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Showing content with the highest reputation on 26/01/23 in all areas

  1. 19 points
    New players are joining Epic for a few days then leaving, a big missed opportunity to get new pvpers. Epic needs to shut down so new players don't have such a bad experience then quit. I also propose shutting all pvp servers. And having one new server accessed via craftable portal from SFI and NFI, with Defiance ruleset minus rare speed horses, +10% boat speed. Your faith and meditation abilities transfer the first time you cross only. No item transfer. PMKs enabled from the start. I believe Chaos accounts are NOT massively higher skilled than the players currently on Defiance. Partly because players are now skilling better from caffeine + food affinities etc and game knowledge. So I don't think this is an argument against a merge but I'm interested in hearing other points of view.
  2. 9 points
    The new year is well underway and I know everyone is eager to see our plans for it. We wanted to update everyone with the timelines we are currently working with while we finish up the final details of our Road Map and Holy Sites. I hope everyone has had a great start to the new year so far and here is our planned schedule for things coming up in the next few weeks. Road Map We are currently putting the finishing touches on our roadmap and are planning to have it out early next week. As mentioned this year we want to focus on improving parts of the game that have long needed it. These include things like totally redoing our new player experience, bringing the tutorial into the main game and removing the need for a dedicated tutorial server. This will allow players to learn the game where they plan to build instead of a long tutorial at the start trying to cram as much information in a short period as we can. We also would like to improve upon the process of selecting a server, hopefully giving players more information about which server would interest them the most to start on. This new tutorial will walk you though the basics of Wurm and guide you through building a small house and furnishing it with some basics such as bulk containers and forges/ovens. We have plenty more lined up which we will be going over in more detail next week with our roadmap post. Holy Sites/Goblin Camps We will be reopening public testing for Holy Sites in the coming days with some better mechanics to keep them spawned in this time. Our current tentative release date, should the testing go well, will be around February 9th for Holy Sites with Goblin Camps following it up early in March. We appreciate everyone's patience with us here as we finish up the polishing of these features to make sure they are something people will enjoy on launch. 2023 Map Dumps As with every year we will be releasing our yearly map dumps in February for everyone to see all the amazing progress everyone made in 2022 so stay tuned for those soon. Defiance Player Made Kingdoms (PMK) In PvP News we will be enabling PMKs on Defiance soon along with the Holy Sites update in February. This will come along with some restrictions on them to keep base kingdoms viable and not overrun by the new kingdoms. You will only be able to make/expand PMK influence on the center most strip of land shown below. Any tiles outside of this zone will not allow towers or villages from player kingdoms to be placed. Normal kingdoms may expand into the PMK zone, but once you have founded a PMK you will not be able to expand outside this area. This area provides no other benefits/penalties other than blocking expansion outside it for PMKs. Feedback thread for the PMK changes.
  3. 6 points
    continued epic updates is peak sunk cost fallacy
  4. 6 points
    Finding friends I think a lot of new players (but by no means all) come to Wurm after a recommendation by a friend, and very often they want to meet up with their friend(s) in those first few hours - but haven't a clue how to contact or find them. They probably have to use a 3rd party communication method to ask their friends how to get together in Wurm. Many end up as lost souls asking CA_Help where their buddy is - and on finding out - next ask how to change servers. The new friendships made in the first few hours, days and weeks of play, often end up being the longest lasting, and very often it's these friendships that keep us playing years later. To many, the Add Friend system is not clear, obvious or intuitive but rather obscure, and again, calls to CA_Help asking how to add a friend are very common from new players. Very often the new player's real word friend is not even online, and friends can not be added while offline. So while the new player may know the friend's name and maybe even the deed name they need to find, they are still left to try to make their way to an unfamiliar location on an unknown server without a guide. Friendly focus. I think the Add Friend and inter-server communications need an overhaul with the new player in mind. Inter server chat should be activated by default - I *think* this is the case currently, but it should be part of the tutorial to send a basic /tell PM and get a response, perhaps using an NPC/AI Agent on Golden Valley which could be messaged like a player and will respond back with helpful information, in a similar way to the way the /help command does now. Add Friend: I would like to see the ability to right click menu > Add Friend, by right clicking on a player name in the PM chat window, in the same way you can Use a name. I think there should be more feedback on the Status of the friend's request - how the friends request is progressing, whether the other person has yet to respond, has accepted, if the request was incorrectly typed (try again) or failed for some other reason (not the fault of the new player). It might be good if the Add Friend system would *not* time out so soon due to inactivity or quit if the other party is offline, but would instead stay active for maybe a week especially when either player is offline. There could be a Status tab for each friend request which pops up for the players next time they log in. It would not show the online/offline status of the other party until the friends request is accepted. I think this might help to reassure the new player that their friends request is being taken seriously, and not just thrown back at them as a fail. On PvE, it might be good if the real world friend could create some sort of beacon that stays active on their deed even when they go offline, so that the new player can portal once directly to that beacon even if the mayor is offline, in a similar way to a karma teleport spell. Just some ideas!
