Nocturnes

Members
  • Content Count

    255
  • Joined

  • Last visited

Community Reputation

177 Good

5 Followers

About Nocturnes

  • Rank
    Villager
  • Birthday 11/04/1992

Profile Information

  • Gender
    Male
  • Location
    Sweden - By the sea
  • Interests
    Wurm... duuhhh (swimming, reading)

Accounts

  • Chaos
    Foxzer
  • Epic
    Nocturnes
  • Acc1
    Nocturnes

Recent Profile Visitors

2071 profile views
  1. I could see both sides of it, maybe its because im used to the WO system rather then the WU system that I think it fits better. Atleast in some situations the harder you struggle the more you learn, if you are given a handicap from superior tools or equipment then technically it should make things easier for you and you wont have learned as much in the end. But thats just my view of it and probably the view of the devs when they made the original skilling system. Its a good system though: High ql tools = more mats/shorter timer,higher ql items harvested/made Lower ql tools = more skills/longer timer, lower ql items harvested/made On WU you start with horrible tools and horrible skills, but you can easily be boosted by a older player giving you high ql tools making your timers near non existent and your early farming way faster then a new player who didnt get the same aid. But on WO the tool you start with is technically already the best tool for you to gain skills with, there is no way another player can boost you other then give you enchanted items but this goes for both clients (although on WU the speed enchant also increases the skill gain even futher). Its kind of a loophole where the futher into the game you are the easier you can gain skill on WU (aside from the ticks getting lower) while its supposed to be the opposite, making it harder for you the futher you go. Thats how you make sure that when someone is training their skills they arent able to farm for the market at the sametime, its 1 or the other not both at once.
  2. I have played this game for about 7 years now (not that it makes my point more valid or anything) but during that time I have tryid Epic/freedom/unlimited servers and have started over many times where my first account was on epic. Trying the diffrent skilling systems I have to say old Epic was the best mix of them all for me, the times 2 and curve really helped with crafting and catching up in pvp. The worst one would be unlimited's system for me as it doesnt feel like it goes with wurms initial idea, it feels weird for example that high ql tools gives you more skills then lower ql as that should technically make things easier for you and therefore give you less experiance in working with that tool. While in combat its the otherway around where high ql weapons kills your enemies faster giving you less ticks while in the original wurm more damage = larger ticks of skills. So according to me it goes Old Epic system - Freedom Hardcore System - Wurm Unlimited System(new epic system). That being said the idea of letting ppl start with 10-15 skills isnt half bad, my advice would be to let ppl choose a few proffessions as they enter the game, like maybe give them a small quiz where they answer 10 questions and depeding on their answers they starts with 10+ in certain skills (not all of them, you most still feel the grind of starting with something completly new aswell). So for example if the question was: When you entered adulthood you often earned a few coins helping the local...... Smith (10+ smithing) Farmer (10+ farming) Tailor (10+ tailoring) Carpenter (10+ carpenter) (Then doing similiar with fighting related skills like archery, sword, axe and so on) I also do not think they server should merge if they go well, ppl wont take it well if they see ppl coming over with 10 years + experiance into the community/world they built up from scratch on steam. Otherwise im really excited to start on the new server and see how the steam community will behave as I like to help small communitys grow.
  3. So its a fresh reset like old epic? Is it using the freedom skill system or the curve? Also will it reset eventually?
  4. You dont count! yeah its unlimited alot these days?
  5. Thanks for the answer matie. So then theoretically I should be able to build this close? (see imgur) The colossus is terraformed lower not to show the foot but its supposed to be sharing the same tile border as the structure next to it
  6. Is there a "minimum" distance to a colossus for which a structure can be placed? Like for towers where structures to close to it will despawn?
  7. The crafter one gets rare metals and able to choose 1 affinity, I think th epirest should have atleast one more bonus reward in the journal
  8. Isnt it frustrating telling your friends about that time you killed the sea serpent while they shake their heads in disbelief? Dont you wish you could store cremated ashes of your countless fallen enemies over your kitchen stove? Well say no more, introducing the new (suggested) skill for wurm: Mortician a sub skill under alchemy! Mortician will be a proffession that can prolong corpses from decay using a series of methods named below: Embalming Cremation Burial (This includes new special gravestones) Embalming uses a mixed chemical "Natron" to embalm a body decreasing its decay rate depending on the ql of the mixture. Most be done on an unbutchered/unrebirthed corpse. Embalmed bodies may be butchered or rebirthed after but this will remove the effect. 20 ql = decreases decay dmg by 5% 50 ql = decreases decay dmg by 35% 90 ql = decreases decay dmg by 90% Cremation (unlocked at Mortician skill level 50) burns the body into ashes, cremated bodies lasts forever if placed in an urn with a seal. Destruction of the urn will result in loss of the ashes. Cremation most be done on a corpse that havent been butchered or rebirthed, cremating a body removes the option to butcher/rebirth the corpse after. Burial introduces new gravestones and containers for Mortician, using stone cutting for improvement. Skill level 20 unlocks "Decorated gravestone" (A decorative gravestone made out of marble with fine inscriptions written upon it .....) Skill level 35 unlocks "Tombstone" (A container made of stone allowing to carry up to 4 corpses or a maximum of 200kg, with other words allowing 100kg corpses to be stored who wont fit in coffins) Skill level 60 unlocks "Egyptian sacrophage" (A gravestone made out of sandstone with egyptian appeal ,there is a detailed inscription written upon it ............) Skill level 75 unlocks "Norse runestone" (A gravestone made out of riftstone in pagan style, there is a heroic tale written upon it ...........................) The gravestones allowes the maker to write a short inscription after the original "R.I.P Playername" this can be read upon examining it. Decorated allowes 15 letters example: R.I.P Playername "A good friend" Egyptian allowes 25 letter: R.I.P Playername "First king of Mol Rehan" Norse allowes a final of 60 letters. R.I.P Playername "First of his name, ruler of blahblah, beloved and missed" Mortician will offer a way to preserve history in a more grand way in Wurm and allowe better storage of bodies aswell as somewhere to put those extremly large champion/dragon corpses. I could see players paying handsomely to have their trophy kill preserved or to make a monumental graveyard. Titles: Skill 50 Undertaker Skill 70 Desiarologist Skill 90 Valkyrie/Shemira/Sphinx (or something of the like) Let me know in comments below if this is a proffession you feel is missing in wurm or something you would like to see more content for.
  9. Why do ppl use cheats, how can so many think its fun to play outside the rules?
  10. Anyone know what the dark skull mask is made of in material? The wiki says: "oleanderwood, gold, and silver. Each variant does give a different visual look based on that material." There are 4 diffrent colours/materials in total. If anyone know the name of the dark one id appreciate it alot ^ ^ NVM it was orleanderwood, I thought that would be the white one.