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Showing content with the highest reputation since 07/23/20 in all areas

  1. 87 points
    Dear Wurmians of Wurm, I have taken the action of banning a player due to a repeated, ongoing history of harassment of Wurm staff. Platyna has been removed from in-game as well as the forums pending a full review of her behavior towards staff and other players. We do not take these bans lightly, and spend a considerable amount of time attempting to provide feedback and warnings regarding repeated harassment and accusations at staff and developers. I made several attempts to provide feedback both for and against this person's arguments. Eventually, as Platyna's actions became increasingly worse I provided Platyna with several recommendations about their behavior and the way she was treating others. It has become obviously clear over the last few months that Platyna either cannot or will not listen, I made the decision to remove this player from the game in order to maintain a healthy community. I will always endeavor to provide fair, balanced moderation, and our moderation leads are always willing to respond to escalated cases. There is no excuse for failure to abide by the game rules and instructions from moderation staff. Even if our system of moderation is not pristine and perfect, we have always provided avenues of approach to help with any complaints and issues raised. 99.9% of the time we come to a beneficial understanding.... then there is Platyna.... Platyna always maintained a moderate, calm, and civil discourse with me as Head Game Master, but she did not extend that courtesy to anyone else it would seem. I will not stand idly by and let anyone tear down others! Not the Wurm team, and not our members here at Wurm Online! No one should face the kind of harassment that was being thrown around by Platyna on an ever increasing basis! As I said, this ban is still pending review, but as Platyna is already at work spreading misinformation I decided to make a public post stating the situation. Anytime there were questions regarding our decision there were avenues to discuss them with us. The avenues of escalation are as follows: Forum: Pandalet In-game: Astarte Discord: Capi Please reach out to them if you ever have any issues with moderation, and we will work with you. Regards, Enki (Head Game Master)
  2. 66 points
    Hi everyone! I just wanted to pop in with late heartful cheers and congratulations to everyone involved in the Steam release. I'm thoroughly impressed and in awe with what you've achieved both gameplay wise, graphically, with the marketing, new maps and server wrestling and I am very happy to see all you players who are supportive through this. My thoughts also go to Oracle, Tich, Eir and Duce who would have loved to see this happen. As you probably know I'm not active in Wurm development since a couple of years back and this release was done without any involvement on my part so I want to mention that I've asked for my accounts to be removed from forum and other administrative roles for security and clarity reasons. Lastly, I know this release has been a bumpy and sometimes exhausting ride both for the team and players but from what I can tell it's panning out nicely. Player numbers are on the rise which is always what keeps Wurm alive. Being on Steam is a crucial step to that end and probably will be for years to come. It's fascinating to think that back when we released commercially in 2006 I thought Wurm had the potential to survive for decades but I also estimated that we ran the risk of being put out of business if competition would catch up around 2011. Seems the decades estimate is ON mostly thanks to superb team members and all you loyal players With Love!
  3. 60 points
    Hello Wurmians! As we haven’t had a proper summary to the Steam launch yet, let’s start with that - the player counts since that time have been just unprecedented, and we are very excited to see how lively Wurm has become. Now that has also brought an extreme load to both our dev team as well as the entire staff, hence the initial hiccups - but it seems we’re well past that point and almost back to normal. (almost, since we still have some unresolved things to handle) The surge in popularity has definitely exceeded our expectations and it seems like it can give us some headroom in expanding the development team, which should help us increase the development pace of both new features and bug fixing. Most of you might not know this, but we have had very few hired or contracted developers for quite a while now, much fewer than you would expect from a game of this scale - but we’re well on the way to fixing that. (and if you are interested yourself in becoming either a volunteer developer or a contractor, feel free to contact me with the relevant details at samool@wurmonline.com ) I ask for your patience in this part, as it might take us a while to actually get to that point, and the recruitment and training itself might be taking some time away from the direct development in the meanwhile, but after that’s sorted out we will be going ahead faster than ever. And obviously, any new developers will be put on the mandatory bug duty first, fixing those pesky recurring bugs! In addition to expanding the dev team, we’re expanding our marketing efforts as well, which we’ve already started on - we haven’t been great about that before, but we have a lot of ideas in store for promoting the game now and in the future, and you might’ve already seen some Wurm ads around the web. Now, the thing most of you are here for - what are we doing next? While we’re happy with how the improvements to the new player experience and the new tutorial have turned out, it’s obvious from the feedback that there is still work to be done there. As we continue to have plenty of new players joining the game, that will be our focus in the upcoming weeks - the tutorial will be getting some polishing, and we’ll be introducing additional in-game tips and tools to help the newer Wurmians learn the ropes and perhaps not get too frustrated by constantly digging through the wiki. (though we do acknowledge that at some point that might always be a requirement) This will also include further UI improvements, which should make the UI more comfortable to use for everyone and bring some of the requested features and tweaks. I’m sure that’s boring stuff to most of you reading though - worry not, during that time we’ll also be working on finishing up a large combat overhaul! This was something that was meant to be there for the Steam launch, but we have decided to postpone it to give it the attention and polish it deserves. The goal of the combat update will be to increase the interactivity and engagement of combat, by both providing much better visual feedback (significantly reducing the need to read combat chat) and changing certain mechanics, like making special moves more prominent and useful in PvE. This will be put to public testing before it goes live. We have done decent progress on this up to this point, but it still needs a good bit of work to be ready for us to show it to you in full. Once we’re done with those first two focuses of ours, we have multiple major content updates planned out for the upcoming months - those will be released along large marketing pushes to bring even more players to the lands of Wurm, and should bring a lot of content for both newer and older players. Included in those updates will be a large exploration focused update, intended to make the wilderness of Wurm more interesting to explore, with different random encounters to be had around the world. Something we are looking at as well is a unique creatures rework, as well as some more chances to brush up on some less used skills. This update overall should provide a less grindy alternative to other features of Wurm, and in general make PvE gameplay more varied. We also intend to expand further on the construction features, adding both new building elements and decorative items and features. One of our desired features that we’ve been playing with are docks, which would allow you to create structures on water. On the decoration side, a popular suggestion (as well as something we want to see in the game) is hanging items on walls - we’ll be looking at how we can add that. Animal keeping is another feature that we feel has much more potential to be realized. We’ll be working on expanding that part and making keeping different animals a more varied and in-depth feature, with perhaps a new animal or two thrown into the mix. Other than regular content updates, we plan to continue improving the visual side of the game as well - certain elements of Wurm look aged compared to others and we want to fix that soon. One of our desired upgrades has always been an overhaul to how the characters look - while it might be a bit far off right now, we will be looking at improving the character’s appearance along with better customization options. Along with any visual upgrades we’ll be working further on optimizing the game’s client, as we have identified some causes for the high memory and GPU usage issues that some of you may encounter. Since we’re now talking about the client side of the game, another thing we want to tackle is the sound design, which is something we have to admit is quite lacking at this point. That will include adding more sound effects to creatures, as right now, your farm animals are a bit too creepily silent, but we also plan to have another pass at the general action sounds. I realize this post is a bit short on the PvP side of the game - for more information on that part, you can see Darklords’ newest thread on our plans and ideas for the Defiance going forward. There have been quite a few questions and suggestions regarding the future of Jackal. While the first iteration of that has been quite fun, it does require a ton of work and changes to make it worthwhile to run another edition of it, and that is not something we’re interested in - we feel that work is currently much better directed at improving the base game, and not the extending “episodic” content. Generally, you should not expect another Jackal run for quite some time, as we prefer to focus on the other things we have planned. But, never say never! Since the questions about the status of the Northern and Southern Freedom Isles clusters keep appearing, we do want to reiterate that at this point we do not plan on a merge, and it will be a long time before we will start considering one (it is not guaranteed in any case). We’re happy with how both of the clusters are working out and there seems to be a healthy population on both of them. While our promotion of the game with the launch focused on the new Northern Freedom Isles cluster, the future promotion we do will most likely focus on all of Wurm, so that all servers should have new players joining them, depending on each of the server’s qualities rather than our own recommendations. The final thing that I want to announce today is that we're also currently working on a long desired and requested feature which is a complete account system, the main purpose of which is to consolidate character ownership into a single account, improve the security of your accounts and ease the management of them. This will also help us with adding some more features that you could manage about your characters without logging into the game, improve account recovery methods and more. We'll reveal more details on this soon. This should cover some of our plans for Wurm and hopefully makes things a little bit more clear. I want to mention though that this is not an exhaustive list of the things we have in store, and there are plenty of other features and changes coming to the game soon, many of which stem from your suggestions, so make sure to keep those coming! For now, keep on Wurming!