  5. 6 points
    It should be more like:
  6. 5 points
    I am sorry to hear that some of you do not trust that this decision was made well, but at the end of the day, it's impractical for us to get a detailed explanation on exactly what happened, who was involved, and why. I believe that the information that was done so in a way that it can try to give our friends some respect as they leave, and so to not ruin reputations. I know that all of you can understand that rumors can be just as damaging to reputations as fact, if not more, and I would like to ask each of you to keep that in mind. I would also like to point out, that while you are welcome to have your disagreements with how things are ran, at the end of the day, things in Wurm will be ran by Keenan and the others responsible for making sure Wurm keeps on spinning. And to address some of the questions about posts being hidden, you can always reach out to a forum moderator and ask for information on why posts were hidden. I'll end this off by thanking Shydow for everything he has done for us, I personally learned alot from him, and hope to learn more from him in the future.
  7. 5 points
    even decade old accs usually sit around 50-60 strength as thats when general building/terraforming drops off a cliff, if you actively grinded when caffeine was a thing you're probably stronger than the average chaos accs. there's a few 80+ str accs on chaos but there's also a bunch on nfi too
  8. 5 points
    Nothing undermines trust like a ban on freedom of speech and censorship.
  9. 5 points
    yep mine got removed. All i said was i was ashamed i called keenan a friend and this whole thing disgusted me plus some nice things about Shydow. Can't imagine what rule i broke by saying i'm ashamed of my own trust in that person but hey ho they just don't want people asking questions and will silence anyone who doesn't follow the approved narrative i'm afraid. Shydow deserved better.
  10. 4 points
    Excellent few things needed though Lights - either make them easier to bash or make them permanent in location with a much bigger no-build zone for artifact balancing. Everyone obv just wants to sit at the WL with all the good artifacts free. Map - puks map looks better yes Standard kingdom kings - So it won't just be random alts: possibly require 5 votes to try and significantly improve the chance of getting it - Make the challenging/removing king process much faster
  11. 4 points
    100% agree with this post and what @Nadroj have said. The fact that this official post was locked makes it seem like there are things to be hidden. None of my posts have been removed but only because I am afraid to say what I truly think for I may be censored by a seemingly over controlling moderation team. We deserve SO MUCH better as paying customers then what we are getting for this situation. Even more important, Shydow, Shrimpiie. And Sugarfoxx deserved way more respect then they got in this situation. Truly disappointed in the conduct of the team and how this was handled. I personally have had many issues in the past with some minor volunteering for staff and their shoot first ask questions later mentality but thats not here nor there and was many years and and this isn't the place to air those grievances. But like Gnomegates said, we are paying customers and deserve way more respect then we are getting right now.
  12. 4 points
    I am noticing that posts are being removed. Posts that did not appear to break any rules, just people expressing their opinions about the situation. The "official" post made by Keenan was locked so that people could not discuss this situation. Why the censoring of people and the attempts to keep people from being able to voice their thoughts and feelings about this issue. Moderate the posts as needed if they break the rules, but if they do not break the rules, why lock the thread and remove posts. It simply adds fuel to the fire already and creates the appearance that there is something to hide. As paying customers we should have the ability to air our grievances in a respectful manner without fear of being censored or removed for doing so. This is not facebook or twitter where the user is simply that, a user, here we are paying customers and with that should come the ability to speak out against things that a paying customer may disagree with.
  13. 3 points
    You sense that Libila is brimming with power. Maybe you can channel it somehow?
  14. 3 points
    I can't speak for all others, but feel like I am surely speaking for many of us, and I'm hoping others will chime in here. Thank you for everything you've always been for this community. For all the care you've taken over the years to help those in need of valuable information and guidance. For always communicating with clarity and patience, even when some of us can be dense and slow to pick up 😆. For always being a willing friend. For doing what's right even when it stinks sometimes (personally, sorry you had to warn me the one day, i shouldn't have been in GL at that BAC level! lol). And so much more. You're appreciated and a unique and special part of the Wurm world, and you should definitely know this and hear it firsthand. Thank you.
  15. 3 points
    ya. Watch your freedom market crumble when ppl aren't buying 100's of thousands of bulk items at a time to build massive deeds. Don't touch chaos. -1. *(Reminder, Rolf wanted wurm to be 100% pvp, back in the day or so I was told... ) Reply: ""the whole purpose of this is to consolidate the pvp servers so people that want to pvp don't make the mistake of going to a dead server and then the game loses players because they show up and like 5 active players are spread out on different servers"" Our chaos PMK has like 20-30 people online always. sometimes more, sometimes less. Point is, get better recruitment, rather than complain.
  16. 3 points
    Yeah a good deal of people exclusively live on Chaos and if that’s not you I don’t think you have a say in whether or not it should be completely shut down lol. I will say something needs to be done a 3rd different unconnected pvp server when the community was known to be tiny was a very odd choice. Keep Rumble all template kingdoms, let them sail to the promise land, Chaos to found a pmk if they want. Can’t figure out the code? Well don’t touch it with bandaids until you can.
