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Showing content with the highest reputation on 30/05/22 in all areas

  1. 12 points
    Not many people know, but Kristof and I had a lot of real life emergencies happen within a very short time, including finding a new place to live and several health issues. To say I've been stressed is an understatement. We weren't able to play for the past few months, but several people in the community reached out to check on us. Heck, some even went above and beyond what I could ever expect. Because of them I was able to stave off a lot of bad things. I know the community gets a bad rap much of the time. I do think there's some things we can improve on in the long run, but this time, I couldn't be more proud to be a Wurmian. Thanks for all you do, people of Wurm! Pandy
  2. 6 points
    All my excitement for this exploration addition has quickly faded into a "Wow they still don't get it" disappointment. From what I am seeing this just seems to be another chicken coup fiasco to me. Extra work for less reward does not make happy players. Pointless time wasting also does not a happy player make. And I foresee issues from players having to deal with the multitude of random holes that will be left behind. Where is the excitement? Where are the new encounters? Where is the "I solved the puzzle!" enjoyment? Where are the "Oh wow look what I found!" moments?
  3. 5 points
    Hello I'm Daisy from Ireland and I'm a new player currently waiting on the game to download as I speak. I was just wondering what the community is like, if the game is populated and if it's worth jumping into in 2022? Thank you :)
  4. 5 points
    While waiting for this update, I built expectations. None of the expectations I build were met (I hear there is more to be revealed, so I get to build my expectations higher in the mean time). To me this feels more like a "Treasure search update", rather than a "Exploration update". I do not want to be negative towards it cause I can see the appeal for many players, and think that it is a good addition to the game. For me, this time, it was a let down, but that only because I managed to build wrong expectations for it. Very happy to see test server is being used, and that the game is still being developed! Not everything appeals to everyone
  5. 4 points
    So, @Archaedthinks archeology is great, and instead writing him DM I decided to write this post. I've been planning to do so in a long time, just was too lazy mostly to be honest. For me, archeology is done poorly in many frustrating ways and as someone with almost 98 archaeology skill and 99.48 restoration skill here are my remarks. The randomness, materials, runes and bad enchants OMG the randomness of stupid runes you get from restoring items, must I comment that. Most of the runes are useless, and even those who are good are in the wrong things. Having chance to extract runes, and having way to add extra rune slot to existing item of your choice somehow would make runes from archeology much more satisfying. Also randomness of materials, if I get rare tool fragment and it turns out not to be iron or steel when I complete it, well, I can just sit, cry and curse my faith and day I started playing this game. I heard some weirdos like to get gold hammer, but not me. Having a way to transmute metals( to be clear, transformation would be just among same tier, regular metals, alloys and moonmetal, so no iron to steel, but bronze to steel for example) would be much useful, and not to mention would add value to alchemy. Nobody wants to play roulette for finished product, roulette for parts you can customize is another thing. Also moonmetals, i get moonmetal frags should be rare, but current state is ridiculous, I cleaned and discovered god knows how much fragments, from very old deeds, and very long time ago disbanded also and i got only one, repeat only one moonmetal plate fragment so far... also tokens that could be nice source of moonmetals for imping are not smeltable. I get that getting full weight of token would be overkill, but atleast allow to smelt them for some portion of its mass. And lastly enchants, I have over 99 restoration FFS and never in my life I have got useful enchant with over 30 power combing fragments from 70 year old deeds, if that's not enough to tell system is bad I don't know what is. Enchants are mostly annoyance, like on nails and branches where you can't bsb them instead of something usefull. I think it would much better to get CoC lump for example rather than enchanted nail. Bad fragment categorization It so frustrating how fragments are categorized. Branches and shafts should not go to weapons, they should be wood fragments. Nails and ribbons shouldn't be tools, should be metal fragments, carving knives, butchering knives, etc should not be weapons frags, should be tools even though WS is used to imp them, If i recall correctly only file, and throwel are categorized as tools, not even hatchets and pickaxes... Sorting them like suggested would make much more easier to filter appropriate runes and enchants on them would mend randomness and uselessness of enchants to certain limits Wood fragments Having special archeology woods is cool, although I personally am not fan of anything wooden that isn't cedar/oak but I get why people would like them. But, special arrow shafts are wasted opportunity, those fragments should be replaced with planks fragments( maybe 6 or 10 would be needed to finish planks so it would not be