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Showing content with the highest reputation on 09/11/22 in all areas

  1. 11 points
    Recently I had my horse "stolen" for want of a better word, even though technically it wasn't stolen cause that is impossible to do on Freedom. The horse was taken and then purposely killed to try and get the gear that was on it. I wont go into the details of how this was done because I don't want anyone else with malicious intent to get any ideas. I just want to say a HUGE thank you to Tristankh, Tarissa and the rest of the team involved for going above and beyond to help me find my horse. R.I.P No other game I have played has ever gone to the trouble and effort (and it was a massive effort) to help me with a problem before. I truly appreciate you all. Call me a brown nose, @#$ kisser what ever you want. I don't care. I just feel like we are so quick to complain about things but hardly ever say thank you. So thank you, thank you all. You all are amazing! Indigoe 💓
  2. 9 points
    An elephant simply cannot be mistaken for a large mouse. As the size of an animal changes, so too do the circumstances it is under. An Ant has no veins - it can simply diffuse oxygen through its cells. A bigger creature cannot do this - diffusion cannot get enough oxygen to so many cells, so lungs to bring in that oxygen and veins to carry it become required. Bones too must vary: if a creature were to be ten times as big as us, it would typically also be ten times as wide, ten times as thick. This makes the weight a thousand times more! Given our own bones break under a force ten times out weight, a massive increase in bone thickness would be required for any cross-section of the bone to sustain this mass! To accomplish this, a creature may have shorter, thicker legs - so each pound of mass has about the same area of bone to support it like a rhino, or it can compress its body and stretch its legs like a giraffe. Enter, the Forest Giant It has done neither of these adaptions to its mammoth size. It hasn't even gone on all fours, so that the weight might be distributed among more bones. That this creature does not break its legs as it walks is some sorcery, for it cannot be explained within physics nor biology. And for this sorcery, it must die. According to some site I checked, daylight savings has ended everywhere - still, be early! Location: Bruce's Flying Circus, N13 (it's on the highway map) /Servertime: Sun Nov 13 21:00:00 CET 2022 Discord time code: <t:1668369600:F> Timer:
  3. 5 points
    Hey Devs, could you have a look at roofs and allowing an option on how high they go? When making buildings that are 3x3 like the one below, The roof is double the height of the building. Thank you!
  4. 3 points
    Okay so I can already hear the cries of "just be patient and suck up the wait time to 30 faith to priest" but hear me out first before you start posting that. Confessions are a neat thing a priest can do to a player to make them confess to something they've done for a slice of alignment. It's a neat thing but each time they confess the priest suggets something the player can do to "make amends" for their sin. And if you do it is nothing but RP value and that feels a touch sad. That's where the suggestion for it to do something comes from. Change some of the messages to stop them refering to money and things that aren't really that fun to do or likely to cause frustration, and make them allow a follower to gain some more faith for doing it. Priests already have sermons behind them so I see no need for them to do anything for that faith gain too, but it allows players to raise their faith a touch faster than the standard 5/6 prays a day. You might be asking if there's any other benefits to this, to which I say there's one hopeful benefit other than followers getting more faith a day. The hope is that it'd encourage a handful of followers to attend the same sermon groups that crop up, so that they can get a confession daily and contribute to the count of people listening to the sermon. Possible downsides? None really. If confessions are kept the same as they are but allow a follower to gain some faith after one, that's still only one extra faith gain per day if it just awards faith. Alternatively it could allow an additional faith gain via prayer, or reset the prayer counter. Which approach is taken is ultimately up for debate, I'd be fine with any of the above. I just think it'd be a nice way to boost up faith gain a touch and give confessions a real use. If we can get some extra heads in public sermon areas, even better! Thank you for reading, and praise Mag.