  17. 3 points
    Chaos is long past its sell by date and has a much lower pop than Defiance. Chaos is never going to recover to significant numbers because its a few extremely strong deeds and a sea of ruins and messed up land. If its such a great map then it should be wiped back to how it looked on launch and the Defiance ruleset imposed, as you said. Being able to physically transfer items from Chaos to SFI was also a terrible mistake and has ruined the dynamic of the server, allowing people to craft in completely safety and take their loot out of reach of their enemies. Its not a problem that can be fixed without wiping the map, which is why we got Defiance and why people enjoy it on Defiance more.
  18. 3 points
    Well considering the responses in the official topic that followed calling for permabans and saying they were corrupt, that went well didn't it? Shydow, Shimpiie, and Sugarfoxx, I know that all your actions were done with integrity and honour. Thank you. There is nothing more for me to bother saying, for without hard evidence (not even discord logs which apparently count) it will simply be met with edit, removal or my forum ban. Suffice to say that barring the odd good egg (for whom I am forever grateful), the majority of remaining staff have neither my trust nor respect.
  19. 3 points
    Regarding hidden posts: you are welcome to discuss, respectfully, the situation. However implying that it came about due to personal vendettas etc is not ok - a careful investigation was carried out by senior staff (per Keenan's posts), and a finding was made. They spoke to all involved, and made the decision they did, for the good of the game and staff group. I do get that this is a shocking and unsettling turn of events, but this isn't the place to spin false narratives of wider corruption or other skullduggery. Per the forum rules, if you have had a post hidden, and you don't know why, reach out to a forum moderator via PM. As always, if you have actual evidence of staff behaving in a manner less than you would expect (i.e. not just random speculation), you should approach their team lead with that. Alternately, you can take it to Enki as HGM or Keenan as manager. Per Keenan's post, if you feel you have something key to add or communicate regarding Shydow, Shrimpiie and Sugarfoxx's removal from the staff group, you can also reach out to him directly via PM.
  20. 3 points
    I believe the community in this instance requires to see the evidence that was used to make this decision from the "long discussion" to restore the trust in the GM team. This just seems like a vendetta, and there appears to still be staff that are being "shielded" still.
  21. 3 points
    The idea is for this to be more of a guide to starting the game that you do on an actual game server you plan to play which will reward you with small things similar to journals as you progress with a new nicer UI for it which we also hope to extend to journals. Then we hopefully are leaving you off with a decent foundation to stick around Wurm after learning all the basics as we can include many smaller things that the old tutorials would just make it to long and boring to throw at you all at once. Also helps for people who normally skip the tutorials as this will give them some incentives to actually do these learning steps and automatically show them to new players without needing to go into menus with the new UI element for it. On the Holy Sites note we will be sure to update the notes with changes when the testing is back up for it.
  22. 3 points
    you have outliers on both but the average on defiance is on par with chaos
  23. 3 points
    I think a good idea, players won't feel like they lost work. Items going to the new server: It will make things easier and fun from the start. But it will get flooded with drake and scale etc. from SFI, so not sure.
  24. 3 points
    Although I'm glad to see PMK's being released, it's too late and too far gone. And now it comes with really stupid map restrictions?? PMKs should have been enabled from the start.
  25. 3 points
    The PMK zone is a completely wacky and arbitrary choice, but I don't object to default kingdoms having a sort of semi-protected area beyond the starter zone where PMKs cannot expand their own influence. That should be defined more as a radius from the starter area than as a square or straight line. If you want to keep base kingdoms viable then you need to look more seriously at how the rulers are chosen. Random selection by an NPC that anyone can approach makes them inferior to PMKs and screws over kingdoms when an inexperienced character or an alt gets it. The ruler of a default kingdom being able to freely pass on the crown or lose it in a martial challenge seems sensible to me - the NPC should only get involved if the previous ruler abdicated/quit without designating an heir.
