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Found 30 results

  1. 2 days ago i cut a large area of wood, then i took all tree's inside a mine and droped 3-4 felled tree's on the floor to cut them the next day, last night i cut all of them leaving them in piles on the ground . today when i started makin charcoal piles out of them i noticed that logs that were not full weight had 40 dmg, i cheked trough all piles and replaced where damaged but still had some in some piles , those left there like 3 h later were 80 damage. is it a bug or intended that used logs decay that fast? PS: i just realized what happends:/ the class object that makes the tree is transformed into the log object keeping all the values from the felled tree, like ql, rare value , name and decay counter, so when i made the small logs i never picked them up thus the decay counter for them started counting from 2 days ago when i droped the felled tree's:) i guess a fix to this is to reset the decay counter when turning the last piece of the felled tree into log. is not such a important bug but i assume is preety easy fix if devs know the code well enough to easly find ,and add a line of code ,in the function that turns felled tree into log:)
  2. Hello all! King's Landing on the Serenity Server is recruiting! We have an established base of experienced Wurmians, but are looking for more to expand the family. Players of all experience levels are welcomed. We will provide all the support needed for new players and will give experienced ones the flexibility they need to progress too. King's Landing has everything you would expect in an organized deed included in a fortified location. Every villager gets their own 2x3 stone house and access to all the deed resources you would expect, and a central part in continuing to develop the deed further. We have our own priests so we have enchants covered, but are always looking for more. What do we expect from you?: At King's Landing we only ask that you be respectful to all of your village mates.We do not tolerate childish behavior. There are only a handful of rules designed to protect the integrity of what we are trying to achieve and I keep hold of all writs. Other than that we want you to have fun! and we don't let people get burned out by doing the same thing over and over again, but encourage players to explore all the different possibilities that Wurm offers. How do you get into our lovely establishment?: Please send me a PM giving me as much info about yourself as possible, as an example : Age: Timezone: Do you have skype/ts/vent?: Are you prem?: Do you have any alts or old accounts we may know you by?: Do you pvp?: (we assume that a lot of people don't actually want to PVP, and thats fine too !) Would you like to pvp?: How long have you been playing?:(On freedom or wild/epic) What is your favorite skill on Wurm?: How long do you play per day?(Are you a weekend player only?) Once received, you can expect a response from one of the existing Villagers who will then make the necessary arrangements with you.
  3. Three Oak Cove is recruiting new and old alike to join us on Serenity. Newly founded village in pristine wilderness at the moment. Come experience building a village from the ground up with us!
  4. New and experienced players welcome! We have included a map so newer players can travel to our picturesque seaside deed. We have just started the village, so you can aid us in the construction of walls! We recently found gold, so this is a great place for aspiring jewel-smiths! All new players will be given 50QL tools. Message Adalaire, Blakd or Smirky ingame for more info.
  5. This suggestion was mixed in with another thread involving the addition of more chaos servers to the freedom cluster (Bad idea) But i had one to improve the currrent situation and direction of the Epic cluster as a whole and the balance and relationship between the 3 Home servers (serenity, Desolation and Affliction) and Elevation. The general feeling alot of people on epic are feeling is that things on epic are on the decline both on elevation and the home servers. activity levels on both are declining, PvP is becoming stale on elevation while the flow of new players into the Home servers seems to be dwindling and exits are increasing. Currently there is really nothing on or about elevation that will attract new settlers to it from the home servers and its quickly becoming stale and listless like a game that's long ago been played out with all the major players camped in their power bases with little hope or desire to see that upended. There's not enough chaos, uncertainty or dynamic change on a large scale to keep that stale fortress vs. fortress dynamic from naturally settling in. We need something to break up and keep stirred up the windtunnel of change. Both constructive and destructive. To break the fortress mentality as well as the fortresses themselves sooner or later. Things like natural disasters. Valari mob invasions, meteor strikes, select area crop/tree/bush deaths. Magic divine events on the destructive side and then artifact duplicate drops (artifacts must only last X time no recharges), adamantium/glittersteel/high ql steel/enchanted item drops or hidden cashes that respawn to keep the pace up, magic