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Found 8 results

  1. And again we Will be social on twitch, with me nachtiti aka Andrea on steam version, follow US in our progress in The Village, be social, hang out and chill out a bit. AND THIS Time, we Will try to dig in to The smithing and Cooking stuff.. And maybe som other stuff, see you in there
  2. With a great amount of hard work from friends and allies, I would like to bring to your viewing pleasure (hopefully), the new Tap Dance Market. I realize that most trading is done via the Trade Chat or Market threads here on the forums; however, for those who care, a complete overhaul of Tap Dance Market has just been finished. Marble ramparts that can be climbed and are fully walkable. There are more market stalls then will ever be needed. Parking lawns with enchanted grass for animals. An 11 tile Archery range to accommodate all bow types. A small, basic, arena filled with slopes and sand. Two gazebo buildings to get out of the sun or to hold events in. Spacious Tavern with seating and five rooms for overnight stays. Highway extended to center of deed and all entrances are widened for travel. Large Cathedral aptly named the Celebration Hall. This Hall is not simply a church to hold sermons, but it doubles as a workshop fully stocked with forges and ovens. Point was made here to create not just a market again, but a gathering place for people. Celebration has amazing people and not enough events. Whether it's ever used, that's up to you - Image Album - Thanks go to my entire alliance. Could not have pulled this off without each and everyone of them. Jennyr, Branek, Lumi, Sweetsusie, Jonydowy, Atheline, Job, and Orlin. I want to also thank Pinkfloyd for logs and Waarokku for the chats and materials. Celebration has an amazing crowd of people.
  3. First i just wanted to say that i am not sure if this idea was proposed earlier cuz i was too lazy to browse through 710 pages of this section. Any1 that played Haffen (Haven and Hearth) will get the general idea... for every1 else heres how it goes... I do realise that all the time we spend in Wurm we try to make this place bit more civilized so we started from little hut then moved to the stronghold... but 1 thing didnt changed... its the way we eat... We just grab w/e we gonna eat in our hand and shove it in our mouth... often in a hurry between one task and another... sometimes during work... just fast pause to "refill the tank"... I would like some changes here Feast Project require a tables to be changed into containers... (i do realised that ppl were proposing that there should be option to place items on the tables for the better look but if that didnt happend through all those years then my idea will sound even more distant). Swiching a table into container shouldnt be too complicated... and just to please a bit those who wanted some more eye candies in their house make different texture/mesh for empty table and filled/covered table. Now we have to make our Feasting more confortable... nothing will make it better than the comfy chair... So now we can sit by the table on our nice stylish chair... but we still missing something... Ofcourse we r not gonna eat with our hands... we could use a fork and knife... maybe spoon? Also a good idea would be to place our meal on a plate or a bowl maybe? Unless it is already in some kind of container (bowl of soup)...Luckly all those items r already in game... we just gotta take em to another level... And what is a good meal without a cup of good beverage? Place a cup "in" the table and fill it with your favorite wine... or cup of water will work too Ppl say that we eat with our eyes too soo lets make this table into ristorante looking one... some covering maybe some candelabre... Ok we r all set... Lets dig in! ...Hmm but Dining alone is boring... lets invite friends or fellow villagers to come over for a dinner and maybe even some of them can entertain us with their puppetering skills or play some instruments (if there were any). Ok so we just created our first Feast but whats the point of it other than social? Well how i see it to make ppl want to feast we have to give em a reason some bonuses... - Erm... Kruszyn? We already have food affinity... Sooo NERF it!!! And i mean neft it so hard to the point that only affinity u gonna get for fast eting will be stomachache affinity! The way i see it: Every of those points that i described during our feast creation will add some Affinity bonus i mean the main affinity will come from the food that we eat nothing changes here it will be much shorter after my suggested nerf even if food quality is high but it is just the basic food affinity... All the bonuses we r interested in comes from feasting... and the one we care about r Affinity Duration and Affinity Power. Affinity Duration i dont have to explain... Affinity Power... well who said that food affinity bonus have to be 10%...? Why not 11% or 15% or even 20% -Ok Kruszyn but why all that complications with forks knives and cups ...? Well where do you think that affinity bonuses will come from...? Yes, the feasting accessories. Placing all those items "in" the table will add extra bonuses to affinity duration and power... it will depand on those items quality (so lets say 1-9.99ql fork will give extra 10% to affinity duration... while 90-99.99ql will give extra 100%) a few percent here and few percent there and we have our selves 1-10h affinity with 10-20% bonus to our selected (depanding what meal we choose to eat) skill. Lets dont forget about the enterteinment factor of our feast... the more the merrier... so for each extra person by the table we get additional bonus and ofcourse there is also bonus for the Entertainer him self. (i was thinking about the bonus to the feast for every person in local but dunno if that stuff wouldnt be abused before rifts or uniques slaying... You decide... (feasting before/after sounds nice) I dont mention the other implementations for that idea... ppl can create Taverns! were folks will meet, Feast, sing and cheer! Sooo what do you think?