  26. 2 points
    some random guide i wrote up because the actual info around for grinding is laughable at best outside of like 2 good guides and some newbies might actually think thats correct This guide assumes you'll be using the skill grinder at https://www.dreamsleeve.org/wurm/grinder/ and have a basic understanding of how to figure out effective skill+tool ql vs difficulty for some parts, and know the basis for skillgain is a roll between 1.01-39.99 (will be reffered to as 1-40 so i dont have to type it out each time). If a skill has its own tab in the grinder, use it. Types of grinding Imping - Use high ql tools and imp one item to the sweet spot (skill x .77 +23), this will give double sized ticks when you are imping above it. If you can get someone with higher skill to give you something imped this high OR can create it high ql by default, it's a huge help. If you're imping it by yourself, you'll get about 60% ticks or so double sized when imping at this point, if you have a friend with much higher skill (or a single imbued tool) keep it slightly higher than this point 100% of ticks will be double sized. Do not let timer length go over 15 seconds when sweet spot imping as this will ruin gains. You either want to imp something you'd like rare/is valuable when rare, or whatever uses the least materials, or whatever you can create high ql without skill for sweet spot imping. CoC skillgain only effects thing being used, not parent skill. So if like you're doing fine carp vs carp, imping mallet you'd get 100% carp, but imping rope tool you'd get 100% fine carp 100% carp normally, with 100 coc it'd be mallet 200% carp vs rope tools 100% carp 200% fine carp. Sweet spot changes this to 400% vs 100%/400%. It's anywhere from 25-100% more overall skill to grind with the sub-skills than the parent skills, so if you're planning to grind both to a certain point it's more efficient to grind the sub-skill first. If you cannot make the materials required to sweet spot imp, you want to imp things that are around 15-0 under your skill, depnding on your tool ql. Tool ql equal to skill you'd want 10ql under. Use the grinder to find out the perfect spot. Creation - You want your create chance to be 75% if possible, 60-80% is fine but as close to 75% create chance as possible will get you the best skillgain. Some skills have CoC tools avaliable, some don't, some might be a little more hidden(for example, coalmaking you can grind with coc kindling+log by spamming unfinished log piles, but if you were making the actual log piles you wouldn't be using coc for the 24 or whatever logs you have to attach). By default these grind much slower than other skills due to the 33% skillgain on creation/continiung. Best skillgain is around 75% attach chance for continuing, same as creation, if you use equal ql mats to what you used to create it then that's the continue chance. Alcohol increases diff but is too much actions for little benefit here imho Creating houses is fine skillgain for masonry/carp but doesn't come close to sweet spot imping. Random skills that might not be obvious/don't deserve their own paragraph Nat subs - the potency of the cover (part 1 x part 2's potency) is the diff of the item. Coalmaking - CoC kindling + logs is best, making actual piles is worse. Firemaking - unfinished torches with CoC Tar. Milling - Anything till like 70, corn after that Paving - imp catseye Prospecting - prospect with 1ql, tap w each time you queue up actions, if you don't you occasionally set off old anti-macro thing that stops skillgain. if you think skillgain stopped walk to another tile coz you might have set it off. Prayer - Faith gives a bonus to skillgain so want 100 faith. Exorcism - Low ql altars, a priest to heal you coz you will get wounds that can kill you. Ql of item you have activated is used as the tool. Ropemaking - imp fish keep net/net trap. fish one is easier to make, both use .5kg string to imp. Meditating - Start with like a 40ql rug and drop it over time to 1ql at 60 skill, don't meditate on special tiles as they'll mess with skillgain. you can get 11 at least a month before the timer for it if you're meditating 9x a day. Shipbuilding - small tackles are impable, 6.5kg, fit in inventory and can be bsb'd if you need to save logs, but a rare ship is a valuable thing you can sell for a sleep bonus fund so either are good. Cooking/baking/beverages/whatever uses cooking system - you want diff of thing being made to be as close as possible to 10 under your skill. Alcohol increases diff. Best way to grind is to get lots of forges/ovens/whatever, fill hundreds/thousands of items to be made, light them all at once and if using alcohol get yourself to good spot. turn on sleep bonus right as the ticks start flowing in. 30+ diff meals give the biggest skill tick size, anything less than that is smaller ( 1 toast which is 10 diff, has 1/3 the tick size of a 30 diff meal). Meat+veg for HFC, fruit bread for baking, spearmint tea for beverages. Shield bashing - you have to hit the shield bash for skillgain, if the bash does damage you chance to get another tick that's double sized until 50 skill. Low body control and starving mobs are easier to shield bash (most passive mobs, trolls have really low BC, can combine shield bashing training with pen shield training), So best way to grind in pve would be to pen a troll in a cave and keep it starving but not dead, as are enemy kingdom alts with no armor. PVP has a super bonus to skillgain iirc so bashing alts is the fastest way, but probably frowned upon by pvp purists. First aid - Bigger wounds - higher diff healing. should be 75% of bandages to actually heal for best skillgain, haven't tested in a while. Wounds on your hands lower your effective first aid skill which means you can use lower diff to grind. Repairing - Mallet to 50, Ring to 70, Large saddle seat