Search the Community

Showing results for tags 'pvp'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Official Buildings
    • GM Hall
    • City Hall
    • Game News
    • Public Test Board
  • Back Streets
    • Town Square
    • Community Assistance
    • Village Recruitment Center
    • Suggestions & Ideas
    • The Creative Commons
    • Wood Scraps
  • Northern Freedom Isles
    • Harmony
    • Melody
    • Cadence
    • Northern Freedom Isles Market
  • Southern Freedom Isles
    • Celebration
    • Deliverance
    • Exodus
    • Independence
    • Pristine
    • Release
    • Xanadu
    • Southern Freedom Isles Market
  • Maintenance Buildings
    • Technical Issues
    • Server Bugs
    • Client Bugs
    • Model and Sound Bugs
    • Other Bugs and Issues
    • Wurmpedia / Wiki Maintenance
  • Wurm Unlimited
    • Unlimited Discussion
    • Unlimited Modding
    • Server Listings & Advertisement
    • Technical Issues

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Chaos


Independence


Deliverance


Exodus


Celebration


Xanadu


Release


Pristine


Epic


Cadence


Defiance


Harmony


Melody


Acc1


Acc2


Acc3

Found 311 results

  1. Starting bid: 83silvers/euros Buyout: 150silvers/euros Min inc: 1s/e Pickup on deli at greendog
  2. Now with the implamentation of BL PMK's, Devs should look into the PMK creation system. As it is, the system requires 40 or more players to be ale to create a PMK. Lets be realistic, it is almost impossible to gather 25 ppl in wurm together at one time, let alone 40. I made this poll so we can let the Devs and Rolf know our thoughts and give them some suggestions on the amount of players that should be needed to create a PMK. If you think 40 is good, by all means post your constructive opinion without insulting or trolling. Please take this thread serious as it is a very important feature on Epic and Chaos.
  3. I think capping battle camps should require at the very least, 20fs, similar to many other features of chaos/epic including capping hota pillars. The reason being, if there's a battle camp in a spot that could in any way be dangerous, someone can run up an alt, with under 20fs, and cap the battle camp, and any retaliation from another kingdom will gain nothing from that. Especially if the battle camp is near a deed and said alt can just repeatedly spawn and run back to cap it, while the main account can just sit barely in local and gain rank from the alt capping the camp.
  4. Here is my First impression of the PvP server, Chaos, done by someone that has never been there. I know I'll get mixed feedback about this, but remember, I come from a PvE server as well. I do try to keep my opinions balanced to give people an overview of this server and hopefully inform newcomers to the game and also players that have never been to chaos, that this server can be a great place to live, if you do it the right way. >http://www.youtube.com/watch?v=E0TNDGWn13Q&feature=youtu.be Wurm Online Playlist
  5. I have been seeing a lot of suggestions for ways to get more people to play PVP lately. However I have not seen any topics that come close to solving the real issue of why freedomers don't want to go to PVP. I personaly think the biggest reason for people not wanting to play on PVP is because new players are killed right away by people camping the spawning villages. GIVE US A CHANCE! If you want us to stick around and play and participate in PVP then don't kill us right away or we will leave cause we cant do anything but die. I suggest adding a 48 hours protection to new players on PVP servers so they cant be killed by other players in that time. I am not saying protect them from mobs just players so they actually have a chance to get started get some gear and find a village to join. Please tell me what you think. Thanks, Hawk
  6. Here are my toughts: I am on a freedom server cuz i dont like the idea of getting my deed atacked, or getting killed when i go for hunting/traveling/trading etc. However i still like to be able to pvp sometimes, especially when bored on skilling. That would bring some more joy to the game, and more meaning on weapon & fighting skills after some point. The way i see it, arena or battle grounds are a good solution for that, without having a world pvp. An option in char window or a something like portal to those areas. Queue up, get teleported, start fighting and try to survive the fight! As long as we get teleported back with the items we joined (maybe with some dmg on armor & wpn) and not losing any skills or affinity, then it should be all fine. To make it more than just having fun, winners can be awarded with small amout of fighting skills or something like that and higher ranks with more bonuses (whatever the bonus will be. Coins, titles, boost on some skills like Champions etc.) Wich brings us to a ranking system or something similar like that. So aperson with 20 fighting skill wont match with 60 skilled person as long as he doesnt becomes unstopable and wins every battle he joins. I know it's not an easy thing to add to the game and even agreed and started working on it right now, would still take long time till its ready for tests. But still it would be nice to have such an option, right? What do you think?
