probably doesn't hurt to add it, perhaps using mortar + pestle or grindstone to make hoof powder (1:1, as per max volume of tool) which is then processed like horn/bladder into glue. Skill: Natural Substances, of course. It's not really any more difficult than making leather (perhaps less-so) but it could be slotted in to the difficulty levels appropriately for another method of effective NatSubs skillgain. Uses: Use #1: Turning all those horrible woodscraps into something useful :: Woodscraps & Glue into a Shaft :: 2kg woodscrap + 50g glue = 1 shaft (ql based on woodscrap ql? perhaps woodscrap ql * (glue ql /100) ) Woodscraps & Glue into a Plank :: 5kg woodscrap + 150g glue = 1 plank ( " " ") Woodscraps & Glue into a Wooden Beam :: 25kg woodscrap + 650g glue = 1 wooden beam (" " ") etc... As an alternative that would really cut the use of glue here, have it turn into crude shaft & (new) crude planks that are useful for carpentry but not fine carp recipes? Skill: Carpentry, factoring into success chance along with glue/scrap ql? Use #2: Repairing pottery. Ok, read on before arguing with me here, please. I have often thought that the techniques of the japanese art of Kintsugi would be a great add to the game, without the specific name. In brief, this craft uses a glue and precious metal dust torepair cracked pottery. While we could certainly go into this as a method of improving pottery, I think the repair aspect would be most benificial. Still, I'll cover both: Simple Repair: Pottery with damage + 50g glue (per 1 damage) = Repaired piece, with caveats. Uses repair or pottery skill? (Skill ultimately not really factoring in here in the act of applying) The math here isn't exactly in my wheelhouse, but 100ql glue = a mend cast, but below 100ql the glue consumes the difference in ql from 100 as a percentage extra ql consumed... If glue ql = 100, then ql lost = (damage repaired * .1) 20 *.1 = 2 Else ((100 - glue ql) * .01 +1) * (repaired damage * .1) = ql reduced 90ql glue: 100 - 90 = 10 * .01 = .1 +1 = 1.1 * 2 = 2.2 ql reduced 50ql glue: (100 - 50) = 50 * .01 = .5 +1 = 1.5 = 3 ql reduced Perhaps skill can alleviate ql loss, but overall I feel like this makes the function of glue repair attractive to non-priests but not affecting the market for a mend cast. Perhaps we could also use this for tents.... Maybe I'm dreaming... Complex Repair or (Kintsugi-style) Improvement The goal here is to create a method of improving damaged pottery, however in an extremely limited fashion. The intention is to allow you to keep your high ql pottery in top shape, but not go creating batches of amazing ql pottery with glue alone. The higher the damage (up to 20), the greater potential improvement of the item with the appropriate high-ql enameled glue product (eg: taking a shattered cup and piecing it together with gold enamel, creating a more pleasing and valuable object). Extra materials: Gold, Silver, Electrum, Addy/Seryl/Glimmer. ([MetalType]) These extra materials offer varying levels of effectiveness in mitigating ql lost in the previous method, and allowing for potential improvement if high enough ql enamel glue is used. Silver 100% Effectiveness (1) (baseline, no ql added, but can reduce ql loss by using higher ql silver to bolster lower ql glue) Electrum 110% Effectiveness (1.2) Gold 120% Effectiveness (1.4) Addy/Glimmer 140% Effectiveness (1.8) Seryl 150% Effectiveness (2) Craft: Glue + Metal = [MetalType] Enamel Glue (for lack of a better name off the top of my head) Resulting weight: lump weight (minimum 100g) + (lump weight *2) glue = [MetalType] Enamel Glue (combined weight of input) Resulting Enamel Glue ql: (lump ql + glue ql) / 2 = [MetalType] Enamel Glue ql (simple average of component ql, but could weight it either way) Using the previous method for repair, the MetalType modifier then allows the ql loss to reverse. MetalType modifier increases effective glue ql. If the effective ql goes above 100, then the item is repaired and improved in ql at the same time, the same way Kintsugi can create a more appeal item after repair. EnamelEffectiveQuality = 100 - (EnamelGlueQl * MetalTypeModifier) If: EnamelEffectiveQuality is < 0, Ql Change = EnamelEffectiveQl * -.1 Gold 100ql enamel :: 100 - (100 * 1.2 =120) = -20 * -.1 = +2 ql added. Gold 85ql enamel :: 100 - (85 * 1.2 = 102) = bla bla bla +0.2 ql added Seryl 100ql enamel :: 100 - (100 *2 = 200) = -100 * -.1 = +10 ql added Else: Repair Normally. Silver 80ql enamel :: 100 - (80 *1 = 80) = 20 => Repair Normally as per Simple Repair. Silver ql already factored into enamel quality allows for higher glue output ql (rather than just using lower ql glue), not to mention bolstering glue weight. Anyways, I'm tired of doing math, but as an example system perhaps it has merit. Use #3: It's more of a passing thought since I don't mind the system as it is, but this could be an added level of complexity for piecing together archaeology fragments. Adding glue to a fragment might raise the fragment's QL by the difference in ql between Glue (at higher ql) and Fragment? Adding glue might increase the chance of rune recovery? I'm sure I could brain up more uses, but I think that's enough for now. Overall the use with pottery I believe would be a beneficial game-changer. Other topics have a few other suggestions that I won't repeat here. Of course, we could go even deeper and use glue as an essential ingredient in fine carpentry and leatherworking, but that might be a bridge too far. Thanks for reading. tl:dr - Glue stuff. Just read the damned thing. Edit: Tortoise shell as source of glue added.
  4. 4 points
    So, let me shed some light on the possibility of a merge and what it will actually take. There are technical challenges here that haven't been present in other clusters: NFI has a number of changes that have yet to be implemented on SFI. This was done intentionally to see the results long-term. I won't list them all here, but we need to review these changes and see what the results are. These changes have caused disparity in the code base making NFI and SFI currently incompatible with each other. A merge isn't as simple as opening the borders. Then there are other concerns: What of the effects on the economies? In particular, SFI's economy would literally transform NFI's economy overnight - for better or worse. What of the effects on the people in both clusters? This thread is a testament to the fact that opinions are split. These concerns and challenges are the primary reasons why a merge is not in the plans for the short term. Long-term remains to be seen, but we'd be talking beyond a 6-to-9-month timeframe if we do this. The sheer code work involved alone will require scheduling, and we have a lot of work on our plates already. With regards to conducting a poll, one thing I've asked of the development team is to dust off the in-game voting mechanic and figure out a way to deduplicate votes from alts to have a more fair and accurate account of what the player base wants. I do not want a person with more money or silver to weigh more heavily than a person who simply keeps a single account going, so it's important to me to get that right. This isn't our highest priority at the moment, with the coming update taking precedence. Edit: One other thing I would likely see us do before a merge is to allow travel to Epic first. Again though, there are code complications that must be handled first. This is why it isn't possible right now. I hope this clears up my intentions with regards to a merge. The TL;DR is "it's not a 'never', but it's certainly not any time soon".
  5. 3 points
    Just a dream of having a way to figure the server border above ground and not eyeball the bottom of the ocean to roughly figure where the players is. Is it possible to have some kind of green or w/e line showing the server border and to be shown above or at the water level? Similar to planning road/deed why: ease navigation and help operations close/at the border
  6. 3 points
    That would be useful in certain cases. A number of open world games I've played had some sort of force field looking border wall that only shows up when you get close to it. So from far away it doesn't spoil the view, and close up it makes it really clear where the edge is.
  7. 2 points
    Attaching runes uses soul depth, why not give soul strength a small use in removing runes? It'd have a lower success rate than attaching, with a failure destroying the rune. Even upon a success, attaching the "harvested rune" to a different item could still result in it being destroyed. This would give more PVE value to soul strength, as well as archaeology by allowing players to potentially recover highly valuable Scavenger runes from otherwise trash items. Would mostly just be another little thing to min-max equipment with
  8. 2 points
    Change: Spawn counts on donkeys have been reduced. This should allow for more diverse creature spawns
  9. 2 points
    Highly recommended, was expecting it to take quite some time but instead they came back to me in 3 days and delivered a side order of dirt no questions asked on top of that, was kept up to date on my order and answered any questions I had. Thanks again for the bricks & dirt!
