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Showing content with the highest reputation on 06/05/22 in all areas

  1. 5 points
    Hi, Port of Tarsis has been active for 8 months now, we've built our main buildings, shaped most of the land to how we want it, built a ship or three, set up our crops and farm and started a bulk goods trade! so when I'm not busy digging clay, making bricks etc I've started to focus on decorating an area of the deed at a time, and I thought I would share them on here as I complete them, I hope you enjoy 😊 Solin's Veg Garden In the real world I enjoy pottering about in my garden, Wurm is no different so when I was designing my farmhouse I wanted the garden to have a "working" kitchen garden, like my real life veg box with all the salad bits in, also planters are a new feature for me so I was looking forward to using them and seeing what looks I could create, here's what I came up with: Entrance to the veg patch: πŸ… Tomato's! I tried to use the planter and trellis combo for plants that would normally climb up and need securing, the planter racks fitting between was -chef's kiss- This combo continues around the wall for the cucumber & pea plants πŸ₯’ I've tried to fill the between spots with as many decorations as I could fit without it being too crowded as any working garden uses ALL THE SPACE available πŸ˜… At the centre of the veg patch you can find my potting up table, it has all the things I might need, pots, sprouts, twine, garden stakes and ofc... my two right handed garden gloves 🀣 next to my potting table I have my compost bin ready for turning and filling up my planters View from the south area, this is where my last two planters are, always lettuce in these two πŸ₯¬ πŸ•―οΈLast screenshot, I added some lanterns for night time, who doesn't like a garden with twinkle-ish lights?
  2. 5 points
    She never fails to impress... Valrei Rising
  3. 2 points
    Crates holds infinite volume. 150/300 quantity. Bsb holds infinite quantity. 16000L volume. No point in runing volume on crates. If you want more capacity in the wagon, try size decrease rune on crates. It makes you fit 16 runed crates in a normal wagon or 4 in a cart.
  4. 2 points
    @Malena, you are the quintessential Wurm Ambassador to me! I first discovered you on YouTube and your UO Wurm project a few years back, incredibly impressive! What's even more impressive is that this is but one of the many, many, well conceived, produced and executed projects/VODs/streams you have either completed or started in relation to Wurm, not to mention other games and content. Again, truly outstanding. I have been very much enjoying your Kingdom updates and Roulette VODs, thank you so much for these. While I am new to Wurm, about 3.5 weeks in, I have not discovered anyone else that has contributed to the game on the level you have but the FF bros are up there too. That's not to say there aren't many other fabulous people in Wurm that have contributed immensely to the game over the years, I just have not personally discovered them yet but very much look forward to it. I'll leave it at that so as to convey the praise I think you deserve while not taking up too much of your precious time. Please, please take care of yourself first and foremost! I wish you all the best and look forward to the day I can experience the honour of meeting you in-game as well as more of this wonderful and unique community. You are truly a beautiful person with a very kind and generous heart! Be well!
  5. 1 point
    Cover your horse in strong, bold colors! Only 10c - sent to those that reply in this thread, first come first serve until supplies run out.
  6. 1 point
    Please do not ever change the game to include hotkeys for everything. Everybody utilizes their hotkeys differently. For example, my wife prefers to change the standard WASD because she likes using A and D for strafing instead of turning. Everyone has a different preference. If everything is hotkey'd by default, it just creates insane confusion. We're playing a game here, not trying to fly the space shuttle. It is way more user friendly to have those keybinds blank and be edited/created by the individual user to be a personal preference than having it already bound to something and having to change it (which causes that "something" to be gone). One of the first things I do when I start playing any game is open options and look at the keybinds. That is a wonderful way to understand all the actions that are allowed in the game. I can't tell you how many times I've tried typing something in wurm, but didn't have chat open, and suddenly I've got wiki open, option bar open, journal open, whatever. And then I have to go back and close them to return to my functional UI. Inform people of how and where to change hotkeys but beyond standard industry accepted ones, do NOT preset them. Also, I hotkey'd X to be my cancel. I use it all the time when performing actions and when eating one bite of food, that's just my preference. Escape is my close window and I mouse over the container I have open and hit escape to close it. It is a lot easier (for me) to do that than using a mouse to try to click a small X in the upper right corner.