  4. 53 points
    Pictured is Kadmint's Whisperfell castle, on Release in the Southern Isles! Hello, Wurmians, and welcome to another Valrei International! This one is a very exciting one for me because I get to introduce our newest critter that will be populating the world of Wurm. I've been dying to tell you guys about them! The devs have been hard at work implementing some changes for the upcoming Animal Update, and there are some exciting things on the way! There will be several new traits added into the game to improve animal husbandry and production, and provide bigger benefits to keeping and breeding critters of all kinds. These will also make having higher animal husbandry more helpful rather than detrimental to breeding like it has been. In addition to that, we are getting an adorable new creature… Allow me to introduce the donkey! These cute little critters will be available as a mount for non-premium characters, so say goodbye to the days of slowly plodding along on cows. In addition to new traits and donkeys, we are going to bring a bit of personality to your herds by introducing slight variations in body shapes for horses. Who knows, with these little guys running around your fields and pastures, you might also find a bit of a surprise once they’ve mingled and gotten “comfortable” with your horses… In-game Wurmpedia and UI fixes Another project we have been working on is finalizing some finishing touches and fixes for the newer UI, addressing concerns that some have had with it before removal of the old UI. This includes an update to make the Wurmpedia more accessible than ever, with the entirety of its information conveniently available in game. The screenshot above is just a concept, and it will be adjusted to fit visually with the UI by the time it is added in. The removal of the old UI will be announced when this update goes live. Stability Issues As you all may have noticed, Golden Valley has been having a bit of trouble getting situated after the migration, but today’s update will work on some stability issues and reduce the lag we have seen on all servers lately. That’s it for this week’s Valrei International! If anyone needs me, I’ll be busy expanding my stables and preparing my pastures for the adorable herd additions on the way!
  5. 50 points
    Hello, Wurmians! I'm excited to bring another sneak peak along for this issue of the Valrei International, introducing few new items being added in with the upcoming Animal Update to make feeding your pets easier. Maybe you live in a dwarven-inspired underground village, and your grazers are unable to find grass tiles to graze on and need to be fed with piles and in hitching posts. Or, if you are a creature collector like I am, you're probably tired of hand feeding your non-grazing critters or throwing their food into piles on the ground. Countless times I've been swiped at by my hostile pets (Didn't they ever hear "Don't bite the hand that feeds you?") while trying to drop some tasty morsels into their pens. I'm happy to say that those days have come to an end! Get ready for a much easier.... Feeding Time! Introducing Hay Stacks, Pet Bowls and Feeding Troughs! These handy containers are perfect for popping into pens and enclosures to make sure everyone's well fed for a longer period and (bonus!) the ground isn't cluttered with food piles. Hay stacks will be perfect for your underground and indoor stables and grazer pens. Bowls and troughs will hold any food items edible by animals, so you can feed meat eaters, herbivores, and omnivores with one container. These new feeding items also have a fancy new mechanic to keep your pets from gathering on the same tile around them. When creatures get hungry, they will walk to the food container, eat, and then return to their original position. This can be seen in the video below: Better Breeding As mentioned before, there is a rework to traits that will provide more benefits to careful breeding of your creatures. 23 new traits have been added, and traits now belong to particular categories with changes to how traits are passed on and calculated. Parents sharing a majority of traits in one particular category increases the chance for all traits in that category to be passed on. Speed trait parents are more likely to have speed trait offspring, draft parents will more likely produce draft traited offspring, and so on. The categories are as follows: Speed - Giving ridden creatures a bonus to their riding speed. These no longer increase the speed of vehicles the animal may be hitched to. Draft - Allowing creatures to carry more, and providing speed bonuses to vehicles with hitched animals. Heavier loads will slow vehicles down, but draft animals will increase speed of the vehicle they are hitched to. Bison will have a large natural bonus on top of draft traits. Combat - These traits focus on combat bonuses, reduction in damage taken, and improving taming. Creatures with these traits can be easier to tame, and stay tame longer. Resource - Effect output for things like wool and milk, as well as the quality and quantity of butchered products. Miscellaneous - General traits with a range of effects like preventing creatures to roam even without a saddle, reducing food consumption, and reducing the chance to pack tiles. Negative traits - ones which have effects that may reduce usefulness. A few rare traits have been added which won’t be seen (or passed on) as easily/often as normal traits. These have wonderful effects like making aggressive creatures permanently passive (hello, house cats!), the ability to produce twins with identical traits when bred, and riding up slightly steeper slopes. Creatures may only have one rare trait. Traits will no longer directly be capped by your Animal Husbandry level. Each trait is now worth a certain amount of points, and you may have points up to your Animal Husbandry level. Rare traits will cost no points against your total. This point system will be explained further once the update is ready to be released. EDIT: There will no longer be negative point traits as mentioned previously due to the idea that priests and inbreeding would be mandatory for breeding the best stock. Shaping Up Beautifully These trait categories bring us to the addition of new shapes for our equine friends based on the traits they posses. This will bring more variety to the look of your herds and provide visual clues to the best use for each particular animal. Malena has made some wonderful images to show the changes, and provided a great explanation of the different shapes. Hot blooded horse: These will be your riding horses, with speed traits. Warm blooded horse: This is the default that we have in the game now (an "all round" horse with no qualities that make it especially stand out more in one category) Cold blooded horse: Stronger and able to work more efficiently. These will be your draft trait horses. Below is Malena's original suggestion post explaining the thoughts behind these new shapes and images of the above body styles in each color of horse: In Game Wurmpedia Polished Remember that peek at the in game Wurmpedia a few Valrei Internationals ago? Well, it's been polished and is looking quite pretty! Here's an image of how it fits in to the look of the new UI: It scales nicely as well! Community Event: Friendship Bay Summer Impalong And last, but not least, here's a shout out for the 4th Annual Friend-a-long! Hosted in Friendship Bay on Pristine in the Southern Freedom Isles. Only players on the Southern Cluster will be able to attend. Here's a link to the forum post for more details: I would love to feature some Northern Isles community events, so if you Northerners are working on one please let me know! I've been watching, hoping to see one to feature. That's it for this issue of the Valrei International! I'll leave you with a picture of the adorable donkeys and the first sneak peek at mules! We do expect to have the animal update released by the end of this month, so be ready to plan out your breeding programs and animal living areas! Happy Wurming everyone!
  6. 43 points
    I looked it up the other day, seven years since I took on the name of Retro, helping out as a PR assistant under RedBaron, I didn't realise it had been so long. And it has been long; it's been a significant journey with all of you, team and players alike. We've seen bridges come (!) as well as underground houses, rifts, and the launch on Steam, seriously too many events to cover all of them (Have you ever tried to make a big deal about being able to place things on tables in a press release?) It's not just about what we've done too; it's about what YOU, the players have done as well. Countless impalongs, events, more than one piece of fanart of me (seriously), and years of good times and some bad puns have passed. With that said, it also feels too short, like it passed in the blink of an eye, and realising that it wasn't last month that Tich told me to "F$%k off" when I casually suggested more stair types, or that Grifo has been calling me Bluto for near two years now, it has been fun. I'm sure by now you're all aware of where this is leading, but I've decided to move on from Wurm and find greener pastures to cause havoc on. My replacement will be the lovely @DemonaNightshadea well known and bright member of the community. She is excited at the opportunity to work with you all to build a cheerful and optimistic community together. I'll be around until the end of March as we work on handover and getting Demona up to speed, and I'll still be playing, roaming Release and other servers while I hunt for bug guts and various bits, so if you do see me around, make sure to say hi. As always, keep on Wurming Retrograde.
  7. 40 points
    When: Monday, March 22 2021 @ 12:30p CET (/servertime) Duration: 1 to 3 hours of downtime expected, depending on the success of the migration. What will be offline? All servers and the shop will be offline during this migration. The time has come to migrate the login server, Golden Valley, from our old ISP to our new provider. This should resolve the stability issues we have seen as of late as well as improve some of the lag we've seen. All servers as well as the shop will be offline for this migration. Updates will be posted on the forums and relayed in the Discord server. MIGRATION COMPLETE! It's worth noting that if you've changed your "hosts file" to fix a previous DNS issue, you will have to remove that change. The IP address for Golden Valley has changed.