  10. 2 points
    Thanks for that @Zexos. I would note that really only one of those is complaining about having difficulty figuring out the controls. But then, they had difficulty figuring out the difference between "press" and "hold", and complaints about what the tutorial didn't tell them NOT to do. Make of that what you will, but to me it seems to be what we used to call "pre-keyboard error". "Oatmeal God" did say that the controls made the game impossible to play because they are "THE MOST unusual controls." Er... I played it and so did thousands of others, so ... not impossible at all. Also, WASD for movement and arrow-look / left-click mouse-look THE MOST unusual controls? In which universe? The other complaints are as follows (with my reaction after - snarky, but I think understandably so); mouse sensitivity is high by default - so not proposing an actual change just a dial-back in sensitivity, and mentions default so probably knows how to find settings movement is keyboard based - ooookay...... my neural interface unit must still be in the mail, but I still use a keyboard. controls clunky and disorganized - well now, they ARE organized and the tutorial shows that organization. I honestly don't really know what that complaint means. no crouch or sprint - crouch why? And it is ALL sprint. holding down a mouse button is tiring - I just.... you ... oh, it hurts! a combination of WASD and arrows for movement and direction, "what were they thinking". - I can't take that as a serious objection. WASD and arrows are the fundamentals of keyboard movement control movement is rudimentary - so therefore NOT difficult to figure out no jump - jump would be an improvement, but that is a gameplay issue not a control-set issue, and it certainly wouldn't be affected by killing off ALL right-click menus an actual complaint about left button mouse-look and right-button menus - I have not ever come across main-button context menus, and find left-click mouse-look to be intuitive, BUT given the opposite for a given game, I would simply use that game's controls. I have played at least one game where mouse-look and item-interaction are toggled by mouse click (left, not right - as right was for context menus) and while I found it un-intuitive and a bit grating, I quickly got used to it and got around just fine. Left click to select and right click to pull up a context menu are almost universal across computer applications. They are part of the basic language of end-user control of applications. So of the actual problem this suggestion purports to solve, there is very little genuine sign. The suggestion would solve ONE of those review complaints (the last one) by making menus going away, because that review complained about even having those menus. Still a solid "no" for me, then.
  11. 2 points
    To the powers that be... Gather all of the paid and volunteer developers and demand they sit down and watch and listen to this review. Seriously, Josh has really given some great, meaningful, practical advice. You really should take notes and select some can-do things from his review and create backlog items for them. Even if you devote 1 or 2 days a month to focus on suggestions like these, Wurm Online will become more and more approachable.
  12. 2 points
    Happy forest whale over trees
  13. 2 points
    and the Best Easter Bunny Corpse Screen Shotty goes to... *drum roll*
  14. 2 points
  15. 1 point
    Reclutamiento para ser miembros. Hola, Puerto Real, perteneciente a la alianza "The Human alliance" recluta a nuevos miembros para la aldea. Estamos en el server Deliverance. Wurm Online puede ser muy duro si eres nuevo y la soledad a veces es pesada como una losa, mejor vivir en un asentamiento ya establecido y que tenga a tu disposición un verdadero poblado medieval. ¿Qué ofrezco?: 1-Casas ya hechas o parcelas para hacer tu propia casa con terreno (11x11 max) o vivir en una habitación amplia del castillo. 2-Vetas de zinc (muchas) , vetaS de hierro de gran calidad ,una veta de oro y varias vetas de sal y sandstone (arenisca). 3-Cocina , herreria y zona de crafting comunitaria. 4-Terrenos amplios para la agricultura. 5- Animales a raudales: Bisontes,toros,vacas, caballos, ovejas, algún perro también xD , amplios corrales destinados para ellos . 6-Resto de servicios comunales: buzón para comerciar , recursos naturales dentro de la aldea , como la arcilla y el alquitrán, un bosque grande , animales y transporte comunal usando barcos o carros. 