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Showing content with the highest reputation on 17/11/22 in all areas

  1. 4 points
    Personally I prefer the og stp calculations from niarja, and out of the 15ish person group I play daily with I don't know anyone that doesn't. A lot of it comes down to the sheer simplicity of it. I don't know anyone that takes stp all that seriously but its a pretty fun tool to use between groups of friends to "compete" with each other
  2. 3 points
    Pls Make it where we can ride Champ Black Bear's Saddles and armour i think would be cool also..
  3. 3 points
    !!!!All Items have been sent! Please Close!!!! Welcome to my lucky #13 Lots of Auctions! When bidding, please post with the lot # and your bid amount. Failure to do so will make your bid void Starting bid: 1 s Increment (minimum): 1 s Reserve: No Buyout: No Private bids: No Sniper Protection: One Hour Good Luck and Happy Wurming! Lot #1 Supreme Sickle - 90ql A bronze rune of Magranon has been attached, so it will gather resources at a higher quality level (5%) and increase the time an enchant holds its power on the item (5%) A adamantine rune of Fo has been attached, so it will increase the time an enchant holds its power on the item (5%) and increase the chance of successfully enchanting the item (5%) Lot #2 Supreme Shortsword - 90ql A bronze rune of The Scavenger has been attached, so it will increase quality at a faster rate when being improved (10%) and increase the time an enchant holds its power on the item (10%) Lot #3 Rare Huge Axe with Sigvard's Wrath Skin - 90ql A huge axe with a heavy head and a wooden shaft. You'll need to wield it with both hands. This is a very rare and interesting version of the item. Colors: R=191, G=112, B=126. You need to polish the huge axe with a pelt. It has the Sigvard's Wrath skin applied to it. Lot #4 Rare Butcher Knife - 92.99ql + 99 BoTD + 10% Gather Rune A bronze rune of Libila has been attached, so it will gather resources at a higher quality level (10%) Lot #5 Rare Compass - 67ql Lot #6 Rare Fruit Press - 72ql - 89 BoTD Lot #7 Rare Large Maul - Silver - 95ql Lot #8 Rare Rope Tool - 80ql - 95 BoTD Lot #9 Rare Sickle - 80ql - WoA 90 - CoC 68 - 10% Gather Rune Lot #10 Rare Small Maul - 91 ql A brass rune of Magranon has been attached, so it will increase quality at a faster rate when being improved (10%) Lot #11 Rare Stone Chisel - 80ql A adamantine rune of Fo has been attached, so it will increase the time an enchant holds its power on the item (5%) and increase the chance of successfully enchanting the item (5%) A brass rune of Magranon has been attached, so it will increase quality at a faster rate when being improved (10%) Lot #12 Rare Two Handed Sword - 34ql A steel rune of Fo has been attached, so it will reduce decay taken (5%) and reduce damage taken (5%) A brass rune of Magranon has been attached, so it will increase quality at a faster rate when being improved (10%) Lot #13 Seryll Spear - 71ql with Trident Skin Good Luck and Happy Wurming! When bidding, please post with the lot # and your bid amount. Failure to do so will make your bid void Starting bid: 1 s Increment (minimum): 1 s Reserve: No Buyout: No Private bids: No Sniper Protection: One Hour
  4. 2 points
    Auction of Supreme Chess Knight Grapewood 78ql Starting Bid: 7s Min Inc: 1s Sniper: 30mins No Private bids
  5. 2 points
    Well Shared area Richtje, Martynas and me, after surgery, and all stuff u had to hear and delays in stuff ill will do a small event for our community, 1 ( Friday--->Sunday ill travel with me and some priests around to help ) (Fo-Vyn-Mag+me and Richtje, happy imping party - Casts aswell ) date not set 2 ( Some casting and fishing contests close to Legions market top 5 winners ofc ) date not set ill got some more on my Brain aswell its coming as a tribute for Our Community! U can give suggestions for more what todo but ill have to see what we can do and not but pls suggestions ppl ^^
  6. 2 points
    You have done great things with your place!