  7. So i'm curious about what my account could be worth, I don't plan on selling but don't let that stop anyone from making offers. It is level 12 on the path of insanity, which means it has 50% damage reduction and its a mag priest currently. Religion: 0.0 Alignment: 100.0 Faith: 91.598045 Favor: 91.598045 Skills: 0.0 Paving: 33.638405 Tracking: 22.662687 Milling: 37.49157 Coal-making: 66.65216 Prospecting: 70.01348 Thatching: 21.268866 Polearms: 12.728792 Halberd: 20.020979 Staff: 1.0 Hammers: 8.2295065 Warhammer: 22.489492 Religion: 39.4286 * Prayer: 45.210503 Channeling: 66.161156 Preaching: 8.418799 Exorcism: 5.0491805 Clubs: 1.0036924 Huge club: 2.1129324 Healing: 31.0833 First aid: 51.100807 Archery: 70.24186 Long bow: 58.926968 Medium bow: 18.859446 Short bow: 1.0 War machines: 13.645163 Catapults: 21.696913 Thievery: 33.494465 Traps: 1.099 Stealing: 2.3940117 Lock picking: 43.460285 Climbing: 22.235903 Shields: 78.072876 Large wooden shield: 40.914055 Medium wooden shield: 2.077366 Large metal shield: 93.17809 Small metal shield: 50.0088 Medium metal shield: 50.079506 Axes: 71.60027 Huge axe: 22.432034 Large axe: 73.412766 Hatchet: 91.32687 * Small Axe: 20.114391 Swords: 36.574047 Two handed sword: 42.405106 Shortsword: 34.19784 Longsword: 50.35788 Knives: 58.08914 Butchering knife: 62.665787 Carving knife: 84.33291 Woodcutting: 99.04611 Mauls: 63.66466 Small maul: 81.32705 * Medium maul: 80.21068 Large maul: 71.84408 * Carpentry: 99.92301 Fine carpentry: 98.158966 Ship building: 91.65447 Fletching: 80.0102 Bowyery: 92.5196 Toy making: 51.003582 Nature: 66.27108 Gardening: 43.449516 * Fishing: 71.00673 Papyrusmaking: 1.4701868 Animal husbandry: 50.57072 Meditating: 84.43282 Milking: 31.195936 Farming: 87.64759 Forestry: 54.840294 Botanizing: 20.870241 Animal taming: 70.38566 Foraging: 16.831038 Cooking: 76.46979 Dairy food making: 24.561758 Hot food cooking: 98.76985 Baking: 50.0019 Beverages: 31.135342 Butchering: 54.21709 Fighting: 93.25667 Shield bashing: 54.359325 Taunting: 50.303967 Normal fighting: 81.35419 Defensive fighting: 63.127598 Aggressive fighting: 33.223297 Weaponless fighting: 14.119104 Toys: 23.256098 Puppeteering: 50.144524 Yoyo: 38.200798 Alchemy: 34.45648 * Natural substances: 62.303158 Miscellaneous items: 87.75025 Stone chisel: 55.767353 Hammer: 91.59414 Sickle: 49.54647 Scythe: 20.060108 Repairing: 76.50523 Saw: 26.933794 Pickaxe: 99.42634 Rake: 76.85347 Shovel: 78.49468 Pottery: 21.665155 Firemaking: 30.600628 Digging: 93.08273 Mining: 99.00131 Smithing: 66.544075 Metallurgy: 50.014217 Jewelry smithing: 38.72226 Locksmithing: 42.62292 Blacksmithing: 97.71686 Armour smithing: 29.614374 Shield smithing: 54.580624 Chain armour smithing: 53.749744 Plate armour smithing: 50.22299 Weapon smithing: 32.266045 Blades smithing: 50.139297 Weapon heads smithing: 50.731274 Ropemaking: 51.84927 * Masonry: 76.57041 Stone cutting: 59.561428 Tailoring: 34.537395 Leatherworking: 91.70661 Cloth tailoring: 62.40219 ** Characteristics: 0.0 Soul: 49.528507 * Soul strength: 48.42087 Soul depth: 45.503998 * Mind: 59.111057 * Mind speed: 35.075645 Mind logic: 66.84401 Body: 67.288635 Body stamina: 55.066204 * Body strength: 62.198914 Body control: 47.563545
  8. Hitplat or what ever you want to call it this game needs a more interactive pvp system that gives feedback that isn't like reading a book.
  9. I think Spy Protection could use a buff. For instance, there could be a timer that prevents someone from logging accounts from different kingdoms on the same IP right after the other.
  10. Option to behead a corpse with any two handed weapons (besides maul, that would just make smush). With the head you could mount it on spikes and place it down as decor to intimidate your enemies and scrolling over this decor would appear as 'Head of '[name of character]' or you could fling them into enemy deeds via catapults if you so desired, the choice would be yours entirely.
  11. Treasure Hunt Main Idea- The general idea is to add another type of event to Chaos like how we have HoTA (Hunt of The Ancients) that if goes well could even be on Epic servers? I have heard of people missing the idea of treasure hunts on chaos for the chance of a hidden chest for loot of high end or middle end items that would other wise be costly or hard to get. But the original idea was more for exploration and finding things. This idea was to be a risk for loot type of situation that will be PvP. Now this isn't meant for anyone to just enter this server should be by all means Premium players only! Its purpose is for the Kingdoms like Jenn Kellon, Mol Rehan, and Horde of the Summond. The idea of this is to have another server that would be used once a month and each kingdom who participates will require at least 5 - 10 or more members to go using a portal and be transferred to this server for the chance of high loot with also the risk of PvP against the other kingdom. The only problem is you bring what you carry and you are teleported to your kingdom set portal for that server and once there you have to live off the land and instantly set in a "Work as a Team" and survival for great loot. Now this event can not and should not happen unless there is another kingdom team of even amount of players to make it fair. The portal to this event should be at your kingdoms capital similar to how the Epic Portal at spawn is. To win the event you either find the chest or what ever container is chosen to hold the loot or the enemy team is killed off each and every last one of them or a team can forfeit which will take the players back to their kingdoms portal and from there can use the portal to go back to your capital. Death System? When a person is killed their loot is not allowed to be taken until the other team loses or wins