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Found 105 results

  1. Hello, I'd like to request a more precise snapped placement modifier. Currently we the following placement modifier keys we can hold: ALT: Snapped to a larger grid CTRL: Snapped to a smaller grid Could we have a tighter level than CTRL by using SHIFT? The reason I ask that the current small grid either leaves gaps or puts objects half in walls, particularly for large things like planter racks. Another level either 2x or 4x more precise but still snapped to a grid would be very grand indeed.
  2. Would there be any plans for paint fluid? I ask because dye applied to walls only acts as an RGB filter. For example red dye on a wall (roughly RGB 228 27 27 for vivid dye) works really well on most textures as it'll filter out most green and blue, but if you apply white dye (RGB 227 227 227 for vivid dye) onto a wall it doesn't make it white unless the texture already is white. What happens is the original texture just gets a little bit darker. (If you were so hackingly acquire dye of RGB 255 255 255 the texture would look completely unaltered.) Therefore I'd like to suggest being able to make paint fluids if this isn't already in the works. It could be made by taking dye fluid and mixing it with a thickening agent such as olive oil, or even lead to make those poisonous lead based paints. The goal would be so I can have vivid white stripes for my lighthouse brick walls.
  3. At this moment we can only Dye some parts of some cloth equipments, which seems strange considering the number of metal and leather we can actually Paint the whole amor. Full houses and ships, and even giant colossus statues can be painted. So as a Tailor, and lover of the Cloth armor, could we get a way to paint Cloth sleeves and Jacket too? (but specially the red jacket) I bet a lot of Priests, archers and Fashion lovers will love this ❤️ Tyvm! Edit: I mean for the color to actually be displayed, because we already can paint it (and Im pretty sure my settings are ok)
  4. So now there are going to be unicorn names, is there any chance of tiny adorable unicorn foals? Pretty please? :3
  5. Good morning everyone, Last night, I was working with my forge, and as always, I struggled to find anything inside my bsb. Mainly because there is so much stuff in it (like everything I collected that can fit in a bsb). My suggestion is to add a little text input to filter down the content of the bsb. What do you think ?
  6. I thought of a way to help people help themselves when their animals become stuck in terrain - allow taming to have a short range, comparable to the range of charming. The animal either ignores you, moves into the tile next to you and eats the offering (possibly still not being tamed,) flees, or moves to you and attacks. This would allow people who have animals stuck in mines or on bridges to move the animals without always requiring GM intervention. Deed, branding, cared for status, etc., would still restrict taming success, and player-built structures would also prevent animal movement. If an animal is unable to move due to terrain restrictions, then it clearly should not be where it is in any case, and the server would move the creature to the closest legal tile that matches the deed status of the location it is currently standing on.
  7. The compost bin. Put your damaged veggies, fish and rotten food to good use. Simply throw it out in the compost bin for some recycling and eventually you'll get dirt in return, and if you're really lucky you may find a seed! (or something in that fashion) Edit: Increase yield from farmland instead of giving dirt? Maybe make it generate something (like bee hives, but forage-stuff?) over time if you remove weeds from your nearby farms? Made out of planks, shafts and nails. Uses carpentry. Pictures for extra spicy selling point: - N