  4. Connect To: Or Choose Lands Of Norhaven from WU Loader. Lands Of Norhaven is a PvE based, socially centered and active, family friendly Wurm server. Our server is professionally hosted, with our server located on the US East Coast: New York. Our server is arranged where deeds, and deed upkeep are turned on, with a special in game merchant network system, server project reimbursement program, and special player events in place to help with acquiring in game currency, including bounty system for creature kills. Daily Backups - Immediate Updates Enjoy the following character statistics in Lands Of Norhaven: Skill gain rate multiplier: 5 Characteristics start value: 20.0 Mind Logic Start: 25.0 Body Control Skill Start Value: 25.0 Fight Skill start value: 10.0 Overall skill start value: 1.0 Player Combat rating modifier: 3.0 Action speed Multiplier: 5 Mining Minimum mining hits required: 21 Server forums and Teamspeak server and web hosted server map are already up and running...all we you. Connect To: Or Choose Lands Of Norhaven from WU Loader. Here's a Detail Description of our Enhancements to Wurm Unlimited: BoatMod - (NEW) Make all animals able to swim while led by a player Enable continued leading of animals when embarking on a vehicle (no more having to frantically re-lead all your critters when you hop in the boat) BountyMod - features (as separate config options): Enable skillgain for fighting/killing player-bred creatures Convert the chance of receiving a coin award from a slim chance of a rare coin to a certainty of a non-rare coin. Player-bred creatures offer lesser bounties. (Note that skillgain for player-bred creatures has to be enabled to award bounties for such kills) Bounty for each species of critter can be independently configured (NEW) Can pay to bank account instead of into player's inventory (NEW) Configurable multiplier for all bounties, for ease of fine tuning for your server (NEW) Configurable multiplier for player-bred creature bounties (NEW) Bounties can be paid out of thin air (thus unlimited bounty payments) or from the kingdom coffers (thanks Netscreever) (NEW) Non-hostile, same-kingdom creatures can be set to pay out no bounty (thanks again Netscreever) BulkMod Enables placing hot items into BSBs and FSBs. (Further features probably coming, depending on feedback) DigLikeMiningMod A recreation of Alexgopen's Digging Like Mining for use with ago's modlauncher. Enabled dredging to ship Added the ability to use dirt or sand piled on the tile you're standing on if you need to use dirt/sand when flattening or leveling. The game will use dirt in your inventory, then dirt in a pile, then sand in your inventory, and finally sand in a pile, in that order. MeditateMod - features (as separate config options): Enables guaranteed skill success (no more "You fail to relax" or not getting a path question you qualify for) No delay between first 5 skill gains of the day No difference in delay requirements after the first 5 meditations (if the above setting is on, there's no delay requirements for meditation skill gain at all, if it's off, always 30 minutes between meditation skill gains, never 3 hours) Disable distance requirements for meditation skill gains (No more need to move 11 tiles for skillgain) A configurable multiplier for path question cooldowns. This can be set to half to cut these delays in half, set to 0 to disable them entirely, the choice is yours. (NEW) Specify custom action duration for meditation ProspectMod - features: Prospecting cave floors provides the same information as prospecting a rock tile on the surface above (i.e. detect nearby ore veins) SalveMod - (NEW) A dds "power - " to the beginning of newly made healing cover names, so you no longer have to figure it out in your head.
  5. I am going to be developing a Progress Report for the foundation, development and creation of the Drakespirit Temple. This report will include image of construction progress as the deed slowly evolves.
  6. I'm a bit irritated at the regular metagameyness of our forums and would like to build some comradery within deliverance. I'd like to learn more about my neighbors, so lets start with telling our wurmian stories! Any experiences or interesting tidbits that have happened to you be it, mundane or epic. Begin the post with once upon a time to create an iconic traditional feel to it. It's going to be silly and dumb at first but unique tidbits like that build inside jokes and whatnot. This is not an artsey post but a Deliverance community post. If more people choose to be artsey about it, 'tis fine but don't feel obligated. I want to get to know you. ^~^ I'll start off with something mundane as ######. Once upon a time, Taki was creating all the basic tools needed as a newbie. Hammer, saw, scythe, etc. I decided to make like 10 of each in chamce that while improving them, perhaps one will go rare. I spend aboutan hour imping them all to 20 (shaddup! I'm a newb!) and I decide that before my lump goes searing hot on me since I'm out of fuel, I might as well make a bunch of small things that I may want in the future.... THAT'S THE FIRST SUPREME I'VE EVER GOT! I played on epic for about a year before quitting for a year. Not once have I made, gathered, created anything supreme.. Of all things and all times to make something badass.... I make a ###### supreme iron spoon... Our lovely Doctor Angus imped it to 91 for me since I might as well keep it as a trophy for existing... I just bluescreened one of my compies so I'm typing this on my tablet. I'll reformat into my traditional font once my partner is done with their college work.;3 Edit: Revived a random laptop from my pile of computers to build a repair drive.
