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About bawat

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  1. Incentives to live on PvP servers Nobody can take your coc tools and you don't need to worry about keeping an eye on local. Skilling equipment on PVE is better since there is a larger population producing these items and a pure PVE player's time isn't being contested by the need to level combat skills. Why travel 10 minutes each way to the forest/mine to skill grind when you can take the portal and instantly be there with your skilling loadout Problem: PVE is the better place to grind skills Possible Incentives: Dramatically increase the duration of temporary affinities from killing in pvp and award multiple temporary to increase the change you get one you can actually grind PVP Journal Path Cheaper village upkeep costs might encourage PVE people to live on PVP servers Account bound PVP only rewards Off Deed Mines Please make Wrath of Mag and all siege damage mine doors. Or make them lockpickable. They're a bit op right now and have become the base entranceway meta. Roaming Incentives I'd definately head out for sleep powder, the problem with roaming is that once a faction dominates, they aquire lots of backup gear from full loot pvp, lots of moonmetals, rare bones, skillgain affinities. The rewards are a great incentive, but is it worth risking a full gear set and two horses? Spawn ointments of armoursmithing, weaponsmithing etc - stuff that will make it easier for us to go out and fight more rather than sleep powder that incentivises skilling inside deed for an hour. Raid Windows The 2 hour windows I've seen feel fair. Priest Balance Especially in the early game, the priests felt unfairly powerfull. Being able to resurrect champ creatures that we can't even 1v1 and bring them into battle is simply unfair and needs balancing. Being able to heal myself with a massive success rate using the 10 favour Focused Will was an instant game changer for hunting and fighting. Cotton doesn't even come close to that in early game. Didn't need to work much on shortbow because I could just Flameheart someone's horse. Flameheart even works well through bardings unlike arrows. But hey, it's nice being of the winning side of combat encounters for once, feels good. While your at it, probably worth getting rid of the karma menu on a player's body entirely. Last I checked none of those spells work on Defiance. Shield Skill/Creatures Not being able to gain shield skill has shifted the meta more into 2h weapons. Why level 2 skills when you can level 1? There should probably be some compensation for this - both for the people who have specialised into 2h weapons because we thought this was an intentional pvp change, and for the people who have desperately been trying to level their shield skill. Battle Camp Hota It's annoying to go to a battlecamp and see that it's already been looted by someone else - I would like to see a notification in death tab when a battlecamp is ready to loot again. And perhaps in the Settlement -> Info -> List of battlecamps, information that tells us if the camp is currently on looting cooldown and how long until it can be looted again. We're aware that we can build fences and things around battlecamps, but that's kinda toxic. And nobody wants to bring a large cart/wagon all the way out there. It'd be good to put a notification in death tab when a player starts capturing a battlecamp rather than after the 5 minute timer to get enemy villages to respond quicker. These changes will hopefully encourage more pvp at the battlecamps.
  2. Hello Darklords,

    I have sent you feedback regarding the upcoming Epic changes.They're in your PMs from 4 days ago.

    Hope all is well.

  3. Like Age of Empires, except instead of 5, queue all the actions! Shift + left clicking on the Select Bar’s buttons to queue as many of that action as possible.
  4. If you don't have roughly 8+ empty spaces in your inventory when making bait out of wheat/corn, then you will get this message. [18:59:29] You make 0 grain of wheat from a wheat. A more descriptive message about lacking inventory space would be less confusing.
  5. Figured it out, guess one of the keys I dropped must been for the chest. Dropping the key temporarily acts as if you don't have permission to see inside of the chest.
  6. Should have taken a video of this, but at first I thought I'd accidently dropped the items somewhere. I've played the game for over 5 years and never experienced this before. Nor can I recreate the issue. Chest contained 100 lockpicks inside my inventory. Most of them had just been made and were glowing hot. Went to imp some weapons in the forge. Did my lockpicking tick. Went back to imping weapons in the forge. Went to do my lockpicking tick. Chest looked empty. Confused panic. Decided to drop the chest on the floor to see if it'd fix it. Chest looked normal and contained all the lockpicks. Problem solved. But the mental damage still remains.
  7. Posted in the Wurm Unlimited bug section by accident... How do I move this to Wurm Online bug section?
  8. Oh I posted in the Wurm Unlimited bug section by accident... How do I move this to Wurm Online bug section?
  9. I'm in Wurm Online - Epic. This shouldn't be normal, it's either a hack or bug that should be corrected.
  10. This happened to me this weekend. Somehow I managed to use up 1 hours worth of fatigue in under 45 minutes. [00:48:47] You have 1 hour left. [01:30:04] You have 0 seconds left.
  11. When a deed decays, the buildings and walls dissappear, but the terrain, the terrain remembers. After a server has been out for a while, after villages have come and gone, the dirt walls, pits and plateaus stay. One of the reasons I love new servers is being able to explore new, fresh land. Being able to find untouched land to build my new house. My suggestion; Any tile that has been raised above the height of when the map was originally created, should decay it's excess height over a long period of time This would remove dirtwalls This would not remove mountains unless they were player created Deeded areas should not decay Decay should not occur arround structures Walls/fences are structures Paths are structures Areas around water should have increased decay Water is erosive Land bridges - Reminder: Would still need to be undeeded AND not paths/fences to decay Raised dirt in the water would decay and allow ships to pass again Dirt tiles should have increased decay Stone tiles should have reduced decay Areas around "Should not decay" areas have a less likely chance of decaying governed by a function of distance Prevents jarring edges at the border of "Should not decay" areas The excess dirt should erode to a new location to fill pits