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Everything posted by Sindusk

  1. This is an open reply to the Abuse of Power claims public letter, specifically directed at Enki. To preface and clarify, I’m not the one who made all of the claims that were mentioned, nor do I pretend to represent the players or staff who did so. This is more of an opinion piece from myself with mild additional information granted by the players and staff who did report these claims. Enki, The public letter you made is an exceptional step forward. This statement here is something so critical, yet was obscured information that was difficult to find: Designating a clear chain of command is important, and letting the players know who to contact if they have concerns about a staff member helps immensely. Previously, when players had witnessed something questionable, they had no idea who to turn to. This statement clarifies that perfectly, so thank you. I do have one question, though, mostly brought out of my own knowledge. What prevents a staff member from deleting relevant logs and information in regards to activities? There is at least one person not mentioned here who would have the ability to do so. I’m not making an accusation, I’m just asking for clarification about the safeguards in place to prevent “evidence tampering” so to speak. Would you be willing to further clarify the “chain of access” beyond the chain of command? Who has access to what, and what can they do with it? I’d understand if not, but I felt it’s a question worth asking. Now onto the actual events themselves: A classic player dispute where neither party was fully at fault. Player A gets impacted by forces beyond their control, and loses items to Player B because of it, without being subjected to proper in-game mechanics. There’s already a precedent set by previous GM actions that these types of situations are to have the “corpse” of the incident returned to Player A. In this case, the actions taken were warranted, and clarifying that it was done by the GM team instead of by a friend of Player A makes it much better. Thanks for the transparency. This one is an issue. While the accusation was that normal procedure was skirted in order to obtain the item, the fact that the item was obtained at all is an issue. There are restrictions on the items that are to be given out to staff on events like Christmas. One such restriction is the ability to craft the item. This restriction was not adhered to in this case. Other staff members are rightfully upset that one person requested an item that was essentially “restricted” from being given out as a gift, and then was granted that item. For reference, there are only a handful of summer hats currently in the game. These items have a very significant value because of this limited supply. While never officially declared, it was assumed that no more would ever be produced, granting them value. Players have spent hundreds of euros on this specific item, under the assumption that it was one of a very limited supply. By introducing a new supply (even just one), you have essentially diminished the value of all of these players investments. I recall a discussion when armour changes were being considered, and the topic of summer hats being nerfed because they were no-drop came up. The consensus were that they were rare enough, and expensive enough, to not warrant additional changes to balance them. Furthermore, it was important not to devalue items that players had invested in. This line of thinking applies to all facets of the game. If scale was suddenly the worst armour, players who had invested in owning scale would be incredibly dissatisfied. The actions taken to introduce a new Summer Hat goes directly against these philosophies, and have devalued the investment of players into the other summer hats that exist in Wurm Online. It also creates new questions: Will more summer hats become available over time? Are other items that were deemed “limited” going to become more common as well? What prevents a staff member from requesting a Bag of Keeping and getting it approved? The important question to answer: What policies are in place for what items can and cannot be created? What type of reference point do you use to approve or deny requests for items? Is it simply off your own judgement, or is there a process of checks for what type of impact the creation would have before it’s creation? While essentially just a lighter version of the summer hat situation, many of the same concepts apply. While the act was with good intention and does not signify any abuse of power, the optics of the situation create concern for other players. This event leans much more towards favoritism than abuse of power. What prevents the ability to give a supreme pickaxe to someone “in an event?” When someone spends their time creating a supreme pickaxe legitimately, that act is devalued through events like this where an identical creation is made at the flick of a wand. Along this line of thinking, I’d like to make a suggestion. Some of the most tempting rewards are items which cannot be obtained yet have no additional function over their natural counterparts. A great example of this is renamed items. They are identical to their normal counterparts, but have an additional flair added for the purposes of the event. You can take the reciprocal approach by adding rarity to items that are naturally unable to be rare, such as a magic chest, yet serve no additional purpose by being rare. The ability to obtain a shiny magic chest would be exceptionally tempting to players. Obviously, magic chests are on the more expensive side of examples, but hopefully the point is conveyed. The creation of items by GM accounts is always going to be something that’s difficult to defend. I recognize that the best efforts are being put forward to keep things fair. However, putting policies in place in regards to their creation will be far more effective than defending the action on every single instance. Also, making those policies public. When a player breaks a rule, you point to the rule and tell them they broke it. When a GM creates an item, you should have a policy and be able to point at the policy and say it doesn’t break any of