bawat

Members
  • Content Count

    49
  • Joined

  • Last visited

Everything posted by bawat

  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.
    Bawat

  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
  12. Login issue

    Thank you Steveleeb, worked perfectly
  13. I'm gonna go for Retrograde. Simply because at some point during Wurm's life, the news numbers went all funky and made finding old news mildly inconvenient. It doesn't really have anything to do with Retrograde, but I blame Retrograde for not stepping in and stopping this heresy.
  14. Wurm VR wooooooooooooo \o/
  15. I feel this is a nice idea, adding more depth into how towers work. So long as your idea gets the time and attention it deserves, then it will turn out well. Too many things in Wurm used to be left half finished and now remain/feel incomplete. This will of course raise the problem that some towers on the pvp servers may be misplaced and perhaps outside of their kingdom's influence. If someone only has the masonry skill to improve something to 50, then I don't believe they are ready for pvp. There's a lot of building involved in pvp servers and masonry is quite an easy skill to get. I don't really see why a cap to the tower strength needs to be involved. If someone has worked on the skills to imp a tower past 90, and is prepared to imp the thing for the required days then it should be possible. I wouldn't see many people spending the bricks needed to improve a tower from 90 to 99. Keep in mind that to get the most guards out of a tower you will need to improve it to 50. Increasing the ql after that only increases the influence, and would spread the guards thinner than thinner. A tower that has a larger influence would become a greater target for conquering too, since you would be able to gain more land by taking it over. Whether the difficulty past 90 should be tuned, or if the benefit from high tower ql should have diminishing returns would need to be investigated. Finding a balance that people will be happy with. It need to get the attention it deserves to work well. I really hope that the tower's influence/ql doesn't abruptly change, but rather slowly goes from what it was before the imp up to what it should be over time. A changing hidden ql that slowly goes towards the shown ql. Perhaps at the rate of 1ql hour. (Just an example, this update speed and influence radius change will need to be investigated) There are so many interesting things that could be done with the influence system. It could be made more interesting and less of a game mechanic for the purpose of a game mechanic. For example, in the case that a tower is growing it's influence and pushing against an enemy tower's influence. It would work best with some sort of visual representation. So that this "invasion" doesn't go unnoticed to player's eyes. I'd suggest that if a tower's influence is changing, and the influence area is contested with an enemy tower, that guards from both towers gather in that area and begin fighting. The number of guards sent from each side to the battle would be proportional to the tower ql. As the influence/hiddenQL slowly goes up to what it should be from the imp, more guards would be sent from that tower since a higher ql tower can hold more guards. This could be a proper battle to decide the influence, or just a theatrical display of influence changing. A proper battle could be interesting though, as one side's guards overpower the other side, they could start bashing the enemy tower to decrease the enemy tower's ql. This would also leave players free to contest the improvement. Perhaps by bashing the other tower while the guards are distracted, or by killing the contesting guards and swaying the battle into their kingdom's favour. Opposing towers with non changing ql would not fight, and the guards should not create a corpse when they die. Perhaps a very quickly decaying corpse? Could even create a truly epic battle with towers calling upon nearby same kingdom towers to send guards. It wouldn't get as huge as rifts, but it would still be an interesting display at the edge and danger zone of the kingdom. Either way, I urge you to have some fun with the system. It is of course one of the main pillars of kingdom conflict and could make contesting land very interesting and enjoyable experience.
  16. Please don't change the rare cookers giving different affinities.... I've done so much work and would hate for it to go to waste. https://1drv.ms/x/s!AnmP-odbnMGdinvvr9GY0p54ykpn
  17. Body Stats are really difficult to get up when you're higher levels anyway, I don't know about this change. I've always thought of Wurm as a game where you put the time in and you will get stronger, this seems to work against that idea and gives the old accounts less to work towards... Blue Line = Old Red Line = New https://postimg.org/image/tcyquaf8r/
  18. Could I have a Wiki Editor account?

  19. Logged in today and now all gold statuettes are broken. They looked fine a few days ago.
  20. I see, yes it is confusing and a little redundant. Thanks.