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Found 33 results

  1. Hello Wurmians! I'd love to ask why players online in WU are decreasing every week, month, or year. That's very pity that this enormous, beautiful world is losing followers... Share your reasons; what has been your turning moment? Maybe that was the time? Has the game required more and more time to achieve your goals? Or maybe that was the feeling that the game has stopped growing and there is nothing to search for anymore? Or maybe you found that graphic too old and not updating? Please share your minds
  2. It's time to gaze into your Goblin King's crystal balls Wurmians! This is the thread to write your predictions for Wurm features you think will be on the Devs' list, either this year or next! Lots of possibilities - who knows what will be in the game soon! Feel free to make funny suggestions for features or bugs, but nothing personal, and please keep it positive! I'll start you off - I think orange space hoppers will be in by the end of October in time for Impalong 'Sit and Bounce' Races, but due to a bug/feature they will still look like pumpkins. Your turn!
  3. Hello fellow Wurmian! First of all, let me start by saying I've been compiling this list for several months. There may be repeats or things that already exist in game (because I don't read forums or changelogs enough, and some stuff has been added). Generally, these are just things that have popped that that annoyed me, bugs I'd like to see fixed, and features (however wishful) that I'd like to see added. It is also possible that my understanding of certain game mechanics is just wrong, so a proposed change might make no sense or be unnecessary (mission participation for journal goal idea?). Also of note, I believe that almost everything in game, aside some basic social interactions and such, should incorporate the action queue, skill, or quality into it. RNG should not be relied upon, only be one piece of the equation for variety. This comes from a place of love for the game and an overall desire to see it be a deeper, more approachable, and more fun experience. Also with less 'useless work' as I like to call it (sadstone grinding for mining, for instance). I gave absolutely zero consideration to the technical difficulties that might arise from implementing these ideas as a clear choice on my part. I hope that this will inspire some such changes to take place, or at least spark conversation. I also did not peruse any idea & suggestion threads, but did seek input from friends in game, so perhaps their suggestions might be seen here. If you see a suggestion here that exists, pm or reply with a link and I'll add it where appropriate. With that said, please, try to wear your big kid pants when you comment, because nobody wants to read 'that's just a dumb idea'. I hear that too much from my Dad, and you're not my real Dad, so I won't take it. 😜 However, if you do think it's a dumb idea, I'd like to hear why with reference to game mechanics or speculative fictions on the post-change-wurmpocalypse that would happen if implemented. Bugstomps and Tweakings Loyalty points earned from purchasing Premium time can now be used whether you are currently premium or not. Emoticons (wurm flavoured) are now available to be used in chat (excluding Trade chat aside WTB/WTS/PC emotes) Lava may again raise rock tiles higher than 40 slope. Max slope is (server max - 1) All items represented by a cloth bag with a ? on it now have proper models, tyvm. Events are now more regular and less like April Fools follies. Character Emotes can now be bound by hotkey. Character Emotes can also be toggled as a text list option for right clicking in Settings, for those still used to the legacy option. Smoke effect height from Fireplaces, forges, etc can be changed via a right click menu, making it possible to limit the smoke coming through floors. Three options are available: None, Short, Normal smoke pillars. Domain of Magranon requirement for Path of Power Erupt/Freeze removed. A new 'Recover' action can now be queued and allows character to wait until stamina is recovered before resuming queued actions. Village Plan can now be viewed by mayors via the Manage>Settlement> menu. Take a breath, this is going to be a long post. Skins are now mailable. Trade replies using @s are no longer private. Send a PM if you wish to keep it private. This is to help stabilize market pricing by giving those monitoring Trade chat an idea of what is being quoted. PM'd quotes can then be taken with a grain of salt. Differing PCs can then be discussed. Recent PCs with @s attached can now be reviewed over the course of a 72hr period by typing /checkpc into chat. This will show the last pc message of the person who received the @ reply and the reply in a filterable/searchable list window. Shelves no longer throw the "You cannot reach that spot to place the [item]" error. (bc wth is that even about anyways?) Bridges can be destroyed in the same one-click method as buildings with a buildings menu item by the bridge maker. Catapults (and other siege weapons) work normally on all segments of bridges. Bridges fall when all road pieces at either end are destroyed. Treasure map in a bottle can now be found when planting and processing trees (planting, removing stumps, cutting down felled trees, cutting into logs, and processing logs into sub-parts). "You found a Map in a Bottle! Some crafty bugger hid his map in the crook of a tree branch and the tree hid it further by growing around it. Well played!" Also from large animals/monsters when butchering. For missions: 'Within 5 map squares' missions has been reduced to 'within 3 map squares (smaller server islands) 2 map squares (Indy sized islands), 1 map square (Xan sized islands).' Mission participation now counts towards the missions journal goals whether the mission finishes or not. Compasses now remain stable while on boats, however not during a gale. Or, RE current compass functionality: Ccompasses can now be 'stabilized' by lowering the sails of the boat, rather than disembarking. RE: Current compass functionality: Cartography skill extends the duration that a compass remains stable, up to 10s for 100 skill. You may now use a dioptra in conjunction with your Compass and Cartography skill to narrow down your location on your in game map (similar to dioptra on celestial body for rough map area) indicated by a circle. Quality of dioptra, compass, and skill factor into how narrow the circle on the map appears. You may now use a dioptra in conjunction with a compass and treasure map, also with your Cartography skill, to similarly narrow down (or generate) the hint circle. Character names can now be changed with purchase of a Naming token from the loyalty rewards store. Name changes are announced globally on each server cluster, on the forums, and on twitter simultaneously. An option can be toggled in your profile to show characters who have been subject to a non-GM enforced name change as a parentheses after the name, eg: Absurdides (Fearil). You may elect to delete/retire your characters for use in a name change. That name is reserved to your account(s) unless released. The character window is now resizable (allowing large portrait-taking options like /toggle characterwindow) OR: A button on the inventory now exists to /toggle characterwindow without the use of console commands. You can now wash yourself with a grooming brush activated on water to remove 10 disease power, per half hour. Other types of actions