to 85, chain jacket to 100 ( beaut med rugs are better 90+ but dont form piles, chain jackets are much easier to manage but you need a lot more of them). Lava is your best way of damaging to grind, 24 hours on lava gives 96 dmg so its a daily grind thing. Fishing - you want to balance fish diff vs skill+rod ql+ things on rod. Huge tick for hooking fish, small ticks every few seconds while it's hooked. When you get message that it's hooked, turn on sleep bonus then click to hook it, then turn off sleep bonus after it's caught/swims away. Balance rod ql vs fish caught so that you get around a minute of fighting on the line before it's caught/gets away. If you're catching 100% of them its too easy. Fish nets work until like 40 or so then gains drop off hard. Spear fishing is very good for grinding, but requires you to be watching the game, compared to using a fishing rod which you can set up a wurmassistant notification for when a fish is hooked. Farming - 1ql rake, potato/cotton/wemp/rye from 1-70, oats/pumpkin/cucumber/reed/barley/carrots 60-100. wheat from 70, cabbage/corn from 85. Garlic with 80+ skill 90+ql rake is good gains too but you need more land to make up for fast rake times. Anything harvested with scythe uses coc/woa for harvesting, all other plants dont coz they use hand to harvest. seed ql+farming skill = plant speed. Forestry - Harvest is best, pick sprouts if nothing is season Gardening - imp trellis Animal taming - (assuming venerable no traits) pig till 40, black bear till 65, cave bug till 75, unicorn till 95, hell horse till 100. Animal husbandry - shearing sheep is great gains if you have lots of sheep, otherwise groom everything. Metallurgy - Brass/bronze till 60ish then electrum. Low ql lumps are a necessity. Jewelry smithing - imp iron bowls, if they go rare you can try for a rare altar vs ball which makes nothing Plate armor smithing - can imp scale which uses leather, or iron plate. Lockpicking - lock ql = diff, assuming you're using 80+ql lockpicks lock ql near lockpicking skill will do well for everything past 50, otherwise calc it in the grinder. You can coc/botd the lockpicks but you'll break hundreds of them grinding. Lib basically gets free favor so if you have a good channeling lib botd all the picks Treb/catapault - Put treb/cata at base of dirtwall, wall on top of dirtwall, shoot 0.1kg lumps, lump lands on dirt wall next to you or inside building, pick it up. Winches is diff for cata, counterweight in treb is diff (25 rock shards = 25 diff) Thatching - imp thatch roof Climbing - make a drop shaft in a mine, climb up it until you run out of stam and fall down, climb up again (no fall damage in caves). Chest wounds reduce effective climbing skill which can make it easier to grind. Archaeology - diff depends on how many disbanded deeds are in the area, you'll need to test it out yourself, it can vary greatly. Each time you get a message in the middle of an investigate action that gives a chance for skill same as finding a fragment so much faster to skill up on disbanded deeds Restoration - "Unidentified Fragment" is 1 diff action, the fragments have various difficulties based on the group that they belong to, wood being low and statues being highest. <80 skill low ql chisel and brush, >80 skill High ql woa chisel fragments until they show their group and seperate those into a grinding section. weapon/armour/tool/statue fragments are higher diff, rest are low diff Weapon skills - Weapon skill is based on damage dealt, and is capped at around 50% of the enemies health dealt in a single blow, so tanky mobs that you glance a lot against aren't good for skillgain whereas squishy mobs are. You want to avoid fighting trolls scorps anacondas etc *unless* you have a venom weapon and are reasonably strong *or* they're the only thing in the area, but they won't be good skill. Venom is the superior grinding enchant as it removes glance entirely means you hit more often which means more skill more characteristics more affinity chances. BT increases damage+skillgain but often takes you well over the 50% cap on skillgain, FB/FA do not increase skillgain and their damage takes away possible skillgain you could have gotten, RT increases skillgain but also increases damage dealt to the weapon itself so not good for skilling, ED is just bad and people make fun of you for having ED. LT is a contender for best skilling weapon if you're not that strong or there is a lot of mobs in the area that your natural health regeneration can not keep up with. A good skiller would be WoA (nimb if it's a 3 second swing weapon) - Venom/LT - CoC - MS. Good ql armor and weapons, a fast horse+geared up and high Web armor casts on your armor are all massive boosts to how much skill/hour you can get hunting, if anyone tells you WA doesn't work in pve or that you should use aosp in any form inside wurm online thats not a horse barding /ignore them. Shield skills - Shield skill gained is based on damage blocked, so blocking stronger mobs = more skill. Pen training you're limited to 15 minutes per mob until skillgain stops, this resets after 4 hours of not fighting the mob. Your CR vs theirs is chance for skill tick, so there's lots of variables so you'll have to play around with it yourself to find the best way. Ideally you want something you can tank for the full 15 minutes without healing, and if you're pen training, catch some angry/greenish trolls or hell scorps for high level. Use around a 80ql shield starting out, and once you get to 90ish skill drop it down to 40ql. For grinding mobs, you want things with strong slow attacks, as you can only get shield skill ticks so often. Ideally you want to just get to 60-70ish by hunting in normal fighting and not worry about shield training until you can tank trolls/scorps for extended periods. If you get in a fight and target something else you