John

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Everything posted by John

  1. KellyT was a Pirate

    When returning to the game after a long hiatus, I came upon a sign on new-to-me Affliction on a small solitary island that said "KellyT was a pirate!". Catching up with him a couple of years ago by now, I could hear in his voice that it brought him much joy that he brought joy to others through his piracy on whitelighters even several years later through folks putting up signs in his honour. My fondest memory is still going hunting with him on the only Freedom server at the time, and him teaching me a little of the many intricacies of the Wurm combat system. He also brought me to HoTS and my fondest memories of Wurm through my long on-and-off relationship with this game. Rest in peace.
  2. Honestly, I don't know if this is a good suggestion or not because I don't understand exactly what it is you're suggesting. A second kingdom on Freedom Isles/PvE - why? It's barely a kingdom anyway. I get that the "tiny deed mechanics" are interesting and perhaps worthwhile, but small deeds on Freedom are already very cheap - and a price worth paying at that. What benefits are there from being a "settler" - branding animals perhaps? I'd rather just have a "personal branding" system instead then. As for PvP, if I am even understanding what you're suggesting: Please no. The last thing I want are new players setting up a nice 20ql set of walls in a 5x5 area playing solo, only to log in a few hours later to see their entire creation reduced to piles of copper ore. Wurm PvP is not a solo experience, even for the most dedicated and skilled players. Not to mention how the privileges of a deed can be abused if you have an alt "settle" a 5x5 deed with a minehop at a strategic location. There is already a Freedom Isles kingdom on Chaos if you wish to be unaligned, and Horde of the Summoned is supposed to offer you many of the freedoms of not being in a kingdom at all, including attacking your fellow kingdom members.
  3. I know plenty of people with plenty of alts, including myself. I don't think anyone ever feels like they're in their own little instance of the game when they're getting bombarded by 80kg projectiles sent from over 300m away. The co-operative experience is out there, if you want it. It would be nice if there were more "coop requiring" aspects in the game on Freedom, where most folks spend most of their time, but I don't think heavily discouraging or making alts superfluous is the way to go. I want to make bricks and bows at the same time, and a second character is a great way to fulfill that desire. You can make a village on your own, for you and your alts.. but you can also join a village if you want a more co-operative experience. Nothing is stopping anyone from doing that. I live in a village on Harmony, whenever I cross through the portal: The mayor has a nice collection of alts, and most villagers enjoy having one too, for whenever they want to put in double-time to finish that insanely long tunnel we've been planning.
  4. I personally think a small skill bonus to counter-balance the power of PoK on NFI PvE would be fair. Frankly, it sucks knowing that to truly min-max your efforts for the best results in PvP involves grinding a lot on PvE when it comes to NFI.
  5. I frankly don't have a problem with this. None of the unique rewards are neccessary to enjoy the game. If you want the "cherry on top", you're going to have to fight for it. If a new system was to be introduced, it needs to reward appropriately according to skill and effort. If you want to dedicate time in this game to track down, pen and kill unique monsters - good for you. If everyone can't have drakehide or scale, it doesn't really matter: The strongest thing you really run into on Freedom is a champion troll. If we were to make some changes for uniques that were to include PvP servers, I'd rather have things like scale and acid imbued weapons removed entirely.
  6. This man is the greatest blacksmith I've ever ordered from. Surprisingly fast delivery when I made my order, considering the circumstances.
  7. Chaos was never the default for PvP. Epic was a great addition, but I feel like it's more of a classic now than an addition.
  8. Would be nice being able to pick up and/or load rowing boats specifically. Not just for carrying it across a bit of land, but would be nice to be able to put a rowing boat inside a corbita, cog, knarr or caravel.
  9. I'd be happy to see some of my skills being transferred from Epic to Freedom, though I'll still keep my Epic character where it "belongs" most of the time - unless there is some "must see" event that I'd like to check out on Freedom.
  10. My favourite is the large maul. It does decent damage and has decent accuracy (compared to the huge axe) - with or without enchants. Like AlmostSolitude said, all weapons have their pros and cons. I'm sure the staves and other polearms might be better, but those didn't exist when I started playing and I've just kept grinding with the same old weapons I've had for years.
  11. I think the biggest issue is trying to explain what has taken players years to master. Sindusk has made an excellent attempt, but it's a lot to digest: Postes has also made a guide for the basics of PvP, which also apply to PvE (sticking to a single weapon, how to grind up your FS and some other nice links). There should also be some recent videos showing off people fighting, which will at least give you a good chance to see what experienced players do in combat in terms of positioning, aiming, focusing, spell casts and changing stances: I hope that's at least of some help.
  12. For PvE, you'll be fine with a few simple things such as getting the correct distance (depending on weapon) and trying to get a height bonus. You can't outflank an NPC as it will always turn towards you when it's fighting you solo. PvE in Wurm is easy (or at least it gets so once you get to a certain skill level), and time spent trying to optimize a single engagement is more likely to be a waste of time as whatever you're fighting should be dead or dying by the time you have the time to change your "aim" back and forth.
  13. Yes, you need to download the test client in order to connect to the test server. Some info from the wiki: Test client : This is a complete, separate testing system, with the latest test versions of both the client and server codes. There's three islands (clones so they look similar), and they are periodically reset, so it's not a good place to actually play and try to build in. Often, newer changes are only partially implemented, and encountering bugs is to be expected. That said, it's a way for players to look at and test the newest changes that are being made to Wurm Online.
  14. Who said dragonslayings are supposed to be a public event for everyone across the entire cluster to participate in? It's a competition: Form a team, dedicate some time. Learn the patterns. Beat the competition. It looks like there is a lot of people who want slayings to be more public, so I think it's a great time for you all to team up. Wurm can both be competetive and co-operative. Keep in mind I'm heavily biased to "the current situation is fine" as I've participated in 40+ unique slayings without any issues of people "sniping" uniques due to playing on very low population servers (Affliction, Elevation and to a lesser degree Defiance). Killing a unique isn't hard, and it has been done with as little as 6 people on Chaos. Finding them over and over again is the hard part, but it's not impossible. Most of all, it needs a lot of effort from a dedicated group of people.
  15. If only a community manager's opinion mattered. That would be so cool.
  16. That has been possible forever, has it not? It's standard procedure for most folks PvPing. And in general, some customization for what appears in events tab is a great idea.
  17. Not completely useless but also not completely needed. It would be a nice QoL improvement, to be able to add groups to all kinds of containers.
  18. Archery