those limitations. Whenever a play account gets used in something that has the possibility of being impacted by GM account information, the accusation will always rise. As an unlimited server host, I know these accusations all too well. I also know that there is generally sufficient evidence behind the scenes to know if a malicious action was taken. Checking these actions like you have and releasing that information to the public builds trust that GM accounts are being held accountable for their actions. Thank you. This one is a bit tricky. On one hand, everything stated here is accurate. I know that only you have the authority to place a member on the GM team, being the Head GM. This is a fact. However, it gets into a light conversation about bias and how relationships between people can increase their standing. Did you feel pressured at all into making the decision? Were any of the others who recommended the promotion influenced by other actions? What were the key points which lead you to the decision you made? Of course, all of that is hypothetical and nobody knows what actually happened. What did happen, though, and is plain to see, is yet another lack of communication between the staff team and the community in regards to the operation of the staff. Let’s paint a picture here. Assistant community relations officer applies to become a GM. The application goes through, and is approved. The assistant community relations officer is made to be a GM. The community is not informed by either the GM staff or community relations that this happened. Where’s the announcement that the person was made to be a GM? Why is this all being done hush-hush? If this person is going to be ruling over incidents in the game, shouldn’t the community at least be aware of what’s going on? I’m not saying you need to announce every GM, but surely you can see how weird it is that the community relations assistant being promoted to GM has nothing but silence? Imagine how the optics would look if you announced it in public: “Due to X contributions to the community and their ability to Y and Z, we are happy to announce X as our newest addition to the GM team!” You explain why they were promoted, you inform the community as to what’s going on, and you now have a platform of public approval and appreciation instead of gossip. Sorry… starting to rant a bit - I think we both know my stance on that topic. I’ll try to get back on topic. In conclusion, I believe you (Enki) have been doing a great job at increasing the transparency of the team recently. The addition of the gallows is something that I had been pleading for since the ban of Propheteer last year. Posting a public investigation into one of your own staff is a risky move, and I commend you for it. It helps show that the staff is being held accountable, and improves the faith the community has in the actions of the team. Of course, I do not agree with every decision made, but I believe you’ve done the best with the hand you were dealt. I hope to see this trend continue moving forward, and the trust in the staff from the Wurm Online community be rebuilt. Thanks for taking the time to write the post you made. Sindusk
  2. New updates to most of my mods. It's recommended to have the latest SinduskLibrary even if you don't use Armoury, though not required. Sindusk Library v2.2 (Download) Update to support new armour class design, allowing Armoury to reference armours properly. Addition of the EnumBuster supporting class, which is used by WyvernMods to create custom titles. Armoury v4.0 (Download) Requires SinduskLibrary v2.0 or higher. Repair armour modification code. This re-enables the use of the following properties: armourDamageReduction-## - change the base DR values for an armour. armourEffectiveness-## - Change the armour effectiveness value against a specific wound type or set of wound types. armourGlanceRate-## - Change the glance rate of armour against a specific wound type or set of wound types. DiscordRelay v3.0 (Download) Added support for relay between CA HELP and #ca-help. Added support for relay between MGMT and #mgmt. Both of these features can be enabled or disabled in the configuration. Server Tweaks v1.6 (Download) Added feature that allows an adjustment to the power of the epic curve. Fix an issue where uncap GM enchant maximum power was set to 999, causing GM's to be unable to properly set the power of Bloodthirst. The new maximum is 99,999. Spellcraft v3.3 (Download) Items with QL 99.995 or higher are now considered to be 100QL for the purposes of damage modifier calculations. Fixed a bug where placing an item on top of a container would prevent Replenish from functioning. (Thanks Xype) Fixed a bug where casting Heal on a zombie would cause the server to crash. (Thanks Carl for crashing the server by casting on a zombie chicken) TreasureHunting v1.3 (Download) Added a feature where the quality of the lock on a chest would be significantly reduced if all ambushing creatures are slain. Fixed an issue where maps would not drop from hunting due to an invalid code hook. On a more personal note, I'd like to share something else. Over the past several years that I've been modding Wurm Unlimited (and for a short time, working on Wurm Online), I've done so completely out of passion for the game. Ever since I started playing the game in 2015, it's really captured me in a way that very few other games have. I believe I'm not the only one to share this feeling. There's other server hosts and modders which show similar passion in their projects to the benefit of everyone else. Sometimes I forget how much I take for granted, such as BSB's being sorted or horses going up more than 40 slope. However, I'm now in a financial situation where I could use your help. For this reason, I've set up a Patreon page. With your support, I'll increase my efforts to give back to the community in meaningful ways. My stretch goals include making WyvernMods fully configurable and increasing my efforts towards a valid anti-cheat solution. Beyond that, I'd be making additional mods with the input of patrons. Hope everyone likes these new updates. It's taken some time to get back into the swing of things, but I've got some big plans for after the next WU update!