  7. 1 point
    Last night while playing, the wurmiverse displayed an amazing celestial day. First, there was an incredible sunrise. Then a short while later, I turned around to see Jackyl and Haven in an eclipse, followed by a near eclipse of Sol and Valrei. Such wonderful sights to see, just take a moment to look up!
  8. 1 point
    Zuelatak stop trying to overengineer every suggestion challenge (impossible)
  9. 1 point
    There's the keybind settings in the settings menu, that's where games put keybinds, and it's where people know where to go.
  10. 1 point
    Those keybinds sound horribke. Why do they need to be bound by default to absurd key combinations? I may joke wurm is Windows explorer the mmo, but that doesn't mean it needs to actually be it
  11. 1 point
    Was looking for a high QL 2-handed sword and Achillis hooked me right up with stock on hand. Prompt and professional, would recommend.
  12. 1 point
  13. 1 point
    I love it, very realistic. Well done!
  14. 1 point
  15. 1 point
    What kind of 'story' are you looking for: something that some actors did, or real life drama? If its the first, then ya, this game dont much of a story(we 'players' were supposed to drive that from what i understand) Real life drama on the other hand, well, Wurm has plenty of that - and from what i understand it has been a part of the game since the day the game was created. If you are naked! if you need logs for a project and have to transport them back what do you do then? so before even playing the game you want a person to choose where to go? with as many questions as we get in GL on "which server should i pick?" i thought you would have noticed that people look at that map and go "WHAT?" quite often. Just displaying the list of islands, or a map selection screen before a person joins would be a sure fire way to keep more people from playing the game. open up the skill window in game - every last skill will have to be explained the way you are describing - each one with their own individual set of tips that get displayed every time you start using that skill for the first time. This is the 'vision' your message conveys. And yes several other games have that, but they also have options to turn it off. What? F11 in game don't work for you to shut off the GUI? if thats not what you mean I suppose you should explain what you mean by 'immersion' cause if its 'forgetting about the world around you', well i dont think that is supposed to happen with Wurm, afaik. INSTANT GRATAFICATION was never something Wurm had to begin with. Why do you think we cant create the 'story' for ourselves - that is what a SANDBOX is about, in the end: the ability to create your own 'story' - that's what I'm talking about - US players, taking what little lore there is and actually expanding on it just enough so that a player gets some guidance in game, while keeping the possibilities for the things they can do as open as possible. Yes and no - permanent hand-holding can lose some people, but just having the option to have your hand held for a short time while you learn something will give people courage - even if its not something they will use much, if at all. Lets think of the 'new player experience' a bit. When someone finds Wurm these days, they normally come from Steam. Of the information presented on the store page, nothing explains anything about the wiki, there are a total of 3 guides in the community hub, and it has its own separate forums. From what i understand, most people picking up a game for the first time dont 'research' it in order to play it - they want basic instructions with an end goal to meet. Its easy enough to convey the 'open-endedness' of Wurm while giving a player a 'temporary goal' of "get to 20 in x skill" thorough a short series of 'in character' instructions that gives the player a sense of what is possible in the game.
  16. 1 point
    i like the way it is u want to no something u look it up ?
  17. 1 point
    You misunderstood. I leave it to the judgement of the audience whether it was my fault, and I expressed me so unclearly that I am easily misunderstood. A fully functional boat and highway tunnel for vessels up to knarr does not need much work on the ceiling. In the old times some miners even only mined out the middle corner of the 2 tiles to create a roof shaped ceiling. so only mining out 2 tiles (resource tiles ofc more work), reinforcing floor and walls, catseyeing, mining middle ceiling corner to max, or flatten/level both ceilings, ready. For all boats, the tunnel must be 5-6 tiles wide. It needs to be mined down 20, better 25 slope below water, and 65 slope above water table. You cannot do that while standing on the ground as you cannot reach that high, there are different techniques to achieve high ceilings I shall not describe in detail here, but all of them require considerable effort, worst when something is messed up on the ceiling (may require to collapse up to 6 tiles). The number of resource tiles to remove rises of course with the number in proportion of tiles to mine out. That should be clear. Knarr tunnels usually look plain and humble, just rectangular shafts (of roofed ceilings). A large all boat tunnel is more impressive by size already, and will often be adorned by claddings, dyed lamps etc. It is a way to crown the hard work done, especially on Release, on Independence, but also in some locations of Xanadu and others, we have such ones.The functional stuff are the knarr tunnels. Without them, few communication lanes would exist.