  8. Alright, so I've been workin on the idea of making a public deed, an artisan's guild, if you will, and was thinking that it'd be neat to let people be able to use good, rare, and enchanted tools to work on stuff here... But then you run the risk, of your nice tools walking off... So I had the thought, what if we could chain them to a tile, or a new plantable item or something, and then they can't be taken more than 5 tiles from that location, traded, or put into a container, thus keeping said tool on the deed for others to use it freely? I know it's not a perfect solution, as the player could still just hold it in their inventory and prevent others from using it... but still it's a step towards the idea at hand imo *Update* (10-22-17) Wanted to post my new post here for people viewing this for the first time can see that the direction I want to take this idea would be different than the original idea I'd posted:
  9. Alright, I so while playing I got to thinking, that it'd be neat to have more than one skill tracker window open at a time... Honestly, wish I could have the skill window open all the time instead... But due to the way it's presently setup, that isn't very practical, so then I had the idea... What if the "Skill Window" had a swap mode on it for players that wanted to keep it open all the time, to swap the text style of the window, over to "Skill Icons" instead, that they could mouse over for info about that skill, such as it's name, current level, and level progress of this current session. Original idea stems from how "Runescape" does their skill interface (I know this is from "Old School Runescape", but the point still stands this is still how they do their skill interface ) Just wanted to get this suggestion out there before we have a UI Overhaul, so that if others like it... There may be a chance for such a thing to be incorperated into it Btw, will be more than happy to undertake making skill icons for it, but would have to wait till said UI Overhaul happens to know how they'd have to appear on it and all, and if they'd have to scale and such
  10. There's been a lot of talk about wanting to fix the fighting system, but I have yet to see an in-depth explanation of how exactly to implement a "better" fighting system, other than a few suggestions, with a lot of them gearing towards reverting the nearly decade-old "fight fix" altogether. In an effort to bring some life into the huge assortment of armours, weapons, and fighting capabilities that we have in Wurm, I am proposing a complete revamp of armours, weapons, and many of the features of the fighting system. Please note, this suggestion tries to be as "Wogical" as possible, with an in-depth reasoning behind why things are the way they are. It's not about giving one or two armours in the entire game the best possible competitive edge, but rather, bringing in a sense of balance, while at the same time keeping powerful armours better for multiple different reasons. Keep in mind, this is a WORK IN PROGRESS, and things will most likely change as the majority sees fit. The numbers are probably not exact, but they should give a good idea of what I'm leaning towards and trying to accomplish. Here's a link to the spreadsheet where things are a bit more colorful and easier on the eye, I suggest reading it alongside the below wall of text: https://docs.google.com/spreadsheets/d/15Y2oO3-uU-nD_8ubj1bneh2JVuwab9W-lzAhUkh151M/edit?usp=sharing #1 - Base Armour Adjustments #2 - Armour Glance Rate Adjustments #3 - Armour Damage Modifications #4 - Damage Enchant Modifications #5 - Archery & Casting Difficulty Modifications #5 - Shield Modifications #6 - Fighting Stance & Weapon Modifications #7 - Dual Wielding #8 - Aiming/Protecting #9 - Body Part Damage Effects THIS IS NOT A DISCUSSION ON PRIESTS/GODS, SO PLEASE KEEP THE DISCUSSION ON PLAYER GODS/ETC OUT OF THE TOPIC. THIS IS PURELY ABOUT FIGHTING AND THE MECHANICS BEHIND IT. Also, there is no poll because I want this to be a discussion, not a simple vote for or against without any explanation. So, with that, please keep the discussion open-minded, and please try to refrain from thinking too biased. If I missed anything, please feel free to point it out, and give an opinion on it if you have. Thanks, and comment/suggest away!