overpowered). Adding another rare tier with low chance with rift woods like moonmetal frags for metals would be interesting. Also, being able to find and restore ancient PMK wagons and banners is something that i would like to see a lot, even if it would be only be possible while investigating on Chaos like someone recently suggested. Statues, statuets and masks This one I will admit to Archaed, i belive Statues are spot on with reward vs spent time, they are not easy to complete and enough unique to get satisfaction when you finish one, and yet not so hard you would give up hope of ever completing one number of fragments needed is spot on for me to make archaeology interesting, best part of Archaeology for sure. Statuetts are fun, but i find them hard to find some that are alloys, good forbid moonmetals, masks so, so, mask of shadows is the one that looks cools, other not so much, they are so abundant that it's quite cheap to make any profit from them or get any satisfaction. Storage And finally, lack of storage where fragments won't decay on deed makes me sad. Ideally i would just allow cleaned/uncleaned fragments to go to bsb, would make life so much easier for sorting by ql, type and name. Saving 90+ ql armour frags to combine whith eachother for me would be worth if i don't have 90+ armour skill for example...Or storing statue fragments without magic chest, But i don't think putting in bsb is possible because of informations that fragments carry that would be lost in bsb, even with cleaned ones, someone correct me if i'm wrong. So any other way of mass storage that would uttilize sorting and saving them from decay on deed is desperatly needed. So, i'm curious what do you guys think about it? Is archaeology good or bad? What would you like to see changed? P.S. Also, just came to mind, there is a matter of lacking clear explanations of what you should aim for when searching,and how all of it works. how to max chances to get complete report, how to get better frags. WU code is riddled with all kind of interesting conditions. Like, it seems that wild grass tiles are the best, and paved tiles are worst, which make sense, if tile is cluttered with items thats bad, number of fences around tiles is also very bad as it goes up, deed inhabited for 10 years but disbanded 50 years ago is as good as deed inhabited for 50 years but disbanded 10 years ago, bonus of beeing into enemy teritory for pvp doesn't seem to bring anything significant, and seems to me that with very high skill all those bonuses are not that important and are being capped by skill. Moonmetal frags are only possible from caches, etc. Would love somebody with more experience in code digging shed some light on it, i just dropped a glance over it.
  6. 3 points
    One thing that concerns me about the map clue: will the treasure map be based on the in-game map? If so, over time it will be harder to figure out how terrain landmarks relate to the map. If the treasure map is based on the current terrain, it will be harder to identify where to search in the first place. Otherwise, I think this has plenty of promise!
  7. 3 points
    A gentle gust of wind, flowers danec to the rhythm of the breeze. Distant hills and valleys willing to be explored. Iridescent skies change as you let your thoughts slip - Meditation is the answer, but what's your question?
  8. 3 points
    The ability to remove and reuse runes would go a long way. Even if it wasn't a 100% chance to do so, but a chance none the less.
  9. 3 points
    My brother in Christ, nothing which you have included here was ever even mentioned by the developer team. You played yourself.
  10. 3 points
    I can tell you from the rewards posted here, there is no sense of "lottery" to win. This is outright required for this system to see success. As soon as maps start having a predetermined value without a jackpot lottery, there will only be a few people engaging with them. You'll instead have a system set up where players completely ignore the content and pass that burden onto a small group of players or even an individual that will game the system and trivialize it for profit. Assume every map is worth 5 silver. A player now makes offers on all maps for 4 silver 50 copper. That player has 20+ alts spread across the server with mailboxes nearby. When the player obtains a map, they mail it to the alt nearest the location. The claim the 5 silver worth of items inside the chest, since it's well known what the rough value a chest is worth. They profit 50 copper for minutes of time. Anyone who is not that player now has a choice: Sell the map and immediately cash it out for 4 silver 50 copper. Spend up to hours exploring the map and hunting for a reward of 50 copper. This is a valid argument to make, since engaging with the system now rewards 50 copper more than not doing so. It's very likely this will be how the meta of maps develop anyway. However, an average player is far more likely to engage with the content for the chance at "jackpot" instead of immediately selling it. The closest thing I can relate it to in-game is cooking. Most players are not willing to go through the encumbering system of cooking to create affinity food. Instead, they pass the tip someone who has set up the infrastructure for it. That's exactly what you'll be seeing with this system as well. So, no. If you get a sleep powder, players will not be running over the hills and far away to 'cash' the treasure map. They'll be selling it to the highest bidder and ignoring the system entirely.
