Nocturnes

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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

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  1. Having this issue currently, happened after premming
  2. I tryid hard mode, havent seen anything weird yet
  3. The weapon, shield, armour skins of wurm that currently exists in the Premium award store is a great addition to the game. However the community is split between pvp and pve and in order to get the pvp community to also open their wallets and spend some monlthy subs on these skins would be to make an option that is maybe 3 times as expensive as a regular skin but make it an infinite resource for that account but only for that account. The problem pvp face atm is that anything you own can be lost even purchased store items, this is how it should be in pvp but there is no reason why we cant have skins and cosmetics that doesnt change the outcome of combat be one of the few things that you do keep upon death. Problems with this solution: if you can have an infinte supply cant you just make an endless amount of that weapon and give it out to all players on the cluster? Yes, you can and this is where we need a clever fix if devs can give input on this. Maybe we can change how permanent skins work, instead of an item you stick to a weapon you just get all weapons of the purchased specific skin to be displayed as such only when your account is holding it. Once dropped its just a regular weapon once more. If this could be fixed I imagine tons of players on the pvp clusters would bathe their characters in customised items. As weapons/armours/shields of all types are very commonely used on the pvp clusters constantly and currently there is a demand to distinguish pvp groups from one another. *edit* This is how kingdom tabard works as it displays your kingdom no matter who made the tabard, maybe we could make skins work in a similiar fashion?
  4. I have similair problems now after the last patch, did any of this work for you Nelsy?
  5. Id prefer to have sea creatures but at the moment it seems like we dont have any at all, dont know if intentional or glitched but we still get missions for them. Removing the missions and keeping the sea creatures is preferable, specially since most of them such as whales and sharks give greater FS then most mobs in the game if you are past 70 FS.
  6. Been playing with the new combat system for 4 hours+ now on just creatures so far. I need more time testing it before I can give to much feedback but here are somethings id like to go through: Yes as many have said, try think of a better way to display the extremly long text over the monsters from instead of "Venerable Greenish Crocodile bites you extremly hard in the right hand and hurts it" . Now this is hard, first thing we can do is remove the name of the target and only call it target or nothing at all with exception for players in pvp where names are very important still. The next part in order to make the text shorter is abit more difficult, the strength of a hit is displayed in wurm by "Hits you extremly hard" or "Claws you deadly hard" these can be some long combinations, maybe its time to make a new dmg system for wurm? Either its time to show dmg for what it truly is or give atleast an estimate of the number who would be displayed on screen like "You take 17 dmg to your chest" (this will reflect the actual wound dmg, so medium wound of 17 dmg not the true dmg). The combat log can still display the exact dmg type and all that if its still interesting to see. Incase of magical dmg or extra dmg from enchants display the magic dmg right after the initial dmg of the hit such as: "You take 17 dmg to your chest"/"The Target takes 17 dmg to the chest"(Physical hit/ranged) "You take 3 extra dmg to your chest"/ "The Target takes 3 extra dmg to the chest" (burn wound or frost etc will be written as extra) "You take 10 magical dmg to your head"/ "The Target takes 10 magical dmg to the head" (spells from priests or magical creatures) As with shields I like the new interaction of more buttons, I cant say if I get hit more now if I dont use it as I havent noticed much of a diffrence so far, but for those who do not like or cant react as fast maybe keep the blocking the same as before and only make it as more of a bonus if you interact rather then punishment if you dont. (this might already be the case if so nothing to change!) Im very happy to see changes overall to the combat system it was very much needed, while some can argue we expected more, any new content is always welcomed and for that I thank your hard work put into wurm! In the future I hope we get more animations such as an animation for special moves maybe 1 animation per weapon type with some flashy effects displaying on screen once you succesfully hit with it.
  7. This sounds very very exciting, if its even half what it sounds like then I cant wait for the coming months in Wurm will be a great trip ahead thats for sure! Thanks for informing us!
  8. As much as I love balance I think BT should stay BL and instead of givin us another enchant they should let BT gain 10k from mobs again, its already a ridiculous grind for something that you most likely will lose in combat before it reaches its max potential.
  9. Alright wasnt gonna post mine but will do so after all More cringe for the ppl! Not sure if this goes under "fiction" as it is a description of the first days on Defiance from the eyes of our group on HOTS, its just has some more spice and a "story mode" to it. But plenty more to add, not sure how long you wanted them. Chapter 1
  10. Mmmyees it was a buff disguised as a nerf, give me all the power!
  11. To be honest to limit priests to not being able to improve or terraform doesnt solve the priest meta in pvp, they might aswell remove that, it only makes it so that ppl have to create a craft alt instead for all pve related tasks. The only way to make priest not better then a regular non priest fighter in every possible way is to make them weaker in another aspect, just like how sorcerers get a permanent debuff in another element once they learn a spell. In almost every game spell casters are balanced with weaker armour, its only logical if you get ranged attacks that they would make you weaker in meele in return. However if they weaken our armour they could increase our range or other aspects. Leather isnt so bad in pvp anyway, been using it for ages.
  12. 1+ I have always been a priest and this is an interesting idea indeed, I think priests should be able to wear armour that isnt heavier then 2,5 kg per piece (for breast slot). Meaning studdened and chain armour would be max they could wear. They would be targeted fast and this would mean they would have to play more supportive and use shields and tankier weapons to survive in the back of the line. I agree, stop trying to balance Libila against 3 gods and add Wurm as a fifth god and a second choice for BL. Make the wurm passive similiar to magranon with 25% dmg and make it some sort of drain health/leech fighting god and then have Libila as main healer/enchanter/debuffer goddess. So BL has some kind of Mag/Vyn combo but still lacking Fo (Makes sense BL wouldnt have any nature god, I mean......look at us)
  13. Maybe pvp players could get a bonus to skill gain that gradually goes up from maybe 0-15% extra skill gain. This skill gain is increased by how many hours you have been online on defiance without using the pve portal, after spending lets say 20 hours on Defiance you get 7.5% extra skill gain and after another 40 hours you have reached 15% max skill gain. Taking the portal to pve would remove all extra gain on Defiance and reset it back to 0%.
  14. To remove priest restrictions on pvp servers would just cause everyone to be priest which is something they want to balance so that there is a reason NOT to be priest on pvp. But you are right that there is a problem with ppl going to pve to skill things they cant since they are priests on pvp but not on the pve server. But you are looking at solving the issue in the wrong way, simply make priests on pvp keep faith and your diety on pve and if they depriest they lose it on pvp too, this will prevent ppl from staying on pve, it will also fix the issue were everyone goes Vynora for the skill gain bonus and hence staying on pve to keep the bonus while skilling. The only problem I see with staying priest on both servers is that ppl would benefit more from sermons on pve then pvp, this could be fix with maybe disabling sermons from working after using the pvp portal for 24h