  3. DUSKombat Defensive stance penalty to swing speed reduced from 1 second to 0.5 seconds. Frostbrand damage bonus reduced from 33% per 100 power to 30% per 100 power. Flaming Aura damage bonus reduced from 33% per 100 power to 30% per 100 power. Frantic Charge no longer reduces swing speed by 0.5 seconds at any power. Instead, it now reduces swing speed by 0.1% per power (10% at 100 power). Wind of Ages and Blessings of the Dark no longer reduce swing speed by 0.5 per 100 power. Instead, it now reduces swing speed by 0.1% per power (10% at 100 power). Web Armour no longer increases swing timer by 0.1 per 10 power. Instead, it now increases swing timer by 0.5% per power (50% at 100 power, 100% at 200 power). Duration of the status remains unchanged at 1 second per 10 power. Nimbleness now provides slightly more bonus to hit chance. High difficulty creatures (titans, uniques, rare spawns) are now slightly more difficult to hit, especially at lower weapon skill levels. Note: These changes will dramatically affect the DPS output of any weapon with Wind of Ages or Blessings of the Dark. Weapon & Armour Balance Every now and then, we take some time to look at the current meta of the server and adjust a few things to give more playstyles a chance to succeed, with a focus on buffing under-used items instead of nerfing over-used items. Weapons Battle Yoyo swing speed improved from 3.85 seconds to 3.75 seconds. Battle Yoyo critical strike chance increased from 0.8% to 1.2%. Butcher Knife damage increased from 2.0 to 2.5. Carving Knife critical strike chance increased from 0% to 2.0%. Club damage increased from 8.1 to 8.3. Knuckles damage increased from 3.7 to 3.8. Large Axe damage increased from 6.7 to 6.85. Longsword damage increased from 5.9 to 6.0. Longsword swing speed improved from 3.75 seconds to 3.7 seconds. Medium Maul damage increased from 7.85 to 8.0. Medium Maul swing speed improved from 5.0 seconds to 4.9 seconds. Scythe damage increased from 9.25 to 9.4. Scythe critical strike chance increased from 1.6% to 2.2%. Short Sword damage increased from 4.5 to 4.65. Short Sword critical strike chance increased from 2.0% to 2.5%. Sickle damage increased from 6.1 to 6.2. Sickle critical strike chance increased from 0.4% to 1.4%. Small Axe critical strike chance increased from 0% to 0.8%. Small Maul damage increased from 4.8 to 5.0. Steel Spear damage increased from 9.0 to 9.1. Warhammer damage increased from 9.4 to 9.5. Warhammer critical strike chance increased from 0.8% to 1.5%. Armour Cloth base damage reduction increased from 56% to 58%. Cloth effectiveness against slash increased from 80% to 85%. Leather base damage reduction increased from 62% to 62.5%. Studded effectiveness against bite increased from 105% to 107%. Chain base damage reduction increased from 64% to 64.5%. Plate base damage reduction increased from 66% to 68%. Plate effectiveness against crush increased from 93% to 94%. Plate glance rate against crush increased from 12.5% to 17.5%. Plate helmet movement speed penalty reduced from 2% to 1.5%. (Open helm, Basinet helm, and Great helm) Drake Hide effectiveness against slash reduced from 95% to 93%. Drake Hide effectiveness against acid increased from 95% to 97%. Dragonscale effectiveness against crush reduced from 95% to 93%. Dragonscale glance rate against crush reduced from 15% to 12.5%. Dragonscale glance rate against slash increased from 22.5% to 25%. Dragonscale effectiveness against acid increased from 100% to 103%. Player Titles The custom title system has been repaired. Any players who donated to receive a custom title in the past will have it restored and able to be used on their next login. Title rewards that were removed in the past have also been re-implemented: Titanslayer - Defeat a titan in combat. Spectral - Defeat a spectral drake. (Used to be "Spectral Warrior" but has been changed to make better use of the compound title system) Players who previously obtained these titles will need to do so again. Miscellaneous Sorcery resistances and vulnerabilities no longer display a buff icon. The effects from sorceries can still be seen through the Spell Effects interface. Items which display at 100QL (actual QL 99.995 or higher) no longer take damage if they are a repairable object. Traders will now restock with 50 kingdom tokens instead of their previous 10. Fixed a bug where Treasure Maps were never dropping from creatures. Fixed a bug where Replenish would cease working if an item was placed on top of the container. Fixed a server crash when casting Heal on an undead.
  4. With enough effort, I believe so. Yes.
  5. I wonder if this would work as a Wurm Unlimited server...
  6. The biggest problem here is you're injecting more RNG into the already RNG-ridden combat system. This creates a scenario where people will be gambling life and gear over a dice roll. This is further compounded by questions of what happens when blocked. Does it still apply resistance? If not, what prevents people from just casting again? The new resistance system was designed specifically because of this problem. The old resistances were a pass/fail where you would dice roll a 50/50 to determine whether or not your spell would work. Requiring it to be a wooden shield is an artificial limitation. Encouraging players to use a different arsenal is one thing, but forcing them to use it will just result in frustration. If you want to apply an enchant to shields, do it for all shields. At that point, you can make the enchant less effective on a metal shield to some degree, just be careful to make it something they can live with. Also, others (from both kingdoms) have mentioned shield bashing. Currently, casting a spell reduces your CR by 50% while you're channeling the action. This CR reduction does nothing for the difficulty to interrupt a player getting shield bashed. Translating the 50% CR penalty and making it also apply a 50% difficulty reduction for shield bashing (and furthermore interruption from shield bashing) makes sense. This also gives non-priests a reliable way to interrupt spells assuming they have competent shield bashing skill and the opponent doesn't have insane body control.