which is by finding the treasure or by killing of the other team which if the other team is killed off before the treasure is found it will end the game as said so the treasure wont be available. If a team forfeits and players have died their corpses loot should be sent back to them in the idea of like how karma can be used to Summon a Corpse same idea apply's to the treasure being founded. This is support to be by all means survival so you have to craft anything you didn't bring now it shouldn't be possible to build houses but perhaps fences and carts or if houses can be build should be wooden only. This event is not required or needed to build but if necessary it should be available for defense even or defending a location because this is still considered normal PvP in a way. Also mobs like normal passive to aggressive mobs should be spawned here yes and you would have to use the horses that was spawned there to ride which makes it ideal to bring gear for a horse before going if you want to risk a bit more for a fast horse. This event should give a fun alternative besides just HoTA and would be quite worth it but with a cost. As ideas for loot, i personally suggest the general loot to be adaminite and Glimmersteel lumps sense its a alternative to HoTA but more risk this event doesn't have to happen every month could happen every 2 months maybe more or less up to the people to decide nut in general this is another way to increases fun and more offers to this and if you haven't already guessed it Resurrection stones and other item saving items should not work here so its guaranteed to gain something. The idea for the forfeit system i haven't really thought of but that could be discussed later on if this idea happends to be implemented Server Map Suggestions The type of map for these events can be totally up to the staff of the game but ideas i had that could be interesting was to bring (If saved somewhere or anything relating to the original servers) back the old Wurm servers like gold 1 and the home servers where there could be a list and a vote of which map could be used next event. The other idea was a randomly generated map for each event so there is never the same looks to it and people will have to explore. The name of the event could be discussed by the community and staff i think it should be unique like Hunt of the Ancients but that's just me now i know this idea is long and over thought and long but i like to give detail and explain well any idea i have so others understand and i am okay if this does happen to get rejected. Please give any ideas suggestion on this i personally would love to see something like this add more fun if anything to Wurm. ~AlphaWolfen
  12. When you die a headstone should spawn on the spot and your corpse should be buried automatically a random level of dirt below. You would then have to dig it up to loot the body. Then remove these silly pvp looting restrictions now in place.... Also for fun make the headstones generate random headlines unique to each death. What do you guys think?
  13. I can't believe I am about to stick my neck out (again) and do a suggestion... but sometimes it just can't be helped. There are two opposing sides to the Epic controversy. The raiders want to be able to take anything and everything all the time. The defenders want the raiders to stop abusing the game mechanics and gaining immunity to retaliation. How about this as a suggested solution on Epic home servers??? 1. Permanent Presence - Nothing leaves the game world. Epic players never log off of the game. When they close the client, their toon remains where it is, able to be attacked by raiders and critters alike. No food/drink/nutrition reduction during this time. Beds are not required for sleep bonus, but the bonus will accumulate only if the toon is on the deed it is a member of at the time the client is disconnected. Toons may be attacked during this time if found by the enemy. They will defend if auto-fight is on. (UPDATE) When a toon dies, the body remains on the ground like it does currently and does not re-spawn until the player logs back in. So the toon is alive until killed or the player logs in. If raiders raid the village, they may locate toons and kill them. When they flee and hide somewhere, they risk the same thing happening to them. 100% fair on both sides. 2. Meaningful Merchants - Mechanics that help deter abuse. Merchants may be placed in stalls only, not buildings. Merchant items are placed on the merchant by the owner for 30 days and may not be removed until the item's 30-day counter gets to zero. Owners may not purchase from their own merchant. Merchants may not be threatened and do not drop loot. So if a player tries to store goods on a merchant, ( A ) the items are locked for 30 days or until sold and ( B ) if they set the price low to buy them with alts, this also means that others could buy those items as well. 3. Remove Reputation - An impossible thing to police. Eliminate the reputation system altogether. No matter how you slice it, someone is going to find a workaround. Let the community police itself. If a player is a griefer, those around him will just kill him, put him KOS, and/or declare war on his deed if he has one. No game mechanic penalty for killing someone. The penalty is handled by retaliation, declaration of war, and teamwork. Attacking deeds of the same kingdom still requires declaration of war. Attacking players allowed regardless of who/where/why. Ok, have at it......
  14. Norad

