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Found 105 results

  1. Domestication has always been around in real life, a step from mere taming where an animal is actually loyal and more than just a step away from going to kill you. In the case of dogs and cats, it's what defines and shaped our histories together, so it'd make sense to include some form of that in Wurm. It'd be nice to have a trait for animals if you're a certain level in husbandry that you can domesticate them, particularly through breeding submissive and docile animals together. Maybe creating normal cats instead of wildcats and... dogs. Yeah, I'm still thinking of what a step up from our normal Wurmian dog would be. Just a thought. Not really anything game changing, and to keep it from being too abusive, you can make it so that only certain animals are able to be domesticated.
  2. On top of my ever growing wish list I'd like to suggest an expansion to settlements whereby extra land can be claimed away from an existing settlement's land as outpost territory. Example scenarios include claiming a safe camp past difficult terrain, a trade floor closer to a main highway, or a dock at a waterfront away from the town slightly inland. This outpost land would behave exactly as if it were part of the settlement. (Size, border, permissions, etc.) Players would not join the outposts directly. They would not need to have their own mayor or officers. (Unless the settlement became massive!) The settlement token should have a name "outpost token". The settlement token could still be used in many ways the same as the primary settlement token, e.g. banking. Optionally be independently navigatable with highway waystones. Of course such land should not be cheap. It would need various conditions to prevent excess misuse: Cannot be created in enemy kingdom territory and/or maximum distance restriction from the primary settlement. (No founding them right outside an enemy kingdom town!) Outpost territory should cost a minimum of 50% more upkeep per tile than a standard settlement tile. It should also have a reduction (50%?) in its size allowance per citizen. Outposts should have their own deed guards separate from the parent settlement and other outposts, though they should be able to be reallocated. Outpost deed guards should either cost more upkeep or have a transfer fee. I am in two minds as to whether outposts should have their own balance/upkeep though. On one hand upkeep should be managed centrally by the parent settlement, but enemies need to be able to conquer an outpost. On a technical level each village entity would require a "parent ID" field to reference the village ID of which it belongs to. (NULL parent ID would denote the primary settlement territory.) Many properties of the village would of course need to be inherited from the parent settlement. Looks like the Deed Maker mod by Cuddles could serve as a potential stop-gap for this, but that's only available to level 5 GMs, and each additional settlement you make is fully independent. (Not really outposts.) This idea comes from the Towny mod for Minecraft.
  3. At this moment we can only Dye some parts of some cloth equipments, which seems strange considering the number of metal and leather we can actually Paint the whole amor. Full houses and ships, and even giant colossus statues can be painted. So as a Tailor, and lover of the Cloth armor, could we get a way to paint Cloth sleeves and Jacket too? (but specially the red jacket) I bet a lot of Priests, archers and Fashion lovers will love this ❤️ Tyvm! Edit: I mean for the color to actually be displayed, because we already can paint it (and Im pretty sure my settings are ok)
  4. So now there are going to be unicorn names, is there any chance of tiny adorable unicorn foals? Pretty please? :3
  5. Good morning everyone, Last night, I was working with my forge, and as always, I struggled to find anything inside my bsb. Mainly because there is so much stuff in it (like everything I collected that can fit in a bsb). My suggestion is to add a little text input to filter down the content of the bsb. What do you think ?
  6. I thought of a way to help people help themselves when their animals become stuck in terrain - allow taming to have a short range, comparable to the range of charming. The animal either ignores you, moves into the tile next to you and eats the offering (possibly still not being tamed,) flees, or moves to you and attacks. This would allow people who have animals stuck in mines or on bridges to move the animals without always requiring GM intervention. Deed, branding, cared for status, etc., would still restrict taming success, and player-built structures would also prevent animal movement. If an animal is unable to move due to terrain restrictions, then it clearly should not be where it is in any case, and the server would move the creature to the closest legal tile that matches the deed status of the location it is currently standing on.