that would normally have a set timer, are also now skill/ql based. (bashing, etc.) Do Not Cross option for boats/characters to avoid inadvertent server switching when trying to pick things up near the edge of servers. Catapults and other siege weapons can now be 'broken down' into component pieces for transit by cart or wagon. A wagon can contain a broken down battering ram, ballista, or catapult. A broken down trebuchet will require 2-3 wagon loads (depending on runed vs unruned wagons) Large decorations (such as large banners) can be broken down for easier storage. (reduction in volume but unable to be displayed until reassembled) Rain is now louder and more visible, and doesn't happen under a roof. Snow makes an audible crunch under foot. Snow textures doesn't appear ground tiles under a roof. The blood strike effect no longer appears when you zoom out using the V key randomly (or after you were in combat or something, just weirdness). Treasure map ql is less random, incorporating some skill, or something, anything, into the wide variety of qualities that maps come up as. I'm not asking for 99ql all the time, but it definitely seems off to me to dig a 80ql rare dirt and get a 9ql map with it. Maps are great anytime, sure, but that just feels wrong (That's what he/she/they said). Kingdom tabards are now represent the kingdom they were created under forever, rather than changing depending on the wearer's current kingdom. All tomes (not just book tomes) are now included in the Loyalty Marks system. Aminanimals, Monsters & Relateds Animal Cared For status and name now appears on the Inspect Animal window. (Basically if it appears on the examine menu, that info should be available in the Inspect window) Creature cage ownership is now displayed when examined (or hovered over alt key pressed, showing [Fearil] for instance) You may now load creatures into creature crates if you are leading more than 1 critter. The first critter you lead will be the first loaded. Unique skulls now have appearances that represent to their species and subspecies more properly. All creatures now have a 'butchered' model, rather than the classic pile of flesh and bones graphic. Horses, etc, no longer stop suddenly at the end of bridges (as they sometimes have done when at speed), instead make a smooth transition onto the bridge. Horses/carts/wagons no longer stutter step in shallow water and throw you off. Animal-towed vehicles can now traverse deeper water (20 dirt deeper than present at max, by tile corner average). However, the maximum vehicle speed drastically reduces scaling with depth. This also adds value to the Animal Husbandry Water Speed trait. Riding animals will now swim for a distance tied to your stamina. When your stamina drains to 0, you are kicked off. Two animals can be tied to wagons and carts. They will follow the wagon/cart as if lead. Bison are now shearable and provide brown wool, along with brown sheep. Brown wool can be used to craft brown versions of existing plain wool garments Wild cat corpse weight reduced to 15kg from 42.86kg, unless Slow, Greenish, or Champion (instead, 20kg, 35kg, and 42.8666 respectively). Are you ok? Check in, do you need a drink or a snack? Tamed or otherwise non-hostile Spiders can now be 'milked' similar to Cows for silk string. Silk string can be used for a variety of new garments, or doubled up (1/2 weight) and used in place of regular string. Silk garments can be used to make priestly garments that give enchant power bonuses, but cannot exceed standard max faith bonus. Ridable champions! (whose normal size would normally be unridable, think wolf, dog, cat.) Whale meat and other butchery items now come in 6kg chunks Stamina while riding on horseback drains 1/2 as fast. Stamina while riding on a cart drains 1/4 as fast. Stamina while riding on a wagon drains 1/8 as fast. Rarity of vehicle further reduces stamina drain by 10% per rarity level. Rarity of saddle counts towards 5% stamina savings, horseshoe rarity 1.25%, doubled for supreme, etc. Animals with a rare trait also save 5% stamina per trait. Madnath has been nerfed. 'Ancient' is now an age category representing mobs that have lived beyond a normal lifespan as a result of caring or other similar effects. Ancient takes effect after Venerable and beyond the normal lifespan of the creature type. Animal and monster aggressiveness scales down against a player's Fight Skill and/or Combat Rating, and scales up with creature modifiers (angry, sly, champion, etc). Cart dragging now enjoys an acceleration curve. Depending on Body Strength the acceleration to your normal full walking speed (including weight encumbrance) can take from 1 second to 10 seconds Deeds, Plants & Terraforming Deed perimeters can now be adjusted in each direction individually. Deed Creature Ratio target is now 12, rather than 15. Mayors may now bash hitching posts (etc), and monuments (obelisks, colossi, etc) on their deeds. Colossi and monuments now have permissions which will allow for destruction/pushing/etc for certain characters when set (subject to deed perms). Concrete may now raise rock tiles higher than 40 slope. Max slope is (concrete ql counting as skill for max slope skill check for mining/digging) Lava may again raise rock tiles higher than 40 slope. Max slope is (server max - 1) (Or tie to Digging/Mining skill, eg: max 300 for 100 skill) Coffee trees may be planted at altitudes over 1000 dirt, in dirt. They function much like any other fruit-bearing tree in game, just won't grow under 1000 altitude. 'Cut Grass' with a scythe (for hay making) timer is now faster; based on scythe ql, farming skill, etc. Prune is now the default action on overaged trees/bushes (lower in priority than harvest, pick sprout) In general, more default actions need to be assigned like ^ Forest management things. Larger trees choke out smaller trees 1 space around, opening forests up (unless planted in centre of tile). More dominant species extend range +1 starting with Oak, Willow, Walnut, Maple, etc... Wombat Stun effects, CR effects, etc from special moves now last longer than .005 seconds in PvE. The stun is reduced by 3 seconds per successful strike. The Focus timer is no longer reset after changing targets or being taunted. Victims of taunts (mob or player) lose one level of focus after being the victim of a successful taunt. Victims of a successful taunt are then resistant to taunt for 30 seconds in PvP settings. Troll clubs are now generated with random QL from 20 to 75 on creature kill. Inventory Stuffs and Making Things Search bars are now active on all types of containers. Bulk items that can normally be stored in FSB/BSB can now be stored in their Rare+ forms. A variety of cape skins are now craftable/purchaseable for those who have achieved that highest of acclaims. Bear/Wolf fur capes (Think Jon Snow) Embroidered silk (dyable), several patterns Wool, cloth, etc. Pelts can now be placed into bulk storage. Large barrel rack (roughly same size as pantry cupboard, holds 100 small barrels or 4 small racks like shelves). CTRL+ Click & Dragging an item from a Crate/BSB/any inventory onto a tile begins emptying that inventory into a pile on the ground. Add modifier key or popup question with dirt for larger inventory based terraforming. You may now unload crates from crate racks to nearby tiles. You may now pick up archaeology statues into your inventory, provided you have the strength to lift them. Halter Ropes can now be stored in bulk storage bins. Vehicles that decay to effective 5ql now become [unclaimed], resulting in the lock being removed, permissions reset, and ownership removed. The vehicle may then be claimed via right-click and improved over 10ql for new ownership to be set. The claimant will have 30 minutes to enforce their claim by imp, or the claim will be removed and another claimant may try. Drake/Scale style skins. A 'set skin' that represents the appearance of basic armour or clothing sets can now be purchased via the rewards shop. You can then appear to wear your civvies into battle, while still rocking your Scale. Conversely, you can appear to wear armour while instead you're just wearing a cloth jacket, for the masochists out there. Generic appearance skin could be purchases for a flat fee, then each change (after the first) costs an additional fee, without having to remove the skin. Not as a replacement for specific appearance skins, those would remain separate. This would be only for generic craftable clothing and armour items. The distance between interacting with, and opening an inventory is now unified. Vehicle inventories are now accessible from the passenger areas of vehicle, and interaction range has also been increased across the board for all vehicles in PvE. Continuation chance (change to add material to in-progress craft) now shows in the Crafting window. Skill Changings Meditation --- appropriate actions can give small meditation tick, based on action timer duration and difficulty. EG: Path of love: Farming, planting, harvesting, pruning, milking, shearing, groming, etc all have a chance at a meditation skill tick when performed. Path of Insanity: taking damage in combat, etc. Path of Power: Climbing, etc You the the idea, right? Skill actions appropriate to the lore of the Path. All skill based actions now give a minimum of 0.00001 skill per action (maximum of 100000 actions per 1 skill point when operating outside normally gainful difficulty ranges), because 'Practice Makes Perfect'. Yes, I understand that this is a landmine. I do realize this has the potential to destabilize the 99-100 grind, but I also feel very strongly that any action should be rewarded, even with a very very very small gain. No more useless work for skill. You can play normally and still theoretically reach 100 which isn't the case with most skills. That is the overal goal with this idea, and I don't know a better one, though certainly there SHOULD be a better idea to relieve useless skillgain work while still honouring the commitment many players have put into getting their 💯's. Perhaps the above suggestion, but at a smaller rate. Although I don't complete feel that 100k actions for a skill point necessarily represents a lack of commitment to the game. I'm told that one could maybe grind that out in a week or two (though probably much longer), which is still no small feat. *shrugs* An issue that I believe exists for newer players is that to be competitive in the least with legacy players is that they will have had years less of gameplay time to make up their deficit. Though this won't entirely fix that, I believe there does become a limit to how much time one can ask to be put into a game, and I strongly do not feel that new server clusters are the solution to that. Moving on... Priests, Magic & Spells Prayer can grant a temporary bonus to spellcasting power/enchanting power factoring in prayer skill in the temporary boost strength and duration, but still somewhat RNG (like butchering). Grab your pitchforkes and wait for it: All spells are now castable by all deities! However the favor and difficulty vary based upon the deity of the priest, and in certain cases can result in alignment penalties, and a low chance of losing a small amount of Faith. 2nd Black Light Deity now exists. Called Ikne or Keni, or perhaps Chont, or Flor, or Neekan... Now for something (new and) completely different... Bone is now a butcherable item. Bone always generates at 80ql. Bone Needles are relatively easy to make at high ql, receive damage much, much faster than their metal equivalents. These and subsequent bone tools are meant to allow viable early-game access to high ql tools. Bone Hammer, Bone Knife, Bone Carving Knife, Bone Quern (grind stone), etc. Bonemeal/Fishmeal can now be created using a grindstone and goblin skull (or any fish). One use (whatever output weight) per skull & 1 per 2kg equivalent weight of fish (or bone, if implemented). Combination of input ql and milling skill affects output ql of bonemeal/fishmeal. Applying bonemeal to a crop counts as a farming action and boosts growth rate (higher ql = small success change for instant 1-stage growth, otherwise lowering age-up timer?). Bonemeal applied to growables in pottery planters improves health and extends the life of the plant. 'Permanence' spell can extend temporary modifiers by 1 min per 2 spell power (or something). The spell is cast on a player, then a list of modifiers/spell effects is shown in popup where one may be selected to be boosted. List is repopulated if the selected effect expires during the time it takes to be chosen. 'Tile Enchanting' tokens are now available from the loyalty shop, costing 5000 points for a 5 charge token. OR 'Enchant Tile' ability is now available from the karma menu, costing 2500 karma per tile. OR Electrum Rune of Vynora now grants 1x Enchant Tile. Electrum Rune of Magranon now adds X number of actions to any mining tile. Alternatively, it may used in place of concrete to raise rock tiles on the surface by 1 elevation unit. Electrum Rune of Libila acts as a nolocate charge. which can be added to a piece of jewelry. Electrum Rune of Jackal does something fun (do I have to think of everything?). Charm/Dominate spell? Electrum Rune of The Scavenger does something really neat (actually does something and not explained by ??? on the rune chart). Flax plant + supporting tools. New wurm fashions based on flax linen. Pens with more ink capacity. Or a writing kit like a tackle box that holds a pen and ink well that can be used in place of the pen for pen-necessary actions. Bulk Food Unit (like Bulk Container unit) Windmills: grain grinding, veg chopping, meat mincing, spice grinding, rock into sand, idk, grindy things made via input + time = output, no player attention necessary. That's All Folks!
  4. If there was a work order system in place, I would hire a wagoner. Basically because, if I could see what other players are wanting to buy, I could fill orders. Or my family could fill orders. Frankly I find it a bit cumbersome having to scan Trade tab or the forums for such requests. If there was a work order system in place, I could check it any time, see what mats or supplies the buyers want and simply get it done and shipped out. These are some suggestions I offered years ago: I still want to see that duck I have been hearing for years.... Still would love to see a smaller more delicate type of wrought iron fencing...(something that would go along the lines of the iron chandelier) and anything new for home or barn accessories and furniture Oh! and enable everything to be dyed...and for the smarty britches, no not the animals.... Still wanting to see a solution to "plumb and square" walkways...a winding path down to the pasture would look so nice! Perhaps enabling paved road tile with a tile that has a soft curve and rotate it at will like you can on the structure floors... Those are my thoughts. I love this game. Myself and my family have tried other games, and while they hold interest for a little bit ...we always come "back home" to Wurm!