    Has Norad died or left the game. Haven't seen him on in a while. Probably alcohol poisoning or something
  15. It would be great if players had the control of the kingdoms available in the game. It would implode the desire for control in the game as old and new factions fight it out in a bloody battle. It would also be a plus if PLAYERS were allowed to create their own kingdom tabards. Please give me some feedback guys. I made a poll with +1 -1 so we can better keep track of what every1 thinks Edit: Please explain your -1 don't just do it for grief w/o giving feedback.
  16. Ok here goes. This has been a topic of much debate and far more argument lately on my home, the Chaos server. As such there are a lot of points to be made so be prepared for a long post because i want to get it all across. The problem as i understand it is also something that happens on Epic, but less so due to premium requirements on the main pvp server. I apologise in advance for the nature of my post being mostly focused on my own experiences on chaos as i do not play on epic. Free or Premium alts with under 20 fight skill have an incredible number of uses for really screwing with your enemies: Scouting enemy lands and deeds - Not too concerning usually as tower guards do tend to catch these alts Sweeping for traps - Spent all night trapping an area? wasted hours imping them? A free alt can just walk over the lot and die as much as it likes. Stealthing - This allows the alt to watch local in almost complete safety as it requires several casts of an aoe spell to kill the alt and that's IF you can actually get to it. This is used often to watch deeds that are regularly attacked and the general area around them. Grabbing Loot - As chaos does not have the 1 hour logoff timer, the secondary use for stealthed alts in deeds being raided is to horde all the best loot and log off once a raid force arrives. Adding gank bonus - Noob or not, it's VERY aggravating when a naked alt with a 5QL sword is trying to add the chance for you to be ganked. Dragging away catapults/carts from raiders - Nothing says fun like raiding a deed and having to drag the catpults and carts 100% of the time because there are alts respawning a million times over trying to steal them. Lowering skillgain at villages - Almost every day i have to leave my village and try to hunt down an alt that will be frantically trying to stealth which has been sat in local checking who's online and lowering skillgain for everyone online >.> Checking its "safe to login" - Every deed raided never has a chance to catch a real player unawares because free alts are an easy way to make sure your deed is untouched. General local checking - Needs no explaining, it prevents pvp. Interrupting archers - Archers will have their shots interrupted by being engaged in combat. PM checking - Mostly a problem for Epic players on home servers, PM players to see if they are online General griefing - eg i once saw an alt run into the middle of 5 of us digging outside our deed and managed to dump 200 dirt before dying, respawning and trying to come back over and do it more. Blocking Twigs - All it takes is one alt in a difficult to reach place in local (house/mine etc) and everyone who gets near it cannot teleport. I accept that some of these are not really a big deal and some simply cannot be easily dealt with, i'm just trying to make the point that accounts like these are insanely useful for NO COST and NO DOWNSIDE. The two key factors as i see it with how alts are so incredibly effective is that a) they are free (on chaos and epic home servers) and they give NOTHING to the enemy when killed and so can be respawned to continue what they were doing. In the past alts were rarely used for at least a reasonable number of the problems above because sending an alt towards the enemy was considered foolish as you would feed the opposing force free rank and affinities, particularly as they cost premium. However the code that prevents sub-20fs giving anything has removed this factor and alts on chaos are free now! I personally believe that free accounts should not ever be allowed on a full pvp server such as chaos. There is a damn good reason they were removed once in the past already. They were heavily abused. As for the 20fs code, i don't understand what purpose it truly serves as it doesn't prevent real players with under 20fs being killed. I will still kill a player to find out if they will pop death tabs. All it seems to achieve on chaos is allowing alts to have free reign. Open to suggestions and discussion. If i had it my way and my opinion matters i would like to see the following: Accounts require above 20 body control (premium amount) to be able to stealth Any damage should unstealth, requiring only one aoe spell to make a player that is caught in stealth vulnerable Free to play removed from Chaos Removal of the "nothing for under 20fs" code 1 hour log out on deed with enemies in local code added to chaos. Ok go! (i'll edit in any additional uses or ideas i've missed) Implement code to make Tracking skill unstealth players. Chance based on skill. For Epic: Remove hunted status, and reputation from pvp (home servers) entirely. Leave the thievery/illegal deed action reps, of course. This also means readd full loot, so you can take whatever the alts steal back, or their troll clubs. This is due to same kingdom alts controlled by enemies being such a massive pain and forcing hunted status on people. Any arguments about which kingdom uses alts more or any crap like that will be reported to moderators. Lets just try and discuss how to deal with it without accusing each other of things.
  17. At first I wanted to join Chaos, but after reading some post in their forums, people have been saying PvP is really screwy there and raiding is disabled. The post is old though, like from 2012. Has this been fixed yet? Raiding is probably the 1st reason I want to join Chaos instead of a PvE server. And how is lockpicking and stealing? If I can't do any of these things there's not really a reason to join Chaos for me. If I join Epic, can I raid other's villages?