  7. 1 point
    Those poor horsies and other animals that get diseased and go unnoticed until they fall over dead.... Is it possible to give them some identifying feature like flies around them, a greenish haze cloud around them or something visual which does not need a mouseover to determine their status? (Similar to how ripe fruit shows on trees as a visual prompt that it can be harvested.)
  8. 1 point
    I want a cart or wagon of unicorns, this sounds fun and explanations fair. Hell, I don't even know if their stats are better or worse than the typical draft animals, but I would try to grind some taming skill simply for the novelty of unicorns on a cart using one character. Even if the stats are worse, hehe. ( Anyone out there with draft unicorns and 2+ characters to tame and hitch, now I'm curious about them and if it's just pretty ponies or actually viable choice.. )
  9. 1 point
  10. 1 point
    EDIT: AUCTION BUYOUT HAS BEEN MET, TRANSACTION COMPLETED Staff of the Dragon Skin Starting bid: 20s Increment (minimum): 1s Reserve: No. Buyout: 50s. Sniper Protection: 30 minutes Private Bids: No. Delivery: Pickup on Harmony m13, or I can maybe sail. (app. 2130 CET on Sunday) Typecast illustration:
  11. 1 point
    can i just say thank you to all who gathered the info on the guard towers? that's going to make a huge difference in the hunts. ❤️
  12. 1 point
    I'm on the other side of the tail. The value of the carpet on our back is fully cosmetic. Quite only the item you cannot buy but only achieve. The side effect it can heal lighter wounds is a nice pun.
  13. 1 point
    +1 bless development with improvements so more new animations and more than single template of size/actions exists; let there be innovations and more new things brought to these lands #newYearResolutions
  14. 1 point
    lol this would just mean they'd make champ black bear tiny
  15. 1 point
    Aha yeah I forgot They're from Xanadu edited the op now
  16. 1 point
    Archery QoL is horrible. Suggestions: - Get rid of the need to queue every single shot. Make it so that once a mob is targeted, if arrows are present, you shoot until out of arrows or mob dies; like how regular melee combat works. - Get rid of the need to activate bow. just need to hold it in hand; like how regular melee combat works with melee weapons. - Give the list of arrows in the quiver a header, like multiple items in regular inventory get. That way you can drag them all by dragging the header instead of having to shift-click all through list; like how regular inventory items work. - A little less outright arrow loss when collecting arrows after the kill. Just these basic changes would make a lot of common sense and make archery much less punishing and tedious to engage in.
  17. 1 point
    When I wrote the post, I was thinking solution 1 would be sufficient. After sleeping on it and reading your post, I believe you are right. Solution 2 and removing the multipliers is the best choice at this time. It's definitely a weak argument on my part to say "I did the math and research, I just can't prove it!" I wouldn't want a system to be dictated by someone saying "trust me" instead of providing hard evidence, and that's what I've been doing recently. I may have been able to stand my ground and defend it if I still had the resource to produce the results like I did years ago... but without it, there's really no point in attempting to keep it the way it is. There would always be an asterisk on it, questioning the methodology, the assumptions, and the results. The next update to the STP will remove all the combat multipliers. This will affect all weapon and shield skills dramatically, as well as Mind Speed. I'm also very much in favor of a "raw STP" option for displaying the leaderboard. While I think that the current system is a general improvement over the raw values, it's better to provide the users some choice in how they want information displayed. There's merits to looking at raw STP as well, and would provide some interesting perspectives and comparisons. Finally, your previous post did not come off as aggressive. It came off as passionate, and I welcome opposing opinions and challenges to the system. You were right to do so - you had valid points and I'm not always correct. I don't want the STP calculations to be my opinion or biased in any way, and the only way to prevent that is to have others challenge the system in areas that look incorrect. Without your foundation none of this would be possible, and we'd still be looking at total skill points instead. I'd take the Niarja STP over that any day.