won't attack but you can still shield bash, you can also repair your shield and cotton yourself, as long as you don't queue actions, if you do you have to leave combat to fix it. Make sure you're not in the influence of your god, this will absolutely trash the skillgain calculations by putting your shield blocking difficulties into the negatives, build another gods altar at your shield training pit if needed. Sindusk goes into depth about shield blocking if you want to calculate gains properly https://docs.google.com/document/d/1DcmhFgG98O6H2tteBtDehhRcn9cdWAD0lQvIdFA69iU/edit#heading=h.rhkeoj4xtjhx Make sure you're half a tile away from the mob, if you're too close you won't get skill for blocking. You have to face the mob to block. If you need to drop your CR you can either ride a horse and have the horse face away from the mob but you face it (cr uses horses rotation, blocking uses yours) or make a nice dropshaft into the ocean to sit in. Gathering skills - using a 1ql Mining - rock(can flatten cave roof for up to 100 mines per click if you have stamina)/iron to 70, copper/slate/lead from 60- 100. you can start with silver at 80, gold at 90, sandstone 99, lower if you use above 1ql pick but since grinding mining at this point is so slow you might need to take a few pickaxes in the mine with you to keep your idea ql level, easier to just use 1ql the whole way. You'll most likely be balancing around your characteristics instead of your mining level anyway. Digging - Digging is special in the fact that 5 slope - 1 diff so you can grind to 100 digging on moss clay even dirt if you're digging at the base of dirtwalls but for this we'll assume it's flat ground coz its easier. Leveling is 33% skillgain compared to digging, dig to pile if you're dropping it into a bsb after can trigger an old anti-macro thing that stops skillgain so i'd recommend digging to inventory. Dirt/sand/moss from 1-70, clay from 50-100, tar from 85-100. Again you'll most likely be balancing around characteristics not digging and can make dirtwalls to change diff. Woodcutting - Chopping down diff is based on tree age, cutting up is based on tree type. Most common tree types are 2-10 diff, walnut 15 willow 18 oak 20, so 1-80 you can either cut down+chop up everything with a 1ql hatchet, or cut down with a high ql hatchet, load like 60 felled trees into a wagon/have dedicated storage boats for felled trees, turn on sleep bonus and go to town with a 1ql hatchet and crates nearby to chuck all the low ql logs into for coalmaking grinds or fuel or whatever. After 80 You either want to grow a huge walnut forest (takes irl months to grow to overaged) or have a fo priest wild growth oaks trees (if you're wild growth-ing you can have them all packed together, they only kill nearby trees when they age up naturally), takes like 15 casts or so to take an area to overgrown trees, chop em all down, chuck into a wagon, turn on sleep bonus and go to town with 1ql hatchet. I'd recommend getting yourself a nice wound to grind with, as getting trees to grind with is pretty hard at this point. You can also go around deforesting everything still, but skillgain for WC drops hard after 80 skill if you're cutting down birch/pine/whatever. Channelling Best way to grind at high levels is to give yourself a neck bruise wound and freeze it with a 6 healing cover, easy to get in a spar. neck wound lowers your effective channelling so you can grind with lower difficulty spells indefinitely, just get a 50-60 wound (each 7.6 damage reduces effective channeling by 10%, so a 50 wound is 65% skill reduction) frozen on neck and cast light token/opulence/morning fog until you hit your desired skill. If you're using this way you need to either sacc on a link or only sacc 49 favor at a time because saccing 50+ favor full heals you. If you don't want to grind with the wound the normal way is in the spoiler. Butchering For butchering the animal, diff for meat is parts already butchered x 3, so the first one butchered is 0 diff, the next is 3 diff, one after that 6 diff, and so forth. Around a 15 diff mark is where you'd want to balance your knife ql for. Use CoC+WoA/BOTD and be full health+stam as the butcher/filet time does not effect skillgain, only how many things you butcher. For fileting, diff = damage, so ideally you want to lava the meat to high damage and counter that with a high ql knife for really fast butcher actions. From 1-60 kill+butcher+filet everything with your lowish ql knife, past 60, butcher with a high ql rare+ knife to get the most meat, gather up thousands of it, lava it all at the same time then when you get the right diff turn on sleep bonus and go to town fileting. Pre-fsb meat can be 0.6-1.2kg whereas fsb'd meat is 0.3kg so you'll get way more use out of your time fileting meat before you fsb it ( a 1.2kg meat gives 4 butchering tick chances, a 0.3kg meat gives 1). Characteristics Characteristics work similar to channeling, you want the diff to be 10-25 under your characteristics, say you were mining rock (2 diff), you had 90 str, 50 mind logic, 20 stamina. You'd get a str tick on 1.55% of mines, a mind logic on 34% of mines, and a stamina on 53% of mines. Each characteristic does its check seperately so having super high str won't impact your stamina gain for example, but if they were that far apart you wouldn't be able to grind both at the same time effectively. For imping, the diff is equal to the ql of the thing being imped ( imping 90ql tool = 90 diff = no characteristic gain for pretty much anyone). For Melee weapons, its equal to the weapon skill (90 huge axe skill = 90 diff str check = barely any characteristic gain again). CoC does not effect characteristics, i dont care if you heard in ca help that it does because it doesn't. Best way to grind each characteristic, other ways are almost always slower/require too much input