divine assistance. On the constructive side. Also the relationship between the Home servers and Elevation is dysfunctional. In reality the home servers are a near copy of elevation only alot safer with some minor and largely unhindering differences. As a home server resident since epics launch I don't suggest substantial nerfs or further restrictions to the home servers with glee. or lightly But the fact is in order for the home servers to sustain success the system and their relationship with elevation must be sustainable. There needs to be more things that are elevation exclusive or unhandicapped to provide a meaningful and attractive reason to take the risk and jump over from a home server to residing on elevation. The only thing I could think of that fits that need without making the home servers unlivable is the priests and their spells as well as meditation. They are widely used and valued highly and thus would provide that carrot to entice hommies over. While at the same time keeping the home servers able to do what they do best. Casual light PvP, a perfect starting place for new people and a semisafe place to conduct trade, hunting, "carebearing" and other activites much more dangerous on elevation. Basically i suggest: *Nerfing the favor/power/cast ability of all priests on any home server by 1/3 to 1/2 of the current levels. priests on elevation would remain unchanged. *Either removing meditation from the home servers or limiting the progression to level 6 or 7 *Nerfing the enchantment on any weapons or equipment brought onto a home server from elevation by 1/2 to 2/3 but restoring it to it's otherwise normal level upon returning to elevation. (possible exemptions: Lurker Pendulums, maybe Coc or Woa tools i'm not sure. *Bascially carving the magic/spell content of the game as being upper tier and thus most fitting and best used on elevation while at the same time protecting the Home servers from being hapless priest target practice. *Making all artifacts have X number of charges AND once found have X amount of time to be used before disappearing and being rediscover able again by anyone. No more recharging, No more collecting/Chesting artifacts. Especially if one group has neigh ALL of them like that. *Revamp the missions so that they routinely cause large scale effects on elevation. Meteorite stikes, earthquakes, Plant/crop death zones, Valari Mob invasions, Large land Terra-forming events, glimmersteel/adamantium sprinkles, ect. The result: A) The changes only effect priest characters directly. Personally i'd consider priests (who can only become priests on elevation) to be end game or upper tier content. To have a sustainable balance the home servers cant have literally all levels of content included with elevation missing the realistic begining game space for new players. It makes elevation irrelevant and really just a place you go priest up at and return to home. It would also protect the home servers from becoming fodder for high level content by nerfing elevation players spell/magic abilities when on a home server al la CR nerf style. This suggestion would preserve the CR nerf, the fertile space for new epic players to start and become involved in epic long term and basically define what the home servers are best at and give elevation what it needs to define what its best at. B.) Other then priest/magic/spell content the rest of the crafting/fighting/farming/mining and creation content remains the same as it should. I'd even argue for a raise in the home server ore cap from 50 to 70ql. The home servers would then become a semi-safe pvp lite area where new players and elevation players looking for some quiet time can experience PvP/thievery and playing without freedoms constraints in a place where they wont be steamrolled or have the fear of such keeping them off epic. Also rewarding a home server for contributing to a mission by spawning Valari mobs on that server has to stop. in fact stop spawning them or nerf the ones on home serves since they are a considerable danger given the probably average fighting skill and gear on the home servers. C) Elevation would then become the place the upper level content is mixed with both the chaos and dynamic energy from PvP but also from PvE events designed to seed continuous new PvP chances and elements and keep that seeping staleness of over fortressing from styming further chances of conflict. Missions would come in here and need to be made relevant in the present and on the ground not on some moon game board that feels completely unrelated and irrelevant to actually playing on epic. Ex. 1. Meteorite lands near the mongol main deed demolishing a large section of their outer walls and flattening the terrain leaving an open path into the deed for a quick and aware enemy before the wall can be replaced. Or 2. A large spire springs from the ground near New Tuscany with a sizable gittersteel chunk on its peak. A group effort will be needed to reach it but its out in the open and easy poaching. D) Making artifacts rediscoverable and making it impossible to collect and lock them all up (especially by one single group) they provide a continuous goal and activity in finding them as well as almost mandating their liberal use when found especially on the battlefield.