  11. This idea came from spitballing with a couple of others in the Discord. Essentially using the deed planning mechanics, you manually plan a building on a piece of paper, say "3 tiles north, 3 tiles east, 3 tiles west, 3 tiles south" (can also include a way to show how many tiles you can plan in relation to skill "you can plan 60 tiles") then you finish the schematic, use it on a mallet or trowel, then plan the building, you being in the center like a deed token. Then you can go around adding internal walls where you want, cutting down time spent adding each tile (and finding out you cant make the building) Confirm build and tada
  12. Personal Goals Revamp So this game has this wonderful motivational goals list that is randomly generated from varying difficulties of tasks. Everyone has a different set of tasks. The player is supposed to have these "goals" in the back of their mind when encountering things in their normal Wurm life as things they should complete them eventually. This would be a really big incentive to do things out of the ordinary and inspire me as a player to branch out and do skills I wouldn't normally do just to obtain the "goal". However, there is a problem. A quick look over my "personal goals" and going down the list, many of them are possible. Some are very challenging, like cutting an absurd amount of trees, or making a ton of wine. But one of mine in particular is literally impossible to complete on freedom. "Become a demigod". From my understanding of demigod, its impossible to obtain on freedom. If I were to go to the place it is possible (Epic) - my "personal goals" would reset. So though I have this list of really good motivators, I can never complete them all, and thus, never receive the reward that is fabled to exist at the completion of the personal goals. Now, with that out of the way I do think it should be nearly impossible to complete them all(keep the tasks challenging but possible given enough time). Alternatively I suppose the reward for completing the personal goals could change to something still rare, but a little more mundane(Maybe a rare cosmetic item that is non-tradable(instant Wurm status-symbol)... or even a rare title). This subject has come up with me several times with other players, and I wanted to bring it to attention that it should be looked at(if it isn't already) to encourage more players to be spontaneous and branch out from the normal daily Wurm-grind! What do you think? -Lei
  13. So. There are special tiles on water where you can catch different sorts of fish. But there would be very different uses for it as well. Buoys, which are built with planks, tar, and a Mooring Anchor (Thick rope, lead anchor) Cheaper generally to build then a boat and mooring it, its only purpose is to be planted down where you want it, and you can give it whatever name you want, and dye it different colors. People could use them to mark dangerous spots (A place where the rock bottom is high, and deeper vessels might ground themselves, special fishing tiles, named buoys to give waypoints to people for finding harder to find places)... Basically, it would give an alternative to building a rowboat and mooring it in the middle of a body of water. It would look more elegant to rowboats, as you would see a small buoy floating about, ominously ... Some more advanced versions of them could also include lamps, so people can put floating lamps around their docking area. Of course, it has to be a lamp, not a torch, because you don't want to set fire to it. It could change the look on seas quite a bit, and I am sure people would find alternative uses of those!
  14. Alright, this has irked me, and I know a few others already in the game, but I think it'd be great if we could found a settlement inside a cave/mine, and thus have the settlement token be inside said cave/mine, for underground villages/deeds. As it stands now, we have to not only found them on the surface, after figuring out where we want the deed to be in conjunction with the underground parts, but too also access the token above ground later, which can be quite troublesome if you have your village/deed under a mountain =/ Just figured I'd put up an official suggestion on the matter, as I can't see there being anything truly negative about doing this, aside from maybe coding limitations.
  15. Alright so this idea is a bit out there, but thought about it when wanting to be able to plant trees inside my house. Well what if we could plant trees in the house, and trees could spread into a house, that has cultivated dirt in it, either as made by player or when the house is rotting away. The catch of it would be, is that as the tree grows, it would break floors and roof tiles above the tree, at say growth state 2+, and maybe a bit more math in it for floors higher up than a 2nd or 3rd floor. But the idea would be neat for making it look more natural for when nature is retaking a deed that has fallen, or a stray house that's been abandoned out in the wilderness
  16. So I was thinking it'd be a nice feature if we could dye our forges and ovens, so that the light they emit could match that of our lights in the area, or just simply to alter how they look while lit for more of an effect on the area. In some cases would fix conflict between two light colors (basic of oven/forge, and colored lights nearby). In other cases it could be used as a fantasy or building strategy, like changing the color for some mystical themed area, or just for the visual appeal while it's active
  17. I'm sure this idea has been posted before and according to rumors it's even been tested? Anyways, personally I'm always more immersed with a third person view and think it looks fantastic. What does the rest of you think?
  18. Just an idea - for papyrusmaking: Folios This would item would allow players to take multiple papyrus sheets (uninscribed) and combine them into a bound folio. Instead of the regular pop-up window for inscribing it would be similar, however with the 'Next' and 'Back' buttons player could inscribe multiple pages. This could be used for recipe sharing, in-game book writing, kingdom/deed laws, inventory logs, trade deals, et. al. I'd imagine the recipe being to the effect of using a needle as the tool, 3 strings of cloth, two pieces of leather, and a minimum of five papyrus sheets. There could be recipes for different sizes, i.e. Volume: req 10 papyrus sheets, 6 strings; Tome: req 25 sheets, 12 strings. If it all possible, perhaps allowing players to bind already inscribed papyrus sheets into a bound folio although it would have to be one at a time and requires at least one string with each 'addition.'
