Wurmhole

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Everything posted by Wurmhole

  1. With the player base being microscopic in the grand scheme of things, the misleading description will maybe con 1-2 noobs into buying it. Giving them refunds when they realize it was a terrible joke won't be a big deal, but it does open the door for any upset players to start a legal battle. I can't imagine anyone would over something that petty, but people can be really petty.
  2. A friend shared a picture of their cave, with a canal in their rock floor, spanned by a cute little bridge to cross it. We desperately need to be able to fill our cave canals with water or lava. I know you can do it if you happen to have your cave at sea level, but it would be so much better if we could have water pools at different elevations within a cave. So I was thinking it could be done with spell casters and a modification to the bridge building system. Simply place a special range pole at the edge of every tile, surrounding the pool, then initiate the spell. Checks would be made to confirm the space between them is lower and then it gradually fills up over time. Bigger the pool, the longer it takes. Dispel to remove and collapses or strongwalls can happen on those tiles. There are probably a ton of things to consider, but it sure would be neat. I think of how nice it is to dip my bucket into water to refill and imagine there could be a ton of new things to do if we could dip an iron bowl or cauldron into a pool of lava to fill it. Fill catapults with lava? Lava braziers for a soft, but menacing glow? Forges, ovens and any other cooker gets a bonus when places within a tile of a lava pool? Faster smelting or longer lasting burn? Both? Considering how long bridges took to release, I suppose this could be too much to consider, but don't all dwarves dream of having a lava filled cave?
  3. A source of irritation for me and many others.
  4. Please just combine NFI and SFI and get it over with. All one economy. Then retrofit Chaos to be like Defiance. Allow normal travel between them and only itemless travel from either of them to the freedom servers. Nothing should travel from PVP to PvE servers and visa versa. Yes, a bunch of people don't want full merging of SFI and NFI, but it is going to happen one day, so might as well just rip the bandaid off and put that one to bed already. Chaos folks will not be happy about losing their revenue stream, but if Defiance is the better PvP model, why on earth keep Chaos the way it is? Why the heck are any of the other dead PvP servers still running? What a waste of resources and poor use of the limited funds Game Chest has to spend on this game.
  5. I wonder if there is a speed cap for non-GM movement? That would be pretty lame for folks spending silvers on all the top gear, so probably not the case. Adding and removing saddles might be worth a test, but if I recall, saddles aren't supposed to help speeds when hitched. Still would not hurt to test. One way to test the speed cap idea is to put a heavy load in your cart and then compare shoes.
  6. That really makes it apparent why someone might not have realized the limitations with this method of generating tower numbers. Thank you for that! So many brilliant people that play this game. But then you pretty much have to be, if you want to optimize your time in Wurm.
  7. This is the first time I've seen the numbers explained so well (but a bit over my head). I'd always wondered why there could be so many overlapping numbers, with such a big spread. However, would you mind clarifying this part to me? I am not a programmer, unless you count dabbling in Basic on my Commodore 64 as a kid.
  8. I have a massive stash of maps from when I was an active player and have never done a single one. If I get back into the game, I will make this a priority, because I love spreadsheets and mapping!! If/when I do come back, it will probably be because of this tool Thank you for this!!
  9. Lunalong 2023

    Imp-alongs are very admirable events and I love that we have them so frequently.
  10. All of the laws of physics... do not apply to Wurm. Wurm is a 2d game that occasionally dreams in 3d. Yes, it would be great if all of the above were addressed. If so, I'd ask devs to visually make the stringers one continuous piece of wood and not have a joint half way up. It just looks so silly that way. Absolutely no structural support to even hold the weight of the steps, let alone our character pixels. I posted about it a few years ago.
  11. I would love cave ceiling heights to be more than 8 bits. However, it may be a huge undertaking to change something that fundamental in the code.
  12. Appropriate name - front line of defense against the rabid mobs of wurmians. You are brave. It takes guts to jump into this role. I bet you will succeed, because you prefer cats. Cats are best.