7-Rangos : -Siervo: para aquellos que empiezan tienen los permisos o roles estrictamente necesarios -Ciudadano/a libre: con un par de permisos o privilegios más . -Burgués: siguiente rango intermedio para aquellos que llevan unos meses ya, tienen más permisos disponibles y con la posibilidad de tener parcelas. -Hidalgo: el rango más importante como miembro, para los que llevan al menos 6 meses en la deed o poblado con permisos especiales también . El tamaño de la deed es de 78x78 , tendrás bastante espacio. -¿Qué pido? 1-Buen comportamiento. 2-Ser jugador activo en el juego. 3-Que hables español . Discord: https://discord.gg/mz9GBJf6yx English: Hello, Puerto Real, belonging to the alliance "The Human alliance" recruits new members for the village. We are on the Deliverance server. Wurm Online can be very hard if you are new and loneliness is sometimes heavy as a slab, better to live in an already established settlement and have at your disposal a real medieval village. What I offer?: 1-Houses already made or plots to make your own house with land (11x11 max) or live in a spacious room of the castle. 2- A lot of Zinc veins, couple iron veins, gold and several salt and sandstone veins. 3- Communal kitchen, smithing and crafting zone . 4- Two big communal plots for farming. 5- Animals in abundance: Bison, bulls, cows, horses, sheep, some dog too xD, large pens intended for them. 6-Communal services: mailbox, resources as clay, tar, a large forest,animals, communal transport like ships or carts. 7-Ranks: -Servant: for those who start have the strictly necessary privileges or roles , so the newbies. -Free citizen: A little better than Peasant, with a couple of privileges more . -Bourgeois: next intermediate rank for those who have been a few months already, have more privileges or roles enabled -Hidalgo: the most important rank as a member, for those who have been in the deed or town for at least 6 months with special privileges or roles. 7- The possibility to be member from "The Human" alliance to cooperate with the allies. The size of the deed is 78x78 , you will have enough space. What I ask ? 1- A good behaviour. 2- Be an active player . 3 Spanish spoken .
  16. 1 point
  17. 1 point
    Nerfing the knarr would cause an outrage and may make many players quitting. Knarrs have their role, lots of waterways constructed for them and carts/wagons/horses, deeds and alliances organized around. Destroying part of the game only to benefit another one is poor design work. The corbita was created to ease creating bulk transporters for inter server and coastal transport, not to replace knarrs. It is one of the "smart" proposals like deleting ("consolidating") servers, well meant but with foreseeable detrimental consequences.
  18. 1 point
    I laughed so much while watching this video, he is 100% true about the absurdity that is Wurm. The review was very fair, both about the charm of Wurm and it's faults. When he showed the riding animation I really wished that I could have shown him how we used to surf on our horses.
  19. 1 point
    I really like the pottery repair idea. I'm not really sold on the particle board. It's attractive in a way to have more use for wood scraps, but if I need wood products it's going to be far easier to just make them from fresh wood. Why bother with glue, outside of "just because you can"?
  20. 1 point
    FYI, RoS is ready on Cad too, and we're gonna try to get it cast Wed or Thursday following your cast. So anyone who needs benediction credit and can't make this one, has another chance. There is a thread in the Cad forum section already.
  21. 1 point
    I'd build a log house, but we don't have them in wurm yet.
  22. 1 point
    Thank you for your ideas, support and kind words everyone. ❤️ Hehe, this is too true. Hehe, yeah the scope definitely got out of hand. *sheepish grin* Thank you Cayce ❤️ An interesting idea, but I worry that knowing myself - I'd end up being in an eternal loop of stress with each video. For someone who is able to be much more chill about it, that could work though! Thank you BrokenSanity, good to know! Aww shucks. Thank you Dale.
  23. 1 point
    -1, It would make the future merger far more complex if accounts can have differing stats on both clusters. And then there's the bank, this would allow money to suddenly flow freely between clusters even though items can't. There's a pretty good chance that one of the two clusters will then see a drop in silver as it flows to the other (most likely from north to south), potentially leaving one of the two economies starved for currency. At that point you'd do far more damage with this suggestion than with a full merger and might as well just go all the way to begin with.
  24. 1 point
    This to me is the issue. Knarr's are just too good at the moment.