  5. 3 points
    Why is weaponsmithing worth 31 million but small axe is worth 33 million? Assuming you are in combat at all times, weapon skills raise at roughly 1/3 the rate of normal skills. Combine that with the fact that small axe has a 7k difficulty instead of the standard 4k like most other skills, it's basically slightly harder than weapon smithing. Small Axe: 7,000 * 3 = 21,000. Weapon Smithing: 20,000. This probably isn't even enough, as small axe cannot be skilled at all times unlike weapon smithing. However, this dives into the philosophy of action time versus infrequency which I've gone over before. Shovel being 4.4 million with digging at 4.1 million, even though shovel takes roughly 2.3x as much effort, why's that? Because they level hand-in-hand. You cannot skill one without the other, and it essentially counts as two skills instead of one. Valuing shovel at it's normal rate would make digging a more valuable STP action over other skills. It's probably still more valuable in spite of the reduced STP of shovel. Also, Preaching is worth 3 million. Exorcismis worth 3 million.... Prayer? 6 million. Why? This is covered by the philosophy of following actual game time used for the action as opposed to accounting for cooldowns/infrequency of executing the skill. Refer to previous post for a more detailed explanation of that philosophy. Huge axe? 19 million. Carpentry? 5.5 million. Again covered by weapon skills being roughly 3 times slower than normal skills. This is covered by the philosophy of action time instead of infrequency of the skill. Unlike most other criticisms, this is fully identical to how Niarja valued these skills. In my previous post, I made this exact statement: "As of now, there are 3 skills (Cooking, HFC, and Beverages) that have multipliers that are arbitrary and not calculated." There are no other values "plucked from thin air" - at worst they are rounded. These are calculated modifiers to the difficulty system with the intent of balancing skilling, regardless of what skill it is, in regards to how much STP it gives per time. Imagine grinding prospecting to 100 versus grinding mining to 100. Prospecting gives no characteristics and a single difficulty skill. Meanwhile mining gives 3 characteristics (body strength, body stamina, soul strength) on top of a tertiary skill (pickaxe) which provides yet another characteristic (mind logic). Every action of mining would give 10 (11 if you count body double, which it does in the skill system) skills worth of STP while prospecting gives 1. The reason these multipliers are so dramatic is to balance out the actions. Niarja System Values (Prospecting vs Mining): Prospecting: 1.0 Total: 1.0 Mining: 1.0 Mining -> Body Strength: 1.0 Mining -> Body Strength -> Body: 1.0 Mining -> Body Stamina: 1.0 Mining -> Body Stamina -> Body: 1.0 Mining -> Soul Depth: 1.0 Mining -> Soul Depth -> Soul: 1.0 Pickaxe: 1.0 Pickaxe -> Misc Items: 1.0 Pickaxe -> Misc Items -> Mind Logic: 1.0 Pickaxe -> Misc Items -> Mind Logic -> Mind: 1.0 Total: 11.0 Sindusk System Values (Prospecting vs Mining): Prospecting: 1.0 Total: 1.0 Mining: 0.669 Mining -> Body Strength: 0.18 Mining -> Body Strength -> Body: 0.1 Mining -> Body Stamina: 0.18 Mining -> Body Stamina -> Body: 0.1 Mining -> Soul Depth: 0.18 Mining -> Soul Depth -> Soul: 0.1 Pickaxe: 0.36 Pickaxe -> Misc Items: 0.45 Pickaxe -> Misc Items -> Mind Logic: 0.18 Pickaxe -> Misc Items -> Mind Logic -> Mind: 0.1 Total: 2.599 Previously, every action of prospecting was equivalent to 1/11 of an action of mining. In current values, as a direct comparison, it's worth about 1/2.6. This is offset by the fact that it's unlikely to be within proper skilling difficulty for all 11 skills that mining provides. Mining is still better, but it's no longer overwhelmingly better. I want to further clarify the point that these values are not arbitrary but instead calculated in this post, since it's important to me that it's not seen as my opinion. Instead, they are a calculated response to how Wurm skilling works on a fundamental level. You had much more to say and I intend to respond to the rest of your post in a future reply. I just did not want to lengthen this post further. Some Closing Thoughts I'm happy to answer questions regarding the STP system used when I can. It might not be fast but I'll check back every now and then and answer when I can. That said, the reason values look strange is because they were not so easily compared until now. WurmNode does a great job displaying all the information without spreading it in different layers of the UI. When everything is on display side by side, it's easier to pick out what looks like a discrepancy or inaccuracy. With that said, I find it hard to argue that the rudimentary Niarja STP system was more accurate. It's well known that heavy HFC & mining grinders were always at the top. I was in the top 10 on NFI for a year after I stopped playing because I had over 90 mining and HFC. The way it valued player time