Body Strength - Woodcutting to 40(will give 2x strength 1x stam ticks when using a hatchet, but hard to use this effectively past 40), mining/digging from there Body Stamina - mining/digging always, woodcutting is equal with them up to 40 Body Control - Archery or Longsword+shield shield training in pen(requires your attention but great gains), Archaeology(afkable) Mind logic - Panfilling, Mining/digging Mind speed - Shield training Soul strength - Mining Soul Depth - Panfilling, Farming Grinding wounds You can freeze wounds so that they never improve/worsen might have to examine wound if you dont have high first aid its around 6-10 depending on fat layers to freeze a bad or severe, depending on your fat layers and if you're fo or not you might have to do some trial and error. Frozen wound = stamina doesn't go up past that point = longer timers = less materials used, good for things like restoration, metallurgy or anything really if you're a path of power boi. Lava gives pretty consistent wounds as does jumping off a dirt wall, so they're a good place to start one. when you're finished and want the wound gone just sacc a rare/like 50 favor worth of things and the wound will instantly heal. Wounds in certain spots reduce your effective skill, so for example, if you're 70 body strength, and have a 60 wound on your lower back you can mine rock/cut down trees for great body strength/hour. Lower back or top of back = body strength, crotch = body control, face = mind speed Rare spamming/Imping rare For rare spamming, you want as many alts as you can handle, ideally premium to get supremes as well (Premium has 0 effect on rare rolls but 4x as likely to get a supreme roll). Personally when i did it i'd run 9, as 9 64kg lumps fit in a size runed forge. Mine heaps of ore, smelt and combine it and chuck the 64kg lumps into a wagon so you can just drop new combined lumps into the forge as you use them instead of having to mess around with backpacks etc. Once you've got that set up, light your forge and heat up the lumps, while they're heating up set up your accounts in an organised fashion so you don't have to mess around with alt tabbing or anything like that to see the create button in the craft window. Set up a Wurmassistant notification for "Action Queue" With a 25 second notification delay on your first account in the lineup, with a 30 second rare window (20s default, sacrifice 5 valrei items or a bunch of decent ql cordage to get +10 on village bonus) this will make sure you hit the majority of windows while not being wasteful with materials once you factor in the craft timer. During the craft, try not to mess around ingame with your inventory, right clicking things etc as that can use rare windows, https://forum.wurmonline.com/index.php?/topic/183756-rarity-windows-get-consumed-by-actions-that-dont-go-through You can expect about 1 rare per 2 hours, and 1 supreme per 24 hours, per account, assuming you have 100% create chance (takes about 30-35 skill with a 90ql tool for most tools you'd want to spam). 9 Accounts would get about 4.5 rares an hour and a supreme every 3 hours on average, for example. For imping rare, put a tin vyn rune on it and imp with super high ql tools every 25 seconds, same wurmassistant thing as before. Because the imp needs to be successful, lower skill will make this easier (imping 20ql with 20 skill 90ql tool is like 75-80% success rate depending on parent skills etc, 90 for all is 51% chance). If you only want a rare and don't care about supreme, a non-premium account is best for this due to them being capped at 20 skill, therefore never leaving the perfect spot for imping rare. Otherwise, on an alt, give them high ql no enchant tools, freeze a wound at like 60 dmg for longer timers and imp away. On a successful imp with a rare window, it's 1/5 chance to go rare and 1/25 chance to go supreme (so for a 50% successful imp rate, would be 1/10 and 1/50 for example), compared to creations 100% for rare and 1/12 for supreme. Again, don't mess around with the client while imping or before imping as per that post above.
  27. 2 points
    TAS Enterprises Smithing and Casts Back from the holidays and ready to serve! Now offering Carpentry and Fine Carpentry items! PM Whiteshadowtas (Crafter) or Shipwrighttas (Vyn priest) in-game Striving to meet your needs with friendly service and competent prices. Please feel free to contact me in game with whatever you need. Skills: Mining 95.96 Blacksmithing: 96.22 Chain Armor Smithing: 90.39 Channelling 90.78 (+Benediction) Woodcutting 86.33 Carpentry 90.63 Fine Carpentry 90.36 Prices: Note: I am happy to craft your item with materials other than listed, please pm for a custom quote on different metals. I also provide other mined metals, please contact for prices. Materials QL 70+ 80+ 90+ 95 96 Iron Lump 64kg * 40c 60c 80c 1.2s 1.4s Logs (per 100) 30c 50c 1s Coming soon N/A *PM for other metal prices Blacksmithing (iron) QL 50+ 70+ 80+ 90+ 95 Tools Free* 25c 50c 1s 3s Large Anvil Free* 50c 1s 2s 6s Set Horseshoes 25c 75c 1.5s 3s 6s *Free starter BS tools for beginners Carpentry/Fine Carpentry QL 60+ 70+ 80+ 85+ 90+ Tools 25c 50c 80c 1.5s 2.5 Chain Armor Smithing QL 40+ 70+ 80+ 85+ 90 Iron Set Free* 2.5s 4s 6s 9s Steel Set 90c 4s 6s 8s 12s *Free starter iron chain set for beginners Vyn Casts (per cast) Cast Level 70+ 80+ 90+ 100 Over 100 Precast CoC/WoA 25c 50c 1s 2s +25c/level Custom CoC/Woa 35c 75c 1.5s N/A* N/A* * 100+ custom casts are not offered at this time
  28. 2 points
  29. 2 points
    Can’t do it. We’re having too much fun. plus I already sent y’all Neutral.
  30. 2 points
    Maybe start with simple god tier fixes like just removing the rare horses
  31. 2 points
    We can have good cosmetics and wurm can make money. These 2 things aren't mutually exclusive. We just need better skins instead of immersion breaking things.