  18. 1 point
    Niarja calculated STP by comparing to a lookup table that was just the output of simulations from the Skill Grinder web tool, then multiplying by skill difficulties. That's it. Seeing it "win" in fights against Sindusk's updated STP is 👍
  19. 1 point
    [15:59:02] Fighting increased by 0.2894 to 99.6145 thats what a single pvp kill looks like at 99+, you get more than the enemy loses until you hit 99.99, if you're 90 youd get 0.5+ fs. if anything the system is way too generous with how much fight skill you get, youll just naturally climb to 95fs if you pvp in a group and dont suicide randomly. if they removed losing fs on death theyd remove the massive gains on kill and ironically thatd just make it way harder for newer players to get pvp ready if its taking you a month to get 0.25fs back affinities sure remove them from kills and add them to hota/depot/treasure chests if people care about em that much, but caring about fs is just a mindset issue
  20. 1 point
  21. 1 point
    Something to point out that people who have never tried pvp have to realize Wurm pvp is group vs group you are not just going to make a rowboat and sail over and try it out you go onto the forums read 1 of the recruitment topics and try to join those groups and if successful play with them and go out with them and get gear replaced as part of you dying in battle in group based combat or later on if you roam around be prepared to have spare gear sets. The only point I would agree with is an affinity change so that they are not transferred on death but no skill loss or no gear loss is just a big no there has to be a punishment for it. Fight skill really does not take you months to get that 0.25 back even at 90+ The game currently already has a meditation path that prevents everything but fight skill loss so if you really want to try out pvp and not loose skills go path of knowledge, if you want to be tankier and most likely survive if lucky then go path of insanity. There has to be a risk as if there is no risk of loss(besides easy to replace gear) then people just wont care as much about dying and that already is an issue as it is now at times. So 1. Gear is not an issue in the larger groups that kingdoms are made up out of 2. The few skill losses you get on death are really not that big of an issue 3. Full loot is what makes it more fun as if your enemy is confident they will run around with drake and supreme items on them as they havent died in a while and suddenly rip 4. Affinity transfer should be disabled and should have years ago as there have been way to many ways to abuse it to stack affinities over the years and even now still as well but even outside of the abuse its reward isnt that much to be honest. 5. A temp buff just means "Ima set on deed/freedom until its gone" mentality will be a thing.
  22. 1 point
  23. 1 point
  24. 1 point
    Under 90 FS, losing 0.25 doesn't sting as much. Try to get to 95 fs, die once and spend an entire month to regain the lost FS. And that's assuming you die only once. Die twice? Double the recovery timer. Die 3 times? Do the math. Losing skills, affinities, gear is actually a huge combined loss in pvp and it's the main reason people avoid it. Personally I think it's time for the "wurm hardcore pvp experiment" to end since it clearly has enough data 10 years later to show the pvp population isn't even 5% of the wurm population these days. There are simply too many things to lose and too little to gain when we tabulate the pros and cons. I'd rather devs experiment with a no FS loss, no affinity loss, no gear loss for pvp for a year and see how it pans out. It''s not like it's gonna kill epic or chaos which have ridiculously low number of players. Put debuffs instead as OP suggested.
  25. 1 point
    I have to say, thank you for all of your replies here Sindusk and for engaging with everyone who has replied in the thread so far - I think the Wurmnode STP system is going to end up being as good as it can get, at least without doing a ton of work to simulate the entire game from scratch (which is a super unrealistic amount of effort to put in anyway.) (Sidenote: I hope I didn't come off as aggressive in my post earlier - I'm only so concerned about this system because one way or another, Wurmnode will become the new "leaderboard" of sorts for Wurm accounts, and I think it's important that it's accurate.) Came here to say that I'd be in favour of Solution 2 for now. In the same way that cooking skills can be panfilled to turbo-grind them, it's very possible and doable to grind combat skills in extremely optimal ways, especially for accounts with high body stats who can consistently do large hits on mobs even with small weapons. I think it's safer for now to just leave it as-is with the default skill difficulty values. There are just so many factors to consider - account strength/CR, opponent mob strength/CR, density of mobs, weapon swing timer, the fighting stance being used, and more... for now, I think removing external thoughts and biases is the fairest thing, until some hypothetical future research could be done that could definitively make a fairer way of weighting the skills (which may be impossible anyway, being realistic.) A way to partly implement Solution 3 that has been thrown around before could be done on the feature-side by Drogos or another contributor to the project code. There could be multiple STP totals, e.g.: one for all combat skills, one for all crafting skills, a total for the account but not including characteristics, etc... meaning that nerfs and buffs to balance total STP for very different parts of the game wouldn't have to matter as much. Total STP is probably always going to be an absolute pain to balance; but "characteristics STP", "imping STP" etc. are STP totals for similar parts of the game that are already balanced. It would also let us answer some really cool questions, like: "who has the best crafting account?", etc.