was silly, and the goals behind the changes were to equalize it so it wouldn't matter if you grinded plate smithing, fine carpentry, mining, leatherworking, or coal-making. The amount of STP you gain by doing the action is roughly equivalent between all of them. The system you see was not done overnight. The multipliers you see here was after an immense amount of research and reverse engineering of multiple systems of the game. Combat, skills, action timers, etc. It lead to the discovery (or re-discovery) of the action timer overlap and was patched out of Wurm Online several weeks later. Again, this system is not perfect. It's an attempt at equalizing STP across all the different skills instead of allowing a few simplistic skills that provide far too much. If you'd like to see changes, I need hard evidence and real research into the reasons why my calculations are off. I can't really act on statements that simply assume "this looks off to me, it should be like this" without supporting material. If anyone is willing to invest their time to show calculations of skills that are being incorrectly weighted, I'm happy to admit I am wrong and will change values accordingly. I know this is a hard ask since I don't have all of my research written down to be used as a reference. The closest I can provide is my spreadsheet with some sporadic comments and tons of unorganized values that was utilized to create most of the system. STP Worksheet (Google Sheets)
  6. 3 points
    Whether you have a set or not shouldn't even be a question. It has no bearing on the situation, and only seeks to insinuate those who have a set should not have an opinion in the matter. People may have acquired a set through purchasing, trading, or even from old slayings or from long past friends, you don't need one to want to see the system change.
  7. 3 points
    This poll seems... kind of over the top. It's not providing much useful information because it's too bloated. There's too many options for fairly simple questions. Additionally, the proposed solutions are unable to be described properly and lack context for the purposes of this poll. I would much rather see the proposed solutions replaced with perceived issues. Players are generally quite good at identifying problems, but lack foresight about how changes can affect tertiary systems. This is shown by some of these solutions causing multiple issues that cannot be properly expressed in the poll. An example of a more easily digestible format for this poll that I think would perform better and give meaningful results and statistics to analyze: NFI Character Have Set Don't Have Set SFI Character Have Set Don't Have Set Frequency of Private Hunts Very Active (once a month or more) Active (about once per 3 months) Infrequent (a few times per year) Inactive (never) Opinions of System Issues I want to earn a set, but don't feel I have the opportunity to do so Hunts are too time consuming Hunts are not enjoyable Sets are too rare etc. etc.
  8. 3 points
    Yes, Devs are aware and working on it now, @Katrat
  9. 2 points
    The Endless Isles is a community map that has been painstakingly crafted by its players. The Endless Isles launches at Midnight of the New Year, UK time. The Artists The maps and their artists 1. Ozma by Batta 2. Aeren Mora by Kiama 3. Wyspa by Brash_Endeavors 4. Betgrel by Grochar 5. Alba Bhig by LowKeyTrixter 6. Rohan by zCat 7. Soran Fae by Kiama 8. Litenfjord by Brash_Endeavors 9. Tatiyapu by LowKeyTrixter 10. Avelon by Grochar 11. Gwedillion by LowKeyTrixter 12. Katamochi by snars 13. Tri Crann by LowKeyTrixter 14. Scopulum by snars 15. Botrum Portassent by snars 16. Nagarythe by snars 17. Tropicalia by RicoPolo The Settings Trader, Dwarf, Fae, Iron, and Loyal Game Modes (see below) 3x skill gain, 3x action speed PvE About 20 copper each day, regardless of whether you are online Crops grow 1 stage per 6 hours Characteristics start at 21 30 hits per mine wall 50k creatures; I have carefully tweaked each creature count (overall it equates to about 30% aggressive) and have included gorillas and hyenas (presently nonaggressive) 50 salesmen/women spawn randomly all over the map and can be traded with You can hitch 2 creatures to tents Creatures that would normally spawn underground spawn on the surface instead (and don't spawn underground) You can load with 21 Body Strength Base movement speed is increased by 30% Discord: https://discord.gg/F5thWQHHmQ Game Modes
  10. 2 points
