Eldurian

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Everything posted by Eldurian

  1. I do have a concern though that the epic model described of occasional wipes and bringing some kind of a reward back to a permanent server is basically the Crowfall business model, putting Wurm in direct competition with and up and coming PvP sandbox:
  2. I knew a lot of people on epic who sometimes played on freedom or at least maintained alts on freedom. They didn't maintain a fleet of bad characters. They had a small number of good characters. Porting over the character as a whole character each time would generate a fleet of bad characters. Porting over the XP to a single character would help maintain a single good character. I could see porting over as a new character or adding the XP to an existing character being something you can choose between but I can tell you that if I was forced to make a new character each cycle, I wouldn't play epic. If the XP was ported to my freedom character of the same name then I would.
  3. Transporting characters to freedom would just end in a bunch of PvPers with a ton of freedom characters that they don't want to play. Transporting a portion of the XP to your character of the same name on freedom so that you get your epic XP added to the same character every time they wipe epic would feel like a real compensation for the wipe.
  4. In all honesty the reason I favor a merge is if they added your XP (adjusted) to your characters on the Chaos/Freedom cluster is because then I would have my epic skills on Freedom. Wurm PvP is dying. Especially on epic. Freedom is doing great. While they did specify that those characters would be separate forever I think most of us who played on epic were building characters under the assumption that there would be an active server for them to play on as long as there was a WO. Now that epic is dead, and freedom is not, I'd really like to see some of my (adjusted) xp carried over so it doesn't feel like it was all for nothing.
  5. It was fun while it lasted. I would simply to be happy with any of the XP/Skills I spent so long building on epic being rolled over to freedom/chaos at this point: I think the saddest part about that is that Epic isn't a single island. It's a 16x16 with three 8x8's attached. And it's being beaten in population by a single 16x16. I know I'm not willing to invest any more time in a server cluster that clearly has no future. Regardless of how much more time I've spent on my epic skills than freedom skills.
  6. Ah well. At least they are well set up for yo-yo making.
  7. The combination of woodcutting and Wild Growth is pretty damn awesome. That's a very complimentary skill/spell which makes wooden sac items slightly less awful.
  8. I know that. But Forest Giant's Strength is a Fo Spell. I believe they are practically the same spell with a different name? As to the sac items. As someone who's admittedly biased because I had high farming and cloth tailoring on my Fo priest I don't like either of those sac items. I guess it's cool you get options but both of those options seem inferior to cloth squares. That makes Fo a better dirt factory / better with all the shared non-combat spells though Nahjo is still the ultimate dirt factory.
  9. Not a bad spell list at all. Looks like for combat they are a buffer with ice pillar. Oakshell is insane levels good in PVE and pretty rocking in PvP if you can avoid disenchant. Adding Willowspine and Hells Strength to it covers most of the good Fo buffs. Overall I think.... meh. Healing is better. But you also get Dirt, Courier, Wild Growth and LT. That covers most good Fo non-combat spells other than Genesis. Then you add in Web Armor and Nimbleness. Two first rate enchants that DON'T require linking. Not taking into account sac items, passive abilities, and limitations this looks like a priest for people who want Fo Buffs but a better set of non-combat spells.
  10. So I'm curious about something that will probably need to be answered by someone who has done a detailed dock before. With regards to docking ships I know that Caravels need a 3x5 space with a depth of 20. Cogs and corbitas 2x4 with 20 depth etc. The part I'm curious about is slopes. Say I make a dock slot that is 3x5 with 20 depth in the deep part but 0 depth around the 3 sides. Will that work to dock a caravel or will I need to expand it or increase the depth?
  11. To be fair Chaos is the oldest server still in existence. Older than any of the freedom servers. They probably aren't all that used to adjusting.
  12. I'm not sure we would shut down too many PvP servers / make the map too small. I think a lot of people kind of enjoy living somewhere that PvP is possible but they are a long distance from the action. Forcing them into tighter quarters with the major raiding groups is very likely going to lead to a lot of them rage quitting. I'd rather have those remote settlements that are raided infrequently out there than have a lower population but easy access to all settlements for raiding. Merging elevation and chaos makes sense to me. Shutting down the home servers doesn't. (Currently living on Elevation with no plans to return to the home servers)
  13. Perfect. Thanks. Sorry on the slow reply. I had her install her gaming mouse and adjust the sensitivity of her computer for that, and that fixed the problem. So I kind of forgot about this thread. Great info though.
