Nocturnes

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Everything posted by Nocturnes

  1. As title says im selling my southern server belongings in full here is a list of whats left for sale and ontop of that there is also 35000 marks that can be used for the buyers wishes! Will later trade the silver for Northern Freedom currency! Open bids there is no lowest offer but please show respect for the items value Bid on items individually there will be no bundle for everything Snipe protection 2 hours List updates after sales Thanks!
  2. I agree with the way you think coffe should work, but I think the method to reach it is slightly wrong. If the reason to remove fatigue from coffe is due to other factors tied to fatigue itself then I ask we find another way to do this. You therefore stated that sleep bonus should be burned faster (even faster then times 2?) so that you can use less sleep bonus from coffe and therefore miss out on skills in the end compared to a regular grind. This is a good balance between casuals getting a boost vs grinders still gaining more in the end, I agree thus far. However the problem with this is that getting sleep powder isnt really a big issue for those who played long enough to have a good foothold in the market, most new players sell their precious sleep powder to earn their first few silver in the market and this sleep powder goes straight to the more serious grinders. I feel like this system tries to be something really good but will ultimately just benefit the elite playerbase the most in the end and punish the new. A possible solution to this that I see, is if we add so that coffe does indeed maybe drain 2.5x SB for 2x skill gain but once you use 5 hours SB you get a debuff preventing you from consuming more sleep powder instead, meaning you cannot refill your SB after the use of 5 hour coffe for a 24 hour peroid, replacing the intoxication system. This will prevent coffe from being combined with rediculous amounts of SB grind and will also aim to aid the players who can play 5 hours or less daily. Summerize in theory: 5 Hours grind with Sleep Bonus without Coffe would yield the regular 100% for 300minutes of effective grind. 2,5 Hours with Sleep Bonus and Coffe would yield as comparison 200% for 150 minutes of effective grind but consume "6,25 hours of Sleep bonus from the SB bar" and place a 24 hour lock to SB refill from powder only. Sorry for being late to giving input hope you still have time to take this into account @Keenan
  3. I cant agree more the fatigue system makes it so that grinding with coffe wont be more effective than grinding 12 hours without Coffe/SB combo. Which means it mostly benefits ppl with not many game hours per day currently to catch up to those who can grind 12 hours, keep in mind ppl using the full fatigue without the Coffe/SB combo will get more skills in a day then casuals using the caffiene. This made it a great balance between casuals and hardcore grinders, casuals have more of a chance to catch up to hardcore grinders except they still wont get as much which ofc makes sense why should they. But if you remove the fatigue system then coffe is just another straight up bonus to skilling overall in wurm and there is absolutely no reason not to always use it on timer. It will make it so that new casual players will fall behind even more and also for players who cant horde the silver to buy or make their own coffe will also hugely fall behind in their grind. It doesnt feel wurm to have a 4x exp button with no real penalty to using it over the regular grind.
  4. Used to work nightshift for a long time, I always had to play with US community in most games because of it and had trouble switching back to day life for years after, hence they called me Nocturnal.
  5. 25s stag helm skin
  6. Auction for 2 charges 1 charge of white tome of magic: Summon your own fire or ice wall. Resistance to Bite 15% upon getting charge (ideal for pve). Weakness to pierce 10% Starting bid 8s Bid increment 1s 1 hour snipe protection Buyout 25s SOLD
  7. Fir outdoor christmas tree sprout drops
  8. Is what we would like to read, specially on Northern Freedom/Defiance. What happened to this big extra content for wurm, does code club have any news they want to share with us about maybe a return of the jackal server :D? There are many new players from steam who never got the chance to experiance it and im sure they would be really interested in exploring those lands. On a diffrent note, I do like the idea of having the 3 main kingdoms (otherwise enemies on pvp) having to lay diffrences aside for a short event and fight together to defeat a common/larger enemy for a said time. Before we return to bashing the life out of each other
  9. The new path of hate leaves a sour taste in the mouth on a first read :p (specially since we still lost our 50% tempo dmg increase) Path of love could probably remain 50% imo. Path of insanity needs something new. Path of power sounds good. PoK is useful as always.
  10. Having this issue currently, happened after premming
  11. I tryid hard mode, havent seen anything weird yet 😛
  12. 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?
  13. I have similair problems now after the last patch, did any of this work for you Nelsy?
  14. 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.
  15. 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.
  16. 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!