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About Troy

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    Troy, Hutt

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  1. (Update): currently we are terraforming northern sections of the deed around the shore as well as southern areas of the deed. If you have any interest in joining a village that is active and progressive, please feel free to message us in game or on the forms here.
  2. why not be able to flatten/surfacing?
  3. When you are ready, come pick up your order.
  4. Attention new players and old alike, the town of Port in the Storm located at E. 14 (North of Esert) The town is now recruiting new villagers to join its ranks, apart from the basics that will allow each villager to have a plot of their own for housing there are already pre-built facilities catering to each trade and available, we support encourage all players trades. For any and all inquiries about the village and its setups as contact us here or in game send a tell Andrewwhitman or Troy We currently seeking people to fill a number of trades\professionals. However for villagers who like to have one set profession or trade primary roles are open to take: Blacksmith Weaponsmith Armorsmith Carpentry Shipbuilder Masonry Miner Animal-Breeder Forster Farmer Merchants Chef
  5. SOLD

    how does it work?
  6. Hello I have 4 units of sleeping powder I am wanting to sell in bulk for 4 silver, what does it do well. [16:11:59] This greyish powder, when consumed, will give 1 hour sleep bonus. what means you gain x3 in whatever skills you are doing. PM with offers in game.
  7. I would love to have a offline mode for the game.
  8. I have to say Forgedrake You got idea of it so far, I may see who this would be added to the PVP servers at first wurm does not have a real combat system as of yet regardless of which method you take manual or automatic. It pretty much has the same results there is no real mechanics of the combat system, No degrees on how hard or how like you can swing it just the angle you can that is a nice touch don't get me wrong.
  9. However, if people wanted to go to a more extreme route A corner of the village/deed could in fact pay bandit A certain amount For protection similar to that of guards but pretty much tacking anything that is not deeded citizens Of that village, I can definitely see that as being very, very annoying But that would be an idea for chaos and epic
  10. If having the bandits would be a bit much for Player versus environment servers, The Development team could probably Set to a simple seek and destroy AI type of thing. But yes I do agree on one thing on them avoiding attacking new players outright. It could be possible to have them attack large carts and wagons passing by. Instead of villages and towns have them on the outskirts near the main roads and highways or even some to random Spawn point. Similar to that of the hell hound And lava fiends. Or heck They can even Make the bandits Far weaker, but have of Them be able to tame wild creatures such Dogs Wolves Lions Wildcat Bears, Give it a more immersive world set apart from the average troll that causes trouble, Plus, it might give people an extra incentive to control their own area patrol the road and explore, just this idea alone could make it a bit of more creative and a sense that they could even implement a bandit layer or treasure trove that players can seek an attempt to take, and I do not see it being anything outlandish or truly stunning, but something that may give players a extra incentive to do more. Even if it is just a few items that are between poor and average quality is something extra Fun to have in the game make a little more complex if not Tactful.
  11. Another idea would be a different model for each kingdom, freedom bandits could look like woodland thugs, scavenged chain armor leather armor. Chaos server could be more cannibal like severed limbs tied off to the side of the armor big hulking plate armor, wild the hair or even a more self mutilated look all depending on the Kingdom what is their rogue elements . What is the worst of the worst what she didn't like?
  12. Bandits, when I first started to play Wurm online. I was a little shocked to see that they have never been implemented into the game and it is something that I would see as a improvement to the game overall, adding into a new non-player faction/group. that could improve itself slightly without making them impossible to kill or clear out. For my idea the bandits are rather simple, like other creatures in the game give them a spawn point to start off in like everything else in the game, however bandits should have a wider aggro range to be able to spot players and NPCs and other hostile NPC. they could attempt to raid a small town or village, a guard tower or even attempt to attack another spawn point of a nearby creature, giving them a chance to steal items that are laying around the ground or an unlocked containers, or even from player and animal corpses. Bringing them back to their own spawn point storing the items inside the more items they have a stronger they are. attempting to attack an bandit that is within the range of another bandit should call for aid, bring other near by bandits, but unlike guard towers it should not signal everyone that it on it should be only a matter of 10 tiles in any direction from the bandit that it's being attacked. Below I was given some simple ideas on what kind of bandit and things you can get from either butchering and/or looting them. An bandit berserker, pretty much a heavy hitter on a more visual scale the size could increase to just over the size of regular players models, either wielding a double handed weapon or two years believe each hand. make them be able to bash fences or attack large carts, wagons. loot/butchery products: cloth, broken 'type' armor (can be melted into lumps) and (chaos server human meat), whenever possible items it has stolen and if inventory. An bandit archer, the common range NPC method must be able to attack players and other hostile NPCs from an distant of least five to six. pretty much a hospital support unit for the others of its faction/group, it should a an attempt to flee if players or hostile NPCs get within three to two tiles from it. loot/butcher product: cloth, broken 'type armor (can be melted into lumps) broken bow ( can be scavenged for scrap wood ) small chance of finding intact arrows, broken arrows ( can be scavenged into scrap wood ) (chaos server human meat), whenever possible items it has stolen and if inventory. An bandit thief, should be able to pick the locks from average to poor without a problem . More rare versions of this type should be able to handle more advanced ones, the feet should be rather fast yet poor quality fighter. loot/butcher product: cloth, torn leather armor (can be combined with other leather) broken dagger ( can be melted into lumps ) lockpicks, broken lockpicks ( can be melted into lumps ) minimum chance of low quality. leather armor (chaos server human meat), whenever possible items it has stolen and if inventory.
  13. I had a idea regarding the statues. why not apply statues of the base models for all the creatures in game, from the normal dog to raging hell horse rearing up into the air. or even base posing like attacking pose, standing pose, sitting pose, dead pose, simple to do, and even to change then add. I would like to a large altar add to the game, made from wood or stone. where the god in question is standing, withing a animal, creature or thing of there creation, with a big-ish altar by there feet. maybe even a platform with it for them to stand on? P.S. By the way is anyone knows the graphic program what is used to make models for the game let me know, please I would like to try and help out with making these and other like this.
  14. juts look at all the villages, see what they are like and what you are wanting.