MetalDragon

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Everything posted by MetalDragon

  1. That is absolutely amazing in relation to fog spiders. Probably my most favourite update in a long time.
  2. Spider silk is quite a cool idea, it may be worth adding new items of use rather than the same stuff on each animal.
  3. if were going to move meditation abilities, remove some and add new ones gone for timed ability, remove clean wound and add your 10% swing speed thing as a passive sound good ye or do we still want a massive health pool permanently
  4. mfw they revert conquering towers when the damage has already been done. I'd say leave that one out until a map reset
  5. This and all meta ######. If defense advisor is afk then it should not display tower bashing messages. Say no to log bots.
  6. so you confirm sotg is op . no one should live for close to 2 minutes when you have that many people on you make your mind up buddy or do these rules only take place when its mr hehe
  7. in reference to Redd, Epic loot code favors heavy snowballing and if the losing side does make some damage, they get no reward for what effort they did achieve. If it's really THAT problematic then make it so corpses can be picked up but items can not be removed until there's no enemies nearby, you'll suffer a movement penalty with all the junk they have and corpses are 'always drop' so resurrection stones can't save them. This also means those people who try and save corpse and die and their ally tries to save the corpse again, it becomes increasingly more difficult as it's another 90kg per death added into it. in ref to Bitterinder, agree with Karma teleport, but still allows for meditation path so that should be affected too (unless you've been part of the deed for X days)
  8. Oh no that is so sad :(, thankful it was peacefully. Thanks for letting us know, I'm sure there's a lot of people who would like to share some memories. RIP Oracle. Thank you again for all your work and help in Wurm, and for the assistance you have provided me when we have spoken and with GM calls. A new colossus in his honour, I'm sure Rolf would be kind enough to No Decay it for his past work.
  9. Non premiums were made to only be able to spawn at the capital to hinder 'spy alt abuse' endless ocean seems to be a bug tho
  10. Welcome Back buddy. Always nice to see a face return.
  11. If the goal is to try and recoup lost players then first step is to find where most people are leaving and focus primarily there first (likely Freedom) is this something you can fix with game changes? You will probably find a lot of people have left due to general hermit style play they do, and the usefulness of a one time fee of Wurm Unlimited, or a local community moving their Wurm Online game play to Wurm Unlimited because it is cheaper. Anything that you end up doing will ultimately be fed into Wurm Unlimited anyway, so it's not getting people BACK to Wurm Online. (I'm not affected by the cost of the game, I have just paid a years premium with no intention of playing, I play to support my kingdom when required but the game is not enjoyable for me on a day to day basis anymore) If Freedom is your main loss on players, then my recommendation would be to design new features that allows multiple players to take part of where the experience is BETTER if you play on Wurm ONLINE. Something competitive where it costs the player nothing is usually a good thing, whether it's PvP related or something different. If this requires an arena, or area to take place the best way of implementing it which will make people use it is via portals, rather than having a specific server it's sitting on - no one wants to sail 2 hours to take part of things. If it's PvP servers causing the main loss, my *personal* recommendation is to look at the current 'meta'. People tend to eventually leave when the meta has been figured out and it's stale generic gameplay. People realise you're more likely to win if you have X, you use X, make sure you've got X, you need to do X. I won't mention specifics that have been beaten to death but developers are always changing things to stop people having a specific 'meta'. With the style of gameplay sand sandbox this game has, it's really hard to keep people on a pvp server when you come home from work and your town has been flattened and all your items gone but I suppose that's why PvP is niche in this game and the only people who play it are those who are happy to accept everything can be lost. (also look at all the features that encourage snowballing).
  12. That feel when the usual suspects didn't read the intended purpose of the thread. I agree with OP. I'd include deed and player caps scale with server population. This helps prevent snowballing and forces people go think away from the meta.
  13. It's strange how the devs seem to ignore all the combat and mechanical meta, the core of PvP, And focus on the deed meta which is less beneficial for continuing the PvP aspect of the game. Will we ever see the mechanic/combat meta balanced and changed. Probably not lol.
  14. legit now but will be removed in 7 years
  15. definitely doesn't look very threatening
  16. SD theory was around much before then Proph. Based on the fact that priests could only do nature stuff, which mostly improved soul stats. Idea always been floating around on JKH days..
  17. I accepted a buyout offer for 1g. thank you for your interest, i probably have one more but will only take 120s for it, pm me if you're interested.
  18. Apologies to all, this is of course an auction and thus, should have an auction timer. see op
  19. The quote may even have been part of a wurm Q/A session but I forget. Leave them in game, these items hurt nobody, other than not having the benefit other players have by owning one. I never saw the big deal other than a slight advantage over other people having it. As stated by another person and exampled Runescape, Partyhats were a once drop item which have gained super bonus wealth over the years as they grow more rare, these give people 'end game item' goals which are always fun. Is there any reason why we can't keep them ingame AND increase the sizes of magical chests (I mean, they /are/ magical), this mean everybody wins? magic chests and fountain backpacks have pretty much the same sort of concept, you have to buy BOTH of them the only difference is fountainpans increase in price but regardless of the outcome you're still paying silvers for them. We have mboks and boks which also increase in value, albeit not bugs, not many people are complaining about owning these, the only reason you don't hear much about these is because it wasn't caused by a "bug". Is there actually a technical problem why these items need to have some action taken against them, or is it for the "benefit of the players fairness"? I've been shafted multiple times playing the game where I've missed an opportunity to benefit with things, if we proceed with removing these items, will other items follow? (multi enchanted weapons/armour that shouldn't be) tl;dr - keep them how they are, if needs be change the name (does it matter?) and make magical chests bigger so those who dislike the items will get a bonus as well, if needs be introduce more.
  20. I will be making the set as per the OP.
  21. when I say I have it, it's in hide form, so it's to be made (thus base QL)
  22. I accepted a buyout offer for 1g. thank you for your interest, i probably have one more but will only take 120s for it, pm me if you're interested.