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Showing content with the highest reputation on 01/02/23 in all areas

  1. 7 points
    realistically all a pmk gives you is choice of king and some resistance to metagaming ###### like sniping hotas because they're kingdom based not alliance based like they were in the previous hota, tower guards not attacking same kingdom spy alts, people looking for poorly set permissions with alts yadda yadda. organized players will still be the same, limiting pmks to certain areas doesn't fundamentally change it and from that map you can easily box in bl and prevent them from chaining to mainland with roughly a dozen towers and two deeds whereas jk has reasonable space and mr has a massive space without pmks so that's not really balanced between the kingdoms either. i'm not really for or against pmk's and honestly would just prefer no pmk's with more effort put into alliance based factions + war dec'ing but limiting area they can be is just a copout. if you want the base kingdoms to stay relevant you need to actually like, advertise/incentivize pvp so there's new people coming in instead of doing three lines of pvp changes a year and hoping it suddenly has hundreds of players to fill 3 base kingdoms + pmks, because it's just the same groups of players cannibalizing each other currently and they're going to gravitate towards pmks
  2. 5 points
    maybe now is a good time to figure out why all of the experienced players outside of one group in JK are living on starter island deeds and work from there all reward no risk? sounds like a great design, lets further that by restricting pmks? idk, doesn't sound great
  3. 4 points
    Quote from Defiance article on the wiki: There was already an implementation for "base kingdoms people first join have plenty of space and are not going to get bullied off the map." They have an entire island to themselves when they first get to the server. This artificial PMK map is entirely unnecessary. The problem you're presenting has already been solved by the starter zones at the inception of Defiance.
  4. 3 points
    Was chatting with a friend about upcoming holy sites and the topic of mindstealer came up after reading "in exchange for a powerful Mind Stealer-like effect, using the creature template to determine possible skills" in the notes and we kind of laughed and said "so it's going to give absolutely nothing?" In its current state, mind stealer is a mildly interesting enchant, stealing a percentage of the difference between your skill and the mobs skill (roughly 1/1000 of the difference at 100 power), however it has some issues - Mobs have a very small range of skills, the vast majority of mobs have characteristics and weaponless fighting, no weapon skills, no stance skills, they don't even have fighting. The exceptions are trolls which have clubs, rift casters have channelling and the goblin leader who has shortsword/medium metal shield. It obviously doesn't make sense for a pig to give you weapon smithing or whatever, but mobs should have stance skills and the humanoids should have some basic knowledge seeing as they're knowledgeable enough to cook and record recipes (especially with the upcoming goblin camps showing they can use weaponry + probably craft them) - Skills and characteristics have the same % stolen, so IF they even had skills to steal, it's going to be a comically low amount as it's balanced around characteristics. After ~90k kills with 90-105 mindstealer i've gone from 19 to 39 weaponless fighting, and that has mobs with as high as 70 weaponless, and i'm only ever stealing weaponless from every mob but 1 in the game. - Conditions such as champion don't directly change characteristics or skills, so they don't increase mindstealing even though it'd make sense for a champion to be stronger and therefore worth more to mindsteal (and the holy site version seems to agree with champ being worth more and diseased being worth less) - Mobs for the most part have very low characteristics, there isn't a single common mob that has 20+ mind logic and only scorpions have over 20 mind speed sitting at 25, which is ironic considering it's called mindstealer and it's basically impossible to ever steal mind. Most characteristics top out at ~40's for common mobs, and since the skillgain and steal chance are based off the difference between your skill and theirs, they need to be 10+ levels over you to get a decent