  5. Have the free players simply gain skill slower so they can still get there but have to work harder. And make it easier to earn silver. That way, hard work has as much influence as money and free players could be as valuable a addition to any group as premium players. Have the free players gain skill slower instead of the hard cap at 20, so that skill and time have as much influence as money. Alternatively, have the skills stay the same when off-Premium, instead of decaying towards 20 when you don’t have premium. That way, people would be enticed to buy at least one premium and another when they need it, rather than being forced into it because otherwise they might lose all their hard work and time. In addition, I would suggest making silver easier to earn in-game. I understand that to maintain a game like this, money is necessary, but I really think it can be more balanced without the makers losing out on money. It’s a great game, I really enjoy it, this is just a suggestion.
  6. So in the process of making alcohol in real life most beer comes from a process called Malting which ferments grains before being used to make beer. What I suggest is that Wurm take up this process in addition to it's current recipes and here is how it might work: You would add in the item to be malted. Common ingredients to be malted would include: Barley, Rye, Oat, Wheat Pumpkin, Corn, Potato, Rice Any Starchy Veggie. Depending on the ingredient it could be treated in one of several ways to produce one of three new kinds of malt, for our examples we'll use grain but that could be replaced by any of the items listed above. Base malt. - Would appear as 'Grain, base malt' - Made by using normal ingredients as themselves. Fermented in a barrel with a ratio of 1 - 1 with water for about 3 ingame days. Caramel Malt - 'Grain, Caramel Malt' These Malts are created by the same process as above but also including sugar in the barrel. Crystal Malt - 'Grain, Crystal Malt' Crystal Malts are created in a similar process as above, These are roasted wet with a 2 - 1 ratio of malt to water before being sealed in a barrel to ferment. Toasted Malt - 'Grain, Toasted Malt' Using unfermented malt in a baking stone to 'dry' them before fermenting them in a barrel with a ratio of 1 - 1 water and malt for 3 ingame days. Roasted Malt - 'Grain, Roasted Malt' Made by first roasting the unfermented malts in a roasting dish dry then fermenting in a barrel with a ratio of 1 - 1 water and malt for 3 ingame days. The process to make one of these unfermented malts would be as follows: Player would activate press or fruit press and 'crush' the item to be malted. This powder or Unfermented Malt would be used in the next step of the brewing process. Once malted, you would begin the process of making beer. First by mashing your chosen Malt, then boiling it with sugar and water to create the intermediary type of alcohol to be fermented in the normal way. Assuming we only use the 8 directly listed ingredients, and each malt could be made from any of those ingredients it gives a possibility for about 800 different affinity possibilities using the 20 known kinds of wood scrap. - This is if we assume only the existing system. I would suggest that beverages be slightly different. It's all about brewing after all. My system is as follows. There would be 8 new recipes, Lager, Ale, Stout, Porter, Pilsner, Bitter, Beer and Sour. The ingredients chosen from among the malts, would look something like this: Cooker: Oven Container: Cauldron, Sauce Pan Must have: Malt (any of the malt types) (one or more) Sugar (one or more) Herb ( Exactly one ) (this would determine which recipe is produced.) Optional (zero or one) Fruit (zero or one) Berry (zero or one) (This would give an added affinity list possibility but is not necessary) Finally, when the recipe has 'cooked' into it's unfermented alcohol, it's color will be determined based on which malt had the most influence on it. So you could get: Pale, black, brown, blonde, golden, clear... (for example) It would need to be sealed in a barrel for 3-5 days with a woodscrap. I really wish the booze remembered the ingredients through fermenting to the affinity wasn't tied to the woodscrap used but there are so many possibilities. Why this suggestion? The problem with the current beverages alcohol system is that the final product lacks any complexity in it's recipes with the exception of moonshine. The end result is that no matter how good or bad you may be at the skill, you're limited to how useful the beverage is because the timers just don't go above 1-2 hours maximum. I feel this is a way to begin fixing that problem by adding in complexity to the recipes without needing to rework the entire system. Please, give me your honest thoughts and opinions towards this idea. What do you like, what doesn't make sense, what seems broken. Would you start doing beverages skill if it was implemented? Thanks for reading.