  8. 38 points
    you send them the item back regardless of rarity, you don't just hold someones item hostage because you got a lucky roll wtf
  9. 37 points
    Hi everyone, I know that throughout the last few months we have had a massive influx of new players, and I know dealing with the same question about flattening a tile can get a bit much. What I have been noticing is that a few people have had issues with understanding the game and have struggled more than others. In instances like these, it's essential to take extra steps to ensure that we treat these people with the kindness and openness in the community that we pride. Wurm is an incredibly in-depth game, and it's that depth and breadth that sucked me into the world, and I know it's the same for you. That starting step though can be incredibly challenging, and I noticed in the recent thread by MassivelyOP some players felt that the blogger was misrepresenting the game. While I do appreciate those of you willing to step up and help players who struggle with the mechanics, please keep in mind that when you do post on these forums, you are representing the entire Wurm community with you. A player feeling overwhelmed by the amount of depth and choice the game gives them may seem off-putting to some, but I know many would love the idea of a game being as in-depth as Wurm is, so please do treat everyone with kindness even if they do struggle with the game. The Wurm community is something I take a lot of pride in as a community manager, and I know you all do too, so let's make sure that we always put our best foot forward! Retro
  10. 35 points
    We had skill decay for years and people who got to high skill begged none stop for it to be changed as it lead to such a point where people had to grind hours a day to keep 3-4 skills at the same level let alone progress then skill decay was set to 90 then 70 and then it was decided to just take it away as it didnt add to the game it only meant people had to play more or get punished for not being able to play Same goes with item decay the game is all about long term playing not 1-2 months or a year max skill gains now days are so much faster then what they used to be because people bitched that it was to hard to catch up to those who had spend years already playing Imagine the year is 2005 and the highest skill is some guy who lives with tich who has 55 blacksmithing and is charging 5s for ql 50 blacksmithing tools with no enchants and 30-40 enchants would cost 2s a piece extra there is no mass storage no wagons no horses no boats and only 2 servers the cost of a guard tower is 15s a tower and no one is crazy enough to mass make them Back then going away for 2 weeks meant if you had 50 skill you could come back to 49.20 or less even it was horrible and people who got to 90 where basically forced to spend all day doing that single task or risk loosing their 90's easy You do not want skill decay as it adds a chore to the game that is not a fun gameplay loop you want the game to be more enjoyable and last longer find proper fun gameplay loops to add to the game not reintroduce mechanics that where taken out because they where hated by everyone
  11. 34 points
    Hi Everybody. Four years ago, I was real new, and was whining in chat about never seeing a Dragon. I said if I ever did see one (in PVE, of course - Kingdoms would make this complicated) I would tell everyone, and we would all just kill it. Oh, how people laughed at me. They told me of how greed makes people go sideways and if I made any announcement like that someone would come take it, and all the servers would be in an uproar trying to get there, and I had no idea what I was talking about, and what I suggested was laughable. Over the next four years, I came to understand that it isn't so simple. I learned that if you are going to do a public slaying, you gotta give people time to prepare. I learned those who host them are incredibly generous people who spend hours and hours setting these things up, and it is a Huge undertaking. But I never learned that people are greedy and awful. Wurm is full of really amazing people. We all come to the servers and help build an imaginary world together that is made of generosity, teamwork, really hard work, cooperation, laughter, adventures. People have spent years of long hours creating massive Impalongs that were endless days of joy, friendship, competition, and generosity. This last couple weeks, there was a beautiful Impalong that was so completely amazing, it felt like real life. Vooch and his staff were generous and kind to an extent that staggered and amazed me. And yesterday happened. Yesterday, I found a Dragon. First I contacted my alliance member and spewed a stream of all-caps uncontrolled excitement and explosions of glee that were mostly incoherent, but he dropped his anvil and came to help immediately. Then I phoned a friend in the alliance who dropped everything in real life to come help me. Then I contacted two other friends in the game who respectfully explained they were too busy. They kept quiet and didn't tell a soul. When it became apparent a couple hours into this that I was in over my head by a hundred feet or more, I pmmed Stanlee who sat in pm with me for hours helping with how-tos. He agreed to host the event, but we needed to pen it, and I found it in a friggin bowl of dirt on Inde, and after the 4th attempt to mine something suitable for a holding mine, we were 6 hours into the project with nothing but messes to show for it. We needed more workers. So I pmmed people I didn't know that well, but had interacted with enough to like them, and they dropped everything and headed over. Meanwhile, another friend had finally awakened in another time zone and she logged on and sailed over to help after reading my likely incoherent joy-bomb of a forum pm to her. These people put in anywhere from 4 to 12 hours of solid problem-solving and various levels of impressive skills. No one talked. No one tried to take the dragon or get greedy. We finally opened a mine and tried to get the thing into it in order to run a public event, but it wouldn't pull that far. When I say 'opened a mine', I mean we needed five tiles strongwalled, reinforcements, and dirt wagonneered to put all over for the surface. This was not a group of inexperienced players At All. This was in a huge area that appeared like it would be real easy to find a place to pen it, and after digging 200 slope down, still couldn't find rock, and when we did, it was reinforced, or snaking caverns. We went to pull it. We pulled for an hour. By this time, me and a few others had been awake 5 hours into the wee hours of the night past our bedtimes, and had been there for up to 10 hours. I said That's it. I'm doing it. I am going on Freedom Chat and telling everyone to come kill this little monster now. And they came. And when I told them to wait down by the water until everyone was there, they waited. And when I told them to put their tents down and wait by a guard tower and listen to my rules and my plan, they waited. And when we fought it for quite some time, because we were not a huge group, and it died, no one grabbed the corpse except the person I told to grab it. Nobody was greedy. I'm not naive. I know there are bad people out there in the world. But most people are good, and Wurm has a ton of really really good people. We all interact with each other in a little chat box in the bottom of our screens, and in that sacred space, friendships are forged, grand plans are hatched and carried out, ideas are debated, and generosity abounds. I really wish I could have given Independence a big public slaying with time to prepare and a beautiful Stanlee set-up with bells and whistles, or a wonderful Demonanightshade set-up likely with amazing lighting and decor, or that any of us last night could have done that with this dragon, but it wasn't to be. And when I just went on Freedom chat and babbled about a dragon in a sleep-deprived absolutely run-out-of-ideas stupor, y'all were there, and you were all wonderful. You make Wurm awesome, and I Do love everybody. Thank you all.
  12. 32 points
    At the moment, wurm is a very static game. Barring trees slowly eating meadows and stepped and grass at war, not much happens without player intervention. Here are a few simple ideas to make the world feel more alive. 1. Make flowers prevent bushes/trees spawning adjacent (and over) them, unless a tree/bush is already adjacent. This helps preserve meadows, while still allowing forests to grow back over time. 2. Give steppe's more features: seasonal flower variants of their own as well as changing their mob movement priority to high in spring/summer but low in autumn/winter so critters leave surrounding forests in the warmer weather and retreat back in the winter 3. Differentiate between 'beach sand' (10 tiles away from a salt waterlogged tile) and 'desert sand'; the former spawning shells and palms with a higher spawn rate of seals and crabs, the latter scattered cacti and a new set of mid--high tier forage/botanist opportunities to offset the risk of dangerous critters. 4. Cliff-hugging plant species that yield useful resources for climbers who reach them. More so, mountain plants that only grow above a certain elevation to better reward people living far inland. 5. Fern tiles, an alternative to grass that does not impede dense tree growth; offering denser and more dangerous forests in return for faster tree growth rates. Slowly spreading once an area has a thick enough forest. 6. Allow moss to spread inside caves, near entrances to mines and near underground water sources. Let us plant it and bring some green! If a mine tile has a tree planted overhead, give us some roots that can be cut back if desired. 7. Allow swamps to spread more easily far from trees, but make swamps easier to remove. Give swamps their own trees (mangroves) and allow reeds to grow into swamps to provide more resources. 8. Give abandoned (unused) roads a 'mossy' texture after a while; moss clearing once 3 people walk over a tile in 24 hours and only occurring on road tiles that are not highways.
  13. 32 points
    Trade Chat is for Buying/Selling your in game goods or services or checking their prices. To use this channel use the following at the beginning of your message: WTS - Want to Sell, used when you are selling the item/s or service. WTB - Want to Buy, used when you are searching for the item or service and want to purchase it. WTT - Want to Trade, used when you want to trade the first item or service(yours) for another item or service. PC - Price Check, used when you are not sure on the cost of an item or service. When replying to a PC, respond only with a brief message. Do not use this command for discussions. @[Players name] - This will show your message in the trade window, but only to the player you input after the @ symbol. Use the @[Players name], or PM, when you are trying to talk to a player instead of using PC or any of the other lines above. This keeps the Trade Chat clear of the private conversations or deals that are being made. Doing this allows others to see other posts in the trade chat, that were posted before and do not pertain to the current listing. Using PC to respond to a Price Check is still allowed. Discussions need to use the @ command or a PM. Creativity in listings is encouraged! Keep them to a single message post and not multiples! If listing multiple items, consider making a forum post in the merchant section and listing the link in trade. If posting the same listing again in trade chat, keep a 30 minute gap between posts. Multiple posts of different listings are to be kept to 2-3 at a time. Again, this helps allow other players posts to be seen. Trade chat is for in game items and services ONLY. Posts not pertaining to Wurm Online can be moderated at the Chat Moderators discretion. And as always the normal chat rules apply to this channel as well.