  14. Correct me if I am wrong but challenge was something that required you to level up a fresh character. In order to be very successful in challenge you had to take time away from your main character on epic or chaos and work on your challenge character. This idea uses your epic character and really even requires you to have a good home base to be very successful on Jackal. The building decay rate also makes trying to build a base there outside the outpost the protects you from spawn camping a waste of time. It's far more comparable to Darkfall dungeons than challenge. You go there to kill crap and gather resources with a high probability of encountering and fighting other players. It's really barely comparable to challenge at all.
  15. You're talking a re-skin of epic portals, a reskin of oaks, a reskin of boulders, a reskin of mycelium, 1 new creature (manticore) if you're ok with using hellhounds and valrei mobs, and a few items that are slightly altered versions of existing ones. Prettymuch all the code to do this exists already and most of the models exist if you just tweak the colors a bit.
  16. "The great part is this won't hurt normal PvP much since 99% of that happens when people see they are being raided on their twitter feed or it goes out in global/teamspeak that raiders are in the area. It just gives people a more dangerous/rewarding alternative to do all your mining/logging/foraging in secured mines or right off deed." The lack of PvP hotspots is honestly this game's main issue. I remember in Darkfall if I wanted PvP I would go cap a village or hit someone's rare ore mine. In this game personally, if the defenses are thick and there are defenders there I'm not even interested in raiding. This game is in desperate need of a go to place when you want a fight that doesn't happen once a day / where people can't just hide in a mine if they see more enemies than allies in local.
  17. "You see Jackal, flowing with the blood of the damned." Premise: New object called Jackal portal is created on epic. Using this portal teleports you to Jackal. You can bring objects with you both ways. Jackal is an extremely small map. The size should be designed to make encounters with other players very frequent but still large enough that it's more Open World PvP and less just a straight battle arena. Details: - There is NO local list. You cannot see when people are near you in local. However it's easy to hear footsteps on the ground type there if they are fairly near. This is to avoid people running back to portals the minute they see the enemy has more people in local. By the time you hear/see them the battle will be difficult to avoid. Think Darkfall. - HoT's, JK and MR start with a small fortress much like High Hopes, Gloomshade etc. except smaller. PMK's get a deeded spot with a portal but have to build their own fortress just as they have to build their own capitols. This is simply to avoid portal camping. All other locations have insanely high decay rates on structures. -NPC's from here range from large amounts of hellhound type enemies (fast, large, aggro range moderately tough) to small amounts of dragon strength enemies. This is to ensure that people bring decent gear with them. Anyone with crap gear should get shredded by the weaker mobs in short order and stand no chance against the tough stuff. Items found on Jackal - Blood iron / blood steel. This is the same as iron /steel in every regard except a very small bonus (Somewhere around 2%) to the effective power of enchants on it. Color is an almost black shade of red. Found fairly frequently. - Fiery blood iron / blood steel. This is to adamantine what blood iron is to iron. Appearance is same as blood iron except with some lava like veins covering it. Uncommon. Found on super strong NPCs or as a reward for PvP events that happen on Jackal. - Blood oak trees. Blood oak wood is to an oak wood as blood iron is to iron with the exception that it has the willow bonus for bows and the maple bonus for arrows. Blackish/redish/brown in color. Found fairly frequently. - Scorched blood oak trees. This is to oak wood what fiery blood iron is to iron. Uncommon. Found on super strong NPCs or as a reward for PvP events that happen on Jackal. - Various Jackal unique herbs. High potency (3-5) as HC ingredients and add 10-20 points to the difficulty of any HFC dish they are used in. - Manticore eggs. Can be hatched to produce manticores. Manticores are dominatable (but not tamable) and ridable at 35 BC. Comparable to a well traited hellhorse but deal damage comparable to a troll and have higher natural armor than HH's. Can be equipped with saddles and mount armor as well as metal claws which function as both horse shoes and weapons. These are a pretty rare find. (This is largely to bring some relevance back to the dominate spell post 31 BC.) Summary This creates a small zone with some worthwhile items to get people heading out there. The small map and lack of local will ensure greater quantities of PvP than any other epic island but it's still large enough that it feels open world / that people don't feel there is no point in going if you don't belong to the dominant PvP group. The great part is this won't hurt normal PvP much since 99% of that happens when people see they are being raided on their twitter feed or it goes out in global/teamspeak that raiders are in the area. It just gives people a more dangerous/rewarding alternative to do all your mining/logging/foraging in secured mines or right off deed.