  7. Or just make it so switching meditation doesn't take 6 months. Also an option...
  8. It's accusations like this one that caused the policies which were a large reason for my leaving the team. I'm not blaming you, just making an observation. I never "told them exactly how things work." They asked questions, and I answered those questions. If that's something that shouldn't be allowed, then I'm guilty as charged, and the policies that are in place make sense and shouldn't change. But you make a solid point that some of the more intricate interactions with other game systems should probably be more clear. I'll do elemental damage types first, then move into some of the interesting mechanics with meditation. Elemental Damage Types One of the big changes with the priest rework is the ability to use a salve on your weapon to change its damage type to elemental. This means that you can use a maul, but it will no longer inflict crushing damage. Instead, it will be inflicting acid or cold type based on the salve. This damage type change also affects the glance rate and effectiveness against armour. Here's an evaluation of all armour types: This spreadsheet was provided through Valrei International 066. The two damage types to be aware of are cold and acid. Looking through glance rates, you'll notice that drake has an insane 60% glance rate versus crushing damage, and reduces the actual damage by up to 73.25%. This makes drake extremely powerful against mauls. Players using medium mauls versus a drake user would notice roughly 10.7% damage output to someone wearing high quality drake as opposed to an unarmoured target. When you take a medium maul and convert the damage through a salve, it causes both the glance rate and DR effectiveness to adjust as well. This means applying a salve of acid on a medium maul will cause drake armour to glance 50% of the time instead, as well as taking a DR penalty down to 66.75% instead of its standard 70%. This causes damage throughput versus a target using an acid maul to be 16.7% effective when compared to an unarmoured target. You might be thinking that there's only a 6% difference between 10.7% and 16.7%. That's incorrect. When compared to eachother, the situation where the maul is using acid inflicts 56% more damage as opposed to being its standard crushing self. This damage differential is roughly equivalent to having permanent truestrike. Meta Observation When the epic armour changes came through, it became obvious that chain was the favored non-dragon armour. It had damage reduction better than plate to crushing, and better slashing damage reduction than even drake/scale. The movement penalty was less significant than plate, which is why players started shifting from wearing plate into chain. At the time, the damage conversion had not yet occurred - meaning players were not concerned with the absolutely atrocious DR against cold and acid weaponry. When the conversion mechanic had been pushed through with the priest rework, players started noticing that any frost or acid weapon would absolutely decimate chain armour. The common choice was salve of frost, as it dealt more damage than literally any other type of attack to any other type of armour that wasn't cloth. This caused players to have to rethink what they would wear. If not chain, they would have to wear plate, leather, or studded. Plate has a significant movement speed penalty and is extremely vulnerable to non-converted mauls (which are the current meta weapon). This put them out of contention, leaving studded or leather. The difference between damage reduction for leather and studded is substantial, but creates a vulnerability in the slash column which can be easily abused. Against any other type of weapon, studded is generally the best choice, but contains an "achilles heel" which is easily abused. Instead, standard leather provides the best protection against both crushing, slashing, and cold - the three most common damage types. The best way to punish players wearing leather is to enhance weapons using a potion of acid. This will convert the damage type to one which actually worsens more rapidly (like rotting touch) and also causes the player to take extremely heavy hits when a blow lands. For comparison, hitting a player in leather using an acid weapon will deal roughly double the damage of hitting someone in drake with a maul. Meditation Before the changes, not using Shield of the Gone on a PvP account made you a prime target for assassination in a fight, as you'd be taking more damage than everyone else. After the changes, there's actually a lot more room to select different meditation paths. Path of Love is actually a great selection for players using Fo priests. All healing spells in the game were changed to be affected by the level 11 "Healing Hands" passive. This makes the healing resistance less penalizing overall, as the amount of healing done through resistance is increased by 50%. Someone with 6 minutes and 40 seconds of healing resistance will take equivalent healing from someone with Path of Love as they would with no resistance from someoneone without it. While it provides very little in regards to damage output or reduction, being able to heal through the new resistances more efficiently can be the difference between getting nuked down and staying alive. It's also worth mentioning that Light of Fo and Scorn of Libila are affected by these changes, and are more effective when used by a Path of Love character now. Path of Power is probably one of the optimal choices for those without 70 meditation yet. At 50 meditation and level 9 Path of Power, you obtain Elemental Immunity. This lasts 30 minutes and completely negates all elemental damage. Remember how acid is so much more effective against certain armours as described above? Acid is an elemental damage type. To clarify: Frost, Burn, and Acid wounds are considered elemental. This means if someone uses a salve of frost or potion of acid on their weapon and try to attack a player under the effects of Elemental Immunity, they will not be able to deal damage. This also translates into all spell damage inflicted during that time, and it gets even better. If someone attempts to cast a spell on you during Elemental Immunity, you will obtain resistance equivalent to the amount of damage it should have inflicted, but will take no damage. This creates a situation where even if your elemental immunity falls off, any residual resistances you had from previous combat will still apply. Finally, keep in mind that this power can be triggered during combat and gives no message to enemies when you do so. Path of Hate is one that I consider to have been indirectly buffed through the priest rework to the point where I personally feel it is stronger than Path of Insanity overall. First of all, while the Magranon passive which caused 25% increased damage was nerfed to 15%, Path of Hate's war bonus effect was not and remains a 30 minute window with +50% damage. Again, 50% damage is equivalent to having Truestrike. Only difference is that it stacks with Truestrike as well and makes you do 225% of standard damage when using both. However, the most important part is the level 11 Spell Immunity. This makes it so players cannot even try casting offensive spells on you. Fireheart, Shard of Ice, Rotting Gut, Hypothermia, Inferno, Worm Brains - all gone. None of those can be cast on a player with level 11 Path of Hate. This also includes the new spell Purge, allowing players who have level 11 Path of Hate to get away with a lot more nonsense than standard players in regards to newly buffed spells (forest giant strength, bearpaws, etc). It does not, however, protect against AoE spells which do not specifically target the player. Fire Pillar, Ice Pillar, and Tentacles will all still impact someone who has Spell Immunity. Dispel also functions against Spell Immunity. Finally, +2CR from Fear is nothing to scoff at and is roughly equivalent to 10 fighting skill in PvP. Conclusion The reality is that the Priest Update didn't just affect priests. It didn't just affect combat, and it's not all about the spells. Wurm has an insane amount of depth and hundreds of systems to account for. Mechanics that were discounted as useless in the past are now capable of having significant impact. Many systems are thrown out due to past stereotypes: Shield of the Gone is required. Body strength is the only stat that matters. DR stacking is the key. These stereotypes are deep-rooted in the community due to how long the meta has remained the same. The changes have shifted the meta, there is no doubt about that. Now it's the next step - adaptation. Figuring out what works and what doesn't. The update has been out for under 2 months and people are still feeling it out. I personally consider that a success. If it was so simple that it was understood immediately, then it would detract away from exactly what makes Wurm so enticing... it's depth. My hope is that the new HotA system would encourage more small-scale skirmishes on a more frequent basis, so that players can experience the changes where their actions make a more significant impact on the fight.