  7. Alright, so I've been workin on the idea of making a public deed, an artisan's guild, if you will, and was thinking that it'd be neat to let people be able to use good, rare, and enchanted tools to work on stuff here... But then you run the risk, of your nice tools walking off... So I had the thought, what if we could chain them to a tile, or a new plantable item or something, and then they can't be taken more than 5 tiles from that location, traded, or put into a container, thus keeping said tool on the deed for others to use it freely? I know it's not a perfect solution, as the player could still just hold it in their inventory and prevent others from using it... but still it's a step towards the idea at hand imo *Update* (10-22-17) Wanted to post my new post here for people viewing this for the first time can see that the direction I want to take this idea would be different than the original idea I'd posted:
  8. The compost bin. Put your damaged veggies, fish and rotten food to good use. Simply throw it out in the compost bin for some recycling and eventually you'll get dirt in return, and if you're really lucky you may find a seed! (or something in that fashion) Edit: Increase yield from farmland instead of giving dirt? Maybe make it generate something (like bee hives, but forage-stuff?) over time if you remove weeds from your nearby farms? Made out of planks, shafts and nails. Uses carpentry. Pictures for extra spicy selling point: - N
  9. So I made a sandwich too big to fit in my picnic basket. my instant reflex idea was to activate the knife and try to cut it in half, I mean it's a sandwich right? started thinking that'd work on a few other things too. slicing pizza for example? anyways just food for thought to go with our fancy new food update it'd be great if we could just cut up certain foods into smaller portions to make them more portable please
  10. As far as I know, the current Friend ranking system doesn't do anything, so I think a simple tweak to the Friends list that would make everyone happier would be setting varying levels of detail in relation to your online and server status according to what Rank of Friend they are. I think this would help people who do not want to have other people constantly knowing what server they're on, or what server you were last on. Plus, it would make the current ranking system more useful. Trusted Status: Can see if Online/Offline Server: Can see what server you're on, and what server you were last on if offline Last Connected: Can see when you were last online Friends Status: Can see if Online/Offline Server: Cannot see server you're on, or the last server you were on Last Connected: Can see when you were last online Contacts Status: Can see if Online/Offline Server: Cannot see server you're on, or the last server you were on Last Connected: Cannot see when you were last online Other Status: Cannot see if Online/Offline Server: Cannot see server you're on, or the last server you were on Last Connected: Cannot see when you were last online Thoughts?
  11. There's been a lot of talk about wanting to fix the fighting system, but I have yet to see an in-depth explanation of how exactly to implement a "better" fighting system, other than a few suggestions, with a lot of them gearing towards reverting the nearly decade-old "fight fix" altogether. In an effort to bring some life into the huge assortment of armours, weapons, and fighting capabilities that we have in Wurm, I am proposing a complete revamp of armours, weapons, and many of the features of the fighting system. Please note, this suggestion tries to be as "Wogical" as possible, with an in-depth reasoning behind why things are the way they are. It's not about giving one or two armours in the entire game the best possible competitive edge, but rather, bringing in a sense of balance, while at the same time keeping powerful armours better for multiple different reasons. Keep in mind, this is a WORK IN PROGRESS, and things will most likely change as the majority sees fit. The numbers are probably not exact, but they should give a good idea of what I'm leaning towards and trying to accomplish. Here's a link to the spreadsheet where things are a bit more colorful and easier on the eye, I suggest reading it alongside the below wall of text: https://docs.google.com/spreadsheets/d/15Y2oO3-uU-nD_8ubj1bneh2JVuwab9W-lzAhUkh151M/edit?usp=sharing #1 - Base Armour Adjustments #2 - Armour Glance Rate Adjustments #3 - Armour Damage Modifications #4 - Damage Enchant Modifications #5 - Archery & Casting Difficulty Modifications #5 - Shield Modifications #6 - Fighting Stance & Weapon Modifications #7 - Dual Wielding #8 - Aiming/Protecting #9 - Body Part Damage Effects THIS IS NOT A DISCUSSION ON PRIESTS/GODS, SO PLEASE KEEP THE DISCUSSION ON PLAYER GODS/ETC OUT OF THE TOPIC. THIS IS PURELY ABOUT FIGHTING AND THE MECHANICS BEHIND IT. Also, there is no poll because I want this to be a discussion, not a simple vote for or against without any explanation. So, with that, please keep the discussion open-minded, and please try to refrain from thinking too biased. If I missed anything, please feel free to point it out, and give an opinion on it if you have. Thanks, and comment/suggest away!