  13. Altar clutter is nuts. Let's not add to it with fireplace clutter. Also the lesson on ChatGPT is one I hope people listen to. Great tool, but also creates too much clutter. I stopped reading the suggestion part way into the first paragraph. If English isn't a language you are fluent in and writing out your ideas makes it difficult to read, I don't think anyone minds and I personally appreciate the genuine communication over AI fluff. I think AI needs to evolve a bit more and one day, we will all have our own personally trained AI assistants (locked with some very strong security I hope), that can emulate our own writing styles.
  14. So I think I am pretty well known as an "absolutely never gonna" PvPer and I probably don't have much business on this thread, but one thing that is constant in all game forums I dabble in: PvPers ALWAYS find the absolute pinnacle of performance in character/gear builds and when they do, it quickly becomes the standard everyone adopts, which then leads to calls for devs to "balance" the game better. No matter how well devs do on balance, to try and make multiple build styles viable, one style will rise to the top. But, do we really want balanced PvP? Who joins a PvP server with the goal of having a draw (tie) in every battle? If we all had the exact same skills and all had the exact same weapons, imped to the same number, with the exact same spells cast, then willing battles would come down to the side with the most players. The more differences get removes and more balanced it gets, makes it get more and more vanilla. Pretty soon, PvP can be judged by who can punch a target dummy for the longest, without taking bio break. If I were a dev and wanted to get bored players re-engaged in trying to stay at peak performance, I would put in a rotating set of hidden boosts, which randomly buff different armors, weapons and enchants. Not so much that it is obviously apparent, but enough that it can help sway the outcome in an evenly matched battle. Enough that it makes it discoverable over time, through player testing. That way, nobody sets their sights on just one perfect combination of gear/skill, until the dreaded nerf bat knocks it down and everyone moves to the next. What a beautiful thing it would be to see someone show up on the battlefield with a pair of butcher knives and take down the sickle king! Not that I would ever personally witness it, but it would be great to read here on forums.
  15. If there are 20 weapons to use and all are less preferable to 1, is it easier to tweak 19 weapons or tweak 1?
  16. The only see this as an expression of relief, from the typical toxic threads. Blaze has a point. When has there been a thread about uniques that didn't just erupt into rage? Anyway, with so little disagreement after two days, I think devs really should take a seriously hard look at this and consider it a great place to start with an overhaul.
  17. I think every point from the OP is far better than what we have now. Just Do It.
  18. Unique hunts will forever be the bane of this game. Been a ton of suggestions on how to improve them, but dev continue to keep them the same.
  19. I think the best thing for Wurm long term is just connect the clusters, then go into pure maintenance mode. No dev work at all. No more new servers. Just fix important bugs and exploits. Then focus 100% on a Wurm 2.0. Minor updates to the game aren't going to bring in hoards of new players. Wurm 1.x had it's shot many times. It is never going to get a bigger player base. There are far too many great games out there to contend with. I seriously don't think stopping dev work on 1.x is going to make the hard core wurm players quit, so why put in the effort on something that will never increase revenue in significant way? I bet there are a ton of great ideas that have come up over the years, but could never be added in to 1.x without major disruption to existing players. THose are probably all the ideas that would make the game grow. It is what every game maker ultimately does right? When the first version of the game shows no chance of growth, then move all efforts into developing a new, better, more modern version right? Either that or throw in the towel and make something completely different.
  20. To be honest, my post was just about softening the harsh blow of a complete skill wipe and regrind to regain them, suggested by the OP. All I really desire is connecting the clusters and I'll just prem the characters I like best. The STP comment was referencing the skill chart/ranking system that Niarja used. Did you never use Niarja? It was quite the popular website while it lasted and discussed in Forums here for ages. Do I still play? No. I stopped playing out of boredom about 6 months ago. I take longer and longer breaks from Wurm now. It gets harder to justify the time spent in a horribly aging game, built on a rediculous game engine. The concept of the game, being the ultimate sandbox is incredible. I've got more hours in this game than anything else I've ever played. Wurm is just going nowhere. Management is always going to be terrified of making radical changes, because of the entrenched old player base that wants no change. So now, I am just a forum browser. Watching and hoping for something exciting to happen. I'll log in the game when an ally needs something, like a border shift, tunnel fix, etc, but I don't log in for my own entertainment anymore. I still upkeep my 15 or so deeds, in the hopes of something good happening, but that hope is fading fast. It probably wont be long before I take ll my valuables from my LMCs, store them on my alts and drop the deeds, to make room for someone else.