  14. 32 points
    We take cheating very seriously here at Wurm Online. This is a community focused game and we do not tolerate bots or macroing. If you see anyone offering any cheats for Wurm Online, ignore them, they will just get your avatar banned from the game, or worse, they are simply infecting you with malware or the like! Wurm Unlimited Modders, we do not allow WU mods to interact with Wurm Online. Please keep that in mind. We want everyone to have a good experience here and we will go after anyone trying to cheat. The following is a few excerpts from our rules. The full rules may be viewed here. https://forum.wurmonline.com/index.php?/topic/123123-wurm-online-rules/ Macro Definition: A macro is any software/hardware that automates the sending of actions to the game server without user interaction and is not permitted. A ) Key locking (IE weighing down a key on your keyboard) is not permitted. B ) Multiboxing (automated sending of actions to more than one client at the same time) is not permitted. Attendance required: Make sure to attend your game session when performing actions. If you use keybinds and send actions that finish often, make sure that your actions have desired effect before starting a new queue in case you watch TV or do something similar that steals your attention. When performing actions that you start more seldom and take a long time to finish (such as fishing or training shields) you still need to verify that you have a valid target now and then when starting the action which should be no problem. In case we notice that you are not attending the game and express prolonged robotic behavior where your actions have no effect you risk being banned for automated play. This will of course not happen when playing normally or being afk. You also have to make sure to respond to any popup questions that may occur due to such perceived automation. Punishment: First offense - Permanent avatar ban. Second offense - Loss of all avatars/accounts and permanent ip ban. - Penalties for macro abuse may be applied at any time pending GM review, even if you have discontinued abusing a macro at time of penalty. Use of the 'G' keys on a G series keyboard, mouse, or other similar product is permitted to send multiple actions simultaneously (without any default, built-in, or added delay timings) in order to fill your in game ACTION QUEUE provided you do NOT use any sort of repeat function. Cheating Definition: * Obvious abuse of any exploit, bug or other method of gaining skill/items that is not as intended. (macros are covered by the rule above) * Sniffing game communication data, trying to hack the server, or altering the client in any way. * Using any tool that directly interacts with the Wurm Online client or with the network communication to enhance game play. * Connecting to the Wurm Online game server with anything other than the official client. * Gaining champion points outside of normal PvP. (example: Draining your own or a friends deeds, or killing avatars provided only as a service for champion points.) Punishment: Varies on a case by case bases including permanent ban and loss of skills. - In the specific case of champion point exploitation all avatars involved will be banned and their deeds disbanded. Bugs & Exploits If you find an exploitable bug, you are required to report it to /support. A ) Non-exploitable bugs should always be reported in the Maintenance Buildings section of our forums. B ) Exploitable bugs should be reported to a Game Master via the /support ticket system in game. C ) PVP activity will not be interrupted by Game Master's unless a bug is deemed critical or game breaking by multiple GM's D ) Game Masters will not respond to /support tickets concerning PVP activity that they are participating in on their player avatars. If you are affected by a bug that prevents your ability to play on your avatar, or you have lost items or skills, contact /support in game. Game Masters can provide temporary solutions or instructions while the bug is evaluated and submitted to the development team for correction.
  15. 31 points
    Around 3:30pm server time on Friday, May 28th we began noticing sinkholes and spikes appearing due to tickets submitted by players. These holes and spikes were not always visible to players until after relogging into the game. After investigating, we decided to perform an emergency shutdown to prevent further damage to the terrain. Upon closer investigation, we discovered a bug in a change to the animal grazing code, which we believe to be the cause of the terrain damage. When updating a tile to reflect the change in grazing, the height must be specified. Unfortunately the wrong height was being passed in, leading to unintended changes to the terrain. Players affected by this issue should use the in-game ticket system to request help in rectifying the terrain damage. Edit: After bringing the servers online, a crash bug was discovered requiring us to bring all servers offline for a hot fix. We apologize for the inconvenience.
  16. 31 points
    Deliverance Renaissance Festival will be holding our Grand Opening Impalong Easter weekend, April 2nd (Good Friday) 18:00 CET / 12pm EST until Easter Sunday April 4th 22:00 CET / 4pm EST. We invite everyone to come and join in the fun and festivities, so hop on over and check us out! Our list of activities include: Players improving weapons, armour and tools Players improving ships, carts and wagons Sermons for priest Priest casting spells on items Climbing wall area to skill climbing or just for fun Fight skill to be gained and fun to be had in our arena Games to play and prizes to be won We also offer the chance for lower skill players to come and gain skill by supplying the needed items to do so. We have a hotel with lots of rooms for players wanting a place to spend a night or two, with double rooms and a few honeymoon suites for those couples that attend. We also have a camp site next to the deed to place your tents. *Looking for high skilled players to volunteer to assist with the improving, and priests for casting, all assistance is greatly appreciated. Staff: Drogos Velvetsun Olufus Tuxi Orando Blazecraze Fossil Theshawv Subie Special thanks to:- Blazecraze - Brick Maker Extraordinaire Orando - Land Viking Sandstone Buster Bunnbunn - Bat Cave Carver Kichi - Ore Vein Removal Olufus - Sandstone Ninja Arka - Carpenter / Deforester We are located at https://deliverance.yaga.host/#1107,156 Deliverance Renaissance Festival Discord Channel https://discord.gg/8RaGbH3REX Deliverance Renaissance Festival Website https://www.wurmnode.com/drf Foot note: The idea of this deed is to create a place where players could come to hang out and meet new people, gain skill, hold sermons, get their equipment improved by skilled players. The dream for the Deliverance Renaissance Festival is a nice place to hold different events through out the year or just a place players can come to if they would like a place to get away to and hang out at any time. * There are lots of rooms in the hotel for guests who would like one, just let us know * Rules / General information *Special Thanks to Hughmongus for sharing these with us
  17. 31 points
    Hello, I wanted to write about my experience here of today's events in Wurm Online. This particular day shows just how amazing game this is and most of all, how helpful and friendly the Wurmian community is. Today, my travels took me to rift on Xanadu. Before battle there was a barista who offered battle drinks before the rift opened. I tasted the splendid wine and was ready to fight. I was doing my battles against the ravaging Jackal monsters, when suddenly my untamed horse started to take damage and died very shortly after. I was scared and shocked; what killed my pony and how do I get out of the fight when all my stamina had drained during combat? Well, I just barely managed to get to the safe zone. I told on local to the fellow fighters that my proud steed had fallen, and immediately I got several offers of help; Nenjisan kindly offered a ride on her cart to fight safely, Thorinoakshield offered me a pony to borrow for the fight. One other fellow offered me a pony as well, but I cannot recall his/her name, so sorry about that. So the fight continued with a new steed and we closed the rift successfully. Thorin also offered a ride to my boat which was few mins away and I accepted the offer! But my day wasn't over. I had set my mind on yet another adventure. I heard about this latino artist on Pristine wanting to learn moves from the Wurmian community itself and I thought I wanted to help him out. But time was running out, so I had to sail as fast as I could. And what do you know, I landed to Pristine 5 mins before the group dance session and asked for a summon. Dunelly was kind to summon me whenever I moored my boat on the shore. And so I was there, Latino Dancing Session hosted by Stanlee and I was right on time. I showed couple of moves to the Artist and he fell the the ground eventually, probably exhausted by the group dance. Pandalet kindly mixed blood to a potion for me. Then night was setting in, sun was getting low. I needed to reach my boat again. Then Jaz asked if anyone wanted a ride to east coast of Pristine, and I hopped in on Jaz's cart. Luckily, his boat was parked right next to mine. What a perfect day. And there I was, admiring the scenery of Pristine, thinking on all the adventures that had occurred today, and especially all the help I got. I was so happy; could I ever find a better community than in Wurm, where I have spent over 7 years? So many folks willing to help, giving advice, doing goods for the community. I wanted to share my story and thank you all for making this community better every single day. Yours, Kadmint
  18. 30 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. (thanks ping) 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. 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. You can combine this with other grinds like mining (queue up bunch of mining actions, when you start a mining action, do a tame, they'll both happen at the same time I think this got removed) or shield training+shield bashing. You can try all 3 at the same time if you want your apm to resemble a pro starcraft match. 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 the thing, rock lands on dirt wall next to you, pick it up, reload. Winches is diff for cata 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, you want average frag ql of a stack of 100 to be around 25 or so for best skillgain. Around a 40ql brush at 90 skill was good for me, but that might not be good for you if you have more/less disbanded deeds in area than me. lowish ql chisel to do restoration afterwards 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 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. Channeling 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 60-80 wound 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, Hunting 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. if you comment below just to argue rethink life
  19. 30 points