  25. 1 point
    Totally agree that this should definitely be a focus, as well as Retention of those new players. Incentives really don't work, or fit in with a game like Wurm ( meaning absolutely new player incentives ) Defeats the purpose of playing wurm long term to see those rewards. Some folks 4 hours in to the game, love it, or hate it, but the focus should be on why do they hate it. Yes controls can be a lil clunky and confusing, but honestly is not a reason to not play a game, unless you have to be a pretzel flexible gymnast to use the controls. The tutorial, it's been reworked, worked, redone, over hauled. Honestly for a game like wurm, it's almost impossible to have some kinda of 'intro' that would give you an overview of Everything. The basic essentials are somewhat covered, but because of the complexity of how to do something while playing wurm, like, make a campfire, takes different actions that to cover them might be meaningless to some folks that just want to get started and jump in. You see it plenty of times in CA or even global, how do i light a forge. Then the usual response of did you do the tutorial? answer is, No, it didn't make sense to me. Some folks refer to videos to see how to start and what the play style is. Me personally when i check out a new game, i google 'Gamename Screenshots ingame play' or somethingl ike that to see what the ui looks like, graphics, first person over the shoulder, or watch a video of actual game play. I hear more and more folks doing the same with wurm and skipping the tutorial, perhaps adding a link to a Video of someone ( staff ) doing the tutorial from start to finish would be helpful as well, and Official Video. Just a thought. There are suggestions on character appearance, lack of diversity in how your character looks, beeing looked at and hopefully worked on by the Team. There's been a suggestion of a Mentoring System, where a new player can be 'joined' or 'linked' with a older player to sorta like priests share favor, they would be able to share a skill pool of the older player. Limited time and range, but would give them the benefit of actually Trying out some skills they might not normally be able to do while non-premium or as a new player. Wurm unlike other games, has not real set A-B-C-Ending way to play unlike other games where you watch a full play through video from beginnig to end and see the whole game. In the past there have been those that have streamed their play time from beginning as a new player to settling to building their deed. This would go to promotion of the game and hopefully a inventive to retain new players by showing them what they can accomplish. Wurm is a hard work game, it is Not a gimme game where you go raid a boss and get gear, or do dungeons and get experience. You skill up, you grind, you work and you build. You participate with the community to build your reputation up as either a good guy or bad buy or a however you want folks to perceive you as, or you can just go be a hermit in the mountains. The variety of playstyles is almost limitless with Wurm, but the end is the same, YOU did it, no one else, You accomplished this.
  26. 1 point
    An incredibly unknown feature to Wurm is gaining clams when fishing, from these clams when pryed open you have a chance to gain a shiny pearl. These pearls are actually used in the construction of a pearl necklace. The unfortunate part is a pearl necklace also requires a black pearl. Here is the annoyance... I have found perhaps 3 black pearls(all turned into necklaces) that have ever existed in the entirety of Wurm. This came in with the "new" fishing system 4 years ago or so? Regardless, after cracking open 600 clams and getting roughly 10% to receive a regular pearl, not a single black pearl was garnered, I think it is safe to say that the drop rate for a black pearl could be tweaked to a bit more realistic value... Results of my clam cracking:
  27. 1 point
    unless somebody plans assassination, it's safe to believe he intends to make more money of the trend he made😁
  28. 1 point
  29. 1 point
    As I responded on the forums to his post I had a pretty big family emergency that took me away from Wurm it wasn't intentional at all. My fathers was laying on his death bed and is still with us today from the support from me and my family. Family always comes first in my book. It was a inconvenience yes I understand but I reached out to him as soon as I was able to get back to the game to get it resolved.
  30. 1 point
    OBS is a very robust video recording software. It’s only downside is that it takes a bit of learning to figure it out. The nividia software is super easy to use but it has so many less options. It depends on the type of content you intend to make. If it’s just a one off, short video, where you don’t need any bells and whistles (like any overlays, adding your web cam etc) then nvidia would work ok. I’m pretty sure you can capture the game and your mic at the same time with it. On the other hand, if you are interested in getting into content creation more seriously, learning OBS, or something similar, is almost a necessity.
  31. 1 point
    Looks like another "rift rave" at Desert Refuge. Can someone please call the templars? I'm sure this violates some sort of local noise ordinance.
