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Found 34 results

  1. 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.
  2. What should be balanced. Archery - I used hunting arrows & willow bow on a pig, (both of above 20ql) and scored 2,5-3,4 DMG changing to war arrows(>20ql) made dmg 3,0-3,5. Shouldynt it be more damaging ? Morover when i used longspear 18ql i scored 6,2 dmg minimal. It seems that bows / arrows are cute addition but rather useless, especially that "shooting" time takes as long as 10s compared to 4s of atack timer of spear. Fences - Crude fence takes same amount of planks shafts and nails, only differnce is visual apearance, make it craftable with pegs instead of nails. add new fence - low palisade use logs instead of felled trees, since palisade vary in height from 5-15feet. Craftable logs, shafts and pegs. Roundpole fence both low and high roundpole uses same amount of materials...strange. Houses - it was mentioned before, a log cabin would be nice to see. It can be made like a palisade. & crude lock made of peg, and holes.(visual effect). Trash bin - make it fuctional not only to get rid of stuff. While filled with organic material it should yled fertilizer (yup mentioned before). Rare tools - should yeld a rare chance apart from increased QL Yet therefore QL raise should be equal to 1+ 1/10 of rare tool ql. (to make it more balanced - less skill gain while using rare tools) supreme 2+1/10(t ql) legendary 3+1/10(t QL) Other - New trees Walnut - nuts and good amount of decent wood. Chestnut - nuts and yet therefore best wood for fishing rods and bows. (yes... willow is a fragile wood due to short wood fibres - i studied landscape architecture and actually never slept on dendrology classes. Lindenwood - linden flower tea (harvestable) soft and easy to carve wood + it would require wood sculpting (totems and statues and other decorations attachable to walls /altars and so on. Fir tree - good construction wood, and fir cones - sprout replacment and fuel especially good for ovens. Moss - Moss instead of marsh should expand quickly. Marsh should apear onlny on tiles partially sumbergeged (unattended reed farrms) Moreover peat shoud also player made, dropping dirt on moss, it should turn to peat after some time. Affinity - i must admit i got worst affinity ever - gardening. It would be nice to have affinity allow f2p players extend their skill above 20. let say 10 points per one star(yet therefore only one star of affinity should be avaiable per skill).
  3. Ok I cant speak for any other server I don't know if they are having the same problem. I own a deed on the Independence server. The area I live (the eastern side of the map) is supposed to be the most dangerous area on the map. Before I moved everyone was telling me to be careful. I have been talking to a lot of people who own deeds around the eastern plains and the grand steppe and they all tell me stories about how those areas used to be hunting areas and full of hostile animals. Now it is barely a place to hunt and is worse when one person is trying to raise their fighting skill because there is nothing left for anyone else. Now if you go into the eastern plains there are some spiders, some hell horses, and maybe some cats or bears and wolves. If you go into the grand steppe there may be a few trolls and scorpions. A lot of people from the western/middle side of the map say they used to come to these places for a hunting area. If you have a deed on the western/middle side you can walk around for hours and see no hostile animals. I was a villager around dragon fang mountain for almost a month exploring and didn't see one hostile animal at all. Then apparently if you make a deed it slows the spawn rate which makes sense considering there is a deed everywhere west of me lol. Also I have been working on my fighting skill and I have been told by multiple people once I hit 70 it is best to go to pvp servers for skill gain because there aren't enough higher level hostiles on that server and skill gain is horrible. And what happens with this new bred in captivity rule where you get no FS if someone breeds a bunch of hostile animals and sets them free? My suggestions are Take out the part about deeds lowering spawn rates. Maybe make respawn for hostile animals faster or more of them. Either make different types of hostile animals that are harder or release more of the harder ones for skill gain above 70 fighting skill. (I would love to see some different types of hostile animals and so would a lot of people I have talked to) Take the bred in captivity trait out before it even gets in there lol. Also there are some people wanting to find things like pigs, chickens, deer, and pheasants but there aren't any because people have too many animals. I love having animals on this game but there maybe should be a limit on how many deer you can have or how many chickens or pigs (excluding horses since your horse can die in combat). I have explored a lot and have never seen any of these animals in the wild or cows. I think being a brand new person it would really help them to find things like that. One more thing, the deeds. As a deed owner I have found that a lot of free time is gone. I can't explore as much as I would like anymore. Now don't get me wrong I love having a deed, but the chores of repairing the walls and FSB's and grass/crops for the grazing animals are a lot to handle. People pay real money to have their deeds and yet owning a deed is a job all in itself and takes up a lot of free time. So I was thinking slower decay on deeded areas. I am not saying to take decay out I'm just saying slow it down. One of the rules to this game is theft is prohibited if you have to bash something to get to what you want. Well people want to fence in their deeds to prevent stealing. It takes up a lot of time repairing the walls all the time and leaves you with little free time. These are just some of my OPINIONS. I hope someone will read this and take some of the things into consideration.