  19. Hi all! I use Google translate! I would like to raise an issue bonus from sleep. The fact is that now sleep bonus is a nominal function, which in this game as the Wurm can not fully meet the needs of the modern player. It is ridiculous to say, but sleep bonus, as is well known, activates the command chatting through "/"))) He even from the standpoint of ordinary logic is questionable.In this regard, I would like to offer a very complicated in some cases, the calculation system of the permanent sleep bonus. Firstly, in Wurm has a quality system, to offer the same quality of sleep, and add (1 to 100). Quality of sleep in real life depends on hundreds or even thousands of factors. No one will argue that sleep is an essential human need, after breathing. I would like to propose the following system of bonuses from sleep in Wurm. Please note that all values are given as an example! Generally awake in Wurm can not live as cease to grow skills, stamina builds up as in 10% of water or other negative factors working .. These factors included after the continuous stay of the character in the game within 12 hours of real time. To get rid of the negative effects of a character must log out or use an object such as a bed, a tent or sleeping bag or other intended for sleeping. The character must be in a state of not less than four hours of real time, offered to enter status in connection with the stay of the character in the sleep mode or offline: 4 hours - wants to sleep (sleep bonus 0.5) 8 hours - not enough sleep (sleep bonus 1) 12 hours - a good sleep (sleep bonus 1.5) 16 hours or more - full of enthusiasm (sleep bonus 2) We know that most of the players come temporarily, and the more intense and monotonous they play, the faster they will go out of the project, so innovation is linked to the real-time impact on this class of players more than anyone else, and in general it is a radical impact on the social sphere . Most of the players are young people, schoolchildren or students, it is a small part of the adults working people. The first is largely spending more time on the game than the latter, so their opportunities in the game are different, a little innovation will equalize the opportunities of these people. And will reduce the possibility of using bots. In any case I think that it is necessary to introduce a factor of fatigue character: 0-2 hours in the game - the maximum bonus of sleep 2-4 hours in the game - Sleep bonus !!! is multiplied by 0.5 4-6 hours in the game - the multiplier gain skills !!! It is set to 1 6+ hours in the game - skill gain factor is set to 0.5 12+ hours in the game - set the conditions under which, the continuation of the game pointless In this case, you can enter the promotion rest of the game with continued online, for example, after the first 4 hours of play a character fit to sleep for 2 hours (siesta) and then the cycle is as follows: 0-2 hours in the game - the maximum bonus of sleep 2-4 hours in the game - Sleep bonus !!! is multiplied by 0.5 2:00 sleep 4-6 hours - the maximum bonus of sleep 6-8 hours - sleep bonus 0.5 8+ hours - multiplier gain skills 0.5 12 hours per game - sets out the conditions under which the continuation of the game pointlessOr promotion linked to the client time (as it will be implemented not know) For example, if a player leaves the game at 12 pm his time, then add a + to sleep bonus "because he just went to sleep!" It does not matter that he had gone to play another game, it will distract him from the 4 hour digging in the mine, that will eventually extend his interest in Wurm.)) At the second level of detail proposed to add statuses comfort or quality. Just compare how you are going to sleep on the bare ground, or in a luxurious warm bed and how you sleep enough, and at the same time will set to work. So: Under the terms logoff: 0 logoff in adverse conditions, with rain, wind, snow, water 1 to logoff in normal conditions, in a cave in a forest in dry weather 2 logoff indoors As things: 0 without sleeping items 1 when using lower grade and quality items (the litter made of branches) 2 by using items of the middle class (sleeping bag) 3 using high-end items (bed or tent) On the premises: 0 in a wooden house 1 in a stone building 2 in a building of frame 3 in the combined building (Roof + floors)By heating: 0 Without fire 1 Bonfire 2 In a building with a fireplace or oven. Other criteria may be added, deriving from one another: seasons, the presence and number of windows in the room, interior articles. For example, when sleepover in a combined building with a fireplace on the bed we get the quality of sleep in 10 cu (for example sleep bonus multiplier 2). Plus 16 hours of sleep 2. In the two hours of the game set in the sleep bonus 4. Then 2 hours 4 * multiplier 0.5. Then break in 2 h. 2 hours of sleep bonus 4. Follow 2 hours 4 * 0.5. Then skill gain is set to 1 * 0.5. All this approximate framework. Thank you for attention!