  32. 1 point
    Malena! You are a Legend!! It's quite understandable that you're feeling pressure and stressed out with an undertaking of this magnitude. Relax, regroup, and as Trickster notes - one bite at a time. Just putting together that timeline is more than most would be able to accomplish. The amount of research you've put in is above and beyond, and is in itself a remarkable achievement. We Wurmians are so grateful for your work over the years - as a streamer (my favorite), a dev, and all your work on the trailer and videos. Not to mention your playing style and charming personality in the game. Thank You! Take whatever time you need for yourself, and if it turns into the 16 yr or 17 yr anniversary before it's released, so be it. It will be amazing when it's done, just as everything you touch in this game is. I do think that making chapters, as Trickster suggested, might be a cool way to go, and would possibly break the project into more manageable chunks. But you do what's best for you, and make sure to carve out time for yourself to recoup. Thank you so much for taking this on, I wouldn't want this in anybody else's hands, as nobody could do it better, no matter the timeline.
  33. 1 point
    This is certainly doable. I'll bring it up internally so we can address it.
  34. 1 point
    I like his stuff, he does offer an unbiased account of games he covers and even admits when he makes mistakes (rare for youtubers these days ) . Gotta admit this one really drew my eye in regards to wurm pvp. It's something I also felt it's the main reason people avoid pvp. People hate losing their stuff to a hardcore super buff pvper they could never hope to defeat. Couple that with the grind of actually having to build pvp deeds, which is exhausting, then you have more and more reasons people avoid pvp altogether in wurm. Personally I think wurm should completely drop full loot pvp if we are ever to get fun pvp. But the small minority of pvpers will always be against that because they're in in for the loot. Which highlights the issue quite well I feel.
  35. 1 point
    Archaeology wood scrap, obtained either from carving branches into shafts, or having a character with no skill at Ship Building try to hammer pegs and tenons into a knarr. (In the latter case, you'll get a bit of wood scrap on the ground when the peg or tenon decays completely from repeated failure.) I've mainly used this to make unusual paper types, by combining scraps to make more of the archaeology wood types. My almanac reports are printed on their corresponding wood type (lingonberrywood paper for a lingonberry report, etc.) The exception being hops, I just use papyrus for that one. Related to this, I have a few grapewood grape trellis, and rosewood rose trellis. I also have a treasure chest with actual treasure in it, because that seemed like a nice thing to have. Any gems or rare coins I've found have gone into it, along with a couple pieces of rare jewelery I've managed to produce but don't plan to use in the near future.
  36. 1 point
    Impressive timeline. Just to note Elevation had a map reset in 2015, it wasn't really "taken down". It then had another map reset in 2019.
  37. 1 point
  38. 1 point
    Don't be put off by the title, he's not calling Wurm the worst MMO ever. It's the title of the video series. There are a lot of good points in there. Significant quote at 35:23: "Wurm Online is actually really good. It's just so bloody hard to get into it's losing 90% of its players in the first opening hour."
  39. 1 point
  40. 1 point
    Fantastic hunt, captured in glorious 5ps cause youll melted my gpu lol
  41. 1 point
    Rift Art (unknown author) Good match, Spectators' Box, Release
  42. 1 point
  43. 1 point
    Amant Novi was Here. 64 Legs Couldnt Outrun Her! Indy 1108
  44. 1 point
    Looking Up... Snowflakes and Stars
  45. 1 point
    Like a sermon, but with booze? I like this
  46. 1 point
    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 😃
  47. 1 point
    -1 as it would create a ton of issues. At the moment, bank systems of both clusters are divided by the namespace only. Once a player can cross over like to/from Epic, he or she could spend funds on both sides. This would allow SFI veterans to transfer funds to NFI, and the ruthless profiteers on NFI who amassed funds there using their experience over newcomer crowds could cash in their prey in SFI. Not that this can be avoided in the long run. But there is no point to grant this privilege to the silver wealthy while hindering normal NFIers to explore the larger Wurm world using their abilities and belongings earned there, and SFI players just to extend their travels and meet the other community. And any complicated rules compromising banking and account management, certainly introducing new bugs and crashes before stable, please NO.
  48. 1 point
    Avengers were quite common on Epic v2 - quite many missions spawned them. I admit only a smaller portion of the playerbase have memories of them - maybe the statuette is a hint that avengers will be back with the exploration update?