  4. So I have been playing around with paint a little bit and it is very difficult to get a color that you want because of the quality issue of the ingredients. Also, it is difficult to repeat a desired color. So it got me thinking about how to accomplish this. Suggestion: As your Alchemy/Natural Substances Skill increases, you should get a color pallet slider tool that allows you to pick the desired color that you want, from the type of ingredients you are working with. So say at 20 Alchemy the slider is available but your color spectrum range is very narrow. As your skill increase, the color scale widens so you have a broader range to choose. Any thoughts on this? I think it would make the Wurm world like a lot nicer, and also make Paint a better market product to sell as well. Shunt
  5. Hello everyone, First at all i want to give my respects to the developers of Wurm . Being a programmer myself i know Java is a pain in the *** in performance, but from what i can see u took good effort to keep a good balance between good graphics, performance, gameplay mechanics and AI. I know that developing a big project like this can make it hard to add new things and some may ,even if the idea is good, be too hard to implement since u would have to change a hell lot of code for a minimal gameplay plus. Since i dont know how u implemented everything i cant say what is possible to implement easily and what might need a huge ammount of effort ,so I will just list (and edit if i find more) everything I would love to have in the game. For that I will list them in Categories so its easier to read (or scrolled over ). Animals: Chickens: Chickens in RL eat seeds and worms, so it would be cool if chickens would eat for them self if they are on a tile wich has some plants grown on it wich give seeds. These plants would be destroyed after a couple of days leaving a dirt tile ,since the chickens ate all plants. Another cool thing would be that spilling water on a dirt tile would make it a moister dirt tile wich will affect the chickens to be able to eat worms. The Tile may just stay moist for one wurmday. The same effect may would be there if it rains. This way chicken might be a good food suply and can be farmed more efficient - for reducing big laggs cause of massive chicken farms , chicken might die very fast ( fast aging curve) Worms: As mentioned before I would like chickens to be able to eat worms from moist grounds. But worms could have an other use as well ... if u dig on a moist dirt tile u have a chance (maybe 10%) of getting a worm wich ,if attached to a fishing rod could give it a greater chance on fishing bigger fish. Worms would decay very fast unless u put them in a barrel with dirt and some water in it. Birds: To improve the use of bows it would be cool if u could try to shoot birds , some birds (bigger ones) will however attack u and may even be as strong as a troll - but will give a significant bigger amount of meat. Lowlifes: For easier gain in fighting skill for newbees and for more atmosphere it would be cool to have lowlifes wich will give a tiny ammount of skill gain (0.00001 on skill lvl 20?!) if killed. such lowlifes could be easily killed with one blow and do close to non dmg. lowlifes could be small mice (bricksize and easy to oversee) and might be more likly to spawn at farms and mines Building: Cavehouses: I know it has been widly asked and I like the idea as well of being able to build a house or at least some walls in mines - though i saw that the mine system is completly diffrent to the outer world system since u dont have tile borders there so this might be one of the things wich are too much to change. Multi-Floor-Housing-Bugs: I gladly see the Multi-Floor-Housing update working just fine but some things may have to be changed - for example should a camin of an oven or forge go until the roof, or if no roof exists to the uppest floor. Food Storage bins have feet going through the tile and showing in the lower floor , the feet may have to be shortend or ajusted weather they are in a house or not (small ones for a house , long ones outside). Other thing with multistorage housing what would be cool if u could build a shiphouse so: have the middle 3 tiles lower and a building arround it in an u shape with a roof going all over the thing. Decoration: Though many pvp-players may curse me now , I like everything to look very nice and good, this way i would love to have some possibilities to decorate a room a bit more . For that reason