Pukaria

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Posts posted by Pukaria


  1. 18 hours ago, Tryfaen said:

    Dear Developers of Wurm Online,

     

    It's not that I disagree with anything else you say, cause it doesn't really matter. It's just that they are not capable of delivering a solution. Better hope for bankruptcy and a competent business taking over.


  2. Wurm Online is owned by a publicly traded company on a Swedish exchange. Wurm Online is a product, and if Game Chest Group wants shareholders and players to have confidence and keep giving them money, they need to act professionally. The professional response at this point is at least making an official statement and determining if they will provide any remedy. @Krister

     

    When individuals were destaffed due to abuse of power, Product Manager Keenan publicly addressed why staff members lost their positions. Product Manager@Samoolhas made no such statement about Capi, of the Capybara Kingdom here. The fact that Capi was destaffed and then the art was removed is all very suspect. Wurm Online has a clear history of inappropriate staff behavior, and everything here points to persisting corruption within Wurm's staff ranks.

     

    @StargraceI think you're doing the whole community a service by compiling information, and if you do not receive a satisfactory response you may want to keep going up the chain: https://gamechestgroup.com/

     

    Edit: @EmiI'm sorry for all your trouble. But I wouldn't waste time trying to argue with the players. It needs to all be taken up with staff.

     


  3. 7 minutes ago, Blazecraze said:

     

    I'm sorry but could you please break this down for me as I am having trouble understanding what you mean? What code is this and what was the explanation about the code you were expecting? I'm lost. Thanks in advance bub xo

     

    Artwork was removed from the game. Obviously it was not done by players. The Wurm team could explain why they made the change.


  4. 2 hours ago, Tukodama said:

    Just wondering if herbs and spices have different "skilling levels" like farming crops.  To skill farming at a high level, garlic and beets seem to be the best way. 

     

    My current set up for herbs are 10 rows of 1050 planters each, with each row a different herb/spice.  It seems the row of woad hardly gives any skill gain, while the rows of cocoa and tea give nice ticks.  Is this my imagination or is there actually a skilling difference?

     

    Thank you :)    

    Tuko

     

    Yes, they do have difficulties as you say. I'm not sure what they are actually, as I don't believe it's been documented anywhere. Someone could look at WU code and most of the data will be there (excluding the new caffeine items added a few years ago).

     

    You can go by feel, also as you say. Either watch your skill tickrate on each type of herb, or you can also look at resulting ql from the harvest. Lower average ql will be more difficult, higher average ql will be easier.

     

    Improving trellises is faster to get gardening skill since you get the benefits of CoC on your tools, but for those of us priests or otherwise people who just don't want to improve, picking planters is actually fine skill gain if you're not in a rush.


  5. 3 hours ago, user said:

    Silly that some kind of sign over for the art isn’t already in place in the first place. 

     

    I think it probably is (Wurm could confirm for us) and we're just being given excuses because people in Capybara are upset Capi got removed, so they asked their friends on the dev team to remove the artwork.

     

    If this isn't the case, Wurm Online team could give us some more insight, instead of just locking threads.


  6. I submitted this as a "sensitive bug" via ticket a few months back and Vayu told me it would be looked into. It's never been addressed so imagine it's not actually very sensitive, but it is definitely a bug. A frustrating bug in PvP.


  7. 31 minutes ago, Army said:

    Why are there no PvP updates? Why was the PvP merge suggestion closed?

    As Krister mentioned back in July already, the focus for this year is on player retention and other features. That's why new PvP content fell very short in the past months.

    That's also part of the reason why we couldn't just follow the merge suggestion. It would require quite some preparation and development time, and would only result in another bandaid solution which probably wouldn't work out in the long run.

    Instead, we are currently planning a general (non-merge) solution for character transfers between clusters, including PvE and PvP. We will soon inform you about our plans in detail, as this will require some public discussion in advance.

     

    So are PvP updates completely off the table?

    Smaller adjustments and fixes are still possible, even if our main development focus is on other things at the moment.

    If you have balancing concerns or ideas on how to improve the PvP experience within that scope, please use the suggestions section on the forum.

    I know that there have been some fitting PvP related suggestions already. It would be still nice if we could narrow them down a bit, as we could create a poll for these changes more easily then for example.

     

    This will be the first sale since I started playing Wurm that I won't be buying anything, since Krister et al don't include PvP players in the players they care about retaining. Maybe by the time my main's premium runs out next year (since I usually buy multiple years on multiple characters) they'll have something sorted. But I doubt it, and am expecting the "general" "solution" to be paid transfers between clusters. The fact that a transfer for both PvE and PvP is proposed as the "solution," while the suggestion addressing specific PvP considerations and mechanics is called the "bandaid" is a bit bonkers. I have no hopes left for this game.


  8. I am very opposed to item transfer both between NFI and SFI, and especially between Defiance and Freedom.

     

    Excuse me while I sail my 8,000 5 speed horses bred in the last 2 days from Defiance to Freedom and all my rare bones, etc.

    This would be a nightmare. Please just do portals either for PvP only or including PvE I don't care. But trying to loop Defiance into the economy is almost guaranteed to make those of us living on Defiance lose out because the mechanics we like would have to change.


  9. There needs to be an option to set your pet to defensive vs. offensive. The reason things attack tamed mounts is because the mounts are actually attacking first.

     

    Even with the combat trait that the pet should be attacked less ("it looks more friendly than normal"), it's irrelevant because they are initiating combat.

     

    This is even more annoying on PvP and there isn't any reason it shouldn't be fixed on PvP as well.


  10. There are 3 problems with animal husbandry right now:

     

    1. Traits are random, not inherited

    2. Negative traits may as well not even exist. Genesis is pretty much obsolete

    3. Some of the traits are nonfunctional or bugged  (ie. easy on its gear, stationary animals don't move to eat like saddled animals do, etc.)

     

    As someone with 99.9 AH on my main, I think it's reasonable for some number of offspring to go for slaughter since meat and animal parts have value for both white light and black light priests.

    But the frequency of duds is too high right now, although they are a symptom of 1. and 2. above, not actually the problem.

    "Failures" of breeding need to be rebalanced to include both missing positive traits and including negative traits again. It's fine to have few negatives with high AH, but currently the negative traits never show up on offspring, starting at 50 AH or even lower.

     

    Overall, I'm still happy with the AH rework and the addition of rare animals but I hope in the next year or 2 they can revisit the breeding system again. The lack of inheritance really detracts from AH being the fun and creative project I fell in love with when I first started playing Wurm.


  11. [2023-09-17] [13:08:40] A ring engraved with various artisan symbols. It will increase skill gain in a chosen skill when worn. It will improve skillgain for Body stamina. It still has quite a bit of rift energy remaining. It could be improved with a lump.

     

    I was wearing it for a few days so I surely did a variety of stamina activities, but especially woodcutting.


  12. 3 hours ago, Madnath said:

    I say remove the RoTS repair effect for fences. Totally. Fences aren't something that need massive levels of protection, given that most of the time when they're offdeed, they're of temporary use.

     

    No please. I have had permanent fences in multiple deed perimeters the entire time I've played Wurm, as areas to keep spare animals.

     

    Having Magranon's global spell repair these fences is a huge benefit.