  11. 3 points
    Spent about an hour on the test server. I found a map very quickly and how to view the map. Otherwise no clue except when the map would move in the direction I was going. WU may have vague directions but at least I found the treasure. Using the compass on the map at least gave you a direction to start in and kept you going in the right direction so you had a shot at finding the actual treasure tile. Need something to keep the directionally challenged treasure seeker at least going in the right direction. Too few places to go for clues.
  12. 3 points
    Some UI elements won't properly move to the foreground. Seems the Character screen, Name/status bar, and skill tracker will always be above any other window. Likely others. Seems like the map window cannot be minimized. I also managed to drag the bottom right to increase the size of it to the point where i can no longer make it smaller. [18:18:37] You stop dig treasure. - should be digging for treasure [18:21:10] This is a novice clue. You have completed 1 steps of this treasure hunt. - should be 1 step Clue states "Find the guard tower it was inscribed with... It is somewhere in the center regions it was not far..." Could use punctuation to make it not read so strangely. Upon revealing the chest, it spawned a few tiles away partially concealed by a tree. Would probably be best if it appeared on your tile like archaeology caches. Dropped chess pieces (pawn, knight) use the model of an entire chess board. When displayed on a map, highways seem to have random bumps in them rather than being straight lines. Caused some confusion as to what it was actually representing. If random resources are going to be included as rewards, it'd be best to have them always be at least 50ql and higher. I see a lot of trashed piles of garbage resources left around like they are on pvp servers. There's just no use to grab and carry these back home. Or rather than so many resources, toss in some rare coins to add another sink to kingdom coffers. Treasure hunting often involves coins Unsure as to the rewards from higher tier clues, but small scraps of hide/scale would be nice, as well as rare bones and tomes (tome fragments?) from the hardest of clues. Low chance of scavenger runes from higher tier clues. Small lumps of mm. When digging, if you go down to hit solid rock then continue to dig, every instance of "You can not dig in the solid rock" can result in a clue casket. Trolls that spawn as part of a combat challenge still drop their clubs, as well as recipes upon death. Would it be possible to slightly increase the amount of fight skill given from defeating combat challenge mobs? Slightly increased reward for what actually is a pretty difficult encounter would be a nice bonus. Rewarding novice clues from killing mobs (hostiles only?) would make for a nice break in the middle of a hunting trip. And the loot from a 95ql, 4 step clue... And a 96ql, 6 step clue... The easily acquirable materials have got to go. If I'm capable of defeating a horde of lava fiends, champ trolls, and deathcrawlers, I can very likely grow my own 90+ql wemp/cotton in bulk, mine my own 90+ql iron, etc. If it's a material I can get on deed or a short trip away, in bulk, it should not be a reward for a treasure hunt that takes me across the server, killing a horde of difficult mobs 4-6 separate times. Gonna make a list of potential rewards as I think of them or see them suggested by others. Obviously, the more valuable rewards should be very rare even from the hardest of clues. Just knowing there's a chance at them will be enough to drive people to complete them. There doesn't even need to be valuable items like these available. There just needs to be more interesting things. As Stanlee suggested, toss in some weird stuff. It's difficult to make the base rewards all great and worthwhile, but variety will make it less mundane. Of course, this entire list being included would be a bit much but it's a good bunch of things to consider implementing as rewards should they fit the theme being aimed for. Sleep powder, moon metals, and mats are good and all but having some sort of "mega-rare" table would really be the kind of treasure players would be hunting for. They are the kind of things needed to drive a new piece of content like this, whether the items are existing valuables or new implementations to the game. I was able to cast Charm Animal on a Champion Hell Hound that spawned from a combat challenge, making it my pet. Probably shouldn't be able to happen, but I messed around with it a bunch to try and break things but was still able to continue on without issue. It's possible to dig for treasure from horseback, probably commanding a cart/wagon too. Doesn't seem like something that's intended, but is nice to be able to do. Will edit with anything else, bolding anything severe Would be helpful if the L33t Horses could be updated to properly be the best, with the new traits from the AH update.