  12. Alright, I so while playing I got to thinking, that it'd be neat to have more than one skill tracker window open at a time... Honestly, wish I could have the skill window open all the time instead... But due to the way it's presently setup, that isn't very practical, so then I had the idea... What if the "Skill Window" had a swap mode on it for players that wanted to keep it open all the time, to swap the text style of the window, over to "Skill Icons" instead, that they could mouse over for info about that skill, such as it's name, current level, and level progress of this current session. Original idea stems from how "Runescape" does their skill interface (I know this is from "Old School Runescape", but the point still stands this is still how they do their skill interface ) Just wanted to get this suggestion out there before we have a UI Overhaul, so that if others like it... There may be a chance for such a thing to be incorperated into it Btw, will be more than happy to undertake making skill icons for it, but would have to wait till said UI Overhaul happens to know how they'd have to appear on it and all, and if they'd have to scale and such
  13. No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  14. This idea came from spitballing with a couple of others in the Discord. Essentially using the deed planning mechanics, you manually plan a building on a piece of paper, say "3 tiles north, 3 tiles east, 3 tiles west, 3 tiles south" (can also include a way to show how many tiles you can plan in relation to skill "you can plan 60 tiles") then you finish the schematic, use it on a mallet or trowel, then plan the building, you being in the center like a deed token. Then you can go around adding internal walls where you want, cutting down time spent adding each tile (and finding out you cant make the building) Confirm build and tada
  15. Personal Goals Revamp So this game has this wonderful motivational goals list that is randomly generated from varying difficulties of tasks. Everyone has a different set of tasks. The player is supposed to have these "goals" in the back of their mind when encountering things in their normal Wurm life as things they should complete them eventually. This would be a really big incentive to do things out of the ordinary and inspire me as a player to branch out and do skills I wouldn't normally do just to obtain the "goal". However, there is a problem. A quick look over my "personal goals" and going down the list, many of them are possible. Some are very challenging, like cutting an absurd amount of trees, or making a ton of wine. But one of mine in particular is literally impossible to complete on freedom. "Become a demigod". From my understanding of demigod, its impossible to obtain on freedom. If I were to go to the place it is possible (Epic) - my "personal goals" would reset. So though I have this list of really good motivators, I can never complete them all, and thus, never receive the reward that is fabled to exist at the completion of the personal goals. Now, with that out of the way I do think it should be nearly impossible to complete them all(keep the tasks challenging but possible given enough time). Alternatively I suppose the reward for completing the personal goals could change to something still rare, but a little more mundane(Maybe a rare cosmetic item that is non-tradable(instant Wurm status-symbol)... or even a rare title). This subject has come up with me several times with other players, and I wanted to bring it to attention that it should be looked at(if it isn't already) to encourage more players to be spontaneous and branch out from the normal daily Wurm-grind! What do you think? -Lei
  16. When a forge/oven is lit, ash should store up in it the more fuel you add. Being able to extract this ash from the forge/oven after the fire is out would be a very helpful quality of life addition that would make creating ash much less painful when needing large amounts. Currently it's .10kg of ash per 1.5kg kindling campfire. So perhaps 10kgs of wood fueled to the forge could give 1kg of ash when the forge/oven goes out to make it a little simpler? You'd just right click the unlit oven or forge and get the option to Empty ash or something, which would then sweep it out into your inventory.
  17. So. There are special tiles on water where you can catch different sorts of fish. But there would be very different uses for it as well. Buoys, which are built with planks, tar, and a Mooring Anchor (Thick rope, lead anchor) Cheaper generally to build then a boat and mooring it, its only purpose is to be planted down where you want it, and you can give it whatever name you want, and dye it different colors. People could use them to mark dangerous spots (A place where the rock bottom is high, and deeper vessels might ground themselves, special fishing tiles, named buoys to give waypoints to people for finding harder to find places)... Basically, it would give an alternative to building a rowboat and mooring it in the middle of a body of water. It would look more elegant to rowboats, as you would see a small buoy floating about, ominously ... Some more advanced versions of them could also include lamps, so people can put floating lamps around their docking area. Of course, it has to be a lamp, not a torch, because you don't want to set fire to it. It could change the look on seas quite a bit, and I am sure people would find alternative uses of those!