    [23:49:32] You have just received the title 'Damage Control'! it's ogre, 100 repair is finally done. no skill tick since I didn't get one to say I reached 100 in skill tab, no idea why not in the time it took me to reach 100 repair, I got 5 affinities in the skill, and even managed to roll the 5th rank affinity roll twice, much to the confusion of staff members (no 6th affinity in repair sadly) I also beat @PandyLynnto 100 skill, so idk that feels neat time for 100 milling next
  20. 29 points
    Hello, Wurmians, and welcome to another Valrei International! I'd like to start off this one by thanking everyone who has reached out to me with congratulations and well wishes. I am very excited to be working with the team and the community in this role, and I have been working on ideas for fun community events and interactions (once I'm all settled in, of course!) This issue is a bit light on the content development side of things, but by the next issue I should have some more news to share with you all! Ready Your Weapons! After some public testing, our new combat update is now live! Fighting will be more interactive than ever, with the ability to choose separate offensive and defensive stances and some new visual clues on how the fight is progressing. Some of the bigger visual changes such as floating text and screen shaking are optional, so if they're not your cup of tea that's okay! We will continue tweaking things for a while to get it just right, and plan to reduce randomness in combat. We are also working on making archery more comfortable, and useful on PvE as well as PvP. To see all of the changes in the update, check out the patch notes below! Achievements Unlocked! Also live with this update is the new achievement system! These will be available both in Steam and in-game. There are 80 achievements to earn, all accompanied by some fancy new icons. They can be found in-game by navigating to the main menu and clicking the new "Goals" button. Community Event - Easter Impalong Easter Bunny is resting up to prepare for the upcoming festivities On Deliverance in the Southern Isles, a beautiful deed has been built especially for hosting community events throughout the year. I'm very excited to share the news of its Grand Opening Impalong scheduled for Easter weekend! From April 2nd (Good Friday) 18:00 CET / 12pm EST until Easter Sunday April 4th 22:00 CET / 4pm EST. I'm sure it'll be a hoppin' good time, with lots of eggcellent festivities. Check out the details on the post below! Our team is growing! And last but not least, I'd like to announce that we have a new contracted developer on the team! They have been working hard in the code basement but are still getting settled in, and asked for just a brief announcement at this time while they adjust to the new role. That's it for this issue of the Valrei International. See you in two weeks for the next! Until then, keep on Wurming
  21. 29 points
    I'm dreaming of a White Dragon Just like the ones I used to know Where the tree tops glisten And children listen To hear slaying at N13 I said, I'm dreaming of a White Dragon With every Dragon blood of blacksmithing May your days be merry and bright So long as you arrive on time Edit: I was gonna sing this whole post, but turns out i'm tone deaf and mixing in much-needed instruments was gonna be a bit much, but there's a link to my attempt anyway
  22. 28 points
    Category: Wacky & Wild My deed on Exodus, Moongate
  23. 28 points
    Being a community manager/relations person has got to be one of the toughest and most thankless jobs in game development. You're basically the buffer between players and the dev team. You often end up being the punching bag for angry, entitled mobs whilst having to keep a calm, friendly and professional demeanor. You get bombarded with questions you're not yet allowed to answer (even though you'd love to), and being demanded of things you have no control over (although you'd love to fix them). Sometimes there may be game design changes from the dev team that you personally don't even agree with, yet it's -you- who must present these changes to the community as if you stood behind them 100%, only to get flooded with complaints and abuse from players who hate the changes. You do it because it's your JOB. Retro thank you for all that you've done. Not only for enduring everything I listed above for so many years, but the numerous other things you've given to Wurm, like coordinating the Valrei Entertainment Network to give Wurm content creators a spotlight and to give Wurm a presence in Twitch/YouTube as well as many other contributions, most of which I'm sure the community isn't even aware of. A big thank you also for the enormous amount of support and love you've given to players who do cool things in Wurm by writing about them and encouraging them here in the forums. The best of luck with your new endeavors and I hope we'll be seeing you around as a player still. Demona: A huge congratulations on your new exciting role! I wish you smooth sailing and many opportunities to shine. In tough times ahead, remember that there are a lot of us out here who have enough compassion and understanding to recognize the challenges of this job and respect the work that your role entails. Although we may not always be as vocal as *cough* "some", we're here in the background and support you. The best of luck. You got this!
  24. 28 points
    Hello wurmians! All time I playing this game, I do miss alchemy potions, flasks and such! And now I feel it's time to suggest this idea here. Probably you will not agree with all potions / elixirs that I offer here, but if you like any of them write of it, dont be careless So! what do I suggest, and why!? First of all - new items: And now time to talk of Elixirs: Regular Elixirs: Cooldown Elixirs: Battle Elixirs: Trowing Elixirs: Creation My reason of suggest it, first of all course its alchemy! i love alchemy and i dont feel here alchemy as alchemy! Secondary course of mushroom usage. There is not so much sence of them in the game for atm. R egular elixirs, can help not only with some effects of capasity, but also gives you nice skill to see for example traits of animals even with low AH. C ooldown elixirs can help with meditation, and faith gain, to redeuce a bit timmer for new players, who didnt join from very begining, when disconnects was renew gains each time F ight Elixirs, will give some interesting turns like when guy with maul hits you pirce dmg, or Ice pillar make acid wounds, that will help to make in pvp more unexpected ways T rowing Elixirs, will also help pvp, atm i see a bit disbalance, when non priest dont have real chances with simmilar by str priest, vacoom bomb gonna fix that a bit So! tell me what ya think of it?! Will we give new Alchemy a chance?
  25. 28 points
  26. 27 points
    "Finally from so little sleeping and so much wurming, her brain dried up and she went completely out of her mind." - Don Quixote (paraphrased) [20:52:17] Natural substances increased by 0.000008 to 100.000000 It is my understanding that this might be a first and as such that I may be eligible for: - a complimentary mental health examination - to select a title for this skill Background: When I set the deed boundaries of Meerhaven back in 2012, I discovered that I'd deeded over hundreds of water tiles that were clay and effectively unusable. A sensible person would have adjusted their deed boundaries a bit and gotten on with life. Well ol' Auntie Sid's been accused of being many things, but 'sensible' is not one of them. I'd managed to get NS up to about 97 and discovered that I had some time off of work in December 2020 and said to myself: "Self, you are practically to 100 in this skill. You've got a few thousand zinc and ten barrels of lemon juice in stock - you should knock that out over the holidays." Anyone that has ever attempted the climb to 100 will be quietly laughsobbing at this point. A roadmap to take your Natural Substances skill to 100: A deed buried in clay tiles A few dozen zinc veins nearby Harvesting every single lemon tree on the server for four or five summers in a row A willful ignorance of the sunk cost fallacy Special thanks to: Efevee and the Drake Peak gang for letting me gnaw on all those zinc veins; @Goldfinchfor encouraging me to follow my dreams; @notstupidbobbfor the very best South Coast gossip sessions; @kgorski(Prospecting), @thorgot (Carpentry), and @Quostin(Bowery) for providing details of their journeys to 100. Y'all really helped. I have what I think is a decent title picked out, but am possibly open to suggestions. What would you like to see as the title for 100 NS? Exclusive interview with Wurmian Monthly:
  27. 27 points
    This Saturday, the day before Easter, we are blessed with a Green Dragon that has been given up for public slaying (barring his skull, that's claimed by the finder, but everything else is being rolled)! I've tried my best with the maps here, but Xanadu is a big place. Might be one of those times where saying "the northmost piece of land on the southern shore of M12" is the easiest way to direct people This is Xanadu. Not one of the smaller servers. Set off EARLY, especially if the winds are bad, or risk missing out! The dragon will be slain at this time, if all goes according to plan: You found the very hidden Easter egg! And a chocolatey Easter to all!
  28. 27 points
    I just wanted to say thank you to the GM team, and to Belisama in particular. I had a bad thing happen to me, and it was partially my own fault. The GM's went out of their way to make things right, going above and beyond what I could honestly expect and hope for. As such, I want to say thank you. Your time and effort are truly appreciated.
  29. 27 points
    Dear Wurmians, It’s been a busy few months since the Steam launch, with unprecedented player counts and four new servers launched, but it’s time to sit around the campfire, share spooky stories, and maybe roast a rat on a stick or two. So take a seat and find out what’s in store this Halloween period (00:01 on the 28th of October until 23:59 on the 5th of November CET) in Wurm Online. Spooky Scary Skeletons The cool Autumn air shimmers with energy, and you feel yourself growing… faint. Halloween comes with strange changes, including skeletal versions of yourself and other animals. Rest assured though, your flesh is still there, ripe for the tasting… Big Smiles Halloween is here, and it just wouldn’t be Halloween without tricks and treats, and do we have the treat for you! All premium members will receive a unique limited edition demon helm upon logging in during the Halloween period! More Treats During the Halloween period, we’ll also be running a 10% bonus skill gain and affinity gain event Time to hunker in your houses, away from the strange sounds in the woods, and the eyes you swear you can see glimpses of between the trees… Or, you can brave the dark and head out to hunt creatures twisted by the dying light, and find special Halloween themed items, some from stories past, and one entirely new. Work continues on our more extensive plans over the coming months, with our roadmap shared at the start of this month! If you missed it and would like to see what we have in store in 2021, check it all out here!