  18. Here is an idea for a new Server type to attract PvP.and the objective oriented gamers. Epic was halfway there, but it needs to go a step futher and ACTIVELY define objectives, and have winning conditions to see the numbers really grow. Suggestion below Fleshed out and ready for consideration. (THIS POST IS LONG - Suggest Coffee and Chocolate on standby) Epic Campaign Server: The Epic Campaign server is a series of rolling restart campaigns, where predfined objectives and "win" conditions are set for factions, in a race to complete. Objectives are set with both PvP and Crafting in Mind, so there is something for everyone. The timeframe for each campaign is not fixed, but based upon the difficulty of the conditions set, and the players ability to complete them. Ideally set objectivse to take 6 months to complete. Each campaign is set on a new map, new terrain, with full skill resets. Only Acheivements are carried forward between maps, and tied to the account. --- Accounts are locked to one faction, at the point they first join a campaign... A player may change factions in subsequent campaings. Why this will work: Gives a Purpose: Pre-set defined objectives give players something to strive for, something to work for, and something to contribute to a wider community and be a part of. Gives an Experience: Every new campaign bringing a new map of possible totally different type, brings with it replayability and that "new server/great unknown" feel that everyone loves to be a part of. Gives Replayability: Fighters and Crafters can/will change roles, alternate between specialities and skills every new campaign. Creates Community: Given that a set of objectives are at stake, it will not be practical for everyone to be a jack of all trades if your side is to win the campaign. Specialities will develop. If the objectives are set broadley enough: The DEEP range of various skills and items that wurm has, everything from toys to weapons, will mean that something, somewhere will be needed. -------------- Objectives: To be wide ranging, incorporating a variety of requirements, that will require PvP, resource gathering, crafting and co-operation in order to complete. This could include: Territory % owned Resource Stockpiling/Gathering Equipment Stockpiling Completion of "Wonder" type buildings, which are also subject to attack. -- Territory % is already a measureable concept, and is purely the influence of your factions guard towers, pretty self-explainatory, requires little/no extra work. Resource Stockpiling: A simple model would be having resources of a minimum QL "sacrificed" at a factions altar, that accumlates and adds to your factions objective total. Resource Stockpiling: An advanced model, (requiring work) could require the creation of buildings, crates, containers and the suchlike, to hold resources within a city that would need to be created and defended. Under this model, resources can then be stolen/raided for capture. We could start simple, with the avanced model for future consideration. Insane amounts of resources could be set an objective (Think 100k logs, 100000kg of Iron, 1000kg of Gold etc etc of wurms bountiful resource types) that would take a faction 6 months to accumulate. As the population overall increases (or otherwise) these targets can be revised each new campaign to give an approximate 4-6 month time frame. Could also include animal part resources, herbs, fruit, food... wurm has all of these ready to go... Equipment Stockpiling: As above, but with the large variety of wurms equipment instead of resources. Can include, Toys, Rugs, Weapons, Armour, Furniture... there is no limit to how deep the objectives to "win" can be set. Wonder Building: As above or as an alternate to the above... a building plan could be set, with increasingly complex modules, and a ludicrous amount of items required to complete the total wonder. Again, think grand scale... requirements could include the full range of wurm creatables.... The exact wonder being created each map could vary... A mighty Fort, a giant castle, and grand palace, complex pyramids, stadiums, Giant Ark (big big boat) and so forth... Split the wonder into 20 different modules or "rooms" if you like... each requiring full amounts of furnishings... rugs, tables, chairs, armour stands, marble statues, gold plates, knives, forks, carpentry for rooves, floors ceilings, pillars... Wurm has this already. As a "room is completed" than it can be entered and viewed by players. It physically exists in the world... The concept would require some coding, but the results could be simply breathtaking, and worth working for. OBJECTIVES NEED TO HAVE SOMETHING FOR EVERYONE - CRAFTERS & PvP alike... ----- And so WHERE IS THE PVP for all this you ask.... Well heres the kicker.... Maps are designed so that the advanced resources, or HIGH QUALITY resources are in largely central and CONTESTED locations. The true center, contains the richest resources, allows no structures, towers. And though randomized, resource quality general degrades away from that area. Further out from that central point towers could be allowed. Somewhat further again buildings with no deeds, then finally deeds and full construction in a factions "homeland" area around its start zone. PVP players protect resource gatherers, or gather resources themselves. and covoy these back to the crafters. The convoys in themselves become targets, far easier to ambush a rich caravan on high quality ore, than mine it yourself. Terrain if done right with water, valleys and mountains placed between starting areas and the resouces, can force these caravans to travel a long way or funnel them somewhat. Basic resources of modest Quality exist around the starting areas for each faction iron, low quality tin, copper, zinc, enough to ensure a faction can get off to a start and get some basic 40-50ql gear before having to venture a little further for 60, 70 ql gear and right