  26. 1 point
    This already happens for the wild mobs that have the "Diseased" condition (it is similar to greenish/sly/alert/etc). They are kind of yellowish, greenish colored. I believe it is separate from getting an animal catching a disease, but I'm not entirely positive. If it is separate, I wonder what happens when you tame one with the Diseased condition and then over-crowd it to make it catch a disease. Haha.
  27. 1 point
    Sadly had troubles with that earlier already wrong python version? Or something wrong in download?
  28. 1 point
    IMO there are a handful of balance issues with removing shatter chance or in general improving more upon a priests output using longer term goals. First, Speaking as a 90+ channel lib priest who makes their money from the market. I'm not sure we want to give the market dominator priests more ammo for nobody to ever go to lower level priests. Benediction being a prime example of this. Market gatekeeping is a bit of an issue for priests in general and we should seek ways to level that out. While a lower tier smith can't produce 95ql tools they have the option of working bulk or w/e to still get paid. That doesn't exist in priest world so much because of shattering and faith level spell unlocks. Second, when a rare+ tool enters the game it almost never leaves. Because the player base is generally holding size over time or slightly reducing there is a bit of rare buildup. Enchant decay and random shatter assist with that issue.
  29. 1 point
    Hello Thank you for reporting this, I've added it to the list.
  30. 1 point
    The winners for this auctions are as follows, I will message you on the forums to arrange to delivery. 1. Rare Horse Statue 14QL Won by @Aleckfor 12s 2. Rare Forge, Stone 87QL Forgenumber1 Won by @Moteandbaileyfor 15s 3. Rare Plate Gauntlet, Iron 34QL Won by @EndTimesfor 3s 4. Rare Plate Gauntlet, Iron 58QL Won by @EndTimesfor 3s 5. Rare Small Metal Shield, Iron 87QL Won by @Arnofor 7s 6. Supreme Knife, Iron 98QL 97W 97C Won by @Arnofor 81s 7. Rare Saw, Iron 98.9QL 95W 97C Won by @Mantasfor 19s 8. Rare Large Anvil, Iron 95QL 95W Won by @BattleWallfor 40.1s 9. Caravel 67QL 51 Empty Large Crates Won by @Arnofor 26s 10. Rare Larder, Maplewood 50QL Won by @Moteandbaileyfor 15s 11. Rare Plate Vambrace, Iron 86QL Won by @EndTimesfor 3s 12. Rare Plate Vambrace, Iron 86QL Won by @EndTimesfor 3s 13. Rare Oven, Stone 49QL Won by @Moteandbaileyfor 12s 14. Statue of Eagle 34QL Won by @Gazmicfor 21s 15. Rare Ropetool, Oak 45QL 92C Won by @Jingerjasfor 6s Thank you again for all who participated. Winners please check your forum Inbox.