  9. The goal was to make it so offensive spells from priests were potent. Right now, they are. There were many tools implemented to counteract their potency through the other player taking an action to avoid it: Line of sight Range Tangleweave (requires being a priest). Keep in mind this also increases their cast timer by up to double for a duration up to 50 seconds. Pre-casting heals in anticipation of the heavy nukes (requires being a priest or allied priest). This method also makes the target highly resistant to further offensive spells through the resistance system. Shield bash (unreliable) Inflicting enough damage to interrupt (also unreliable) Jewelry enchants for resistance (you can wear one of each element) The problem is people are either not using these tools well enough, or they're not good enough tools. Improve the tools by which to counter offensive spells, don't nerf the spells. If you continuously nerf the spells, you'll end up exactly where they were before with nobody casting them because they're useless. They were also designed to bypass a lot of the natural resistances that old and high-skilled accounts would generally have: high body strength and extremely strong armour. People who used to be near immortal are now shown an achilles heel. We're finally starting to see people wearing leather again and doing well because of these changes. To take the gloves off and state it bluntly: A lot of these changes are being criticized due to not understanding how they work or the tools available to avoid them. Learn the system. If your opponents are doing something that's been effective, try it right back at them. If it doesn't work, figure out why it didn't. If it does, then you'll win.
  10. Armoury Armour modifications from the Armoury mod have been repaired. Armour values displayed on the data spreadsheet are now accurate again, and the material modifiers have been restored to their listed values. Most armours now have a higher base DR than they would before. Glance rates should be roughly half of their previous values. Movement speed penalty for chain and plate are significantly reduced. Material movement and damage reduction modifiers have been repaired. Material glance rate and effectiveness modifiers are still not functional. Movement penalties are now displayed on examine for armour. Combat Stamina drain from shield blocking has been roughly doubled. Shield blocking in aggressive stance now costs slightly more stamina than normal. Defensive retains it 50% reduction to stamina drain from shield blocks. Fixed a bug where shield blocking was draining stamina from the attacker instead of the blocker. Miscellaneous Discord Relay now relays chat from in-game CA HELP to the #ca-help channel. Discord Relay now relays chat from in-game MGMT to the #mgmt channel. Bounty rewards for Son of Nogumps have been increased significantly. Upkeep changes have been reverted. Deed upkeep has been returned to vanilla Wurm values. Updated the messaging when using the arena transfer actions. The warnings should now better reflect the current state of the Arena. Players will now sit down when transferring to or from the Arena server. Sleep Powder and Affinity Orbs are no longer no-drop. This means they can now be mailed, but will also drop on your corpse when you die on PvE. Shaker Orb price reduced from 5 silver to 2 silver. Base cost of sealed maps has been reduced by half. Fixed some mounting issues with Chargers. This should correct the behaviour when mounted on a charger and trying to cross a bridge, as well as instances of chargers going underground when mounted. Fixed an issue where GM's could not correct Bloodthirst values due to enchant powers being capped to 999. Fixed a bug where affinity orbs would be consumed even if you selected an affinity that the player was already maxed on.
  11. Miscellaneous Eternal Orbs can no longer be used on arrows. Effective power of combat enchants on the Arena are now capped to 200 during combat. This change applies to Flaming Aura, Frostbrand, Nimbleness, Life Transfer, Aura of Shared Pain, and Web Armour. The actual enchants will not change for items on Arena, nor will they be affected when transferring. Instead, the calculations during combat will use the lowest value between 200 and your enchant.