  20. So I made a sandwich too big to fit in my picnic basket. my instant reflex idea was to activate the knife and try to cut it in half, I mean it's a sandwich right? started thinking that'd work on a few other things too. slicing pizza for example? anyways just food for thought to go with our fancy new food update it'd be great if we could just cut up certain foods into smaller portions to make them more portable please
  21. No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  22. I just had a couple of ideas i wanted to put forth. The first is in regards to the wurm website, as you may have noticed on the main wurm-online page it has a big wurm-unlimited banner, and a few of my friends have been confused thinking this is the main wurm-online game because it's featured in such a big way on the front page. Whilst i understand those of us already playing wurm-online understand they are two seperate games essentially official and none official, i think it would be a good idea to adjust the main page so the Play Now wurm-online is more prominent and that perhaps wurm-unlimited has it's own dedicated page, i'm sure you all know what i'm trying to say here, And i'm confident there is some smart people around who knows what i'm suggesting and is able to think of a solution. I suspect Wurm is not gaining potential players because of this! Also a guide on how to install the game and client would be usefull because to a complete newb the client can be abit unusual compared to other games and it's hard to know what is going on such as that it is doing packupdates in the background prior to playing and you just suspect the game is not letting you hit play now! The second idea is to have more than one deed per character on the same server! I'm not sure why there is a limitation on this as a per-server rule, ecspecially for PvE doesn't make alot of sense to me? If one is willing to put up the dollars , why not? what do you guys think? ( i said this in-game but i was told to post a thread, although i suspect it's already been suggested before but now we have a ninja team of developers, maybe they could sort it out? Anyways im out of breathe typing now... my apologies for the poor spelling and grandma. Thoughts? -Taz Ps: i took a few month break from wurm, i used to be the guy digging alot and it burned me out.
  23. Not sure why these aren't able to be mailed, but I believe they should be. We already have the ability to mail meditation rugs and other cloth items. They each weigh 3kg, which isn't much giving the amount of some things I've mailed in the past. If the mailbox has the ability to mail things in various sizes including practice dolls and candelabras, we should be able to mail all three sizes of carpet without hassle. Thank you for your consideration, PandyLynn
  24. Dear Developers, As we all know Wurm (both Unlimited and Online, but Online is better) is little known to the major playerbase. I know plenty of people that would gladly play a game of Wurm's likes but just can't ever find one. I don't know if something like this has been suggested before but I will anyway: start advertising How many times did you people bump upon World of Tanks' ad when it was in earlier development? It started out with a rather low playerbase too and look at it now. Same happened to a lot of games and as much as I do realise that newcomers might make some problems every now and then like griefing, building shacks all over the land and leaving to never return again remember that the more people get into the game the more people keep the development up. The more people keep the development up the nicer stuff we can have etc etc. Create some ads, speak to the peoples' dream of freedom, tell them the world is theirs. They will come. PS: Remember to state that it's indie or they'll go off about poor graphics (whatever). Sincerely, Like over a half of Wurm's community I'll leave this thread open for discussion as I believe this is worth looking into.
  25. When a forge/oven is lit, ash should store up in it the more fuel you add. Being able to extract this ash from the forge/oven after the fire is out would be a very helpful quality of life addition that would make creating ash much less painful when needing large amounts. Currently it's .10kg of ash per 1.5kg kindling campfire. So perhaps 10kgs of wood fueled to the forge could give 1kg of ash when the forge/oven goes out to make it a little simpler? You'd just right click the unlit oven or forge and get the option to Empty ash or something, which would then sweep it out into your inventory.