skill tick (and you'll never get anything if you're above them), so past low 30's mindstealing gains are extremely low. The exception to this is soul strength, which due to taming difficulty using soul strength (and tbh was probably forgotten by rolf when he added mindstealer), has a variety of super high soul strength mobs, with hell horses having 72 and lava fiends having a massive 90 soul strength, and the steal doesn't follow the general curve for skills, you'll get massive ticks such as Soul strength increased by 0.0157 to 75.0202 which is roughly 3 hours of mining worth stolen off a single lava fiend which is a bit absurd I'm not really sure how i'd go about balancing it, but mind stealer should have some value past 30 characteristics, actually steal skills at a reasonable value and have a variety of skills not just weaponless, be modified by mob conditions and probably follow the actual skillgain curve at super high characteristics when fighting also super high characteristic mobs. Right now it's only really useful on a freshly spawned toon or a priest alt killing glue tier hellhorses, diminishes quickly then curves back up quite a bit for pvp-orientated grinders wanting a lot of soul strength. There's no reason not to get it on a weapon since it doesn't block any other casts, but there's also not really a lot of reason to get it either
  5. 3 points
    3 very quick and easy bandaids for PvE pets to make them more useful (and also helps fix unicorns/hellhorses a little). If you are caring for an animal, any attack targetting that animal hits you instead (you care for it, so you're going to defend it), and when you're not within 10 tiles mobs ignore it. Can be toggled on/off When you tame an animal you are caring for, it does not lose tameness naturally over time. When an animal takes damage, it loses a reduced amount of tameness (100-taming skill/1.2)% loss rate
  6. 3 points
    Can we not forget about having 2% land for all the benefits of a PMK when it comes to titles? Also consider how many towers you'd need to build. the fact that you are blocked and you cannot building within x amount of tiles of another kingdom. with that area, you'll at most get like 2 "MAYBE" 3 PMK's. in order for someone to get to the 2% you need well over 10 towers closer to 20-25. if they're littered you're basically fighting another pmk for towers. but now you can bring up the point of base kingdoms getting those benefits with no risk of towers and all the rewards... yet again.
  7. 3 points
    Maybe reduce the cost to PMK to 50s since you can only PMK about 50% of the map.
  8. 3 points
    Kordeth Bludscythe, Master Architect of the Shackport Alliance, Shackport E-13 Melody Server Traipse, Lodge Owner of Fir Retreat, O-18 Independence Server Pharrwalker, Caretaker of Fir Retreat Outpost, N-13 Release Server
  9. 3 points
  10. 3 points
  11. 3 points
  12. 3 points
  13. 3 points
  14. 2 points
    Server Changelog Bugfix: Liquids in recipes will now check weights correctly Bugfix: Fixed a text error in the list of friends window. Bugfix: Fixed a text error when cancelling placing an item. Bugfix: Fixed an issue that let Rift Scout Camps spawn too close to buildings off deed. Bugfix: Fixed an issue with too many items in one area preventing login in certain cases. Change: Drastically reduced the speed bonus of the rare speed trait on all PvP servers. New: Item Tags – These will allow you to link items in your inventory/containers into chat, showing the same information hovering over it gives. Hold down alt and click an item to link it into a chat The item tags are a static picture of an item taken when linking it, these will not update with the item. Art Changelog Bugfix: Fixed the spyglass in 3rd person view. Bugfix: Fixed the coals glowing on stone forges and ovens. Bugfix: Presses will now show their correct wood colour when placed Bugfix: Huge Bell and Large Bell resonators will now show the correct icon. Bugfix: Fixed erroneous glow on campfires in combination with certain containers while turning those containers visible (baking stone, cake tin, cauldron, coffee pot, pie dish, roasting dish, plate, pottery jar, sauce pan and teapot)
  15. 2 points
    We just pushed out a small client update to address a few issues from the item tags release. Right clicking the event window will no longer cause client crashes. Having chat timestamps disabled will no longer cause rarity color to shift left.