  30. 26 points
    In short, players are heavily rewarded for playing on PvE servers, whilst a lot of people feel there is little reason to play on Defiance unless there is an active PvP engagement occurring. This is super unhealthy for the PvP community, and if changes aren’t made, the population on Defiance will eventually die. Some of the reasons people frequently choose to play on Freedom rather than Defiance include: More frequent rites, and therefore more sleep bonus. There are a lot more rite casts on Freedom than on Defiance due to the higher population and more concentrated number of Vynora priests. Risk free crafting. Risk free hunting. Items you make can be sold for silver, whereas on Defiance people are more likely to provide items for free. Ease of crossing between Defiance and Freedom. Instead of the Chaos/Freedom isles relationship; where you must sail between servers (which is a risk in itself), portals currently allow you to cross at a moment’s notice in order to respond to PvP. The Path of Knowledge level 11 ability which grants 25% bonus skill gain. This is unattainable on Defiance. Essentially, playing on Freedom just makes a lot of sense for the individual, but if everyone does the same, this has a negative impact on the PvP community. Usually high difficulty is rewarded in Wurm, as it should be, which is why I suggest adding incentives to play on PvP rather than removing features from Freedom: Hunting should ALWAYS be good on PvP. Right now it is terrible, particularly in the south. Spawns should be crazy high. Starter zones could be spared so new players don’t get overwhelmed. Rites could have halved requirements on PvP, and scale with number of active priests in that religion. (Or a timed cooldown, half requirements on PvP might still mean more casts on Freedom). Looting battle camps could give 1 hr sleep bonus to all in local. Valrei missions: If the Defiance server rewards are as the same on Freedom it’d make no sense, as there’s no risk to completing Valrei missions on Freedom. On Defiance, these missions should be more frequent, they should encourage going into enemy lands, and they should give lots of sleep bonus and other rewards for all participants. (My suggestion is keep Valrei missions the same as they currently are on Freedom, but buff the rewards on PvP. Note that this DOES NOT mean adding moon metals or similar to the PvP Valrei rewards.) Exclusive skins that can only be acquired on the PvP server. These could be gained through Valrei missions, HoTA rewards, or maybe as rewards for having high battle rank. These skins could be transferable to the Freedom servers to allow people to show off their pvp-gotten-gains. Some sort of penalty to using a PvP portal, a timed CR nerf or similar. Increased skill gain? Nothing as drastic as Epic, but instead a 10% bonus to all skillgain. These are just some ideas thrown out there as examples, as there are plenty of other ways to increase incentive. Feel free to add more suggestions, like, comment, subscribe, etc. It should also be noted that this thread links up with this one here:
  31. 26 points
    In a celebration of old videogames that paved the way to Wurm, I present: Form a party and take on the Venerable Black Dragon Hatchling! In this epic 2006-era game you can team up with your friends and take on this incredible beast! Your party will get armoursmith blood and hide (100% drop rate) with a chance of getting the Bone, Skull or other parts! This world event will be taking place at this time: Be sure to get there early to not miss out! Also given how well it was received last time when I accidentally put the time an hour later, I'm considering a general change to a new time. This hunt uses the usual time (7pm UK time), but I have a poll to see if moving it an hour later would be a popular choice. The time for this slaying will not be changed by the results of this poll, instead it may change future ones. Edit: yes, the poll does close at the time of the slaying
  32. 26 points
    When I was a young hunter My bull took me into the steppe To see a black dragon He said, "Son, when you show up Would you be the stabber of the dragon At 7pm UTC Sunday?" He said, "Will you defeat them? For scale, and potions of carpentry That's planned to be rolled off?" "Because one day, I'll get there early To lead you in the cave To kill the black dragon" We're on the map! X17, Y31 Dress code is emo/goth (pastel/neon goth is both legitimate and allowed) Fabricant is challenged with getting MCR Midis Get there early because I only wait if a GM tells me of crossing issues. Light breezes cannot and will not stop me
  33. 26 points
    Yo listen up here's a story About a little dragon that lives in a blue world And all day and all night and everything he sees Is just blue like him inside and outside Blue his house with a blue little window Located at K14/15ish And everything is rolled for him and his tent And everybody around Cos he ain't got nobody to listen to I'm blue da ba dee da ba die at this time
  34. 26 points
    A lost Blue Dragon has been found. If no-one comes forth to reclaim it, it will be slain publicly. I've been told it's been stored about here: Which is "K14/15ish," a deed called "Whose is the Big Blue Boy" And the deadline to claim it is this time: Usual terms & conditions apply: No amount of evidence is sufficient to prove this dragon is yours - we're definitely killing it. All loot will be rolled. Even fantastic bones. Your safety is not guaranteed, for best results bring a tent. Your inclusion is not guaranteed, for best results arrive early. You can bring alts if you like. Absolutely nothing will be done to ensure their survival. This dragon drops butchering potions and scale, so if my PC is running at a normal frame rate I'm going to be seriously disappointed. Remember when lantern snuffing at events was a thing? I mean, it still should be, but it's pretty hard to snuff a glow ring. Ever notice that diamonds are white, but in a deck of cards they're red? I forget where I'm going with this, but we need purple dragons. Maybe they can have digging potions. The time is not to be considered finalised until up to 12 hours before the event, as it may be subject to change. Please take your tents when you leave. But also something completely different: More events like this should be had. The uniques and their rewards should be enjoyed by many, not few. If you're interested in causing more events like this one, I am calling for any and all people interested in hosting full-loot (only), public events on any servers! Worried you might not have what it takes? That your contribution may be minimal? You'll be surprised at how useful a few people can be, even if they're not up for penning! Get in touch and we'll see what can be done! The only way we can take back more of these events is organising! So get in touch with me (ideally ingame, but forums if you have to) and let's get these rolling.
  35. 26 points
    Wow, what a launch! It's had ups and downs but on the whole it's been amazing! We have smashed all time records peaking at a concurrent 2200+ users! It's big times for Wurm and we'll continue on making them bigger, so let's get into what's happening! New lands found! After the massive influx of players with the launch on Steam, the lands of Harmony and Melody have quickly become densely populated as new players find their home. We've been monitoring deed density and player count, and with the continuing growing player base, we've decided to launch another server to accommodate all the new players! Cadence will be a 16km x 16km map equal to Harmony, with a focus on waterways providing plenty of coastal lands. We will be launching this server on the 21st of August, so get prepped! Priest faith After announcing our intentions to merge faith, we have been listening to your feedback on the matter. We spent time discussing this internally and have decided to not go forward with the merge. Our initial goal was to address the meta of skilling on PvE servers while being priests within PvP, but given your feedback, we're willing to change our plans. We want to encourage priest play on the PvP server rather than skilling off the server and will work on a more agreeable solution. Priests, links, and favor As we have worked on addressing balance issues with priests and linking, we have spent considerable time reading through your feedback on the forums and in-game. The appeal of linking multiple priests is due to the way the existing favor regeneration and sacrificing systems work. With this in mind, we will be introducing a new system to address those weak spots within playing a priest. Expect to see a discussion post regarding that soon! There's plenty more in the works and we're looking forward with working with all of you in making sure it continues to improve Wurm as we keep the ball rolling after the amazing Steam launch! I'll be continuing to farm and smith (more likely stand around idle) and I know you will too, keep on Wurming! Retrograde & the Wurm team
  36. 25 points
    Hello reading people , please keep reading thanks The game that made my mind in order 99% friendly people everywhere I sometimes scream and shout to Wurm Staff Ca and other Wurm helpers , But its because i really love the game , So sorry if i ever hurt or misbehave (i did sometime), Here is something for you : I'm really impressed what you guys/girls are handling and still trying to make wurm grow and blossom. Keep Doing it please. Your a footnote in my life.! 1 Hour wurming a day takes your pain away Happy Wurming! Aroma
  37. 25 points
    Category: Wacky and wild? Church of Magranon, Rangers Haven, Xanadu
  38. 25 points
    give butchering a tiny chance to get rare and supreme bones like digging has. it would give people more incentive to butcher the mobs they kill and it makes sense
  39. 25 points
    So, there I was, sailing home from the latest Cadence rift, when as I attempted to cross the server I was attacked by sharks and knocked from my ship. Not wanting to drown, nor be shark bait, I attempted to get back into my ship, and boom, I was knocked back out again. Over and over this happened until I logged out. Long story short, I was stuck and teleporting. After relogging, I was able to finally pull my ship away from the server border and regain my bearings. But my trusty sailor hat was missing, as was all my other equipped gear. Starting to panic I looked all over around me in the water, but could find nothing, not even a stray fish. To make this story even shorter, I submitted a ticket to see if my lost items could be found, then I sailed home to rest after a long hard fight at the rift. Within a few short hours I was contacted by the CM/GM team and they went to work finding my items at the bottom of the ocean (database really). So in the end, my missing items were able to be fished out of the depths of hell and returned to me, a bit water soaked but still intact! I know many times the CM/GM team are on the receiving end of unhappy players and often times it is the bad or complicated issues that are pointed out and see the light of day. I feel it is important to highlight the opposite as well, as often times gratitude is not shown or thanks given where it is due. So this is me saying thank you to the CM/GM team for rendering help when needed. I know this is a game, but so much of our lives are invested in what we do and who we meet in these wonderful worlds, that this experience of outstanding service and concern brought a tear to my eyes and a smile to my face. So I tip my hat to those that helped me and the rest of the team. You know who you are! Thank you for making a bad day good!