  18. The "Lazy enough to go to epic" thing is a joke. I went to epic because I wanted to be on a PvP server that actually has people. The combined epic servers are far bigger than chaos, and unlike Freedom/chaos there is nowhere on the epic servers that is 100% safe. Sure the grind is lower but it's a harder place to live. Anyway that said, transporting us to freedom with all our epic skills is a slap in the face to all the freedomers when we gain XP at 2 times the normal rate. I like this move but only on 2 conditions: 1. XP from epic characters only counts for 50% of that XP after the merge. So basically everyone is set to half their XP total. Mind you that isn't the same thing as half the level since the XP requirements to gain a level rises exponentially with each level. 2. The XP of our epic characters is merged with any XP we gained on freedom as to not penalize people who played their characters on both servers.
  19. I think most of the reviews at the top fall into the "not this game's target audience" category. Yes, this game is hard too learn and the tutorial only shows so much, but this probably has one of the best wiki's of any MMO in it's class. It's easier to learn than Mortal or Darkfall and probably about on par with EVE. The graphics are outdated but the depth is unsurpassed by any other MMO. Even EVE and Mortal Online aren't as detailed as Wurm in most regards. Sure this game would be way the heck better with modern graphics, voxels, or a complete combat overhaul and I've even urged them to consider kickstarting a Wurm 2, but so far this game is really the only title to go to if you are looking for certain things such as a crafting system that actually takes time to produce great items AFTER the materials are gathered. I'm tired of games where being a "blacksmith" is 99% mining and 1% smithing.
  20. My fiance is trying to play Wurm on her new computer. Outside the game her mouse sensitivity settings are fine, so I don't want to slow down the sensitivity settings on the actual computer. Inside the game the smallest movement of the mouse sends her character pretty-much spinning. I see no mouse sensitivity settings in the actual Wurm settings. Has anyone else encountered a similar problem and how do you deal with it?
  21. Hey that's really useful to know. Thanks for the info. Too bad I'm not a Fo priest any longer.
  22. I agree it's weird but they need to give captains something to do IMO. Sea trips generally require very little steering. They are long boring trips during which you gain no skills. Letting you do a bit of crafting would encourage people to get off deed more. If they add something else that makes captaining a boat a bit more involved / raises your characteristics then get rid of it.
  23. @SmeJack. Off topic but since you asked here I'll answer here. There is no spell that can create concrete. That was kind of my point. It is very easy to generate dirt as a Fo priest (Spoken from experience) and even more stupidly simple as a Nahjo priest. I was using that to illustrate the point of how easy it is to terraform in dirt. Especially with the level command. And you can do it prettymuch anywhere. Making settlements built on stone deserving of more security. I understand you don't want to target stronger players first. My target prioritization always goes on what will take the most value from the enemy team the fastest. So dropping a skill that halves incoming damage to increase outgoing damage bumps you way up the priority list. Your threat level is increased but the time it takes to kill you halved. "Fights will be long finished before people are running out of stamina" Given I was comparing Mass Stamina to the Path of Power final ability this would seem to completely invalidate both options as useful in PvP.
  24. I'm new to Wurm PVP but I understand the general concepts well enough. Anyone who bypasses a 50% damage reduction to spam more attacks is going to be one of my first focus fires in any group fight. Against any halfway decent opponent you have a greater chance of surviving to get a 20 second cast off with 50% DR than surviving long enough to run out of stamina while meleeing with a glass cannon unless you've never chopped a tree ever I guess. And it's not like this game is large enough that people don't know a good deal about the builds of all the major PvPers.
  25. Stamina of the Vibrant Light Gained at level 11 All your stamina losses are reduced by 50%. VS. Mass Stamina Faith: 40 Favor: 50 Difficulty: 20 Target: Tile Casting time: 20 seconds Cooldown time: 15 minutes Refreshes all allies in the area, restoring their stamina. --------------- While the fact you need to be a Mag Priest and can only cast it every 15 minutes are kind of weak I do like that this effectively doubles your stamina, and the stamina of every nearby ally, and can be run with SOTG and all of that stacks with your 25% damage bonus.