  16. 2 points
    I understand the viewpoint of protecting the starter kingdoms. Without going into server politics; the incentives aren’t too strong to convince an established group into PMKing. The financial cost will be huge for a group to make the transition. If I want to PMK and keep my existing 5x5 shitter deed in the middle of the map, it would require bashing 8 unbashable same-kingdom towers unless they are deeded over. That’s 8 alts with 21 body STR and 8 deeds if they were to be bashed in a timely manner. Some may say, “that’s the price of PMKing” and I would reply “then not gonna PMK” while still reaping the the ability of having the crown, placing offensive/defensive deeds that aren’t zone locked(Real estate pvp). For my group, there is nothing to lose by staying as a template kingdom while being able to place deeds anywhere and push people back to starter(while being able to deed on or outside starter!). If PMKs are chopped at the knees from the start then at least give some incentive from a financial and real estate aspect to make it viable for groups to re-establish in the PMK zone. Like redoing the boundaries, wiping towers in that zone, making same-kingdom towers initially easier to bash, reduced deed upkeep like starter island deeds, and drastically reducing the cost to PMK. PMKs overall seem like a welcome thing for the majority on Defiance, but the path of getting there feels like stepping on nails in the dark.
  17. 2 points
    Crashing when right clicking in the event window and disabling timestamps breaking tags should be fixed today or tomorrow in a hotfix pending testing. Coloring for rare tags being off of standard color, Linux alt click dragging windows, wearable containers don't work for alt clicking, are probably going to be handled by next patch. For the linux issue, currently I think we're just going to put an alternative button combo in the options. I think ctrl + shift + click is not currently being used. @gnomegates@Borstaskor @Xheth @Arno @Finnn I appreciate the bug reports and suggestions.
  18. 2 points
  19. 2 points
    I'll be going to a concert in about an hour, arranged by the music club I voulounteer in, gonna be a blast, lots of danceing for me
  20. 2 points
    The base kingdoms will not be fine. They will not be fine even with the map restricted. Players will gravitate towards PMK's for increased membership control and there's no way to avoid this. They'll have the higher player base and, as you mentioned, stronger organization. They'll run the map and the base kingdoms will be drained of all players. If your goal is to keep base kingdoms relevant, you cannot add PMK's at all. The real problem is that I don't understand the goals here. The PMK map restriction is artificial and doesn't solve any problems from a design perspective.
  21. 2 points
    Eh screw it buyout cod to Madnath
  22. 2 points
  23. 2 points
    While born back in -61 I got my first (sort of) computer in early 90s (Atari 1040) I went online in -94. Been a gamer since then. Even if I am now going on 62 years I still am not grey, hoping for white, but the few strands does not show yet what color it will be. I'm still my usual gold blond. (It's not like people get old anymore, I mean: look at Rolling Stones!) I started playing on the day of the 1.1 server update back in 2013, wish I had come here sooner, specially since I'm a swede, just like this game. I'll prolly play Wurm till the day I die. I do have WU also, thankfully, should something happen to WO!
  24. 2 points
  25. 2 points
    Lemme guess..... 🤔 You're 25-and-a-bit y/o? As for myself, Old enough to have watched the first moon landing (from the craddle). Been into games from about 1991. Eventually found Life is Feudal: Your Own, played that with a friend and a friend of his; both invited me to try Wurm for a bit. So I did. Started 7-8 years ago as a citizen at their deed at Xan, founded my own one two weeks later and still have it. Both of then left for different reasons within 2 years after I got in. Not that much into Wurm lately, as last year has been a rough Wurm year for me. Still intending to return some day to finish the work I've started at my second Xan deed. Thorin
  26. 1 point
    Maybe we all have noticed, there havent been many dragon or hatchling slaying on Harmony. Is there some feature on Harmony which prevent them spawn, or someone is collecting on pet gallery of those? Who gain benefit to keep them hidden? Maybe nobody? Free Dragons and hatchlings... Last kills according to wurmnode and discord: 7 Jan, 04:12 Venerable red Dragon, 24 Dec 2022, 03:11 Venerable fat Green Dragon. 03.12.2022 19.04 The venerable starving slow forest giant. 13.11.2022 23.05 The venerable fat sly troll king. 22.10.2022 20.11 The venerable starving hardened kyklops. 03.10.2022 02.04 The venerable starving sly green dragon hatchling. So where are all hatchlings? At same time in other northern server has been slain many Dragons and Hatchlings.