  7. Hi Everyone! I deeply apologise for the late VI, the main reason being we've been able to get through huge chunks of long term projects such as project Frontier and Elevation reset. This means that news is light as the other works have been pacing along well! The delay allowed me to collect all the info on the Elevation update with the full locked in systems to share. So let's get to it! Save the date! The final details have been locked down for the Epic patch and Elevation reset! The date is set at going down some time on the 9th, and relaunching on the 11th with a new map. This will affect all of Epic so if you would like to play please do make sure to transfer your character to Freedom. We may even be able to organise something so Elevation goes out with some bangs! The locked in details are: We also have the ingame map that will be available. We'll be launching with a fog of war covering all of Elevation. Over time we may unveil certain areas, but for now everyone will be going in blind. Going native We're also working on a native launcher client to replace the jnlp client very soon. It will be entering team testing for any major issues then be available for all. This won't change anything beyond how the game is launched but will avoid any issues with getting wurm to launch with jnlp. Party time! Last week the 10th Anniversary for Independence event was launched, and it's been awesome. It's been tweaked based on feedback with some locations given a little more info and should be easier to find. I hope everyone enjoys the reward, because I personally think it's amazing! The event will run all July until the update on the 25th, so get to it! VEN streamer and well known drongo Emoo also went on this adventure across Independence, sharing some of his stories and memories, including this awesome glow up of dragonfang! Suggesting suggestive suggestions Another thing in the works is a guide for the suggestions forum detailing the purpose of the suggestions forum and how we as developers use it. Tips on how to post a good suggestion, how to support or counter a suggestion (hint: it's not a democracy with +1's and -1's deciding a winner) as well as answers to commonly suggested ideas. Expect to see this next week. Community stream Later today at 10pm GMT I will be streaming some adventures on another server (we may even have some goodies to give away) ! I haven't picked which server but I will let hint that we are looking for a place to found a developer deed, where we can play the game on stream while we talk (and show how bad we are at it). If you have any suggestions about which server we should check out leave a message below! In the future we'll be looking at streaming earlier in the evening for the Euro players, around 8pm GMT That's it from us this week, I'll see you all on stream today and we'll be working hard to get everything ready for the Epic update on the 9th. Until then though... Keep on Wurming! Retrograde & the Wurm team
  8. 1. Rugs that can be dyed. 2. The ability to dye canopy beds 3. Option to relocate deed token (Freedom only, long cooldown, must be within bounds of existing deed) 4. More slots/capacity on bookshelves (You can't fit very many books on them as it is now) 5. New statues of the gods, craftable with stonecutting (smaller than the arch statues, can substitute as an altar over QL 30) 6. More flower types. (And fuller-looking flowers in pots and planters, they look like sad dying stems.) 7. Better options for dye storage (The alchemist's cabinet is okay, but very limited and the decor on top is repetitive if you have several) 8. Dresses. (Not just for female toons. Let the guys rock a dress and let that chest hair really get it's moment in the spotlight!) 9. Wall decor - tapestries are cool, but there's not enough of them. This is where taxidermy would be awesome. 10. Tall kingdom banners that can be dyed (base freedom model) 11. Glass-making: Windows, glass bottles, wall mirrors 12. New healing cover made from honey+square of cloth (honey is antimicrobial, and these dressing are used in hospitals even now) 13. Recall to tower: Interaction with guard tower that teleports guards not active in combat back to the guard tower. This would remove guards from caves and bridges where they get stuck. 14. Diagonal fences for those less boxy edges. 15. Wagons with plain white cover that can be dyed. 16. Use dyes on clay pottery before firing to create a glaze for more decorative pottery pieces, such as those below. Maybe we can even stick a flower out of it (like those roses and lavender) 17. Now that we have some new critters running around, I'd like to suggest allowing them to be tamed. I'd love some gorillas to take care of. 18. Create spawns on former deed sites, especially where there are still fences and broken down buildings. I'd love to run into a skeleton or a ghost (whatever they're called) while doing some archaeology because it makes sense in those areas.
  9. Hello! I'm coming by with a suggestion for Cocoa Trees. How would they grow? Speed of growth- Subjective to debate Growth height: small tree, medium branch spread Harvest: Subjective time, harvest tool; Machete, result, cocoa nut -> hammer, cocoa beans. Location- Southern regions Space- 1 tile Additional traits: Can only be planted near a taller tree. can survive the outer kill zone of a grown willow/oak, does not spread.
  10. The Epic cluster was created with the idea of being easier to jump in and play competitively, fast, for players with no interest to grind, build, and grow animal farms. Yet for years, tweak after tweak, it failed to be anything special but a playground of grief. I was one of the players that considered Serenity my home. Never a hardcore PvPer, never well known or competitive. My only wish was to have the ability to a more "real" life, being able to kill someone who wronged me, an unwanted neighbor, a guy who comes right next to your deed and cuts that nice forest down that you considered your lovely landscape view. I wanted to have the option to do what I want. Do I want to steal a ship? Sure. Attack a merchant? Why not. Be a helpful and kind protector of my realm? Yes sir! Not PvP for the sake of the fight, just the choice a sandbox game should give me. It worked for a bit, but then Kingdoms got the wrong ideas and it all went wrong. By mechanics, there weren't any safeguards on raiding a Kingdom's homeland. On any other game with NPC Kingdoms, the King would have guards protecting his citizens. On Epic our King was the one attacking us. JKE (Elevation) was soon just a different Kingdom than JKH (home) -and Home was left without hardcore PvPers to defend them. Home had no super-fortress deeds constantly defended by 20 high geared, highly skilled and vastly experienced guys. It was the target of them all. (Still, the kingdom's coffers filled from our transactions). Soon, many of us tried to join Elevation, wishing to join the 'strong ones' and keep progressing ourselves. -Only to be treated as 2nd rate carebears from a Home server. Spend our time mine-hoping, building stuff for the deed, grind up certain skills on demand to be "useful". Living behind walls for months on end because "we were too weak to roam outside" and be excluded from HOTA rewards or Kingdom titles. How is that any fun? How is that a semblance of a virtual life? Why wouldn't we move to Freedom? Why would players from Freedom join Epic? However, the Epic cluster has cool landmasses, beautiful home servers, and offers the option to BE anything you want -instead pretend it. I mean, you can paint your caravel black, but it doesn't make you a Pirate. Assaulting other ships and harbors does And I Do still hold a special feeling in my heart