  32. 2 points
    Kinda sad to see so many people wanting to close Epic instead of fixing it. As for opening up new pvp servers, how many times has this been going on? Elevation got what, 3-4 resets by now? That didn't solve anything. Defiance then sprung into reality further fragmenting the pvp population. Epic has nice servers, they just need to be fixed so pvp happens faster and easier. The 2x timers are actually awesome for quickly crafting gear. Spamming horses on elevation in less than a day is also really nice. Valrei probably needs a tutorial for people to understand how it works but kinda sad to see people wanting to kill a server cluster just because we don't have 2 way skill transfer. Guess it's easier to throw something away than to fix it. I do agree that we have too many servers though. Maybe just consolidate epic into 1 map instead of 4?
  33. 2 points
    Yeah it seems silly that we have 3 different pvp communities. Consolidation is something that has needed to happen for a long time. Will be good for the game in the long and short term.
  34. 2 points
    From a revenue standpoint, I could see a ton of money being poured back into the game. Old groups coming back, PMKs being made, and other store purchases.
  35. 2 points
    Agreed 100% and as someone who doesn't play on Freedom, and if it's not too much trouble, maybe allow a limited inventory/item transfer from Defiance to NFI if Defiance shuts down?
  36. 2 points
    100%, been saying this for years.
  37. 2 points
    And on the PvE side... Wasn't this just Haven's Landing? Unless you mean having a new tutorial that you go through at a starter for the most basic of stuff and then having a new tutorial you can start when you find a spot you want to build at? What came of discussions around balance? There was a lot of significant issues raised in initial reveal and the elaboration post that came after. I don't expect a list of possible changes here or anything, but will there be a fresh post for any changes done before going live or with the roadmap? Holy sites were so heavily slanted in one gods favour, with only one coming roughly close to that level via pure uniqueness of what it offered.
  38. 2 points
    Meanwhile on Harmony, the Fancy Pants Gang get tooled up!
  39. 2 points
    [13:01:48] The buoy (lit) is too hot to be repaired. What good reason can there be for this? Placed lit buoys along a canal. Off deed. Knowing they would need maintained and repaired regular. But - what possible purpose does it serve to require snuffing them, repairing and then relighting? Seems a HUGE imposition to maintaining projects that benefit the community. Why make it harder than it needs to be? It isn't required for lit lamps. Why add the restriction to buoys?
  40. 2 points
    I am happy to discuss my side of the story with anyone interested. You may contact me on the forums or on Discord at any time.
  41. 2 points
    I don't buy it. Consider my trust in the team severely diminished.
  42. 1 point
    Main problem with Epic is it never worked right, and I wished it had as I liked the idea of a more draconic hellscape to play in. Granted much of that was toned down from the original promises. Epic missions were borked to the point of needing 50 oleander-wood caravels (I wish this was hyperbole), so god progress across Valrei was severely imbalanced triggering massive terraforming events. That all was bad enough but the bugs and imbalances resulting just snowballed from there. For example the player god code went for a year before anyone noticed it wasn't working. Then when it was working there was so many balance issues, the feature was eventually ripped out. One could write an entire book on this happening over and over again till players became tired and left. All this lead from a healthy starting population that eventually bled off to the point where a mere handful begged for skill transfers to the SFI.
  43. 1 point
    that's totaly true this server have real history and is alive community
  44. 1 point
    1+ Just no PMKs, the community already ruined the the lore of these mechanics.
  45. 1 point
  46. 1 point
  47. 1 point
    Ummm.... no.... Anyone who wants pvp can go to a pvp server. No purpose served on forcing anyone to temporarily join a pvp server. If I wanted to pvp, I'd play on a pvp server. Or visit a pvp server if the urge hit me - the urge hasn't hit, so I've never been to a pvp server. Force pvp onto me and I quit. I will never understand how people I see on non-pvp servers can possibly say they want more pvp. Clearly, they do not. Or they would never be on a non-pvp server.
  48. 1 point
    Hi all, I’m aware of the stories circulating about the removals of Shydow, Shrimpiie, and SugarFoxx from the Wurm Team. While they all have nuggets of truth, they also miss the critical reason these individuals were removed from the team. Shrimpiie and Shydow worked together to cover up a situation that involved Shydow’s significant other, SugarFoxx. Information was not only withheld, but these individuals participated in the active investigation while withholding information. In this case, players were punished while a staff member was shielded. That is inexcusable and a violation of our trust in the GM team. As for personal vendettas, that is unlikely and speculative at best. Enki, Pomona, and I were informed about the covering up of evidence some time ago, but we needed proof. That proof came in December after a long period of discussion. The three of us then discussed the way forward with this information. In the end, removal was the only resolution given the broken trust. Trust not only within the GM team or the volunteer team as a whole but trust within the community. To close, I wish them the best in their endeavors, both in and out of Wurm. Any retaliation or further discourse from this incident will be moderated accordingly. I wish to put this behind us and move on. - Keenan
  49. 1 point
    I think this thread has run its course at this point. In the end, I will strive to do what is best for Wurm and its community. If you feel I have made an error, feel free to reach out.
  50. 1 point
    Agreed. CA Help is going to be a quiet *edit: loud and confused* place without you. Sure would be nice to hear some kind of explanation why we lost 3 great staff members.
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