    Archery is useless outside of very limited scenarios in PvP. I'd love to see it be more useful in PvE, with animals running away from you if you attack them in melee or something. It doesn't makes sense you can run up to a deer with a shortsword and kill it. Some QoL changes could also be nice, with arrows returning and such, or just making them easier to find.
  19. Rift scout camps exist on all servers. There is a link to the Wurmpedia article regarding rifts, and rift scout camps specifically, in my original reply. You get rift points and you can harvest the nearby rift materials.
  20. Rift scout camps are not the same as the regular rifts. They're not scheduled, and can appear pretty much everywhere on the map, within a few parameters. What I'm trying to say is that there already exists something along the lines of what you're looking for, except that it's really hard to come by. Like for most things in Wurm combat, you're going to have to travel for a bit to bump into it. Without side-tracking too far from your suggestion, than I already have: If you want a spontaneous combat-related adventure, we already have the PvP servers. There are rare/supreme treasure chests spread across the wilderness and a few other nice tids-bits. They are there to encourage people to roam and run into other players looking to kill them. I don't think it would work well on a PvE server, since the inherent danger of leaving your deed isn't as strong there. A similar mechanic with the rare chests spawning lots of mobs to "defend the chest" after you lockpick it could be an interesting idea, implemented on a PvE server, that is based off things already coded for PvP. In my opinion though, no amount of NPCs can pose a challenge to an experienced player with a strong toon. A "small group of friends" can kill a unique or clear out an entire rift - again, something you see all the time on the lower pop servers such as Serenity or Chaos.
  21. If you want a combat challenge, PvP is really where its at. We have these on PvP and they're called battle camps. The guards aren't really a problem, but the players certainly are. We already have rift camps (small rifts with 10 or so rift mobs), though they are quite rare. I've stumbled upon them several times running through the forests of the more lower-pop servers looking for traitor NPCs.
  22. Mauls all the way for the special moves in PvP as HoTS - I've skilled up medium and large maul to somewhere around 90. I believe the accuracy of the large maul more than makes up for its decreased damage compared to a huge axe. With insanely high skills you can parry most things anyway. Since the launch of Elevation 3 I've more often than not replaced my large maul with a metal spear (preferably glimmersteel, for the reduction in swing time), since it gives increased damage to horses. With high strength and such, you can kill an unarmoured horse in a single swing with the polearms bonus. On Defiance now, I'm mostly using whatever everyone else is using since it is freely available as loot and I'm not a weaponsmith on NFI.
  23. Throwing has its uses, but it's very limited. Experimentation is the best way to figure it out. I've used it a couple of times, but mostly as a joke in sparring or 1v1 duels. Like most things in Wurm's combat system, according to myself at least, the usefulness of throwing is very limited if not "useless" outside of PvP. As for your actual question, on whether or not it matters what you throw: Yes, definitely. The damage you inflict seems to be based on the weight and QL of the item, and whether or not it is a weapon. Throwing a 90ql long spear is going to do some damage, whereas a tomato is likely to just "bounce off and do no damage" or something similar.
  24. Uniques might be impossible to kill with very few people, but you can lock one up very easily with two people.
  25. Making it toggleable would be a nice QoL improvement. I want to find out where the enemy is hiding their beeswax.. sometimes