  18. 1 point
    Metal Matters The Gobbler has become more distinguishing about metals. It now makes feed requests of metal items made of (any) metal or alternatively, metal items made of (a specific metal type). Only items made of the correct metal type will be accepted. This has the effect of needing to find deposits of most, if not all of the metal types, and as early as is practicable, for overall improved Gobbler scores, adding to the challenge. At this stage the old scores remain in place, for example a large anvil of gold would be scored as if it were made of a less expensive metal with less mining required such as copper metal. We anticipate the new scores will be ready quite soon. Best wishes from Pam.
  19. 1 point
    Hello wurmians! All time I playing this game, I do miss alchemy potions, flasks and such! And now I feel it's time to suggest this idea here. Probably you will not agree with all potions / elixirs that I offer here, but if you like any of them write of it, dont be careless So! what do I suggest, and why!? First of all - new items: And now time to talk of Elixirs: Regular Elixirs: Cooldown Elixirs: Battle Elixirs: Trowing Elixirs: Creation My reason of suggest it, first of all course its alchemy! i love alchemy and i dont feel here alchemy as alchemy! Secondary course of mushroom usage. There is not so much sence of them in the game for atm. R egular elixirs, can help not only with some effects of capasity, but also gives you nice skill to see for example traits of animals even with low AH. C ooldown elixirs can help with meditation, and faith gain, to redeuce a bit timmer for new players, who didnt join from very begining, when disconnects was renew gains each time F ight Elixirs, will give some interesting turns like when guy with maul hits you pirce dmg, or Ice pillar make acid wounds, that will help to make in pvp more unexpected ways T rowing Elixirs, will also help pvp, atm i see a bit disbalance, when non priest dont have real chances with simmilar by str priest, vacoom bomb gonna fix that a bit So! tell me what ya think of it?! Will we give new Alchemy a chance?
  20. 1 point
    There are some nice ideas here. What I'd add: Glass phials, made from sand/ash/clay (a rough approximation of the correct ingredients) Glass blowing tube, made from any metal Glass retort, required for mixing any potion Use crushed gems as an ingredient in potions
  21. 1 point
    +1 I've run into issues with this at the rifts where I dropped things like food, healing covers and cotton in my safe enclosure for others not realizing they couldn't grab them if I was still there. There really should be a better means of player control in this. A way to drop things for anyone to take even if I am standing right next to the items.
  22. 1 point
    QL 70 is the norm for impalongs? If so, I can do ships, if it is something that is desired. I said Carp and FC earlier. But looks like there are plenty of those.
  23. 1 point
    This is amazing!! I love the homestead feel!!
  24. 1 point
    Looks really nice. Good job.
  25. 1 point
    that's disturbing. my first thought is there should be a concentrated effort to drive those bullies out of wurm. but then my nicer side kicks in and I think there should just be a concentrated effort to thoroughly mess up their meta-gaming schedule and do the rites on a 6.5 day schedule, so just as their cool-down is about to end the rite is cast and they have to switch their faith again to try to catch the next one, rinse, repeat.
  26. 1 point
    All caught up on orders, thank you both and enjoy! πŸ™‚
  27. 1 point
    Guess who's back, back again Would I be able to get (50x) claybuster please 😁?