for Epic, so I'll try a few proposals to Game devs and the community as a whole. Ascension to Epic Epic shouldn't be a set of islands with different rules within the game. It should be considered the EXPANSION of Freedom Isles. The higher ground, where more seasoned players go to have fun and get rewards. I consider Ascension the proper word for it, even though in Wurm it means becoming a Deity in Valrei. The ways it can become a thrilling and challenging place are several: 1. Higher hunting grounds. The relatively recent ability to teleport back and forth Epic -Freedom Isles has a -yet- unrealized potential. Hunting on empty servers. If only the skill gains can transfer, step 1 is done. Step 2 would be to upgrade all Epic mobs with their "conditioned" versions. How often some Freedom player roams the land looking for mobs able to give him a sliver of FS gain? I bet that guy prays to all gods to happen on a secret greenish troll spawn amongst the trees or a couple of Fiends in a cave. Why not make all Epic a hunting ground with harder versions of the mobs? I'm sure the Epic residents won't mind either They surely don't need so many pigs, or cows or seals -am I wrong? With a proper spawn tweak, the cluster becomes a heaven for adventuring hunters. Before anything else, we need those first. Then maybe some of them decide to setup a hunting camp to stay over on their trips and slowly, share their time spent on both clusters. Even if not, the hunters in Epic lands on any given day will surely be a welcomed population rise and maybe some other 'hunters' get to work... (plays Def Leppard -Die Hard the Hunter) No, really, it's a rather safe hunt (you'll know why further down). I should also point out here that the old disbanded deeds on Serenity alone could grind your Archeology in GODLY levels. ^^ 2. Proper Missions for the Gods A 'proper' mission should have a demand, a reward, and a followup. If the followup also has a better reward or a penalty, it becomes an epic quest -of sorts. Lemme try an example: Mission: Your God asks you to rid the land of the Sons of Nogump that (enemy faction deity) has spawned. I go out and find the Nogumps (12 -not 700!) within a 100 tile area. I kill them and get reward a moonmetal and a shoulder pad. -Mission now changes. The enemy Deity decides to conjure a Spawn of Utacha (tweaked, we can solo those easily and they're too big to spawn in numbers). The Utacha moves to attack the nearest settlement and break walls and fences. If I join that settlements villagers and help kill it, I get rewarded another moonmetal and a Potion of Carpentry (for example). I have a timer to attack the Utacha. If I don't, I am considered a traitor by my God and Eaglespirits spawn to hunt me wherever I go, until I return to Freedom or enter Kingdom's capital. Now, I sneaked in something nasty to unsuspecting settlers, right? Well, having a village on Epic, they should be with friends in the first place and not leave their village undefended. But they also get moonmetal drops from the Utacha, and the situation forces everyone involved to work together. It's also NOT a common scenario to happen too often, but a possible one. The succession could be also Deathcrawlers looking for me. Or to kill a Sol Demon. As missions progress, my chances to receive a Tome increase. Meanwhile, once I took up a mission (and killed the 1st Nogump) the Mission changes for everyone else and only 'I' have that mission. If there are available missions like this on any given moment for a player or a group of players to pursue, things start getting interesting. Missions on Epic should be about Gods fighting each other and they do this by using as pawns Valrei creatures and players. So maybe another player on another mission can become the last thing I need to kill. The champion of 'this' god against the champion of 'that' god. Some could also be reconnaissance missions, like sail to Elevation and check (examine) X tower. I'm really just thinking aloud and coming up with examples, but you get my point I think. Rewards for missions are the same I could get in a Rift participation, except I can do this alone and anytime I want. The difficulty is the same really -if not harder- as killing Rift mobs with 20 other people. 3. Hunt of the Ancients -literally. HOTA is a really boring "capture the flag" game. Basically, every 36h various pillars spawn in a designated area and the first kingdom to conquer four of them wins. Then HOTA statues filled with moonmetals and jewelry spawn at the token of that kingdom's capital for the King, Mayor and their "pals" to split among themselves. Why would anyone from Freedom take part in that? If it's a reward meant for the few that inhabit those lands, then that's what they'll be -a few inhabitants. Sorry guys, gotta give some to get some. What if Freedom players could join a Kingdom temporarily as mercenaries by using a choice menu when HOTA starts? What if -instead- this thing was in the middle of HOTA area? (A Portal locked for use only by the Kingdom that won HOTA) The Kingdom that conquers the pillars gains access to the lost city of the Ancients. Then that Kingdom (and the mercenary allies) can teleport to an underground dungeon that leads to the Sunken City of the Ancients. The Ancients are really the Rift mobs and a Champion Battlemaster (randomly named) is their leader. The City is basically a shiny marble fort inside a huge cave, that we must lay siege on (nothing too complex as designs go). As we crawl the dungeon and prepare our engines, the Ancients send waves of mobs to stop us. Once inside we have to kill the Champion Battlemaster and sacrifice his heart on the altar to win the event. Participation points work just like Rifts but King gets some bonus points. The top scorer gets an Ancient Artifact item (weapon or armor), named after the Battlemaster who died. (Great Sword of Bazool -for example). The rest all get similar rewards as Rifts and 3 HOTA statues are given randomly to participants (appear in inventory with lowered weight until dropped on ground for 1st time). Also, for the duration till the next HOTA, that Kingdom can use the Ancient portal at any time as a safe hideout, and the next Rift (that supposedly sends Ancients to avenge their defeat) spawns within Kingdom territory. This allows for safer Rift hunts within familiar and protected land within the Kingdom. The Rift will still be open to all, but obviously, the Kingdom that won HOTA has an advantage of playfield. The same Portal can also be used to send everyone back to their homes after the event is over. Mercenaries end their "contract to a Kingdom" once they teleport out of HOTA area. This way HOTA becomes a major event (maybe turn it weekly) that involves a lot more people, way better rewards (you didn't forget the named Ancient Artifact, right?), and is way more "epic" and fun. A worthy event to cross over and take part in. 4. Kingdom Vs Kingdom -Resources and Favor, a prestige that can be earned and shared. Throughout Elevation there are 2 Special mines. The only 2 mines that have Utmost veins of metals. All other Utmost veins are removed. Each mine is secured by 6 Spirit Guards and 10 tower guards (what any small deed could have). In the center of the camp is a Kingdom flag. The Kingdom that destroys the last flag and plants their own controls the mine. They can mine the best Q ores with quantity bonuses X2 and either trade with other Kingdoms or starve them from resources. Another Kingdom may have stored large amounts of these resources to last them a while, but eventually, they will deplete. Besides, control of these mines is a sure proof of Prestige. It's no longer "I killed you" -"Yes, but I killed you last week" trash