into the middle for the good stuff... ----------- Now putting the two together above, should create environments where crafters require goods, supplied from the PVP and resource gathers, who in turn require crafted items to fight. The objectives, many of which will require a large amount of the HIGH QUALITY resources to be found in the center of the map, should see consistant venturing to the middle of the map to collect, and opportunities for PvP increased. The requirement to convoy the resources back some distance to safety, will punish those who choose to flee the area, and abandon the hard work they have done in collecting these resources, lest they get captured by their opponents. It forces a situation where either you fight, or cough up a significant penalty by not doing so. PVP becomes meaningful, and not simply standing in each others locals throwing troll bait back and forth... A minimum Territory requirement for a Campaign Win, ALSO plays a part in creation of PvP. A side can play careful, hit and run and carebear down in their capital all they like... but eventually if a territory requirement is also required, they will sooner or later have to fight. ------------------- Acheivements, Awards These could be attached to an accounts history, simple text to start. Kings/Queens of factions and their officers could award players appropiate awards for deeds (which has their campaign number attached to it) allowing players to build a history across a set of campaigns. Highest Ranked Crafters, Fighters and the such like could be pulled from the database readily enough, and assigned acheivements awards in a simular fashion (E.G Grand Armoursmith Campaign 14, Jenn-Kellon, Lord of the Sword, Mol-Rohan, Campaign 12) ADVANCED version of this could involve an actual wearable -no drop- object being assignable and viewable in game for some key acheivments. -------------------- MAPS; At the core of success for this, would be well seeded maps with respect to resources, and reasonably balanced terrain. However there are various map types that could be used over time, with a dominent theme. Great Plains Mountain Madness Icy Tablelands Desert Great Lakes Islands Two/Three Continents - Central island, some sub islands. Volcanic Crater --------------- Wurm has nearly all these above ready to go, and with some clever map design seeding, to suit objective gameplay above, It could really be something HUGE... Crafters gonna craft, and fighters gonna fight... Some players will not deviate from one or the other regardless so why fight this any longer... Set up a scenario where both can not only exist and play alongside each other, but a scenario where there is an interdependency between the two.... Giving the fighter something to protect and fight for, and the crafter something to craft for. Well defined objective based gameplay as outlined above here, should do that....As BOTH player types are needed to "win" a campaign, -------------- Anyhoo... being meaning to type this up for a while now... Im going to crawl back under my rock. Karellean
  19. OK, so I have a dream and that dream is that archery needs to be severely penalized to anyone who is wearing plate and a great helm or even removed to people wearing plate. I want to see the armour types used more in pvp. If you get penalized using archery in plate it will cause more people to go out in leather, that way you will still need people to archer horses and the likes but now not everyone can do it. So I think people wearing great helms get a message like "The greathelm makes it hard to see." and for people in plate i don't think they should be using archery at all. Next, remove the ability to use longbows on horseback, I dont know how many people use archery in real life but it would be way too difficult to use it. Shortbows and medium bows will become more popular aswell. Lastly, I don't know how many will agree with this one, but at a certain level in shortbow, say around 60 or 70? I think a passive should be around to the effect of you being able to use it while moving on horseback, not too accurately but just so its usable and effective.
  20. Maybe it's just me, but it feels with the current enchantments that if you're pvp, there's a very, very small window of real options - sure, you could go with other things, but they'll not do you any favours compared to the enchantment that works best. If you could rework enchantments, how would you do it? Surely I'm not the only one. I've suggested before having aura enchantments on lanterns as an idea just kinda tossed out there. Not too-well responded to, but I'm sure you can see how it might make the options different. Whether for pvp or pve, for aesthetics or stats, etc - how would you do it? What would you add, what would you remove - how would you change the system if you could? ~Auri
  21. just wanted to see how much it is worth feel free to offer as i dont have that much time to play on this toon no money in the bank has 70-80ql pvp gear deranged path of insanity has prem until early july also please leave suggestions on what should i work on in order to increase the value of this toon skills dumped at May 24, 2013 ----- Religion: 0.0 Alignment: 97.74106 Faith: 10.231079 Favor: 10.231079 Skills: 0.0 Paving: 10.997164 Tracking: 14.342525 Coal-making: 27.645521 Prospecting: 26.050095 Polearms: 2.6424818 Long spear: 5.1877217 Staff: 1.0 Religion: 23.101717 Prayer: 30.423124 Channeling: 36.50973 Preaching: 5.9675045 Exorcism: 3.7422025 Clubs: 1.2486848 Huge club: 1.7327945 Healing: 17.246367 First aid: 36.765545 Archery: 50.141235 Long bow: 39.37859 Medium bow: 20.227982 War machines: 6.8150544 Catapults: 11.47982 Thievery: 8.47671 Traps: 2.0 Stealing: 1.0 Lock picking: 14.079882 Climbing: 17.62765 Shields: 43.53507 Large metal shield: 66.21476 * Medium metal shield: 10.452271 Axes: 28.461267 Huge axe: 2.5139637 Large axe: 1.0 Hatchet: 36.586536 Small Axe: 1.0 Swords: 32.041557 Longsword: 67.83068 Knives: 23.623892 Butchering knife: 26.277502 Carving knife: 28.504156 Woodcutting: 