    1. Barge. Big, flat bottomed, shallow and slow moving. (flat bottom boats make Wurm go round!). It would have massive cargo for doing large moves from one server to the next. Crate racks, BSB racks, loads of wagons & carts. Think of it as a deed mover. Can go anywhere a knarr can, just much slower. Won't replace existing ships, unless someone is making a massive order to build a new deed. Pretty specialized ship, but when you have to make 10 trips back and forth in traditional ships, this will be preferred. 2. Wagon conversion to a topless people mover. (topless wagon, not topless people!) Right click existing wagon, open craft window and convert to "whatever you wanna call it", which will need 3 benches added to complete. 3 people per bench, plus driver, plus back seat gives 11 total. 3. Sleigh. Basically like a cart but with fence bars instead of wheels. It can be pulled during spring through fall, but at half of normal cart speeds. In winter though... it is fast! 50% boost over cart speeds. 4. Skiis and poles. Equip to feet and hands and provide crappy armor to those areas. Also a CR penalty. Normal speeds on flat, penalty for uphill, but big boost to downhill speeds, even when burdened. Additionally, I would like to see a rework on downhill speeds for carts and wagons. We lose speed every time we go up, but downhill is only as fast as flat ground. It should get a similar boost to speed as we get in penalty for going uphill. Also should ignore the load. Also, in my opinion, I wish we could get rid of the cart/wagon load penalties that came with the big AH update. I do like all the new horses looks/shapes, but I do not like the loss of speed. It just makes everything take longer to do. That isn't much for QoL. Does anyone really like going slower?
  11. 2 points
    Allow the creation of bird houses, using Carpentry and/or Fine Carpentry (or even Masonry/Stone Cutting,) to provide different sorts of birdsong ambience to an area. The variety of birdsong could depend on the material used, which would introduce different sorts of audio character to an area. Castles with the cackling of ravens or hawk calls, farms with the twittering of sparrows and finches, deep woods with the sounds of owls or blackbirds overhead. Maybe even caverns with the chittering of bats, if one provides bat condos for them.
  12. 2 points
    This portion of the response I separated because it will be much more technical and go into some of the mathematics and philosophy behind the calculations that determined the current state of the system. From the outside looking in, it does seem weird that the parent stats - the most difficult ones - are valued the lowest. However, the logic behind it was actually the basis behind the system. Problem: Skills that gave multiple characteristics would be multiple times more efficient in STP grinding than skills with less or no characteristics. The solution to this was far more trial and error than calculation to overcome when designing the values and basis for the STP system here. In the end, my approach was to essentially combine skill + characteristic STP into one total value. Instead of 1 skill + 1 characteristic = 2 STP, I broke it into a split. 0.5 skill + 0.5 characteristic = 1 STP. This was the initial idea, so for example prospecting would be valued at 100%, then something such as a nature skill would be valued at 50% and the other half would be covered by soul depth (which comes from nature) giving the remaining 50%. What I noticed was that this didn't really solve the problem. Mining was still immensely better because it would be granting 0.5 * 3 = 1.5, without even accounting for mining itself. The multiplier for mining was irrelevant. I then kept progressing this split with less of the multiplier on the characteristics and more towards the skills. 60/40, 70/30, so on and so forth. This continued until skills with less characteristics started to equalize with multi-characteristic gains of other skills. Off the top of my head, remembering years ago, I believe the test case was a nature skill versus mining. In the current system, leveling a nature skill is roughly equivalent in STP value to mining. Drawing the slider any further towards characteristics (80/20 for example) made mining more efficient. Drawing the slider any further towards skills (95/5 for example) made nature more efficient. The current is what was found to be an estimation of the best equalization for these purposes. Each skill multiplier is a calculation of the remaining split after the base 10% value of each parent. This is equivalent to 2 - (1.1^(numParents)). For mining: 2 - (1.1 ^ 3) = 0.669. This leaves room for the 10% valuation of the primary characteristics to fill in the missing amount from skilling each skill. This, I concede, is perhaps the greatest flaw of the system as it stands. I made a minor improvement here over the original Niarja version by reducing the mutiplier of skills based on how many parent skills they had. However, The unfortunate truth is that there's problems at play that I had no solution to, so I left it alone. Problem: Skills that have a parent give significantly more STP than those that do not. I could not find an elegant solution to this problem. There are skills such as Weapon smithing which prevent an elegant solution. If you mathematically reduce the parent skill STP multipliers based on all skills below them, it leaves weapon smithing sorely lacking. Players do not typically skill their subskill. If you reduce the value of STP, you're