  40. 25 points
    Combat Overhaul public testing If you haven’t tried it out yet, make sure to go on the test server and check out the combat changes. With the intention of making the combat more interactive and readable, we’ve changed up a lot - the stance mechanics, special moves, and we gave it all a lot of visual feedback to keep your eyes away from the combat log, and all on the action. Here’s some more details on it! What about content? It's been a while since we've released larger content updates, but rest assured, we are working on some exciting things! The combat update, which we expect to go live as soon as the public testing concludes, is only the beginning. Following the roadmap we released last October, we have two larger content updates coming in the near future: First is an improvement on animal keeping mechanics, slated for this spring (so not too far off!) Second will be an exploration themed update, planned to be released this summer. Exploring the lands will be significantly more interesting and rewarding. It'll happen around Wurm's 15th anniversary, so watch out for anniversary events around the same time! We’ll release some more details as we approach the release of those updates. For a refresher on the roadmap, see below: Old UI client While we’ve always mentioned the old UI client would be going away, it’s only now that we have features coming in that won’t be able to support it anymore for future changes. You should expect the old UI client to be removed sometime between a month and two months from now. There have been many improvements to the new UI since it was released, the most recent of which addresses the issue of it being too bulky - a new “Text scale” option was added, in addition to “UI Scale” that was there previously - make sure to play with that if you haven’t yet. (Setting UI Scale to something low, yet text scale to something higher, allows you to make the UI look less bulky while maintaining readable text) If that doesn’t solve all your new UI worries, please make sure to note them in the appropriate feedback thread, so that we can have another pass of issue fixing on it before the old one is no longer available. Community Manager Role As you might have noticed, with Retrograde’s announcement, the role of Community Relations Coordinator, and related assistant roles, have been changed to simple “Community Manager”. While it’s mostly semantics so far, the intention of this change is to have a less hierarchical structure that can just focus on the developer-player communication and other aspects of community relations, as well as make the position more suited to be occupied by more than a single person at once if such a need arises. For now though, please welcome DemonaNightshade as our new Community Manager! Please go easy on her, at least until she’s hooked in for good Hopefully she’ll be handling the next news posts, and I can go back to the code basement. Meadhalla Make sure to check out Stanlee’s upcoming event, Meadhalla. Puns not optional! That's it from me this week - thanks for your attention, and keep on Wurming!
  41. 25 points
    [20:56:51] Scythe increased by 0.000008 to 100.000000 So that's a thing I did and I've decided on Reaper of Souls as the title. Massive thanks to everyone who's shown me support over the last few month, you know who you are.
  42. 25 points
    ORIGINAL POST Hey everybody! I hesitated quite a lot before starting this post because I'm well aware that there's hardly any reason why anyone else would be interested about my play style, about my adventures or about my progress. Yet, in the end I decided to do it anyway, just because I wanted to show other (new) players that there are a lot of different ways you can play this amazing game and to encourage them to have the courage to choose the path that suits them best (whatever that would be), even if it a less walked one. There are tons of approaches you can choose from when it comes about Wurm, but there's not a single one that you absolutely must follow. Some background info and early decisions 1. Being such a complex and awesome game, Wurm can easily become addictive and since I always try to maintain a healthy balance between the different aspects of my life and stay in control of my time, I decided early on that it's very important for me to set a hard limit for my game time. And, in the end, I decided to settle for 60 hours of game time per month, so an average of two hours per day (sure, some days it can be more, some days it can be less, what's important though is to not go over the limit by the end of the month), which, I think, puts me right in the "casual, yet somehow dedicated player" category. 2. I did purchased the new player bundle with two months of premium time and five silver coins for €11.99 and I have to say that it is a really well thought deal which I would recommend any one, since the five silvers are more than enough to allow you to set your initial deed (presuming you stay within a decent size). For the future, I will only pay for my premium subscription and not buy any silver coins, since because of my low upkeep, I should be able to easily pay it with the money I'd get from selling my sleeping powder. Jury is still on if, when my initial two months of premium time will expire, I should continue to pay month by month and not commit too much on a new game or go full in, make a large, one year purchase, and enjoy quite a hefty discount (€5.99 instead of €7.99 per month). 3. I decided to stick with a 21x23 (483 tiles) size for my deed, without a guard, for a couple of reasons. One was that the setup cost was lower than five silvers which were included in the initial package (exact price was 4s 83c, which include three months of upkeep) and the second one was that it kept monthly upkeep cost to one silver, which is the minimum cost anyway (any deed smaller than this would still cost one silver, so there wouldn't be any savings and basically no reason for going smaller). Also, while there was definitely a temptation to go bigger, I couldn't really justify the extra costs, since 483 tiles is plenty of space for as a single person, and as a casual player I actually doubt I'd even have time to take care of a bigger deed anyway. 4. I made sure that I understood (and accepted) that there are a lot of people willing to invest much more in Wurm than me, both in terms of time and money and there's no way I could even dream to compete with them. That's why I decided to not even try to compare myself with anyone else, but just focus on my little place and on my personal progress, both done at a pace I'm comfortable with and that's what I recommend you all. It may look like snail speed to some people, but, guess what... it's not important what they think, but what suits us and what brings us enjoyment. My deed (where things start to get weird) I decided that, despite the many inherent disadvantages, I'd really to have a little private island all for myself... ideally I wanted an island to match as close as possible my desired deed size (about 500 tiles) - not too big (because I wanted to keep in control both my costs and my required time to maintain it), not too small, with at least some rock layer (essential) and, ideally, also with some clay (optional)... found a few amazing ones, but I was beaten to them on the land race grab race, so I could only congratulate their owners and keep searching. And just when I was about to give up, I managed to find my little paradise... it's not perfect, it's not what I wished for... it's (much) smaller than i hoped, it doesn't have any clay, but hey, it's mine and despite all its flaws I really love it! It has some rock layer, although not very much, but I'll try to see if I can raise at least a few extra tiles out of water with concrete (crazy much, isn't it? hahaha). It is located on the border between K10 and K11 on the Melody server (not the bigger island there which belongs to my neighbor, but the really tiny one - basically just a dot on the map - south west of it) and here's the first deed planner export of it (I wish that I would have taken one on day one, but I didn't knew about this feature until later on, when some heavy digging/rock revealing already took place): https://warlander.github.io/DeedPlanner-3-web/?map=https%3A%2F%2Fpastebin.com%2FzxG79GU3 My play style (where things get really weird) While I definitely don't recommend this play style to other people, I decided to set some extra challenges for myself: first of all I dropped all the starting tools and started from scratch, then (and that's the really crazy part) I also decided to never use any enchants, runes or items that I haven't gathered, crafted and improved myself. Talking about the distribution of my play time, I realized (only after it became a burden that almost made me quit the game) that they key to manage to make any progress as a casual player with limited play time is to try to minimize the time spent on daily chores as much as possible (I wrote a bit more about this here) and not spread your resources too thin, but instead try to focus them on one mini-project at a time (I wrote a bit more about this here). What I have achieved so far (updated) This list will always be updated with all (or at least my most noticeable) achievements: - took my time and found a place that I really love for my first deed - made a set of basic tools, including flint and steel (which was the last one) to replace the starting ones that I dropped on day one - made 1x1 shed, with a bed inside, so I can start getting sleep bonus - joined a religion (so I can enjoy follower bonuses), made an altar, and leveled my faith to 30 - made a meditation rug, meditated to level 20 (so I can start the CDs), joined Path of Love (so I can start the CDs) and already reached level five (which means I can refresh myself now) - got to 21 body control (so I can ride horses) and to 23 body strength (so I can load items) - made a large cart and a row boat so I can move freely across