  13. 2 points
  14. 2 points
    Thanks for pointing out what a lot of people seem to fail to understand.
  15. 2 points
    I found that you can off-load your inventory dross into the treasure chest. I completed my 3rd one, but my inventory was too full for me to take the chess pieces, gems, crystals, powder. I dropped all the resource materials from the previous chests into the current one and then took the "precious" items. I guess that means that chest still sits in the forest with a lot of resources. Can anyone open that, or only the person who dug it? Edit: I think I grabbed an image of that last map. Soooo, if these persist and are perm-free then there could be scope let others know where they are. Or... maybe they could be left sitting out in forest, so people who are, you know, exploring, could stumble upon them.
  16. 2 points
    I still don't understand the argument of "I don't want to use it so I don't want anybody else to have the choice." All of this "it's a core element" talk misses the essential "to me" part. It is a sandbox and is different things to different people who want to play it in different ways. Allowing fast travel for those who want it in no way has any effect at all on those who don't want to use it. (EDIT: I understand the argument being made; what I don't understand is why it is considered a valid argument)
  17. 2 points
    I don't agree that travel is a core mechanic. Wurm is not a travel game. It's a sandbox. Fast travel is a successful and popular feature in numerous fantasy / role-playing games, both MMO and single player. This is true for games that have a heavy focus on exploration, like the Elder Scrolls series and The Witcher series, as well as things that are more mission based. Fast travel doesn't destroy exploration; instead, it makes travel something a player chooses to do rather than being forced to do. I think that all other things being equal; we should expect a game to be more successful and popular with fast travel than without it.
  18. 2 points
  19. 2 points
    Sadly they all seem to be birchwood. Change that. Birchwood chess pieces should drop most, oak least. Follow the difficulty in chopping the tree type. Only let walnut pieces fit a walnut board etc. Also allow pieces to turn rare+ now and again, Each rare+ piece attached to the board give a chance to turn the board (entire chess game) rare+. That would turn many chesspieces into desirable items
  20. 2 points
    of course! I think mayors should always have these kinds of overriding rights because no one wants a bunch of mugs glued to the floor
  21. 2 points
    yeah agree, result should be more dependant on the skill not on info contained on fragment imo too, would pay off a lot if it would allow fragments to go to bsb, but i doub't they will want to change that
  22. 2 points
  23. 2 points
    not your brother of none christ and so on.. but yea... I started with "doubt...", read The comment above asked for what we expected and thought to be possible content... I expected more... and there were tons of suggestions in various places, A LOT OF GREAT SUGGESTIONS btw, but none of that made it, r.i.p. nice troll provoke tho, 1 point to griffindor I didn't "play myself", as mentioned somebody asked to share what we expected, it's all I did.. I expected actual content expansion, not just a mechanic on existing world, single mechanic, loot is wild and nobody seem to have ran the numbers what such rewards could cause. I am dropping a lot of breadcrumbs. There's no other discussion for the mechanic, this is the only place and the only way I can help balance rewards and experience and I tried... I tried. By all means, read before troll posting.
  24. 2 points
    FYI Archeology is still in terrible spot...
  25. 2 points
    Which is why the process needs to be engaging, so those who are not simply minmaxers or grinders will be engaged. I was going to say "and go on adventures" but that is part of the core disappointment for me in this. No adventure; just a weird game of galloping about looking for a tile. For the higher ql maps, I don't think "minutes of time" is really a true reflection. It may be, but given the possible huge huge distances between the 4-6 different "clues" and the guardian mobs at each one, and spam-digging trying to find an actual right-on-top-of-it tile, I think the margin would need to be significantly larger, which makes the price and therefore the incentive to sell significantly lower. The maps could always be made non-trade like coins and SP, but we all know how workaroundable that is.
  26. 2 points
    Players: the loots bad Devs: Okay, we'll redo the loot Players: 2 more pages of loot complaints Why are you all like this
  27. 2 points
    ... yes. No one is expecting to actively play on the test server. We're testing. You can't even access it unless it's made open by the devs. Why would it ever make sense to LOWER rewards, when they're something we're actively testing and giving feedback on? You've gotta be the most elaborate troll I've ever seen.