  12. Reading back, I understand that a lot of this looks like it was framed specifically against you and your kills on the players on Arena yesterday. I apologize that it looks that way, and will try to clarify my viewpoint here. There are many, many enchants above the ones you own on the server. Here is the current highest player-made enchant (that isn't Bloodthirst) on the server: [13:52:44] Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [732.6] My philosophy is to encourage players to "break" the mechanics I implement. When titans were first released, there was a total of four slayings of the titans using "cheese" tactics or downright exploits. One of them was so significant that it was used in Wurm Online to slay a unique. In each instance where players abused mechanics to slay the titan, I allowed the slaying to occur and let the players keep the rewards. I encourage people to think outside the box and overcome obstacles. I also encourage players investing time and resources to make something truly unique and magnificent. You've done precisely that with your staff, and it's a marvel to behold. However, I find it extremely difficult to argue that having enchants which give players up to 8x skill gain is healthy for the server. The crystals were never designed to be utilized in the way they were. I understand that you contacted a GM and reported the issue to check if it was okay when you first discovered it. Unfortunately, there was a fault in communication and I was never informed at the time. Obviously, this is an issue, and I'll be working to remedy that problem with the other staff members of the server in the future. The truth is, had I been informed of this issue, I would have patched it immediately (as I intend to now, hopefully by tomorrow). I want players to have the moments you did. Fighting one on one with a black hatchling and coming out victorious through sheer power of will and ingenuity. Figuring out how to link mechanics together to their advantage and discovering a new way to advance their goals in the game. In the future, I intend to develop features and content which further those ideals. While I wish there was a way to make an exception for those who truly invested their time and effort into the items they own, the simple fact is that it truly was not intended to allow crystals to get this out of control. In my search through the database to find other instances of high enchants, your staff stands out as one of the most powerful items. Very few weapons can meet the level of investment your staff has, and I can personally relate with your viewpoint where it appears other players are attacking the mechanics on the basis of what you spent so much time on. It's an impressive piece of work, but it will also remain so. Even through a decay down to 200 enchant power, your weapon would remain in the top 5 highest enchanted items. It's my responsibility to keep the game enjoyable for everyone and ensure the health of the server. The enchants which are currently available and being replicated are not healthy for the server. It's unfortunate that it turned out this way and needs to be addressed in such a crude manner, but it's a necessary evil that would fester and become worse if left unaddressed. I'll be doing my best to provide some form of compensation for those who have their items negatively affected by the changes. I enjoyed reading the stories you've shared, and hope to see more in the future.
  13. You're right. Straight up. The last time I looked at the database for spell effects on items was months ago, and at the time I recall only seeing a handful of items (less than 10) total with casts above 200. This was several months after the server had launched with the crystals in play, and it was fine. This is no longer the case, and there are now hundreds or possibly thousands of items with casts ranging up to 900. To explain why I thought it would never get out of control: crystals have a difficulty increase as more enchants are used on an item. This creates an artificial cap on the amount of enchants an item can have. In your example, there is a total of 1360 total enchant power across the enchants you've highlighted. This would create a 136 difficulty increase when infusing the crystal, on top of the base difficulty which is usually around the 20-40 range. For reference, it would be like trying to improve a QL 150 item. The chances of failure are extremely high. Players are bypassing this mechanic and creating superpowered weapons through clever usage of game mechanics, enchanting items which can be split while retaining their enchants (arrow packs). They then can experiment with crystals on the individual arrows and copy any success to another arrow pack using an eternal orb. If one arrow critically fails, which is highly likely, then it's no big deal as there are dozens of other copies of the exact same enchant already in play. This is a problem, and I intend to solve it. The risk/reward factor should have artificially limited the enchants to the ~200-300 power range using crystals and excessive amounts of money to create these items. I don't particularly find this a problem if enough time is invested, but that time and money investment is being bypassed through the mechanics that currently exist. I'll be working on a way to resolve this without simply deleting these items, as it's not the fault of the players who were ingenious enough to figure out how to bend the mechanics to their favor. This is my fault for neither having the foresight to link these mechanics together for this type of abuse, nor paying a close eye on the server for the past several months. I apologize for letting it get this out of control and assure you that further updates will aim to resolve these problems.
  14. You make very good points. It can be highly demoralizing to see the type of items players have on the servers, considering how much easier they are to obtain with the mechanics introduced. To explain the thought process behind the crystals, they no doubt create a power creep. As more crystals enter the economy, player stats increase, and more are used to create more powerful weapons - there becomes a dynamic where the players end up outscaling the toughest creatures the game has to offer. In most cases, this would be a red flag, and would call for nerfs on the items or buffs to the creatures to make them more challenging. However, my philosophy follows another track. Nerfing the items just makes the players who worked hard to obtain them feel bad. Buffing the creatures makes it more difficult for newer players to deal with existing creatures, further increasing the problem to begin with. Instead, my philosophy dictates that power creep is fine, so long as there is consistent challenge to accompany that creep. This aligns with how most MMORPG's handle increasing item power. As a new expansion is released which enables higher level caps or stronger items, new content with new challenges are released to accompany that increase in power. Sadly, because I haven't been actively developing Revenant, the new content side hasn't had a chance to catch up, leaving players in an overpowered state for everything the game currently has available. To remedy this, the next goal is to introduce a hunting map that will contain new creatures and challenges that players can engage with. The timeline on this is undefined, as I'm currently awaiting the next Wurm Unlimited update before beginning further development on the server. There is a significant number of changes to the code base from the last several months of Wurm Online development that will break a very large portion of my mods. Any development I do on my mods now has a high likelyhood of being invalid with the new changes. In conclusion, I hear what you're saying and agree. There's definitely things that need to be done to improve the server's health overall, and I fully intend to develop Revenant further. When the next Wurm Unlimited update becomes available, you'll see those developments begin.