i made a list of some decorational items wich would be cool: Sword and shield wall pampet Paintings (maybe of player char in the moment of creation or uploaded ones) Mirrows Wardrobe (maybe more than one model) Bookshelfs (wall-high and halfwall high as a containers for books and scrolls wich are player written and have to be crafted with paper and leather - uses bookmaking-skill wich is a subskill of leatherwork, scrolls may even have a onetime magical effect?!) Wooden benches old looking couches?! Plantpots - u could plant some flowers and bushes in them (diffrent sizes) !!! Beer-Barrel (of cause filled with beer - im german and i need beer ^^) !!! <- very important! ... (the more the better ^^) Walls: I love the arched walls but i can barly use them in one of the upper floor since i risk falling so it would be cool to have the ability to build a fence in a arched wall or have a fenced arched wall (what ever is easier to implement ^^). And somehow normal doors will make a roof even if they are covered in a walkthrou - this should be removed. Bridges: For making some areas pasable for carts and boats it would be cool to be able to build bridges. The size may vary on the height and the carpentry/masory skill. they could be between 2 buildings, created in the upperfloor, wich will bring me to the next point: Stairs: I know its planed but want to post it anyway the ladders are ok but stairs would look far better , stairs should be 2 versions of them : straight stairs wich will be used just like terrain (so u can go on them without clicking them) and will cover 2 tiles (not walkthrough) spindle stairs wich will just take one tile but will need u to click on them (similar to ladders but better look) Statues: Statues should be able to be mirrowed - so have 2 dogs look the same direction for instance Boatdocks: I dont like the drop-dirt-boat-docks so much and would rather have wooden and stone ones build with pilars. they may be planed just like a house (or exactly the same giving the opotunity to build a house on top) and may need more materials if build in deeper areas and may even need u to be on a boat Housepillars: Similar to boatdocks it would be nice to be able to build houses on pillars having small stairs going on top of them , pilars may be build on uneven grounds making it possible to build a house on a cliff wich will hang over a bit. maybe the ql of the pillars and the material used manage how much u can build on top so u might not be able to build a stone house on wooden pillars and maybe the maximum height is lowerd to a certain amount u can go up in the house u build on top. Diagonal building: I know this might be too much to ask since its very diffrent to the way wurm is build now but it would be cool to build walls diagonal as well making it posible to build a "round" tower or a circle of houses. Containers: I like to sort my ... everything ... so i need containers even though we already have a lot of containers it would be cool to have more models and more containers wich will stop decay (like bsb) Skills and Mechanics: Fishing Baits: Like mentioned before Fishing Baits would be cool to increase successchance and fishweight , other than worms ,wich i introduced before it would be possible to use small fish or even some vegetables (who likes that stinky vitamin stuff anyway? XD ). Bookwriting: Also mentioned before I would love to have books ingame and make them aswell, this will increase RP-Mechanics of the hole game. Other than that it might be able to implement scrolls wich may have a magical effect like replenishing stamina/food/water or do some attackspells on enemies (one time use?) it might be able to do a other subskill called cartographics wich makes it able to draw maps ingame and use them . A higher skill in it makes the map more accurate and the ql of the map decided what size it will be. Cartographics: Look one above Scrollmaking: Look two above Door-/Pen-/Roomrenting: As for now making an Inn has just a low use since people might use ur oven but not pai for sleeping, if u could rent a room to someone this would change , the door would be unlocked for that person for eg 1 day afterwards he will be kicked out of the room. If u examin the door u will see what tools are in them eg. oven and forge or floorloom or whatever and what ql and dmg it has - this will give the costumer the oportunity to decide weather he wants to rent the room or not knowing what is in the room. same thing would be needed for pens since u might