the map (still in the plan to add some rafts to them for extra storage, but I just started with that) - made a FSB and about ten BSBs to store my mats (started to sort them based on ql already) - made a forge (although not having a mine yet, and still rummaging for my iron) - made a larder and filled it with some snowballs (not many though, because of time constraints) to help a bit with food conservation - got myself a couple of horses, started to breed them and I now have some foals and waiting to start the second generation - started a really small farming plot for cotton and wemp (not vegetables because I plan to relay on the Refresh ability from the meditation path) - improved my items as much as I was able to based on my mats ql (that was about 18ql for wood items, about 9 ql for stone items and, please don't laugh, about 3 ql for iron items) and I plan to improve them all to 20+ - and most of all worked on terraforming my deed - I exposed all the rock above the ground and now I'm working with dredging dirt from below water on the additional tiles, to see if I find tiles where I'll can potentially rise the rock level above water with concrete Characteristics and relevant skills (updated) Characteristics: - Mind: 20.18 --- Mind logic: 24.26 --- Mind speed: 19.94 - Soul: 14.60 --- Soul depth: 21.95 --- Soul strength: 20.05 - Body: 22.58 --- Body strength: 23.39 --- Body stamina: 22.56 --- Body control: 21.92 Skills: - Prospecting: 14.14 - Climbing: 29.03 - Mining: 13.39 - Digging: 69.51 - Smithing --- Blacksmithing: 19.03 - Tailoring --- Leatherworking: 16.23 Nature: 30.57 --- Gardening: 22.84 --- Foraging: 36.91 --- Botanizing: 22.74 --- Forestry: 16.91 --- Farming: 14.64 --- Meditating: 36.94 --- Animal husbandry: 35.00 - Miscellaneous items: 37.70 --- Shovel: 44.28 --- Pickaxe: 15.14 --- Repairing: 26.24 --- Sickle: 14.49 --- Hammer: 13.47 - Axes: 12.45 --- Hatchet: 12.78 - Woodcutting: 20.11 - Carpentry: 40.82 --- Fine carpentry: 22.36 --- Ship building: 13.94 Deed plan (updated) Deed plan: https://warlander.github.io/DeedPlanner-3-web/?map=https%3A%2F%2Fpastebin.com%2FbGdecawN Current projects (updated) 1. build enough BSBs so I can have one for every 10 ql range (0 to 9.99 ql, 10.00 to 19.99, and so on 'till 90.00 to 99.99), then some more for my dirt and sand 2. build a second large cart and fill it with seven rafts to work as a mobile "large chest" 3. level my woodcutting to at least 25 (which will be kinda slow since with only a rowboat I can only cut and haul home three trees at a time) and gather a reasonable supply of 25+ ql logs, so I'll can start improving my wood items up to 25 ql (and then have to worry about reimping 'till they drop to 20ql) 4. level my mining to 25 (which again will be kinda slow since with only a rowboat I can only haul 40 shards home at a time) and gather a reasonable supply of 25+ ql rock shards and iron lumps, so I'll can start improving my metal and masonry items up to 25 ql (and then have to worry about reimping 'till they drop to 20ql) 5. improve all my items up to 25 ql (which, again, will probably take quite a lot of time since my skills are really low) 6. finish dredging the edges of my island, so I can see exactly what tiles I'll can raise out of water with concrete later on 7. raise the NW corner of my deed above water level Final thoughts Although I know there won't be many (if any) interested in my diary, I'll keep updating this at least once per month for as long as I'll keep playing. Comments, constructive criticism and advises are more than welcome!
  43. 25 points
    Making the same mistake spreading the servers thin.
  44. 24 points
    [12:44:15] The venerable angry black dragon hatchling shakes the earth! X17 Y31
  45. 24 points
    In the last patch notes This change removes many fun game play aspects including being able to play a priest on pvp and craft on pve. It also forces all pvp hots players to be lib on pve preventing them being vyn for the skill gain bonus for example. I am suggesting to NOT make this change and leave things as they are, If you agree to keep things the way they are +1 this post if you want the change please post why,
  46. 23 points
    I'd really like it if the text for different traits is coloured so we can easily identify them. Green for speed, blue for draft and red for combat.
  47. 23 points
    We had an outage today that affected the following game servers: Xanadu Affliction Elevation Harmony Celebration The outage lasted approximately 45 minutes. The cause of the outage was a configuration issue. Our new hosts are configured with tools to match our needs, which means that we can more quickly recover should hardware issues crop up. A bug in the configuration tool lead to some hosts being improperly configured outside of a maintenance window. The resolution was to roll back the configuration on the hosts and restart the game servers. Our provider has assured me that while most changes undergo testing, this was somehow missed and they are working on updating their procedures to ensure such an outage does not happen again. Thank you for your patience.
  48. 23 points
    Introducing Wurm's newest event: Meadhalla is a social event taking place on the Last Saturday of February. It will take place at J10 on Release, Southern Freedom Isles. While we're not able to leave the house, we can still get together here! Come along, tell jokes and join in the events. We have: Mead 4 checkers tables Show-and-Tell Pin the pile of rocks on the pheasant More mead Cheesy Puns Deadly obstacle course Fish slapfights Photobooths So much mead And more! "Well what do I need to bring?" Yourself, but also a couple of items for the events, as outlined here: Cheesy Puns : When renaming regular items, there is a limit of 20 characters. Your challenge is thusly: you must make the lowest QL cheese you can manage, and fit a pun into those 20 characters (it doesn't have to be about cheese) to truly have the "worst pun." Show-and-Tell : While watching Wurm streams, I've noticed sometimes people had unusual items, or items special to them. Bring them along, equip them in your hand (do not drop them) and tell us what makes it so special! Here's your customary timer, it shows the start time but the event will run until the crowds thin out: And some disclaimers: No, this is not an elaborate unique announcement. There are no uniques here, and I have no intent to take one here. None of the events have prizes; this is by design, though there is a little something for completing the deadly obstacle course. Do not drop items you are not willing to lose, I cannot keep track of them. You're likely to get diseased coming here, but that's something the food and drink present should shake off no problem. You enter into the Deadly Obstacle Course of your own will, knowing the consequences can contain (but are not limited to) death. Drink responsibly.
  49. 23 points
    Every response seems to indicate "no worries everything will be fine," yet there appears to be no substance to any of it. How much is "little to no" moon metal? Because in terms of seryll rings, a single 1kg lump provides a lot of seryll rings. Give some actual numbers here instead of a vague, meaningless amount. Beyond that, the statement "little to no" is misleading or false itself since it's impossible for there to be "no" moon metal. The correct statement, if true, is "there is little moonmetal on the northern isles." Yeah? What's this "LOT" going on? Because we haven't heard anything for months and haven't gotten any significant content since it launched on steam half a year ago. If you are working on combat, why are we not hearing anything about it? Where did VI every 2 weeks go, showing off upcoming features? If there's actual work being done, show it in progress. Give updates on what's happening. This whole "oh we can't talk about it because it's not done yet" mindset is absolute garbage and causing people to leave the game thinking it's no longer getting content. Myself included. This feels like a massive deception to get people to pay sub with empty promises. Really? They're "growing very organically?" Do you have some data for that? Everything that's public seems to imply that it's declining very organically, back to the few hundred total players that have been playing the game since the very start. I'd love to see the counter argument for how the game is growing right now. Is there some metric that we cannot see that shows growth? If so, please share. Monthly? The last patch was November 9th and today is December 17th. What this might look to you is that there's other work going on behind the scenes. What this looks like to the players is that nothing is happening for an entire month. It doesn't feel that way. The only significant changes since the start of the Northern Freedom Isles to now has been the pending favor rework (a few days of development), the halloween event (a week or so of development), changes to Defiance such as supply depots and HotA rework (a few weeks of development), and the migration to a new server host (unknown time). If there's multiple paid developers working on the game, what have they been working on? With such a huge influx of players from the Steam launch, why does it feel like development pace has slowed down instead? It's time to drop this nonsense "work behind the scenes and show nothing until it's done" mentality, because the gaming industry has moved far past that. As a result, all the players who tried the game during the Steam launch are moving far past this game. If you're working on something, tell us about it, give us details, and actually settle concerns instead of continuing to provide false promises.
  50. 23 points
    Instead of spreading players out even MORE, I'd love to see some innovative ideas to encourage new players to join up to the older freedom clusters. There's lots of space (hi, 10 players on celebration...) and offering a handful of perks or some encouragement could go a long way instead of (yet another) server.