doing a disservice to anyone skilling it. This is additionally problematic due to the fact that some accounts are soft locked, unable to skill their parent skills for weapons. I did a quick google search trying to find the where that topic originated, and found this thread if you're interested in what's happening there. On one hand, you have a parent skill which must be valued fully otherwise you're doing a disservice. On another, you have parent skills which don't raise properly because the way the combat system works. So if you value them appropriately, they don't actually function correctly for the system. It's a mess that I could not find an elegant solution to, and am happy to hear opinions on how to resolve. This was the most difficult portion of the system to resolve. The fundamental truth is that weapon skills do not skill at the same rate as other skills. When you parry, how big of a skill tick do you get for your sword? Is that 5 seconds worth? 2 seconds worth? If you parry once every 10 seconds, are you training your weapon skill efficiently? Is there a difference between parry skilling and dealing damage? If you equip the same weapon in both hands, do they skill at twice the rate? I took a long, deep dive into the combat system a while ago, and really dug deep into getting these types of answers. In order to answer one of the questions I've asked: it's 1 second. You get 1 second of action time per parry. Is it even possible to parry once per second? Kind of. It's a soft cooldown, where your chance to parry improves as time goes on. If you're lucky you could be fighting 20 trolls and get 20 parries in under a second. How do you account for that? I took a simulation of assumed combat: 1 versus 1 combat of equally skilled combatants - and used that as the foundation to build the skill multipliers for weapon skills and combat skills in general. In my simulations I found that weapon subskills and shield subskills raised at roughly 1/3 the rate of normal skills when in constant 1 versus 1 combat with an equal skilled opponent. That is why they all have 3x the value of similar difficulty skills. It could be argued that this is subjective or based on a faulty assumption. That's a reasonable argument to make and I'd be happy to re-evaluate the calculations done if a case is made that there's a more accurate scenario to assume, or an analysis of the combat and skill system is made which proves my results inaccurate. On the topic of fighting skilling multiple skills, this is a problem throughout all of Wurm which, as stated in the second block, doesn't really have an elegant solution. When you skill platesmithing, you're also getting armoursmithing, smithing, hammer, and miscellaneous items. The philosophy is that combat is not much different to this type of scenario. If all of the fighting skills increase independently at 1/3 the rate, shouldn't they all get a 3x multiplier to compensate? If that logic is faulty, then it should be reconsidered and I will do so.
  13. 2 points
    Server Changelog Bugfix: A tamed creature will no longer lose its pregnancy status by going offline with its player. Bugfix: More fire and light related fixesKilns and smelters will no longer leave behind duplicate fire effects when the fire goes out. Fixed a small inconsistency in the colours of some lights under some circumstances, such as lighting the item and then pushing or placing it. Refueling a fire at low fuel levels will now work properly instead of sending a message that the fire is not lit (even though it is). The recently-introduced dynamic furnace lights used for ovens, forges, and smelters will once again have flickering and sound like other fires. Various minor changes to address some inconsistencies with how lighting is added to or removed from items. This should fix any remaining cases of items leaving lighting effects behind even after being snuffed/extinguished for any reason. Turning an item that is placed on another item will no longer cause it to lose its light effects or colour. Bugfix: Skill journal tiers will now be visible immediately when getting 20 in a related skill, instead of being invisible until the next login. Change: Flaming skulls will now be fueled by candles, like candelabras, and will decay if left off-deed. Bugfix: You can no longer drag items into the main bulk container unit (excluding shelves). November’s Monthly Skin! November’s “Sigvard’s Wrath” skin delivers bone-chilling fear to all of your enemies! Available through the month of November in the Marks Shop at any settlement token, this skin can be applied to any Huge Axe to give it a unique and fancy look!
  14. 2 points
    So you have a theory, that it's a minority that has a set. You then run a poll where the numbers tell you that the majority of the people voting have a set So what you then do, is you use your assumption to then justify the results, rather than take the learnings of the results and change your hypothesis? That's not how stats work at all.