  21. If you are going to go crazy, do it with a carrot, not a Holy Hand Grenade. 1. Merge clusters. 2. Players can choose to reset all skills to 1.0, but for a 50s fee*** 3. Assign a point value to all the previously earned skills (something like Niarja STP). 4. Allow redeploying points into whichever skills you choose. Achieving 100 will NOT gain a title this way. 4a. Any skill can be restored to it's original level, for those on a quest for a true 100 and possible title naming rights. 5. All characteristics are raised automatically, based on what skills were raised. 6. After completing the re-skilling process, players can have up to 2 resets, because there will be regrets. Resets cost 25s*** for the first and 50s*** for the second. 7. (Optional, but highly recommended) Re-balance the skill system to have equality between skills, rather than some being as much as 5x harder to raise. ***These fees are compensation for the lost revenue that will happen when clusters merge. Many players have characters in both clusters. Like me, they probably have significant overlap on those characters. Like me, they may have active subs on both clusters. If this happened, I certainly would eliminate half of my character subs, if I were still playing actively. Personally, if we did merge clusters, it might be enough to get me back into Wurm for another year of subs. There are two things that pull me back into the game. New servers and server merging.
  22. What we need is consolidation and portability. Portability, so we can pull up stakes and move to wherever we want, including between SFI and NFI. Consolidation to get rid of under utilized servers. Yes, that means a decade+ of work lost for the few that remain on underpopulated servers, but it also means a chance to get out, explore and find new places to call home. The most exciting times in Wurm are really the hunt for a new home, planning and creation of it right? Is just living in the same structure, smashing keys for skilling all day any fun? I know that is my opinion and I really do know some people that just want to skill all day, but discovery and creation must be at the top of most people's list of exciting things to do here. So compensate people that are going to lose their server. Give them a bunch of silvers/Marks. Create a special storage container that captures all on-deed objects and holds it in a 1kg magic pack. All walls, floors, paving and other non packable item get broken down into original components in that bag. All critters caged and into the bag. Full deed wipe. Every deed token turns into a portal, which can take you to any other server. Portal over, unpack a horse and go find your new home. After 3 months grace period, send everyone left to purgatory, which is a holding zone on the starter server and just has the portal to all servers. Delete the server. MMOs have always done server consolidations. True, they classically haven't been sandbox with so much player work done on them, but it isn't generally a financially sound business plan to keep minimally active servers running. Servers should always be running at 70+% utilization during peak and I bet most of our servers are barely pushing 10% these days.
  23. At the very least, make them unique looking, so they aren't confused with regular fountains. The cave springs are fine. Just the surface.
  24. I like the concept, but 5x is far too much. 2x is too much. For some, hitting 100 faith is a dream and for others, it can be done in a few weeks. It would create huge imbalances in the game. If anything, it should be a gradual increase. So if 100 faith was 5x, then 60 faith would produce 3x. I am hugely in favor of anything that speeds up major digging/mining/chopping projects, but only if there is a fair balance between low level and high level players. Imagine if regular mining actions stayed 20 seconds per action, like a new player with 1 skill has, all the way to skill 99, then at 100, it changed to 3 seconds. The gradual increase in action timers has a great flow to it. Same should apply to this bless suggestion. So a +1 for a great QoL idea, with a bit of tweaking. Edit: I have at least 30 priests at 100 faith, so I'm not toning this down just for my benefit.
  25. This thread should be closed. A nothing burger that fell into a rift.