  18. There's been a lot of discussion around transporting animals, and I think the devs always find a way out saying that there's technical issues around moving animals across servers. Well, I'm sure some people would like to move/trade animals across servers but, I also think that most people would agree that just being able to transport them by the coast would be enough. Not being able to move animals across big distances also makes sense, 'cause it's difficult to keep them alive and healthy while they're shaking in the ocean and enclosured for a long time. I have a suggestion and some options for animal transport that might please both players and devs: 1. Animal Cage. A simple plank and iron bars cage that can be locked with a gate lock and loaded into ships and wagons. Each animal requires his own cage regardless of which animal you're transporting. It takes the same space as 4 large crates, so a wagon would be able to transport 3 animals. Animals inside animal cages can not be groomed, fed or interact in any way, so players would need to move them efficiently or make stops to tend them, I guess that just makes sense and saves the devs a lot of headache. Now there's two options: Option 1.1 Once a animal cage is loaded into a ship, whether it is occupied or not, whether it is inside another container (like a wagon) or not, it disables the ship ability to move from one server to another. Option 1.2 Animal cages can only be loaded into wagons and a new specific type of ship named Ark, which is unable to sail across servers. It would be pretty much a corbita in most characteristics, but lower, wider, slower and require 22 Mind Logic to command. It's a big ship, difficult to maneuver and ok as a cargo ship, a little worse than the Corbita, so people wouldn't want it unless they plan to move a lot of animals around. That would encourage a new market for the transporting business and stimulate the economy. Those two option are independent, choose the one you like the most. Hope you enjoy. With enough support we can make it happen, so leave your comments below.
  19. Alright, this has irked me, and I know a few others already in the game, but I think it'd be great if we could found a settlement inside a cave/mine, and thus have the settlement token be inside said cave/mine, for underground villages/deeds. As it stands now, we have to not only found them on the surface, after figuring out where we want the deed to be in conjunction with the underground parts, but too also access the token above ground later, which can be quite troublesome if you have your village/deed under a mountain =/ Just figured I'd put up an official suggestion on the matter, as I can't see there being anything truly negative about doing this, aside from maybe coding limitations.
  20. I'm sure this idea has been posted before and according to rumors it's even been tested? Anyways, personally I'm always more immersed with a third person view and think it looks fantastic. What does the rest of you think?
  21. Alright so this idea is a bit out there, but thought about it when wanting to be able to plant trees inside my house. Well what if we could plant trees in the house, and trees could spread into a house, that has cultivated dirt in it, either as made by player or when the house is rotting away. The catch of it would be, is that as the tree grows, it would break floors and roof tiles above the tree, at say growth state 2+, and maybe a bit more math in it for floors higher up than a 2nd or 3rd floor. But the idea would be neat for making it look more natural for when nature is retaking a deed that has fallen, or a stray house that's been abandoned out in the wilderness
  22. So I was thinking it'd be a nice feature if we could dye our forges and ovens, so that the light they emit could match that of our lights in the area, or just simply to alter how they look while lit for more of an effect on the area. In some cases would fix conflict between two light colors (basic of oven/forge, and colored lights nearby). In other cases it could be used as a fantasy or building strategy, like changing the color for some mystical themed area, or just for the visual appeal while it's active
  23. Hi all! I use Google translate! I would like to raise an issue bonus from sleep. The fact is that now sleep bonus is a nominal function, which in this game as the Wurm can not fully meet the needs of the modern player. It is ridiculous to say, but sleep bonus, as is well known, activates the command chatting through "/"))) He even from the standpoint of ordinary logic is questionable.In this regard, I would like to offer a very complicated in some cases, the calculation system of the permanent sleep bonus. Firstly, in Wurm has a quality system, to offer the same quality of sleep, and add (1 to 100). Quality of sleep in real life depends on hundreds or even thousands of factors. No one will argue that sleep is an essential human need, after breathing. I would like to propose the following system of bonuses from sleep in Wurm. Please note that all values are given as an example! Generally awake in Wurm can not live as cease to grow