talk. We Own the mines -period. Deal with it and pay up if you need imping ores. (I don't have to mention the need that will arise with the new metal's properties coming to game) Likewise, 2 Shrines guarded by 10 spirit guards offer favor bonuses to priests of the kingdom. Controlling one shrine enhances Favor regeneration. Controlling both gives bonus to all priests similar to the King's Priest (no need for linking for difficult spells). Effort and reward. Reasons to fight for. Consequences. Team play. Do your best with it. If you grab a group and go out, you will do something. Be it PvP or a camp conquest. Or both. 5. Server Raids and the Watchers. No matter how it sounds, Home servers should be somehow protected. They are supposed to be governed by a milder PvP ruleset, one that involves going hunted if you kill another member of the same Kingdom and where your home can't be randomly raided overnight and razed to the ground by enemies you can't defend against. At least not without a warning. It's also supposed to be a hunting ground for all kinds of players. And they have the need to -at least- know when to bail out. So in order for any Kingdom to raid a Home server, they need 1st to attack the 2 HarborMaster towers (Archery towers) at the shores of Elevation before crossing that border. The towers give out server wide warnings to both Elevation and the Home server, so that citizens can mount up defense forces or go into hiding. Furthermore, all guard towers in the land act as Watchers. If an enemy comes within 80 tiles of a tower, it gives off a server-wide msg "Enemy forces are spotted near..." So name your towers properly. Naming a tower by map grid is a nice way to locate enemy presence. Similarly, a raiding force cannot just sail next to Strongbox undetected and start bashing down walls or stealing ships so easy. They have to plan ahead, scout, plot a course and maybe even prepare a hideout in case the Kingdom's citizens give chase. A raid on wildlands is supposed to be quite different than raiding the capital of a Kingdom. If there's a semblance of reality in this, Home servers become rational frontier lands. Calculated risk and reward. This isn't the wild west. Elevation is. And you can't expect people to start over or move to epic without some safety measures any organized Kingdom would have. Furthermore... isn't JK on elevation supposed to be the same Kingdom as JK Serenity? If not, with all the PMKs going on, then a new King is supposed to be appointed at Home. And a new JK area must be assigned around HOTA. Right? Because that part became confusing for a time... If JKE players attack JKH they must become hunted enemies of the Kingdom, can't be both JK and JK-PMK. (setting an old record straight) 6. The Night of Enki -the Lich King Once a month, on a full Jackal (so to speak), the night fills with terrors. Worgs, Liches, Skeletons and Fog Spiders replace normal creatures of the land. (wolves, crocodiles, trolls, and spiders respectively). Every other aggressive monster is replaced with its undead version. That's just an event night, enhanced FS can be gained by killing those mobs, but GMs can also run competitions on that night. I truly believe an event like this is reason enough for people to hop over and join the killing spree- err the fun >.> 7. A new Epic player born. New accounts that decide to just start on Epic cluster and accelerate their PvP oriented game, should get 50 skill upon Prem on all the following: Fight Skill Longsword Shields Archery Bow and 30 skill on all Body Stats. No more skills crossing on 1st time for anyone, ever. They get this boost just to play on Epic. If they choose to move to Freedom, they can do so after 1 month of playing on Epic and 10 points are removed from all the above skills. This will help players that just want to PvP as soon as possible, reach that point faster, but not imbalance anything else. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- These are just a few ideas that can work individually or combined. (maybe the HOTA dungeon is filled with utmost veins and for a week the winning Kingdom can mine in them) and we don't need the Mine Camps or Shrines (4th suggestion). But they are ideas that elevate the whole cluster into an end-game playground. A theme park of adventure. And I feel that players from all over would love to -at least- visit it once, if not move to live there. I see no reason why we should leave the old things as they were and try find ways to "send new meat" to Epic. It shouldn't be about this. It should be an advanced demanding land that anything can happen. A frontier that we can visit whenever we want (or move there) and find something to do for every taste. That's my opinion anyway, I'll monitor for opinions of the community. I will provide clarifications if needed on ideas, but I must disclaim, these are all rough ideas. None of them is something I been thinking for days. I will not engage in debates and arguments about them. Just hear you all out and see what you think of the OVERAL concept. PS. (sorry for typos and bad formatting. I'll be trying to remedy, but my browser doesn't work well with post editing and I lost 2 very large posts already. Expect editing)
  11. my feelings and thoughts tell me this would be better. also expressive if we only got to change it once in a very long while. once a year? once every couple of years? both great options. yay or nay? ty
  12. (To Mods: If this isn't the correct section for this type of post, please move it to the correct one. I didn't know where I should post it. Thanks) Hey everyone. Due to events I just don't wish to live again, I feel I must redesign my deed.. somehow, to remove past bad memories in it. Yet I'm horrible when it comes to deed planning. And the deed needs a good redesign. What I'm looking for, is that "in the woods, but in the mountains" feel (as my deed is both). I would like a complete redesign of my main house. I'll even go with Stone instead of Wood, though I've never worked with Mortar in my Wurm life. The horse pen can be moved, and so can the cart storage. Please be good (or at least decent) in DeedPlanner (what I've been using). But even with that, I can't come up with any real good ideas. Just want a complete redesign that will blow me away, and in ways.. celebrate 2017's arrival. By the way, I have three horses. I'm looking to give them a proper pen (and have someone get Enchanted Grass under them to prevent more of those damn trees growing in the pen). Also note that there are three people living here (me, my alt, and a friend of mine). My friend does deserve his own place on my deed, but I don't know where to put it. I'll even pay if I need to, for the service. Though I don't have much silver. Here's my deed (tried to upload it to my website in MAP form, but it wouldn't show as a download). If you can help me, that would be fantastic. The deed is 'Oceanside Retreat', NW side of Indy (so I have ocean/boat access). Thanks in advance; http://pastebin.com/TZQhenn1
  13. i got to thinking about some things and i thought ot myself wh would we want to loot a corpse of a unique mob when when it decays over time why cant we have a taxadermy skill or have the ability to stuff corpses instead of bury them just saying this would be pretty awesome
  14. So, one issue we are having is the ability to move to a player. I'm positive it is possible but have forgotten how. Any tips on how to Teleport to a player? We are having players and staff (without abilities) make our spawn and am wondering how we can give those speific people Sleep Bonus (and any other item) without being next to them? Are we able to give every player items who are online now a certain item?