want to lock ur horse away or the horses u just found and lead with a rope without risk of loosing them when u come back. This will make an Inn far more intresting for people wandering arround. Merchants: Merchants should be able to buy certain (Player managed) Items for a certain price or just in exchange for items the player is selling. and Merchants should be able to be placed anywhere so u could have a merchant placed in ur inn selling food and drinks and asking for pelts and meat (for instance) Trader: It would be nice to be able to toggle weather people from another deed can sell items to a trader or just buy items from him (if the trader is on deed) this will make a trader a nice little income opportunity and might make them even more popular (so more people will buy traders => more coins are bought => more profits for u ) Big Items to cart: Since it is a pain in the ... back ... to push a statue or a camin or similar to a further distance it would be nice to be able to load big objects directly in ur cart or boat - depending on the size u might be able to put 1 statue in a small cart or 3 in a big cart , or a small or even big cart in a ship so u dont have to build a new cart everytime if u want to trade goods. or u could put a rowing boat in a cart and a sailing boat in a big cart making it possible for people living landinvards to build their boat at home and drag it to water. In combination with that it would be nice to be able to drop all items in the cart directly to ground or unload directly into a container and to load a pile directly in the cart. Digging: I would like dirt to pile on ground while digging so digging can be done more efficiently Pets: Since i like pets i would like to have more than one - might depend on taming skill how many u can have or maybe if u would be able to tame a pet fully loyal with ur taming skill now , it would be halfed with a second pet and third with a third one and so on , so u might be able to tame 4 dogs fully loyal but just 1 dragon (for instance) Greater changes: Since the Freedom-cluster is pretty well filled how about having an other server added? I would have 3 Typs of servers in mind: Sandbox-Island: people build strange houses to try out what is possible why not making an little island wich has no deeds but plenty of room (flatish island) to build and test what ever structures u might want to build one day or just to train a bit the island could be pve with a resettimer of one month so there will allways be room to build more next time Epic-Style-Server: Why not add another server with the same laws like epic servers but the same skillsystem like freedom-cluster ? this way people could decide later wether or not they want to go real brutal pvp with no skillloss by using an epic portal (dont want to start all over again) normal Freedom-Server: an other freedom server style for more room for more people I know prisine has just been released but we cant go there and have new lands to go I want to be one of the first to settle on some island as well and as mentioned before I dont like starting all wover again ^^ Thats all changes i would love to see (and play ^^) for now (At least the ones i know now ^^). i will ofcause update this list if i know more or if something has been implemented I know it is a lot on this list , and nothing wich can be done overnight or maybe some things will never be able to be implemented cause of too much work for little effect or some might be tried out but will be bad afterall since u will never know how game-mechanics feel if u dont try ^^ After all im not planing to stop playing any time soon so u have alot of time and wurm teaches patients and so i will be Thank u guys for this great game, have fun debugging Greetings, Phyko PS: Of cause I am open to all discussions related to my suggestions with anyone who wants too I know that many of these might Suggestions might have been suggested by others as well - thought if i'd post all I'd like there should be some new stuff as well ^^ if u find any misspelling please forgive me since im not native english and its ... 4 am over here XD