  28. 2 points
  29. 2 points
    Bumping this to keep it current. I was hoping to see it or something like it in the update coming out. But I don't see it mentioned.
  30. 2 points
    A couple of small things that maybe need attention: 1. When digging for treasure, sometimes I get a message saying I found a piece of parchment in addition to the small old casket, but should only be the casket at this point as I haven't opened it to get the parchment yet. [14:02:40] You start digging for treasure! [14:03:06] You find a small old casket. [14:03:06] You find a piece of parchment. 2. I'd like to be able to open more than one clue at a time, but opening one clue replaces the one that's already open, so you can only see one at a time. 3. The dig for treasure action is too long. It might be ok if it was guaranteed that the action would produce the chest, but this often isn't the case and we have to sit through this long countdown several times in a row just to find "nothing interesting" despite being right on top of the location. I agree with feedback on the rewards, especially adding coins and hopefully the rewards will also be more unpredictable and include some more unusual or special items so it feels worth the effort. If possible, maybe the clue could switch to behaving like an archaeology report including directions when you get within "stone's throw" range. It's super tedious to run around spamming the examine button over and over again, but at this point there is no other way to do it. Would it be possible to add a status indicator such as a bit of text or a little dot into the map window that changes as you get closer or farther from the location? Then we could just keep an eye on that window instead of spamming the examine button.
  31. 2 points
    We are looking into changes to better communicate where you need to go, but also note that there is distance limits they can be it will not pick any spot on the entire server it will pick something within a range depending on the difficulty. I understand that is not the only concern there and we are working out the best route forward based on all the feedback so far we appreciate everyone taking the time to test it out and letting us know about these kind of things. We will be making changes till it feels right and will let everyone know when/what those changes are on test within the next few days.
  32. 2 points
    +1 as long as mayors have an override of some kind so they don't get stuck with a bunch of immovable secured items from former villagers.
  33. 2 points
    Sure, if you want to make fine adjustments with a sledgehammer. A person might have perfectly valid and compelling reasons not to turn off pick-up deed-wide, and after all, that is why there is also planting/securing with a separate permission. This suggestion is merely asking for that specific, pre-existing permission to be applicable for decorative items.
  34. 1 point
    Hello all! We’re still working on the first part of the Exploration Update, which we are happy to announce will be arriving on May 31st June 7th. There are a few important things to mention about this update, however. We had previously set a date of June 28th, 2021, as the day we would sunset the old UI client. We decided to skip this due to issues with the new client. Well, Budda has been hard at work on making inroads into solving some of the more significant problems with the new client, including the performance issues many have reported. As a result, we will be retiring the old UI client on July 1st, 2022. Please make your issues with the new client known in this thread so that we can address them before this date. The thread also includes some of the changes made to the new client, which are available for testing on the Test Server. Since we will be sunsetting the old UI client, the features found in the Exploration Update will not be present in the old UI version. We will also be retiring JNLP support on the same day as the old UI client. If you use the launcher, this will not affect you. If you have issues using the launcher, please make them known in this thread. All of this is to help free us up to push forward into newer versions of Java and reduce the amount of work a client update takes due to supporting multiple versions and aging deployment infrastructure. With that being said, I wanted to talk about the recent video from Josh Strife Hayes. If you haven’t seen it, I recommend giving it a watch here. One thing I’ve struggled with since stepping up into the manager role has been determining what we’re going to be doing after this Exploration Update is complete. This is precisely why I’ve yet to release a more in-depth road map. This is not for lack of ideas; we have enough ideas to keep Wurm going for a long time between you all and the development team. It’s a matter of priority and what would be best for the game as a whole. The clear response from that review is that we need to fix what is broken, polish the rougher edges, and focus on the new player experience. I still intend for us to work on PvP and decor in the months after Exploration is finished, as I mentioned in a previous thread, and I still plan for us to review some of the skills that we have and improve on them. I believe these things can be done alongside a more “back to basics” approach. We touch on the new player experience every few years, but it’s essential to review how new players see and learn the game. I also want to check other game areas and see how a new player would approach them. Some things, like meditation, are arguably essential to the gameplay due to the bonuses but are nigh on impossible to discover without help. That is not to say that everything should be easily found out, this is Wurm, after all, but we should be doing a better job introducing some mechanics earlier on. Finally, I want to thank you all for the patience and support you have given us. The guidance and feedback from the community help shape our decisions every day. I feel we all share the same goal of keeping Wurm going and growing. Happy Wurming! Edit 5/27: We have decided to push the release by a week to June 7th in order to allow for time to have a public testing session. Please stay tuned to the forums for information on that public test, which will be posted by tomorrow (5/28).