  28. 1 point
  29. 1 point
    First, I am tired of incompetent comments. It is true that an over 1500 tiles long tunnel (approximately the diameter of Cadence) is 6km long. Only, when sailing in light breeze or against the direction of wind, speed of a ql95 runed knarr like mine goes down to 12-13.2km/h, if ql is lower and/or not runed. This means half an hour from one tunnel end to the other, and in a tunnel, there is no tacking for better wind vectors. And usually the journey neither started at the one nor ended at the other tunnel end. From my boat mine to the server border it is over 3000 tiles (more than seven grid tiles which are 400 on Xanadu), for example, and I am in the northern corner of the continent, not deep inland. Not few have to sail in excess of 10 grid to reach the ocean. And well you may blame me lying or bringing up anecdotal evidence. When people told that hanging around in slow sailing were their worst experience, and later eventually leave, I have more reason to believe that than trusting in windy speculations that nerfing the knarr will advantage corbitas, or lead to more tunnel and canal building, or even influences newcomer retention in any way. In fact, not everyone has the time to hang on Wurm for hours over hours, and expects fun when doing so, not nagging boredom.
  30. 1 point
    I see you follow the wonderful advice of Retrograde! "Provide constructive comments, +1's and -1's aren't useful, we overlook and ignore them anyways, post why you like or dislike something." Have this award for Hypocrisy πŸ₯‡ I look forward to your reasoning at a later date!
  31. 1 point
    Oh freddled gruntbuggly, Thy micturations are to me, (with big yawning) As plurdled gabbleblotchits, in midsummer morning On a lurgid bee, That mordiously hath blurted out, Its earted jurtles, grumbling Into a rancid festering confectious organ squealer.
  32. 1 point
    New gatehouse completed! Got one more to build
  33. 1 point
    The actual problem is that So even though I disagree with their idea of how to do that which is allowing them to be in shallow water I think it's still on topic to discuss our ideas of how that could be achieved. It should even be encouraged that rather than just shooting down someone's solution you also provide your own solution to the problem which is the lack of purpose for corbs.
  34. 1 point
    As I've mentioned several times in this forum already that there will always be someone harmed with any nerf regardless how small, and yet still no one has owned the idea that nerfs should never be done. Which if that's the case I don't wanna see no more complaining on other ideas if something is too strong or too beneficial to any particular player And if you feel that some nerfs are okay then where do you draw the line? When you aren't effected? When a majority isn't? When it's people you hate? The context I was looking for was not just what the translation was. It's where it came from, who said it, why we should follow it, etc. Just throwing around random quotes to follow as life advice without any understanding of the quote would be chaos. A very quick google search will also tell you that the origin of that phrase is assumed to be directed towards Physicians who are treating patients. "Primum non nocere was introduced into American and British medical culture by Worthington Hooker in his 1847 book Physician and Patient." Now you can try to apply this to games or literally any instance in which people are "causing harm", but even physicians hate this phrase. The second result on google is a physician writing a paper against the usage of the rule "We, as today's physicians need to allow our patients to understand why and how it is no longer possible to β€œfirst, do no harm." So, yes I do not follow this rule as I am not a physician trying to treat a game. I am a player who realizes that life is full of sacrifices and consequences. It isn't always going to be a positive happy old time as the game improves. Some people will get mad, some people may leave, but this will always be the case with any change in this game. If you wish to see no harm then stop development, but even then people will be harmed because now their game isn't updating. Then why are you even engaging in any conversation? You're just wasting everyone's time if you aren't willing to potentially be wrong.
  35. 1 point
    Thank you for reporting this, I have added it to the list for the team.
  36. 1 point
    Lol. How did Yggdrasil write: But interpreting a few posts and reactions determining "majority rule" from is fine. Sure. There is no point in reducing knarr hold, as long as it does not turn her non viable, which would do a lot of damage. Therefore best is to follow the hippocratian motto "primum nil nocere" instead of following preoccupation, prejudice, and envy. As to speed bonus, this is some of the spiteful proposals. In fact, I am travelling mostly on knarr for the last over 4 years, have met lots of other captains, but never saw any vessel stuffed with f2p for speed gain. So the possible use would be zero, except probable bugs arising from such a change. As to a speed buff for corbitas, that would not harm the knarr but the cog, and reduce or remove the only advantage (other than holding one more creature cage) these ships have. The original proposal was to allow a corbita to shallow waters, and I don't think that this is a good idea. If changes in ships, I would advocate - loadable rowboats for all three big ships (not the knarr, would destroy the atmosphere, look terrible, and be useless) - towing, in the following order: caravel - all ; cog, corbita - knarr, sailboat, rowboat ; knarr - sailboat, rowboat ; sailboat - rowboat (?) - maybe some intermediate shallow water ship (see Sheffie's proposal) - buff of the smaller ships: rowboat: make small crate loadable (possible as volume is 756, maybe a slight increase to 800 or so) sailboat: raise volume by 50% ca. to about 1100 or 1200 from 756 now, thus make large crate loadable. sailboat: raise speed: allow planing in strong breeze and gale in main direction so speed close to knarr (that would significantly reduce knarr usage for slayings )
  37. 1 point
    Warning: sooooo many pics! When I built this place, I almost tore it back down. But a friend said "Step away from it for a little while. Then come back and see how you feel." So I did. I'm glad I didn't tear it down. It's called The Lavender Skyview House. Last pic shows why. πŸ’œ
  38. 1 point
    Sunrise from the south-eastern shore of the Inner Sea on Independence.