  15. I was really hoping to just leave this behind me, but this post is just so insulting to me that I feel it's necessary to respond. Evidence is through internal communications. That's protected by NDA. I don't want to air dirty laundry, I just want to leave. If you really want to get into it, then go ahead and start with how I "threw team members under the bus." After you state your side, I'll be willing to state mine with all supporting evidence. You have my permission to share the full conversation we had on December 13th in IRC, if you really want to. However, that does nobody any good. This is by far the most insulting thing in the post. There are literally months of internal communications of Retrograde and other staff actively preventing the suggestions in this thread. Again, it's all protected by NDA, and I'm not looking to really get into it. Wurm isn't going anywhere, but the people that care about it are.
  16. People are giving me far too much credit for my work on the priest rework. As is stated above, the development team is not a single person. While I did a large portion of the overhaul, it would be false to claim I did everything. Much of the changes were a joint effort between the developers and came at the conclusion of discussions with the whole team. I was prepared to come to our next discussion with this as a topic. It would've come with a recommendation to collapse the resistances of Shard of Ice, Fireheart, and Rotting Gut into a single shared resistance. This prevents the spell spam while keeping their potency (which is well received) intact.
  17. I decided to resign from the Wurm Online development team. This was not due to any specific event, but instead a much longer sequence of events and general disagreement with deep-rooted policies in place for the Wurm Online team. I joined the team to make progressive changes for the game, and fix long standing issues with existing systems. The priest rework was a major accomplishment in that regard, overhauling a major system of the game into a much healthier state. However, I truly feel that the most significant issues with the game cannot be fixed through code. The common theme between everything that caused my resignation can be traced to one aspect: Communication. The first part would be development communication to the players. Certain features and development goals are kept secret with poor reason. Major changes can be implemented with players reading about them during the patch notes while the server is down. Without going into detail, Tower Chaining was one such feature that was nearly mishandled in this regard. This type of secrecy in the development leads to anxiety for players. What is the future fate of Epic? Should players continue playing there? If they place a new deed on Elevation, is there a possibility of the map being reset shortly after? How much heads up will be given? All these questions stem from the fact that there is no official statement for plans on the future of Epic. Everything is being done behind closed doors and leads the community to speculate. The players don’t know if there’s a plan for Epic at all. Making sure that content is complete before announcing it is one thing. Leaving the community in a state of anxiety without giving them something to look forward to is a whole different beast. There doesn’t need to be a set date, there doesn’t need to be a specific timeline. If something gets delayed, there was a reason. State the reason and trust the community to support it. Everyone in this community just wants the game to get better, but get kept at arm’s length due to fear of having them bark up a storm when something doesn’t get done. If you communicate clearly, and speak to your players like you’re having a conversation with a human instead of calming an angry consumer, you’ll see a much better response. The second part is an extension of the first, which is constraints imposed on staff when it comes to communicating with players. It was very recent that I received a discord PM regarding someone wondering who they should contact in order to report someone. I asked in the general staff channel if there was anyone around who could help this player. It got resolved, but not without it being made clear that type of communication to players is frowned upon. The expectation, being a developer and not someone who handles moderation, was to not respond to the inquiry at all. This is just a recent example, but this dates all the way back to when I first started. My communications with players seemed to have gone under incredible scrutiny. I remember instances where I was urged not to join specific chat channels or discord servers. I remember getting an absolutely insane amount of flak for appearing on stream without proper notification ahead of time. I remember reporting an issue and being told I shouldn’t even be bringing it up because it’s not part of being a developer. I remember having an exploit reported directly to me, bringing it up in the development chat, and then being chastised for having handled the bug report directly instead of redirecting them to the forums. These events all added up seemed to have painted me as hostile in the team. Like I was somehow breaking the natural order of things or overruling someone else’s duty. If someone comes to me with an issue, I shouldn’t have to judge whether I should attempt to resolve it or not. I shouldn’t be expected to ignore the message entirely and give the player no direction. Players have no interest in jumping through hoops to get something done “correctly” - it should just get done. These artificial restrictions, whatever purpose they serve, do nothing but harm the players in the long run and make players reporting issues excessively difficult. The final part is communication about GM actions to the general public, and even the players who are subject to the actions. This has nothing to do with GM rulings themselves. Instead, my primary point of complaint here is the communication to the players and general public when rulings are made. The lack of communication allows the players on the other end of the ruling to spin the narrative to paint corruption and bias into the decisions, even if they are not present. This dates all the way back to when Propheteer was banned and there was only the single statement made about it. From the GM team, there was no general statement as to why one of the most prominent players in the game was banned. Instead, it was handled behind closed doors and Propheteer was able to release his own statements to the player base, spinning the narrative to suit his perspective. If a clear, informative statement was made saying “Propheteer has been banned for this reason and this is the evidence we have against him” the whole situation would have gone much smoother. This translates to all decisions. When a PvP ban or raid ban is announced, it’s just announced then lifted some time later. Updates on the progress and expected timeframe would help settle the minds of players. Updates similar to “The bug has been found and fixed, and will be patched in the next update. When the update is live, we will ensure the bug has been fixed and lift the ban.” You can even provide non-committal ballparks for when that is. “We expect the update to go live later this week.” If it doesn’t happen, again, like stated before: You have a reason, just state your reason and trust the community to back it. Finally, this should extend to investigation process. Both sides should be heard during a dispute. Too many times have I heard of a player being punished without anyone listening to their perspective of events. Truth can’t be known until both sides are heard, and you can figure out the actual events that happened. For some reason, the players being accused are considered hostile and are never contacted to hear their side of events. GM’s should serve as mediators between players, not executioners of justice for those who do something suspicious. With all of that said, these aren’t the only reasons. Certain events that I’m not at liberty to discuss were also part of my decision. I truly respect the current development team and feel they have the best interests of the game in mind. However, improving the communication and winning your community back to supporting your efforts should be of paramount importance. I wish the best of luck to the future of the game, and hope players enjoy the content I’ve worked on. It’s been a great experience and it pains me to leave, but I feel that the work I do was being consistently tainted by policies and decisions outside my control.