  27. 1 point
    The idea of hay was good (though it is sad that the pitchfork is just a rake and not a weapon in addition 😎), and starting with hay, its seasonality etc. was interesting and a good addition. But in fact, hay is nearly completely unused. There are 2 kinds of hay to use: hay stack to drop in a pen, and bundles of hay created from bunch of hay plus string of cloth using thatching skill. That one is the interesting one, because stored in saddle bags it allows a horse to feed during overland rides, nice to keep speed. Sadly, the creation is a mess, at least if your thatching is not at master levels. Below a test, creation of 20 hay bundles. Strings of cloth already present, yet creating 20 therefrom in good quality takes some time as well *) Combining 1280 bunches of hay ql 94.03 into 20 bunches: 11 minutes Creating 20 hay bundles from hay bunches ql 94.03 and strings of cloth ql 81.71: 27 minutes "You almost made it .." : 24 "This could very well work .." 12 "Too many problems .." 9 "You fail miserably .." 1 "You realize this was a meaningless effort .." 1 Failures 47 success 20 (creation chance 35%) Thatching skill 26.34 skill gain 0.20 *) in a test, I needed 6 minutes to create 50 strings from 5 kg cotton ql93.08 at tailoring skill 43.22, 22 thereof of ql >80, avg ql 82.64, the rest between ql 26 ..72 avg 57.11 In summary, it takes 45 minutes to create 20 bundles. Even worse is the quality variance: While the quality of the product does not seem to impact nutritional value, it is just frustrating and demotivating. No wonder that most gave up on hay. Hay stacks are easier to create with a pitchfork, where a high ql one gives better creation chance, and is faster with WoA. The utility is that they do not, or extremely slowly, decay in the open. Quality variance seemed to be less gruesome too. But their use above vegs/grass in a pet bowl or trough is not exciting. And they cannot be stored in bulk containers. A way to improve usage would be lowering creation difficulty, and boost creation speed. Also it should be considered to let the hay "self combine" when processed with string of cloth and pitchfork, as the combination takes nearly half as much time as creation, and more than successful creation. Also, hay stacks should be bsb'able, edit: with a volume > cotton bale but < support beam so that storing in crates would make sense.
  28. 1 point
  29. 1 point
    Independence today Kordeth Bludscythe, Master Architect of the Shackport Alliance, Shackport E-13 Melody Server Traipse, Lodge Owner of Fir Retreat, O-18 Independence Server Pharrwalker, Caretaker of Fir Retreat Outpost, N-13 Release Server
  30. 1 point
  31. 1 point
    Maybe have an option where people on your friends list can be displayed purple or something. Being aware of you’re who attacking is on the player, not the mechanics. Just form a single group if you want to form a bunch of alliances.
  32. 1 point
    Right, instead of limiting PMKs give base kingdom tools to deal with those same issues. That being said I'm not really against that map. I just think there's a danger of Defiance dying out real fast again if nothing else is changed and nobody even makes a PMK.
  33. 1 point
    Kind of seems like we're restricting player freedom with no real benefit to the gameplay itself. Pushing motivation for people to play in dysfunctional kingdoms due to map control opportunities and fueling future grievances of "well youre base kingdom so you have the advantage" griping for the years to come.
  34. 1 point
  35. 1 point
    50+ and loving it ,cant wait for 60 baby !! wurm on ! all natural and good old fashion working your @ss off and playing wurm around 12 years now off and on.
  36. 1 point
    if ((t != null)) { for (Item item : t.getItems()) { short effectiveTemperature = 0; // Closer heat sources provide more heat. Uses pythagorean theorem to find distance, then uses inverse square law to determine intensity if (item.isOnFire()) { // effectiveTemperature = (short) (item.getTemperature() * (1 / Math.pow(Math.max(1, Math.sqrt(Math.pow(Math.abs(tileX - xx), 2) + Math.pow(Math.abs(tileY - yy), 2))),2))); float x = Math.abs(player.getTileX()- item.getTileX()); float y = Math.abs(player.getTileY()- item.getTileY()); float distancemodify = (float) ((float) 1-(((Math.max(x, y)+1)* 0.1))); effectiveTemperature = (short) (item.getTemperature() * distancemodify); //effectiveTemperature = item.isLight() ? (short)Math.round(effectiveTemperature/6) : effectiveTemperature; } // Only pay attention to the heat sources providing the biggest effect (i.e. heat sources do not stack) if (effectiveTemperature > targetTemperature) { targetTemperature = effectiveTemperature; } } } only uses the best heat source within range. heat sources wont affect crop ticks.