  39. 1 point
    Will bring 3 chars. Vorlox - Lib casts(88+ Chan, Benediction), Artvark - 90 Fine Carp, 90 Carp, 92+ LW, 90 Masonry Sody - 99 Blacksmithing I'd also like to donate a pair of 95ql Rare Scissors with 101 BOTD for a prize, as well as a full set of 91ql Web armor and 91ql aosp studded leather sets.
  40. 1 point
    Fo and the Moons Valrei embracing Seris with Jackal on the horizon to Fo's right.
  41. 1 point
    A sight seen by Scout Four on Cadence in Ep15. Skies of Wurm can be amazing
  42. 1 point
  43. 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:
  44. 1 point
    Such a beautiful area - Unfortunately, it's all abandoned. Cadence pics of my alt:
  45. 1 point
    I'll take 2 of them, please, because these colors rock!
  46. 1 point
    every action should have a chance for coin imo anything less is pointless if we go that route rather not break it in detail how buffing this or debuffing that mechanic will collapse value
  47. 1 point
    Love the idea and I'm all for expanding the alchemy system (and more uses for mushrooms)!
  48. 1 point
    The large storage unit is good for this, it's part of the reason why it was implemented.
  49. 1 point
    Never tried putting a HOTA zone on a PvE map actually, so far every one I've tried has been on PvP. It may be that it needs to have PvP, there are no HOTA zones on Wurm Online other than the two on the PvP main servers, (Chaos and Elevation). I've not tried anything as small as 25x25 tiles though, seems rather small anyway, but everything over 50x50 I've set up seems to work fine. Just some notes from my experiences. If you restart the server when HOTA is running it's likely to bug and only the first 3 pillars will be active, other then deleting and re doing the HOTA zone seems to get around this. If you can't be bothered to wait a day or so for the next HOTA event, you can edit the HOTA timer in the Wurmlogin.db, Servers table, Nexthota field, I tend to set it to 2112, (no reason, as long as it's a relatively low number). Make sure HOTA is not running because you'll have to do the DB edit when the server is not running, (prevents data corruption). It's best to set up your HOTA in a desert/steppe, unless you like the challenge of trying to find the pillars in forests, from personal experience, if you do choose to make a HOTA zone in forest it might be best to compete during the Wurm night, although you can highlight the pillars some distance away through the trees, the light makes them easier to see at night. For similar reasons try to avoid making them on mountains, no one likes a HOTA you have to be a GM to play The pillars appear randomly inside the HOTA zone, so there's no point marking them, or making nice flat spots where they appear the first ti8me you play them, they probably won't appear there again, but do mark the tile you made the focus zone on, it'll help if you want to reset it the same next time, (who doesn't love a colossus of Magranon in the middle of their HOTA steppe?). You don't have to have an alliance to capture the pillars in HOTA, but you do have to belong to a village, as already noted, the HOTA statues will appear on the token tile of the capital of the alliance, or the village who wins the HOTA. Hota pillars can appear on water, as well as land, if the HOTA zone covers an area of water, you can capture them while swimming though, so it's not really a big issue.
  50. 1 point
    Ok, guess I found the answer: http://forum.wurmonline.com/index.php?/topic/133410-hota-flop/
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