  18. As a personal opinion, I feel limiting prayers to one per day, but granting faith equivalent to 5x what it currently offers (including up to 5 faith in a single pray), would be the ideal solution. This removes the need for players to feel chained to an altar for almost 2 hours praying every 20 minutes in order to be efficient. Instead, you'd pray once and be set for the day.
  19. Wurm Museum

    Really wish I had a reference to learn about all the history of Wurm, similar to this which was recently released for RuneScape:
  20. It affects all frost wounds you inflict. This applies to salve of frost weaponry, frostbrand, shard of ice, hypothermia, ice pillar, and any other source of frost damage that I might be missing. As a simple rule of thumb: if you deal damage and it's type matches the ring enchant, it gets the damage bonus.
  21. Another one is when your boat can't move. You hop into your boat and try to sail away, but it just doesn't move! There should be a message when you examine it telling you the water is too shallow for the boat. Even after playing for years, this one still gets me.
  22. Hey everyone, sorry for the confusion. We should've added additional information to the change log regarding how player god priest restrictions work. Priest restrictions are based entirely on the template god. For example, Nahjo's template god is Fo. This means any priest restrictions that apply to Fo would also apply to Nahjo. In this case, Fo cannot apply support beams, and therefore neither can Nahjo. Because Magranon is able to apply support beams, this infers that Smeagain also can apply support beams (since Smeagain is a demigod of Magranon). I do see how strange it appears with Nahjo being able to reinforce with a spell, but not with a beam. However, this isn't a bug and instead just a side effect of re-rolling the spell lists. We're open to suggestions for changing this, and would ask that you make a new thread in the suggestions forum mentioning it. Again, sorry for the confusion and hopefully this helps clarify similar situations in the future.
  23. No doubt! Dailies in other MMO's are very frequently underwhelming and I personally have been trained to dread them. With Wurm, it's even harder as the gameplay loop for each player differs substantially. Giving a player a goal to slay a creature when they have no interest in combat is a terrible idea, for example! So, since we're here, let's give it our best shot. If daily or weekly missions were added, what would you want them to look like? How would you make it appeal to the player it's given to? What type of objectives would suffice for both a casual player who logs in a few hours a week while also working for those who spend more than 24 hours per day grinding?
  24. Bingo. Vynora had an absolutely absurd amount of favor stored up that was basically all burned today through consecutive casts. Because of the new Rite system, rites can now stack on top of eachother. A Ritual of the Sun and Rite of Spring can both be active at the same time, and players can obtain bonuses for each one assuming they're the proper deity. In this case, it was three instances of Rite of Spring stacked on top of each other. This leads to players being able to "claim" their bonus and get all three rewards at the same time. You will see the line "You feel enlightened!" three times when you pray on Xanadu. Now Vynora has been drained of all her favor, and another cast wont be able to occur until her pool replenishes. The sad truth of today's events is that it only hurts everyone. If done correctly and more spaced out, players would've been able to claim the full 5 hour sleep bonus several more times over the next week or two from different casts. Since the casts were instead overlapped, it tries to claim the 5 hours multiple times, but is capped on the first, wasting 10 hours of sleep bonus. Luckily, everyone is able to at least claim the full 3x mind logic ticks that the ritual provides, and the bonus to boat speed will last until the rite expires (though it doesn't apply multiple times over, so that boat speed is also going to waste). In the end, it's just an anomaly that will sort itself out shortly. We're also going to be implementing a fix for server restarts resetting the bonuses that can be obtained from rituals. The existing rites are going to perish after the next server restart, which is the purpose for the existing Rite ban. Any further rituals cast could end up being cut short due to a hotfix being deployed... which ironically is meant to fix the very issue that it would be causing. I know a lot of people are currently thinking that "oh it turned out how they didn't want it to and they're going to nerf it!" - That's not the case. We're actually keeping the player's best interest in mind by banning further casts so that a hotfix doesn't interrupt claiming the reward. As of right now, no changes are planned to the gains or favor cost of rites, and claiming the mind logic reward on Xanadu is valid and not considered exploiting. With that said, bear in mind that we'll be monitoring how often the rites are cast in the near future. If it's faster than we want, we'll likely be raising the favor cost a bit to compensate. For now, enjoy the change and claim some stats.