  31. 1 point
    I know I just bumped this post, however, I just learned something about this years impalong I thought we should spread word about. I learned that @Blacklotuswill be having a merchant stand selling affinity beverages there. Now these affinity beverages are amazing. With 40 hour timers on one sip (full water bar and drinking from the barrel). These beverages also boast no special storage required. Annoyed by having a handful of large magical chests to hold all your different affinity meals and pizzas? Well these affinity beverages will never decay. They can be stored for years and the barrel will decay before the moonshine ever does. Which works great because these beverage affinities, in a full barrel, give 1+ years worth of affinity timer. If the moonshine is conserved in the method described below it could last you for many years. Blacklotus is who I personally use for all my affinity needs and I swear his beverage affinities feel like they give skill at a faster rate then regular affinity foods. At 5s for a full barrel (smaller sizes available at reduced prices) this is a great opportunity to order yourself a full set of affinity beverages for every skill. Blacklotus also guarantees all his beverages and will either replace the beverage for you if it yields the wrong affinity or provide a full refund when you send the barrel back to him. Below is a helpful guide to how to order one of these fine barrels. It'a a simple 3 step process of trying the test beverage he sends you, letting him know what affinity you want, and then waiting a few minutes for it to arrive. I cant recommend his affinity beverages more.
  32. 1 point
    Might be graphically expensive if you have a large diseased herd; a coloured layer might be easier to do (similar to how greenish works now).
  33. 1 point
  34. 1 point
  35. 1 point
    I would grind this for a less random casts. a priest with those skill should not struggle to cast at least 80+ casts most of the time. let's face it, it is an insane amount of work to get all those skills to those levels. and expensive on favor
  36. 1 point
    I didn't find Wurm Online, On August 29th 2011........Wurm Online found me! Bring back standing on horses whilst riding...........good times!
  37. 1 point
    Was searching for a bug the wife found in the kitchen, and misspelled worm. Advertising was non-existent back in 2011-2012 so really thankful for the accidental find.
  38. 1 point
    I agree that community events are worth a lot more to the player base than private slayings. In fact, I like just about everything about the initial suggestion, except for one thing. Keep the hunting aspect. Let players search for a marker that's less obvious than a beam of light visible from across the server. Make it something like a dragon egg that glows like a meteorite (if a hatchling is going to appear), a smoking/charred carcass of a large animal (for a full dragon), and so on. When a player touches/examines/uses the marker object... start a countdown to the battle trigger the big beam of light (nicely RGB coded) award some unique points to the finder — a significant amount announce the finding in Freedom chat and with a tweet, so that everyone becomes aware of it. If no one discovers the marker within a time limit, let it decay or disappear and another can spawn elsewhere.
  39. 1 point
    I mean, a pheasant boss?! Update: Soloed it, weak content 6/10
  40. 1 point
    I wasn't sure where to post this, but as Eir is a big part of wurm as a once GM and player of the game, I thought this might be the best place. . I am sorry to say that Eir's son has posted news that she has sadly passed away today. I'm sure there are still some old-timers around who have either spoken to or became friends with Janice during their time in wurm and would want to know of her passing. She was an amazing woman and a great GM in her time in wurm. She became a good friend to me outside of the game, and I will miss her very much. -Dizzybot
  41. 1 point
    May you finally not have any more pain and ailments that troubled you for so long Eir! Eir was one of the two main GM's that taught me how to GM here in Wurm. Eir is a big and historical name here. I kept up with her situation regularly and kept in contact with her. When we learned what was happening, Shrimpiie was able to go visit her and give her well wishes from us just a couple days ago. This is very sad news. Thank you for informing us here Dizbot.
  42. 0 points
    As the title says - make unicorns stay hitched to hitching posts and vehicles even after they get untamed. I understand that this would change the game quite a lot. Hence why people should comment here saying why or why not this should be a thing. Unicorns vs hell horses as a draft animal (under the assumption that they're equal in speed): A few consequences that I can think of: It would affect the economy (jewelrysmithing would become more useful for shoes which would make blacksmithing less useful). Unicorns would become less useless (would become an actual viable option for drafting). Taming would get another use area. (any other ones that I'm not thinking of?) I don't think unicorns would become OP with this change nor do I think it would upset the balance too much by making other things much less viable (except possibly making mules less viable but as far as I'm concerned, not many people care about those anyway :p). For riding purposes, normal horses still reign supreme as this change would not affect that balance in any way and for hitching it'd give people two top tier options (with two vastly different visual/fantastical appeal and their own particular upsides/downsides) to choose between. Thoughts?
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