  37. 1 point
    You can use alcohol too, it worked wonders for me with coal/iron up to 70 skill and I can easily continue much further. You just need to spot the effective drunkenness level for your current skill and QL material you use. (works best if you have a large stockpile of the same QL material) If I remember correctly at 70 skill with 33QL(or something like that) coal, I used 29 to 20 drunkenness, more than this and I have too many failures. Create 100lumps and count the 1- 40QL lumps and modify your drunkenness accordingly, When you reach 60 skill, electrum is not as efficient as alcohol and steel creation imo. Too many failures and too many +40 creation lumps, as if the game was trolling me.
  38. 1 point
    knowing when to take a short break when in RL you realize you are calculating how many slopes your neighbors yard is and how much dirt you can dig from it
  39. 1 point
  40. 1 point
    Phat Bollard - "council" to council-badge-flashing-lunatic-jobsworths - YouTube
  41. 1 point
    getting the ###### scared out of you by that perverted tower guard that likes to stand at the window and watch u while u imp something:P
  42. 1 point
    Congrats Soulrender! Message me when your on Aelha in game 😃 Or who to send it to
  43. 1 point
  44. 1 point
    I will have to have decayed far past this current point to no longer be able to play a game. That being said, my concern is not that I will be too old to play wurm, but that I will outlast it. There isn't another game like this out there. I was close enough to 50 when I started to really not be concerned how old I am. It makes me sad when anyone leaves, for any reason, but such is life. Life is infused with nostalgia. What makes this game so different is the extent to which each player had a hand in making this world. The game would have to change considerably for me to not feel grateful to be here in it.
  45. 1 point
  46. 1 point
  47. 1 point
  48. 1 point
  49. 1 point
    I taught for 40 years. When our school started to buy 'proper' computers rather than BBC 'A' and 'B' (The Hobbit), one of the children in my form class told me about a game that he loved playing. This was RuneScape. Other children also played so I set up a lunchtime RuneScape club. I really enjoyed playing the game myself but started to look around for 'similar' games and came up with Wurm. To start with, I could not get the game to work but thankfully persevered and have loved the World of Wurm ever since. I have had the pleasure of 'meeting' some great people in-game and they really kept me going in the early days. Sadly, these folks have largely moved on but I remain motivated to stay with Wurm simply pottering around and enjoying being the creative person in Wurm that I simply am not in real life! I have tried other games such as Lord of the Rings Online but have never left Wurm. I have no real desire to raise specific stats or be the best at this or that- maybe that is why my loyalty to Wurm remains? The efforts of our development team and all the volunteer staff have been fantastic since I started to play and I would go as far as saying that they actually create some form of loyalty between me (the player) and Wurm (the game). Some of the community help here and elsewhere is simply second-to-none and I think Wurm is fortunate that on the whole our community is a massive bonus when it comes to attracting and holding onto new players. Some players must spend their entire game-time helping others in CA with the same questions that they answer almost every single day- for that I think we must all say many thanks, because they are yet another reason why Wurm is such a wonderful experience. Now retired, I can see family and friends, travel, walk, garden, do any hobby that takes my interest but I always come back to Wurm for a couple of hours whenever possible. Are you ever too old to play Wurm? In my opinion, absolutely no and in many ways, I think older players are actually more suited to the game (sorry young-uns!) because you can actually think before doing anything or simply move at a slower pace rather than clicking so fast that your mouse heats up. As I stated in another post, I only wish that I had found Wurm earlier and that my mouse continues clicking for another few decades!
  50. 1 point
    Plays donkey sounds when I stab such. : / ..wait is there age requirement to be here
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