  6. Hi all, An idea forwarded to me via email which I think was raised before but cannot find/remember where. Maybe break out sub-categories/threads for specific suggestion areas. Such as*: Minerals/Resources Crafting Tools New Formula Housing/Buildings New Formula New Item (non-tool/building) General Gameplay PVE Specific PVP Specific UI Design*Provided as an example list only, final list/groupings would be determined by staff or community. Each topic could then host GM feedback requests as Pinned topics, and a more focused discussion list for ease of tracking and better sorting by relevence to a user (and the design team). Looking at the current list, the topics are a bit..well, lets be polite.. scattered... while we do have tags available now, not everyone uses them, or creates new tags that no one else will ever use (I'm just as guilty of this as anyone lol) To determine where a topic would be posted would be the major aspect of the suggestion or feedback. For example using the topic list shown above, a topic concerning the rate of spawn for a resouce impacts crafting and all of its sub-topics, but since it is primarily about the resource itself, would go in the Materials/Resources topic. A suggestion about using that same resource in crafting a specific tool would fall under tools (or new formula if it was a completely new item) And for those +1/-1 folks, please add a reason as to why you like/dislike the idea, thanks
  7. Ok. I have been playing the game for a few days, and I have noticed a few things that might put alot of people off. Food: Firstly, food makes no sense. I had my guy eat 5 kg of food in the span of a real life hour, and his food bar barely moved. However, I go out, and forage, and come across a QL 60+ berry by luck, and eat it, and i got 20% hunger off of it. Now, My thought, as an aspiring game developer, is that the QL of your meal shouldn't affect hunger. I mean, even if i were to shovel 5 kg of mcdonalds (which is far from high quality fair) into my mouth, i would still be full. I would just get sick. I would be lethargic. My stamina wouldn't be what it was worth. So, I suggest the following change to be implemented. Rather that QL of food affecting hunger, it could affect your nutrition. Your nutrition could affect how much of a stamina hit you take for performing actions. so far, i have only ever been able to get to 50 nutrition, so i would take that as being 100%. Now. all things being equal, lets create an example. In this example, i am at 100 food and water, and 50 Nutrition. Sawing a plank from a log would cost me 20 stamina (just as an example). Now, With my thoughts on the system, you would have a very easy time sawing planks, if you were at full nutrition, and full everything. Now, lets say your stam regen was affected by nutrition. the lower your nutrition, as a percentage value, the higher of a stamina cost that your actions incurred. This means every action. Running, swimming, farming. It would reflect either an unhealthy or poor diet. Now, going with the same guy as above, you have 100 water and food, and 25 nutrition. That is 50% of full nutrition, so sawing a plank would cost half again what it normally should. In this case, sawing the plank would cost me 30 stamina (20 stam with an additional 50% penalty). So, now instead of being able to saw 5 planks back to back, i would only be able to saw 3.3 before my stamina is drained. Just a thought. Newbies don't have to spend the majority of their time scrounging for food and what not, but they still have to work their way up from the bottom. Just one of a few thoughts i have run into.
  8. Hi all, Lots of traffic discussing changes and reverting changes, so how about a sub-forum specific to if you like or dislike changes? No discussion threads, just the polls. Maybe use a standardized format (like it should always include an "Other" option and posts would be to provide the details of the "Other" selected? Maybe like this? <Topic> [links to general discussion(s) of topic] Option 1 (Keep it) Option 2 (Revert it) Option 3 (Don't Care) Option 4 (Other - Provide details below) Or cover the Agree/Disagree ranges (Strongly Agree, Agree, Neutral, Disagree, Strongly Disagree, Other) Just trying to continue to find ways to make it easier for the community to provide easy to digest, and consistent, feedback. (And yes I did consider making this a topic poll lol) Regards, -H
  9. It's very simple. Deed owners who pay for guard(s) should: 1. cover perimeters against Agressives. Not just the 2 tiles of it they do now. 2. Should fill lamps in perimeters. Why: The perimeter is not free area, we pay for it both in purchase and in upkeep (as a deed owner) so why can't we have service on it like the rest of the deed. And yes it could be argued that the original 5 tiles is "free" however, let's be honest, it's more so just included in the basic cost.