  35. 1 point
    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
  36. 1 point
    I wasn't one of those reaching out, but you guys are a huge part of this community, and I'm really glad to see lifesigns from you! ❤️
  37. 1 point
    ohh BUOY, I want to reply already but DAM, I have to read and 'listen' first to be nice, brb. ---sup Will be cool to see archaeology/restoration/alchemy have a spin and allow adding/removing runes by chances and having a system allowing rune-replacement by recovering or destroying old runes based on skill and how valuable placed rune is.. What we lack in the game is any kind of proper management for the runes/amount of runes and sockets on items; it's two unexplored and only hinted contents for expanding for existing items. I agree with most of the feedback, I have 2 small remarks though: -- alchemy needs a buff to transmute metals of archaeology/restoration generated items, but turning them from copper to steel.. directly is a bit overpowering.. that way any rare/supreme item that was once a trash pile... is now epic roll; so either that should be somehow expensive or close to ridiculous amount of effort to achieve, still possible maybe.. but not trivial to do for rare/supreme/fantastic items "Also moonmetals, i get moonmetal frags should be rare, but current state is ridiculous, I cleaned and discovered god knows how much fragments, from very old deeds, and very long time ago disbanded also and i got only one, repeat only one moonmetal plate fragment so far... also tokens that could be nice source of moonmetals for imping are not smeltable. I get that getting full weight of token would be overkill, but at least allow to smelt them for some portion of its mass." -- archaeology had 1 flaw.. with it's distribution.. it's place based and not skill based.. there's no spice to skill, there's no spice to random findings... YOU JUST HAVE TO BE ON RIGHT PLACE to find cool stuff - that's how you find the better fragments and that easily puts some way ahead of others; same thing allowed some to stockpile insane amounts of mm chibi tokens, which even smelted into 0.10kg lumps.. will be quite a lot of moon-metals ( imagine 40copper for 20-40min walk, or less done with woa trowel/shovel - YIKES, throw the balance of everything throw the window); Dump the smelting to 0.03kg and you'll have only 1 action to improve something(way more if you imp needle/ring) like a weapon/armor/tool; this seems ridiculously low.. but will swarm the market with ez free 1 shot imps for gear, it's way better than nothing and puts a lot of high ql rolls; don't forget you get the token as bonus to the cache.. your call to smelt or not, it's still more worth as 1 shot imp than decoration, huh --speaking as somebody with 97 archaeology & 99restoration Found enchants are pretty stupid indeed, best it to find an actual weapon and not a tool or branch(classified as weapon..) with bloodthirst.. just because now you have something you could level up to greatness.. or sell as useful enchanted item(seen such to sell well and fast on trade, don't take 'well' as expensive) -- "...carving knives, butchering knives, etc should not be weapons frags, should be tools even though WS is used to imp them," -- sadly these are technically weapons.. along with signs and belaying pins, etc into wurm code/db.. so.. yea... hilarious...... even though they do pathetic damage and require ws to improve... they are trash weapons.. but still.. weapons -- I'd love some unique arch findings.. <wont mention items>, but possibility to unlock new item recipes.. OHHH BUOY, wont we all go into the woods and look for stuff into the dirt(not literally.. but investigating will then mean new abilities) -- as long whatever unique you find on chaos remains on chaos(not possible to mail or transfer through borders) and you cant transfer it to pve servers, I vote with 2 hands for it; pmk, scuffed crude artifacts.. do whatever there, BUT KEEP IT THERE -- fragment storage will be great addition to the game.. that should destroy thousands of items existing into the world, lower local lag, etc.. All a player needs for this is several bulk container units and name and put locks to sort fragments and ql, will be win:win for players and server/client performances. If you tie enchant and rune options to QL and player skill and not place where it was found and information got rolled, does it matter.. you'll still have good item if you have good skill; Personally I am not at all fan of .. having good skill and be crippled by finding trash because you're in low history area that just ruins player's experience and reward for high skill.. imagine having 100 channeling and making casting only enchants up to 20, or 100 ws/bs/cas/pas/lw.. and improving to low quality.. makes no sense; SURE, ......... realism, O.K., nobody cares.. it's a game.. where's the fun in that? Similar nonsens is pulled with fishing.. go to lake.. deeper water, shallow water, have a tree close by, use this bait at sunset while your float is specifically this and not that... and so on..; that's not a thing in wurm world.. for anything else - you go in the woods and you find a cow.. or a dragon eats you, there's your balance to what you find and have to deal with, there's no low and high level grounds - encounters are unpredictable and your skill/gear/ability lets you handle them, some skills like arch/fishing took that away from the players in a game with skill progression promising to build your abilities...