  15. Change weaponless fighting, with hand to hand fighting or just some hand style gear to do some extra dmg. A small list of hand to hand fighting year for hands. Brass knuckles Gloves weapons for hand to hand combat not to be confused with armour. Thorned gloves Bear clawed gloves Barbed chitin hand wraps Other types of hand wraps, iron,cloth,steel wraps etc Random claws, Crooks Ulaks Tonfas Spiked ringed gloves or rings Bear tooth spiked gloves Chuck Noris red drake hide wraps. Lol
  16. This is suggestion list of creatures that would bring a new experience to the game. As you can see these creatures can lead to more crafting, farming, and provide even pvp fun. In addition I also suggested these creatures traits, spawning area's, and ect. for us to be able to indulge in our imaginations a little. Military Macaw or some type of a Macaw (Spawns in Forest)(Strength approx of large rat?) (Produces Small weight of meat and colored feathers) (Can be Tamed) (Non Aggressive) (Reasons + could lead to: a bird cage, pet retrieving small items, messenger birds, decorative feathers, first actual flying birds besides spirits) https://en.wikipedia.org/wiki/Military_macaw Emu or Ostrich (Spawns in Steppe or grass area's)(Approx strength of a wolf) (Can be tamed) (Can mate) (Aggressive Creature) (Produces eggs while living, butchering = large weight of meat, fat, leather, claws for alchemy) (Reasons: Egg for different meal type, Another type of farm animal, another avian type of animal) https://en.wikipedia.org/wiki/Emu https://en.wikipedia.org/wiki/Ostrich Polar bear (Spawns in tundra and grass lands?) (Slightly stronger then crocodile) (Produces large weight of fur and meat, also claws and teeth for alchemy) (Can be tamed but hard to tame) (Mountable) (Aggressive Creature) (Reasons: Allows for a different fur type, adds to variety of bears, useful as a pvp pet due to strength) (Leads to: Different fur type which allows for different types of clothing, shoes, and cloth) https://en.wikipedia.org/wiki/Polar_bear Cave Lion (Spawns in forest, steppe, marsh lands and mines)(Approx same strength as Hyena) (Produces meat, teeth of alchemy, fat, and fur) (Can not be tamed to aggressive) (Not Mountable) (Aggressive creature) (Reasons: More cats , dedicated to spawning in mines and marsh lands, produces different fur type) (Leads to: Different fur type which allows for different types of clothing, shoes, and cloth) http://www.newworldencyclopedia.org/entry/Cave_Lion Poison dart frog (Spawns in forest and marsh)(smaller in size but strength of a chicken) (Can not be tame) (Produces Poison, and frog legs for alchemy) (Can not mount) (Not aggressive) (Reasons: New type of creature, can come in variety of colors, good for pvp due to poison) (Could Lead to: blow dart weapon, poison tip spears, poison tip arrows, pet container for small animals) https://en.wikipedia.org/wiki/Poison_dart_frog More Animal Barding types: Type: Leather and cloth Animal types: Bears, Bulls, and Bison (Reasons: Another item for crafting, provides protection of animals that could be used in pvp events) (Could also lead to: Different type of bridles and saddles for Bears, Bulls, and Bison) Please support if you like any of these creature ideas, I love to see one or two of them make the game! Kind Regards, Kernel Leonessar The Ubuntu Guy! P.S. Excuse my grammar and spelling please! XD
  17. Optional and ideal to serve as first-floor ovens. They could emit a small amount of smoke in their immediate vicinity or through a backward facing stovepipe. The point is to avoid having to cover up a smokestack on the second floor.
  18. Ok, most people know of the deed, if not then it is located just down the hill from the howl. I have owned the deed for awhile now. When I bought the deed it was to keep it from decaying away. Back when I first started playing I got many of my resources from that area and it became a locating point for me. I am still at a loss as to what to do with the place, so what do the people of indy think should be done with this iconic landmark. Tldr Looking for suggestions about what to do with freedom docks.
  19. Post deleted. People did not want me to create a thread as a place for people to post ideas about medieval technologies that could be incorporated into the game. Therefore, no point in continuing this thread.
  20. Sheep do not swim - for those who wish to know They produce about 0.05kg wool when sheared with scissors of varying ql, depending on your AH skill. We need: - pretty spinning wheels to spin the wool, - knitting needles to knit jumpers for winter And huge quantities of spun wool could be used on looms to make blankets, maybe instead of furs ?
  21. There is a close association with Source Salt to the dangerous real life drug, known as bath salts. This drug has claimed the lives of many, and I am sad to see that Wurm encourages the ingestion of "magic salt" to provide powers. The game claims to fight against the use of all drugs (apparently regardless of regional legality), and yet there is clear association here. I also ask that all use of alcohol be removed, as it encourages underage drinking, and is a leading cause of death in most countries in the world. Also, public displays of drunkenness should be warned/banned, just as publicly claiming you are "high" is. Those under the influence of alcohol in chat are much more likely to break rules, and cause general disorder. This post is semi-satirical, however I feel that if one "drug association" is warm/mute/ban worthy, so should all be treated with the same rules. Honorable Mentions For Other Drug Associations To Ingame Items: The cooking or refinement of Source into usable salts. Wemp, obliviously Sleep Powders ----- For those reading just the OP, the root of this suggestion is all or none. The idea that one drug association is any more or less dangerous than another is simply ridiculous to me. Because there is obvious confusion here, let me restate in the OP, that this is satirical in nature. This is the only way I can feasibly get my point across without breaking forums rules. My issue is that one suggestive material is favored over others, and certain regionally legal medications are still worthy of a warn/mute/ban while others that are clearly illegal in the originating country of the game servers, are not.
  22. as we are to have sheep someday in game i'd like to see tapestries for walls and new clothes n curtains perhaps. even more than that i'd like saddle bags for horses..that you can use like pack mules...lead 3 with packs on..can move faster across land..carry more than a back pack but less than a cart naturally. put them on bulls too for that matter..really really needed idea in game IMO. I'd also like hand mirrors to be made some how so we can alter our appearance more than once in game..like new hair or beard or none.... spinning wheel for wool, carding brushes to clean wool.
  23. I've looked at the wiki pages of often-requested items, and it doesn't seem to reflect the posts I currently see in the suggestions thread, where the veterans of the game reply that this has been suggested many times before. This includes topics that are so old they've been archived, or that do not include the topic tags required to check for existing threads on an idea. So could these veterans please post a summary of what suggestions they hear most often, including links to the best of any non-archived threads where possible, without too much repetition of each other, as a reference for the rest of the suggestion thread community, please ? Also, links to any active voting for a long-standing suggestion.
  24. How about a new Fo spell that would complement opulance. Spell Name: Preserve (pickel) Faith level: 30 Spell Cost: 10 favor Spell cast time: 10 seconds Difficulty 10-20 Spell Effect: Prevents Decay on food Items while spell Has Power. Spell loses power at rate of 1 power per hour (alternat spell decay is damage from decay is taken off of spell power first then any left over for item) Castable Items: Any Food Item same as opulance This would give Fo Priests a low-mid level channel grinding spell like opulance for Vyn and Light Token for Mag. Spell would help keep fish longer. Up to just over 4 days for a 100power spell.