  15. 2 points
    Hi all Episode 11 is now on Youtube to view! Thanks! https://www.youtube.com/channel/UCI4JY3eEnhy4bLcoX6diKxA
  16. 2 points
    +1 to the merge and I'll add a suggestion that pvp gets completely severed from pve, so the merge can happen. +1 for the OP suggestion. +1 to the addition that Sheffie added. -1 to the idea that Uniques don't need to change. They absolutely do. From my perspective and most of the people I play with, Uniques and pvp balance nerfing QoL on pve are the two biggest areas where change is needed.
  17. 2 points
    I was in a room with three Sigvards and a giant crab statue when this happened. I shudder to imagine what's happened since..
  18. 1 point
    The Future of Southern Bay Estates: My vision for this may never come to pass, however if it does not get started, it will never take shape. So here goes the details.. ( Kind of centrally located in Xanadu , NE J14 ) I think around December 2022 is when most things/buildings should be ready. ( Currently Blacksmith shop, and Tailor shop is built ) I'm looking to create a RP "supported" village.. We will have professions, titles and a purpose for players looking for one, if your not already tied up in your personal skill gain.. which I know most are of course.. So what do i mean by role play "supported" ? Well.. basically, if you want to role play , it's completely fine, if you are not one to role play, you won't hinder the ones who do.. And really all you have to do is live in the environment you are in.. While in the Realm of wurm, there are no cars, no guns, no cell phones.. So why should that be brought up in conversation in game.. No Politics, No Religion, Other than the in Realm politics and Religions... That's my 2 cents on it.. everyone has their own opinion on RP.. But if you have any specific questions on it.. pls feel free to contact me. Now titles and professions, I'm sure your interested... There will be a Duke of course.. Me, (I try not to ramble too much) So. 1 Duke, 3 possible Advisors, Knight Commander 1, maybe 2.. Knights.. unlimited. Squires.. These roles will have complete descriptions later.. ( trying to minimize this post) Nobles.. and Villagers..... Professions.. Sure you can be whatever you want.. but perhaps you want to stand out.. Blacksmith, Tailor, Mason, Quartermaster*, Carpenter, Shipwright, Farmer, Cook, Alchemist... Some of these titles/professions are unique and have special jobs.. Most you can probably figure out on your own. If you have any questions on a particular profession or title. pls msg me. Also, this is very much a work (idea) in progress.. If you would like to have input in the early stages.. by all means.. I'm open for conversation.. Again.. this is a ways away.. but I want to get the information out there if anyone is looking for something like this.. Let me know.. I look forward to hearing from you.. Taking in new players that need direction, as well as Vets who can help give it... Safe travels!!
. Current Roles Alliance Advisor is Edvard, not in the village as a citizen.. Blue Banner Alliance Duke of the Village : Destion Warpriest : Delrago (Mag apprentice priest) Bishop: Thorndale ( Debating on Fo or Vyn priesthood ) update soon... Not Titled yet: Dracanman new to village update soon... Discord contact Destion#0243
  19. 1 point
    The Problem: Uniques are by their nature are special, and rare, but why is it always the same handful of people finding, penning and running slayings for these special creatures. Where is the community or fun in that when greed is the leading factor? Dragons alone at current prices are worth at least 3-4 gold pieces just in hide, blood and more if you include the tomes this does not encompass the community similar to how rifts were in the past. The Solution: Make uniques an event similar to how rifts work. A beam of light appears a few days prior and starts a timer. Let the unique appear at the end of the timer and wreck havoc in the area, don't allow it to be penned or captured instead everyone has a chance at some of the goods. Instead of loot or butchering it, make it a point system similar to rifts where you can buy the dragon hide/scale bloods, special items like rare, supreme or fantastic bones, tomes and the like with these points. Let smaller enemies that take a small group appear more commonly like rift camps for points, if they get trapped and cant move, let them teleport out to a different location. Everyone in our community should have the chance to enjoy this event, not just the few capable of tracking and trapping them. Before there is any malcontent, I'm fully aware of public slayings and whatnot and that's great but my suggestion is biased towards fixing a highly contentious and difficult system that requires GM intervention. We fixed highways, we fixed rifts, we can fix this too.
