• Content count

  • Joined

  • Last visited

Community Reputation

35 Decent

About Drathania

  • Rank
  • Birthday 03/25/85

Profile Information

  • Gender
  • Location
  • Interests
    Drawing, Wurm, Work. D:

Recent Profile Visitors

857 profile views
  1. Noticed on the preview client that helmets such as the chain helmet, kind of become disjointed and out of sync during certain animations (digging for example) and the player model's head will show through the helmet. https://prnt.sc/ioso72
  2. Love to know where you are exploring because I can't get a break from mobs on any of the smaller "hunting" servers that already exist. The players are part of the gameplay, the items and skills you bring back, are part of the gameplay, they affect other players, they effect the economy (big or small) and it would spread players out even further... Its a sandbox survival MMO (Keyword: MMO) with emphasis on your actions affecting the environment and people around you. What is being asked for is an even easier no-build map with an even more insane spawn rate (without the understanding of how the current system works?) than what we already have access to that will further devalue the achievement of gaining resources and skills.
  3. -1 Regardless of the highways which have been around for quite some time, there are more than enough mobs to hunt on the smaller servers and you can still find plenty of mobs on the larger servers (excluding Xanadu; Because why is that still a thing? Sorry Xanadu). I just sailed down a short stretch of coastline with 50+, champs, hounds and what not on Cele, yesterday in the opposite direction along one of the old highways, just as bad... Yet, the other day I had someone visit my place "Ohh, not many mobs around since these deeds have popped up" (1 small deed recently popped up), well, of course, mobs avoid deeds, especially ones with Templars, that leaves other areas dangerously jam-packed with mobs. Yet the nearby hunting ground was packed with mobs. I was on Indy a few months ago, the hunting grounds don't take long to get to and they're often packed, not to mention the highways can be quite dangerous. It doesn't take much effort to go wandering for a kill, especially with 1) smaller servers, 2) what seems a lower player base than ever logging in, meaning less competition for mobs. Its never been easier to find something to kill (speaking as someone who survived the great animal crisis years an' years ago) and its never been easier to reach other servers by sea and boat plotting. Players are already spread thinly enough without removing more activity from the current servers. We do not need more 'ease of gameplay' and casual disregard for what gaming means (effort/challenge, reward = fun). The game is built around exploration and survival, with that in mind; The resources are there in an absolute abundance, pull a finger out and go explore more. Don't be a hater, it's just my opinion. o/
  4. Not sure if this is in the right place, I assume this is a server mechanic issue since it has persisted through several reboots and is noticeable by others. There is a loud shoreline water splashing sound on my deed (Roasted Malt: Indy), by my pig pen gate, I'm quite far from the shore and quite high up in a mountainous area. It wasn't there when I moved in and appeared after I made a sandpit (which was moved) and it is still there.
  5. That fixed it... Now light sources flicker. Think I know why it wasn't on by default, I must have turned it to unlimited way back. To flicker or not to flicker... That is the question. Edit: Will have to deal with dodgy fog, light flickers are extremely frequent and nauseating.
  6. I'm noticing during fog these bright patches/rows appearing in front of me, the denser the fog, the closer and more often these patches occur. Anyone know how to get around this monstrosity? Console log; http://paste.creeperhost.net/view/0a88ed41 System Specs; https://valid.x86.fr/pk8dj3 Picture:
  7. The client is playing unrelentingly loud shoreline water splashing noise up at Roasted Malt (Indy) because some sand was placed down on our mountain. *Would be great if we could get an option just to silence or change the volume of said water files.
  8. Macro's are for snowflakes, real wurmian's are like;
  9. I appear to be missing the "Move" menu on any object, I've reset the client (including ripping out the configuration files from my user directory in windows) and the issue persists. Any ideas how to bring back the "Move" menu? Wurm Online 4.0.11 (with or without experimental files, same problem).
  10. I have a job thanks, it just involves long periods of 'nothing to do' on some days and absolutely everything to do on other days - Wurm fills that void of boredom. As for being 'glued to a computer', not so much, plenty of 15~30min breaks where I just walk away from the PC each day; coffee/smoke break, house cleaning, looking after the animals and other things (shopping etc), yet still hit the fatigue wall. Don't be so presumptuous. Character 1: Grinds 10+ hours a day, doesn't hit fatigue 'ever'. Character 2: Grinds <8 hours/day, hits fatigue, repeatedly. The only difference, one of them is really old and one of them is a new character. Somethings obviously bugged either way.
  11. The biggest reason I'm playing WU at the moment is I can use the no-fatigue mod. I played WO for years (7+?) on my main, I never once hit fatigue (in the early days I did hit the pop-up question checker thingy maybe 3 times) and after Xanadu came out and tore up my village population who mostly quit, I quit. I've attempted several times to 'start fresh' and give WO another go and every single time I've quit having hit fatigue in the first day or two, it's frustrating. A number of players on my server have had chats about returning to WO as a group and giving it another go, but every time the answer is the same "Let's not... Fatigue system...".
  12. Been noticing a similar behaviour on my server, when I'm online. [08:00:13] No other players are online on The grind (1 totally in Wurm). Seems to happen after a restart > logon, play for a bit, correct player count > logoff > log back on hours later and the login isn't recorded properly.
  13. Fog spiders may be related to the agg. creature bug, with the nonNewbie hacky-fix in, we noticed a lot less fog spiders spawning. Without non-newbie, they were spawning in droves and invading deeds like crazy.
  14. One way to check if it's the mod; disable the mod and see if it still happens, if it doesn't, report it to the mod dev so they can inspect it closer and roll out a mod update with a fix.
  15. Check it's not a new player too, I often notice VirtualZone errors like that for newly logged in, brand-spanking-new-to-the-server-players, until, they logout and log back in again a few times. If it's a new player, I tend to ignore it.