  38. 1 point
    Nice add Coco-Cereza. [06:16:43] <Ibarra> its Coco-melon! [06:17:16] <Cococereza> its NOT coco melon
  39. 1 point
    I would consider getting the maps rather a side effect of a lot of activities. I for my part am busy on daily foraging and botanizing. If maps are dropping there similarly to rare coins or other stuff I would have a lot of maps without additional effort.
  40. 1 point
  41. 1 point
    My suggestion would be to leave the distance clues as is, until you get to 'a stones throw away' then add a direction. I fear adding a direction would make the maps totally irrelevant, but my god looking for the exact spot is NOT fun once you're close
  42. 1 point
  43. 1 point
    The problem with this is technical. Deeds don't exist outside of the server that they're on.
  44. 1 point
    I think after all this time people expected more than a bad version of a simple WU mod.
  45. 1 point
    When a player is swimming in water that's shallow enough to stand up in, they regain stamina (even if, visually, they appear to be swimming or treading water). However, if the terrain at the edge of the water is too steep, the player will be "bounced back" away from the edge rather than walking up (and from my observations loses additional stamina). And of course, if you had enough stamina to climb, you'd have enough to swim. My proposal is to allow a player to regain stamina while in the water, if they're not moving, provided that the tile they are on contains some corners that are out of the water, and that the water where they are is shallower than some adjustable limit. Reasons for this are two-fold Realism. Generally speaking a swimmer who had made it to the edge of the water should have a chance of clinging to rocks and surviving. Player retention. The drowning rules are horribly, sadistically brutal for new players (and even some experienced ones), the Last Gasp feature is 100% unforgiving and doesn't guarantee survival even if you get it right, and logging out for six hours is a frankly ridiculous option. Throw a bone to the players who are trapped between a cliff and the sea.
  46. 1 point
    I think some frustrations will clear once this goes live and we can do this on servers we're at least mostly familiar with. Glad to see the loot is gonna be revised. Personally, I'd just say get rid of the random stuff that's not really special. Leather, cotton, wemp plants? Please, god no, at that point just drop more gems.
  47. 1 point
    Blacksmithing goods at favorable prices. Any iron tools 40ql - 5c, 50ql - 10c; Horse shoes 50ql - 10c each or 30c for 4 Iron file 55ql WoA 37 CoC 70 - 40c Iron saw 55ql WoA 31 CoC 51- 30c Iron carving knife 42ql WoA 35 CoC 61 - 25c Construction material Ribonsx100 - 1s Large nailsx300 - 1s Fence barsx100 - 2s an order is possible... Delivery by ship to the coast of any island or pickup from Harmony I12 In game PM Spugovking
  48. 1 point
    -1 This is a well thought out idea, but we already have summon. Part of the quirkiness of Wurm is that travel requires thought and time. There are many mechanisms in play that make travel work well, such as tents, sleeping rolls, etc. There is no need for Wurm to become just like another typical PC game UI and game play.
  49. 1 point
    I found the other way to run it on Mac OS playing a bit with LS command. Probably it useless since user friendly way are better, but who knows maybe it will help some one. In Terminal you have to write this: "/Applications/Wurm Online.app/Contents/MacOS/Wurm Online" -c Or this: Open -a -n "Wurm Online" --args "-c" Or this: Open -a -n "Wurm Online" --args "-test"
  50. 1 point
    Sadly, no champion tortoises yet. However, there will be dogs once i get puppies
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