  20. 1 point
    Greetings fellow Wurmians. On Nov 7th 2022 I reached my goal of 100 metallurgy. However I have reached an issue, nothing that I’ve come up with over the last few weeks screams the one. As such I am asking for ideas for a fitting title. Things to keep in mind, Wurm has an Alchemy skill so the title shouldn’t lean too far in that direction. Some notable options. Lumped Out Metal Fatigue Steeled Metallurgist Not Another Lump I like all 4 of them but none of the scream the one, so I am hoping someone can come up with one or inspire me to create one that wins me over. Thank you in advance.
  21. 1 point
    Rare whetstone 99,55ql, Woa 100, CoC 105, RStV Rune A steel rune of Vynora has been attached, so it will reduce damage taken (10%) Rare: 10% damage reduction from use. Five times less likely to lose an enchant level Starting bid: 1s Increment (minimum): 1 s Reserve: off Buyout: off Sniper Protection: 1 hour Private Bids: not accepted Happy Auction, friends!
  22. 1 point
  23. 1 point
    I have for a long time felt that this built in experience/action had more potential and this way make a lot of sense to me. If you actually follow the guides of atonement given to you, it would only make sense that you'd regain some faith just like how you lose faith when you do an action your diety does not allow. Right now it actually feels redundant or at the least as if it's not finalized and fully implemented as intended. How you suggest it makes very much sense to me. Of course it needs balancing in regards to amount of faith gained and how many times it's possible, but that goes for any new implementation. +1 from me on this suggestion.
  24. 1 point
    Voted, and looking forward to January 1! (I might also see if I can come up with a 1024 map entry since you will be using four total ...)
  25. 1 point
  26. 1 point
    crap. i forgot, I had it imp'd. its 90ql!
  27. 1 point
  28. 1 point
    saddle, 31 ql, 103 woa - 3 s to Ulostemies hurrrrrdurrrrr :---D
  29. 1 point
    having a set does not stop priv groups from farming more lol other cases are if you have the opportunity and want more.. nothing stops you to farm and hoard or stockpile for alt/s, etc if any of that is a problem is another matter sin had good point with keeping things simple and leave data to present itself, putting no bias in the answers, just gather the blank true numbers, figure what and why later from the results
  30. 1 point
    I've been seeing a lot of work on fire sources in patch notes and was really hoping Lava surfaces and walls could become light sources with some flame animation. I think it would look fantastic in caves to have that updated.
  31. 1 point
    Can I get a low QL 90+ CoC Scythe please? IGN: Hankrik
  32. 1 point
  33. 1 point
    They could make it use a dirt pile to level the lower tile. Like the mod from WU
  34. 1 point
    The accusation of "whaling" is highly moralizing and hypocritic, at least in Wurm. There is no "pay to win" as you cannot "win" a sandbox game. If you buy yourself on top of a "leaderboard", you make even more a fool out of yourself than those overly crazy about such "leaderboards". In Wurm, most is less about being better than others than being better than your own self of the past. And no money can buy experience. When exploring, be it just for knowledge and fun, for treasure maps, or for uniques, knowledge of the terrain counts, and how to master it. You may buy a decent armour and weapon, a good mount and ship, but you cannot buy FS, body strength, weapon skill, nor prospecting skill to evaluate the world underground, nor climbing skill to master rough terrain. The times of RMT where you could just buy a high level character are long gone. Skill, knowledge, and experience need time, you cannot drop into Wurm and buy yourself to the "top", whichever that may be. And with uniques, money helps least. Ok, buying a set works. And that is a problem in NFI only.
  35. 1 point
    Me waiting for the missing shield skins Me waiting for a cooler sickle skin Me
  36. 1 point
    I'm at 98 resto. not sure tho. first one for me.
  37. 1 point
    i would like to know how people are listing their guard towers on the site
  38. 1 point
    I love the idea of having more sounds in game, but I'd rather this was done without player interaction first - different tree types, server regions, biomes, seasons, proximity to water, etc. should all affect what types of ambient sounds there are first. That would mean the game would have inherently much more diverse sounds without requiring players to do anything. But, once those sound assets were added, I can see why extra items (like a bird house) that players can use to influence the soundscape of their deed would be really cool. Especially ravens/hawks around a castle, that would be awesome.