skills, stamina builds up as in 10% of water or other negative factors working .. These factors included after the continuous stay of the character in the game within 12 hours of real time. To get rid of the negative effects of a character must log out or use an object such as a bed, a tent or sleeping bag or other intended for sleeping. The character must be in a state of not less than four hours of real time, offered to enter status in connection with the stay of the character in the sleep mode or offline: 4 hours - wants to sleep (sleep bonus 0.5) 8 hours - not enough sleep (sleep bonus 1) 12 hours - a good sleep (sleep bonus 1.5) 16 hours or more - full of enthusiasm (sleep bonus 2) We know that most of the players come temporarily, and the more intense and monotonous they play, the faster they will go out of the project, so innovation is linked to the real-time impact on this class of players more than anyone else, and in general it is a radical impact on the social sphere . Most of the players are young people, schoolchildren or students, it is a small part of the adults working people. The first is largely spending more time on the game than the latter, so their opportunities in the game are different, a little innovation will equalize the opportunities of these people. And will reduce the possibility of using bots. In any case I think that it is necessary to introduce a factor of fatigue character: 0-2 hours in the game - the maximum bonus of sleep 2-4 hours in the game - Sleep bonus !!! is multiplied by 0.5 4-6 hours in the game - the multiplier gain skills !!! It is set to 1 6+ hours in the game - skill gain factor is set to 0.5 12+ hours in the game - set the conditions under which, the continuation of the game pointless In this case, you can enter the promotion rest of the game with continued online, for example, after the first 4 hours of play a character fit to sleep for 2 hours (siesta) and then the cycle is as follows: 0-2 hours in the game - the maximum bonus of sleep 2-4 hours in the game - Sleep bonus !!! is multiplied by 0.5 2:00 sleep 4-6 hours - the maximum bonus of sleep 6-8 hours - sleep bonus 0.5 8+ hours - multiplier gain skills 0.5 12 hours per game - sets out the conditions under which the continuation of the game pointlessOr promotion linked to the client time (as it will be implemented not know) For example, if a player leaves the game at 12 pm his time, then add a + to sleep bonus "because he just went to sleep!" It does not matter that he had gone to play another game, it will distract him from the 4 hour digging in the mine, that will eventually extend his interest in Wurm.)) At the second level of detail proposed to add statuses comfort or quality. Just compare how you are going to sleep on the bare ground, or in a luxurious warm bed and how you sleep enough, and at the same time will set to work. So: Under the terms logoff: 0 logoff in adverse conditions, with rain, wind, snow, water 1 to logoff in normal conditions, in a cave in a forest in dry weather 2 logoff indoors As things: 0 without sleeping items 1 when using lower grade and quality items (the litter made of branches) 2 by using items of the middle class (sleeping bag) 3 using high-end items (bed or tent) On the premises: 0 in a wooden house 1 in a stone building 2 in a building of frame 3 in the combined building (Roof + floors)By heating: 0 Without fire 1 Bonfire 2 In a building with a fireplace or oven. Other criteria may be added, deriving from one another: seasons, the presence and number of windows in the room, interior articles. For example, when sleepover in a combined building with a fireplace on the bed we get the quality of sleep in 10 cu (for example sleep bonus multiplier 2). Plus 16 hours of sleep 2. In the two hours of the game set in the sleep bonus 4. Then 2 hours 4 * multiplier 0.5. Then break in 2 h. 2 hours of sleep bonus 4. Follow 2 hours 4 * 0.5. Then skill gain is set to 1 * 0.5. All this approximate framework. Thank you for attention!
  24. Just an idea - for papyrusmaking: Folios This would item would allow players to take multiple papyrus sheets (uninscribed) and combine them into a bound folio. Instead of the regular pop-up window for inscribing it would be similar, however with the 'Next' and 'Back' buttons player could inscribe multiple pages. This could be used for recipe sharing, in-game book writing, kingdom/deed laws, inventory logs, trade deals, et. al. I'd imagine the recipe being to the effect of using a needle as the tool, 3 strings of cloth, two pieces of leather, and a minimum of five papyrus sheets. There could be recipes for different sizes, i.e. Volume: req 10 papyrus sheets, 6 strings; Tome: req 25 sheets, 12 strings. If it all possible, perhaps allowing players to bind already inscribed papyrus sheets into a bound folio although it would have to be one at a time and requires at least one string with each 'addition.'
  25. I feel that the only REAL thing that Wurm needs is the ability to use your mic ingame and chat with people in your local area. Anyone else who has some good ideas for Wurm to make a it a better RP game please do reply with your idea.