52.713615 Mauls: 20.984327 Small maul: 20.438782 Medium maul: 37.327175 Large maul: 11.023868 Carpentry: 70.21899 Fine carpentry: 26.54061 Ship building: 14.79475 Fletching: 62.586155 Bowyery: 12.391305 Toy making: 7.4061027 Nature: 26.959572 Gardening: 14.851214 Fishing: 9.44894 Animal husbandry: 20.942833 Meditating: 21.858921 Milking: 1.0 Farming: 43.20144 Forestry: 14.65551 Botanizing: 13.313108 Animal taming: 25.81125 Foraging: 12.819577 Cooking: 14.49024 Hot food cooking: 16.935984 Butchering: 27.635185 Fighting: 70.682304 Shield bashing: 36.65332 Taunting: 1.8970203 Normal fighting: 67.44811 * Defensive fighting: 41.327744 Aggressive fighting: 7.937534 Weaponless fighting: 11.527254 Toys: 13.266112 Puppeteering: 38.607384 Yoyo: 3.5707064 Alchemy: 6.5428357 Natural substances: 16.6766 Miscellaneous items: 63.483677 Stone chisel: 27.001875 Hammer: 59.98724 Sickle: 12.610924 Scythe: 8.471093 Repairing: 53.324802 Saw: 16.317598 Pickaxe: 75.80748 Rake: 32.374783 Shovel: 56.641605 Pottery: 11.112818 Firemaking: 14.549254 Digging: 74.31541 Mining: 72.717026 Smithing: 41.793537 Metallurgy: 2.1636462 Jewelry smithing: 3.097193 Locksmithing: 9.6551695 Blacksmithing: 36.599327 Armour smithing: 27.499504 Shield smithing: 8.2667 Chain armour smithing: 71.51637 Plate armour smithing: 8.354747 Weapon smithing: 29.23283 Blades smithing: 25.598228 Weapon heads smithing: 18.026072 Ropemaking: 5.343948 Masonry: 56.77045 Stone cutting: 39.126293 Tailoring: 15.421509 Leatherworking: 26.523245 Cloth tailoring: 27.060059 Characteristics: 0.0 Soul: 24.854996 Soul strength: 29.113956 Soul depth: 23.585518 Mind: 31.426414 Mind speed: 27.163383 Mind logic: 36.57276 Body: 36.907005 Body stamina: 30.639534 Body strength: 35.93209 Body control: 30.504112
  22. *THREAD UNDER CONSTRUCTION* Location Epic - (Desertion - Mol Rehan) Why choose us? If you are looking for a clan with an organized, and growing military, then you are looking for the Valigarths. We are a great group if you are just looking to hone your fighting, mining, farming, or engineering skills. We emphasize on having fun and our staff does everything in their power to assure that our clan is as organized as possible. Our primary focus is to control territory and unite fellow Vikings under our banner. We are friends with the loyal people of Mol Rehan and proud ourselves on keeping that relationship strong. When we watch our fellow allies lead their people it saddens us to see the way they do things. There is a lack of order, the roads are unsafe, and people are under constant threat. Our warriors train constantly day and night to assure the safety of our citizens. We are currently working on our capital city and we are doing everything in our power to make it perfect. From the beginning our primary focus was on building an organized clan from the ground up ridding all of the flaws. Economy One hundred iron coins (100i) = One copper coin (1c) One hundred copper coins (100c) = One silver coin (1s) One hundred silver coins (100s) = One gold coin (1g) 1i = 0.01c = 0.0001s = 0.000001g 100i = 1c = 0.01s = 0.0001g 10,000i = 100c = 1s = 0.01g 1,000,000i = 10,000c = 100s = 1g The Valigarth Economy is completely player driven. Players will be taxed to live under our banner and ways of doing so are by coin, labor, and military service. Taxes are placed on the Jarls by the Chief and in order to fulfill their requirements they tax their villagers accordingly. It is very expensive living in the city but living in the city has it's perks. Trade We do our best to build up strong trading relationships with the people of Mol Rehan. We trade coin, labor, military service, and our natural resources, in order to improve the wealth of our nation. Players may worry about how they are going to transport goods that are a decent distance away but we do so through caravans, and trading ships. Our caravans and trading ships are fairly guarded so you should rarely run into trouble. Requiring the service of a trade caravan or trade ship does cost you though and the methods of payment vary and are very flexible. Jobs We are currently looking for citizens of Wurm to fill positions in our great civilization in order to stay strong. Farmer Hunter Blacksmith Carter - Delivers goods to our settlements and allies Carpenter Mason Inn Keeper Priest Messenger Soldier There are many more jobs available you just have to check the village board for work! Social Structure King - Nasgarth Jarl Karl Thrall Three social classes existed in Norse society. The classes were nowhere near as rigid as they were in other parts of Europe at the time. Mechanisms existed such that a person could move himself from one class to another. The vast majority of Norsemen belonged to the middle class, the karls. These people were freemen and land owners. They were the farmers, the smiths, and the just plain folks. Families of karls usually lived in clusters of two or more buildings, typically longhouses supplemented by barns and workshops. Above them were the jarls, the noble class. The stories indicate that jarls lived in fine halls and led refined lives filled with a myriad of activities. But archaeological evidence to back up these details is lacking. Jarls were distinguished by their wealth, measured in terms of followers, treasure, ships, and estates. The eldest son of the jarl was on the fast track to becoming the next jarl. But, by gaining enough fame and wealth, a karl could become a jarl. The power of a jarl depended upon the goodwill of his supporters. The jarl's essential task was to uphold the security, prosperity, and honor of his followers. Below both of these classes were the þræll. These included the slaves (usually booty from a raid) and bondsmen. If a Norseman of any class could not pay his debts, he was obliged to become a bondsman and to work for another man until the debt was paid. Icelandic law (Grágás K229) allowed for someone convicted of theft to be handed over as a slave to the victim of the theft. The þrælar must have led very hard lives.
  23. Venom