  39. 1 point
    Ya we can add some kind of kick option to shut him up that would be np.
  40. 1 point
    Hi again :) 3x Pickaxe 80+ coc 1s right? If so, COD me again plx :)
  41. 1 point
    Doesn't cover most of what was asked. Small axe might be so, but it's worth more than 20K difficulty skill. Prayer also isn't covered in that post. Shovel value is still wonky given the skill diff difference. Also a weapon skill being miles and leagues higher than a imp skill is absord and other oddities like yoyo being more than puppeteering even though puppeteering is timegated for skillgain.
  42. 1 point
    Another issue if you want to only allow "attackers" to get rewards is that wurm has a coded attacker limit to any mob. Meaning, for all intents and purposes you can have 30 x 50 FS players that have engaged the mob and 30 x 90 + FS players that can't hit it due to the limit of attackers. You either get in or you don't in a combat situation. Personally I don't like the current system. I've been in this game for a decade and on forums for about that much. I see threads about the unique situation popping about a dozen times a year x 10 years and it's always the same song. People do not like the system. It's elitist, it's random, it paves the way to people monopolozing the market and personally if I would look at this from a game designer standpoint it actively denies content to people unless they pay RL money for it or its silver equivalent. (yes RMT is gone but I have no doubt people still do deals under the table on paypal or w/e). And the argument of "go out and look"....I absolutely hate that argument. It has become so disingenuous and biased at this point that only the people who are in the best hunting groups ever give that argument, people who have more time to play than others or people who simply have become to used to always winning that they forget the wurm unique experience for the rest of us "peasants" is god awful. I've been searching for uniques on deliverance for nigh on 4 years total. Four years. FOUR. How many have I found so far? Nada. And I do keep track of spawn timers based on last unique kill. Most people will never find a unique no matter how hard they look. Why? Because they are penned within the hour when they are found by a group and naturally said group will keep everything hush hush. So what does this do to a general player experience? People give up looking. Realistically how many hours do you expect a general player to look when he fails to find any uniques? 10 hours? 20? 50? 100? There is a point where any rational player will say 'screw it", these groups are clearly not something to mess with. And as always, groups vary in quality and size. The bigger and well funded ones will always have an edge over the others. I don't like this system. I don't like any type of design that shifts content that should belong to all into the hands of the few. People don't have an "equal chance" in finding a unique no matter how nice that sentence sounds in your head or in theory. There is no actual equality of opportunity. From what I hear from various people this is one of the issues on NFI that a lot of hunts feature the same names over and over again. Tell me that is a "fair" system. Lemme put it this way. If it's pure RNG 100% to find a unique the same as it's pure RNG to make a fantastic anvil, but if a player would spam 20 fantastic anvils in a row, wouldn't people raise an eyebrow at that and wonder if there's something broken behind the scenes? This system is broken. I've said it for 10 years and as usual, I expect another thread like this to pop in another month. Then another month after. We can discuss this till the cows go home but realistically it's on the devs part to figure out a different system. We've had discussions for 10 years and not much has really changed, has it? Other than disabling spawn announcements, the system is the same as it was a decade ago pretty much. Don't want to sound doomy and gloomy, but at this point what use are these discussions? There's been 1000 different suggestions regarding uniques. 10 years. Put that into perspective. And what has really changed since then?
  43. 1 point
    Make straw beds impable, maybe with thatch, so we have something we can consistantly skill on other than planks on thatch roofs or creation.
  44. 1 point
    I have been playing this since beta and I try and avoid thinking about how long ago that was since I was pregnant with my eldest son who is now18... Well done on creating and developing this game over the years, it has come such a long way, I hope there are many more to come. 😍 I look forward to the up-and-coming new content.❀
  45. 1 point
    Bump Hispania alliance still alive , we are 5 deeds in the alliance./ Alianza Hispania aĂșn sigue viva ,somos 5 asentamientos en la alianza.
  46. 1 point
    Bump 4 members in the alliance, we looking for more members. Cuatro miembros en la alianza buscamos mĂĄs miembros.
  47. 1 point
  48. 1 point
    Alright, I'll get on it.
  49. 1 point
    Just the shafts? How many?
  50. 1 point
    Sure thing, I'll bring them up with Paulofdune's order.
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