  49. 1 point
    Hello Wurmians! You might have been wondering what's the hold up with the history video. I wanted to be frank with you all and tell you what's been going on with this project and with me personally. Summarized: A task that started off as something simple, spiraled into a massive undertaking that has caused me to burn out and leave the Wurm team. So how did this all happen anyhow? Server Overview videos (step 1 to burning myself out) Last fall Keenan had taken the data we had on the new Northern freedom servers and had created cool time-lapse clips of how the servers changed over time. He then approached me about packaging them into more presentable videos. Ya know - with a video intro/outro and all that jazz. The task seemed simple enough, so I agreed, but wanted to take it one step further: Why leave it at merely FOUR videos. Why not SIXTEEN and have a video for each and every server! I started to think about all the nice things I could add, like server stats! And video footage of how the servers look! And showcase some deeds! And turn these into something truly special! And even if we didn't have equivalent time-lapse footage existing of the old servers, I figured that I could compensate by just doing some fancy-shmancy editing to give a similar feel by using the still images of the old map dumps. Better than nothing and then at least every server would feel included! And these of course ended up being the videos you see in the Valrei International post: Status: Completed (although there are a couple of small errors you guys noticed that I still need to fix once I find the energy, I'll then re-upload) ********************* 15-year history video (step 2 to burning myself out) But in that same original time-lapse video conversation I had with Keenan, I had also said: "In addition to the time-lapse videos, let me also make a video to celebrate 15 years of Wurm Online! I mean come on! It's a huge milestone! We gotta celebrate this somehow!" And after I presented the team with my plan for what I had in mind, I was given permission to go ahead with this project as well. Let me just add that through this entire process, Keenan has been worried that I was putting too much of a burden on myself (I really should have listened) but at the time, I had this amazing vision in my head of how nice these videos could be and I was very very insistent that I want to do this - no matter what. When I first envisioned what I want to do for the history video, little did I know what a massive MASSIVE undertaking it was going to be. How many rabbit holes I'd be going down as I researched 15 years worth of history. I spent weeks and weeks reading everything I could get my hands on. Countless google searches, reading through this forum as well as any old blogs, articles and websites I could find through Wayback Machine. Gathering data, images and video. And the more data I accumulated, the more crushing and daunting this task started to feel as I tried to figure out how I'm ever going to possibly sort this into a nice video. So I decided to tackle the easy bits, like doing the visual design and graphics for the video. Remember that draft screenshot I shared in the original post? Well this is what it's going to look like for real. The text thingies are going to slide into view from behind the round profile picture part and I've already done that editing bit. I can also share a teaser of how the video starts. After the years count down, we go back in history to where it all started and the idea is to start the timeline section, going through each year and what happened. The player blurbs like above will be more towards the end of the video. Status: Under construction. A massive amount of work has already been put into this (so I can't stop now), but there's still a massive amount of work left which is very daunting. Since the 15 year mark already passed, we'll probably just end up calling this something along the lines of "A history of Wurm Online" or something like that. ********************* A special surprise (step 3 to burning myself out) Then as if that wasn't enough, I also created a third task for myself: A very special treat for you all. Something that I haven't talked about yet, but that will accompany the video perfectly once it's done. This task also took some work and research which only added to the already huge mental load. Status: Completed This was actually already done back last year, but is just waiting to be released together with the video. ********************* So why did I make this post? First and foremost: I felt like I owe you guys an explanation about what is going on with this project since I know you've all been waiting for it anxiously and you've all been so generous with offering your images, stories and videos to use as material. Second: I need your guys help in making sure we get the history right. This "getting the history right" issue is one of the things that has blocked me the most mentally, so I'd love any help I could get with that. I will make a follow up reply about that after this one. Third: Due to the burnout, I have been badly neglecting other things in my life because I've felt blocked by this video project which became much more massive than I anticipated. So I have decided to leave the Wurm team. After I get this video done, I need to take care of my mental health and get back to normal. I will probably be scaling back the scope of the video to be able to finish it, but after it's done, I will fully return to just being good old Malena: the player (versus a dev). I was only ever a volunteer in the team anyhow, so it's not like it's a huge change to how things are run. Anyhow, sorry for the long post, but I felt that you guys deserve to know what's going on. Thanks for being so understanding and patient! And now for the history timeline that I need help with:
  50. 1 point
    +1 It is cringe worthy to see an improvement rune stuck on a pottery item that cannot be improved.
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up