    I think Venom should get some sort of buff. At the moment it seems pretty useless in pvp. Perhaps it does kill you on a healing tick? Instead of just a chance? Or if you don't heal it with salve then the poison spreads and creates other wounds? I just think it needs a small buff because there is just not much of a use for Venom since the other enchants are so much better.
  24. So~ some background info... Me and two buds had our fun in Freedom Isles (it was great fun) and thought it was time for us to man-up and to go to Chaos (leaving our priests in our deeds in Exo ). With BL back and all, I thought it'd be a great time to join in on the PvP. We are amiable and easy to hangout with, and all of us has VoIP (Skype or Teamspeak). The toons that will be joining (including myself) are Aetherwalker, Bobmcjeffery, and Thunderstruck. We're all PvP ready, both in skill(perhaps a bit more shield skill ) and gear, and ready to assist the village in any way. We're looking to join a very active JK village that is active during 1600 ~ 0200 (GMT-8) but will consider a persuasive MR or HotS village. Thanks! and we hope to hear from ya'll!~ Edit: Pics will be a +, Thanks
  25. Sometime soon, probably during the normal maintenance window at 11.00 CET the Chaos code will be updated and custom kingdoms will be possible to found. We don't know when but there are some annoying feature behaviours that we want to correct soon. A safe bet is that it happens either before Friday or next week. The old alliances should be at peace and attacking someone from the same kingdom should have the same penalties as on the other PvP servers. You will be able to convert mayors of existing settlements to your custom kingdom and all citizens of that settlement will convert. This code will also go live on the Epic servers. When you leave the Chaos server belonging to a non-freedom kingdom you will be set to freedom kingdom on the new server so that you aren't considered a hostile and can grief those servers. When you return to the Chaos server, you should be part of the custom kingdom again. It's possible that some players become HOTS on Chaos when they return but that's ok until proven a problem. We won't be able to test the code until it goes live since it's specific for that server but I'm optimistic and we'll solve any serious bugs quickly. The details of how kingdoms will work is best explained by looking at how the Epic Elevation server works, then just add the fact that you switch kingdom to Freedom when you leave it and then back. For instance, just as on Elevation kingdoms on Chaos will be restricted like kingdoms on Epic when it comes to chat and mailing in between, so you can't mail to players of an enemy kingdom or chat with them.