  7. This is an idea I have been tossing around in my head ever since PMKs were being discussed. I had a very fine draft, but misplaced it. As a result this is a very loose framework with many missing pieces. I'm posting this as is, with the intention of adding more over time as an evolving process with input from other players. I'd like to request that pure 100% pvp players stay out of this unless you plan to constructively add input. Player made republics (PMRs) would be the non-pvp equivalent of PMKs for the rest of the freedom cluster and would serve roughly same function but tailored to the forms and needs of non-pvp game play. Essentially their purpose would be to facilitate larger, more robust social groups and to encourage the creation of a group that has more longevity than a single large deed or cadre of individual players could provide. Most non-pvp large social groups revolve around one of two models. The original was the 'big deed' which required one or a few big spenders to own everything. Non-owners had very limited rights and influence as owners protected their investment from thieves and griefers. Many newcomers are unwilling to join a deed because of the lack of freedom and for fear of oppression. Eventually, the best move off to their own deeds or the owners become inactive and the community collapses. The alliance system allowed a new model where people that left the main deed to form their own deeds could still stay linked with a central chat and had some limited extra permissions. It also allowed coalitions of independent deeds to join up for social interaction. Unfortunately, the permission controls were less than ideal and perimeters were a problem. The desire to maintain an area of open country kept many perimeters large and thus tightly held alliances were very spread out. Some groups formed their own alliance (of their many satellite deeds) to allow access for themselves but would not join others for security reasons. My idea for a PMR would be centered around combining the best and avoiding the worst of the above. It would try to be more than durable any single deed or player, try to maximize the liberty of as many as possible all while encouraging players to settle in close proximity to maximize interaction. It would also open up a potentially exciting new social gaming experience with internal politics, factions and intrigues as Republics grow and age. And just like PMKs, Republics would get their own artwork. Founding the Republic: Just like a PMK it starts with a declaration in front of a minimum crowd in local. Each person nearby gets a pop-up asking them if they wish to pledge to the Republic and how much. If the total pledged is over 1G, the monies are removed from the player's accounts, the "Object is placed (see below) and the Player that initiated the action is made "Doge" (see below). Anyone that contributed more than 5s can opt to automatically be a member of the republic. Any deed held by a member joins the Republic. Citizens of those deeds automatically become members of the Republic. The Republic "Object": needs a name: PMRs would be founded around a central non-deed structure. Can not be placed on a deed or be deeded over. It would serve as a respawn point for members of the Republic. It would create a "Republic" channel that all members or the republic (those granted or deeds that joined) would have access. It would also project a 'republic perimeter'. At the object any player that is not a member of another republic can add their name to a list of potential candidates for joining. The Republic Perimeter: This functions somewhat differently from normal deed perimeter. The idea here is to encourage players to cluster their deeds inside one shared perimeter and to allow larger groups of players blanket control over a block of land around them, rather than a patchwork of perimeters from deeds. It overlaps all Republic deeds and perimeters. It continues to prevent deed placement (see below) and block non-member perimeters. Its expansion is blocked by non-member deeds and their perimeters. It is configurable in size on each cardinal direction from the Object. Paid for out of the Republic Coffers. Ideally tiles paid for by member deeds would not be charged to the Republic. What you lose by joining: Under default settings, if part of your deed or perimeter overlaps with the republic perimeter you would not be able to expand your deed or perimeter beyond its current size without consent of the republic. Reducing its size is allowed, but you forfeit the right to expand back to the original size later without consent. The idea here is to avoid perimeter wars within the republic. The Republic Government: Similar to historical republics, PMRs would be ruled by a minority. The primary mechanism is 'by decree' where a member proposes a change in settings, there is a voting period, and the result is automatic. One of two systems to distribute votes could be adopted: Democracy : Each deed owner and (anyone granted the right to vote) each has one vote. Plutocracy (default) : Any member of the Republic can donate to the Republic Upkeep and has a vote proportionate to their contribution to their current coffers. Both minimums and maximums per account can be set by decree. Upkeep from the republic is taken from all contributors equally, so share decreases over time without additional input. Vote sizes would be available information in some way, perhaps as a list in the voting interface. Any member (even those that can't vote) can submit a motion for deliberation. Voters can cast their vote at any republic deed token or at the republic token. Votes last a week during which players can change their vote. Simple majority of cast votes wins. Possible Decrees: It is the intention that every setting and option for Republics can be set by decree. Each member can have as single submission for vote at a time but can withdraw or change it at will. Officers can have two. Those marked with R can be revoked by decree as well. Those marked F can be set for fast resolution by the Doge. Some would create blanket rules for the entire Republic. Grant Universal Suffrage R: All citizens of all deeds in the republic automatically get to vote. Change form to a Democracy/Plutocracy: This swaps the system of vote distribution between the two options. Set Village Tax to %: A default of zero, this increases all member deed's upkeeps by the %, with the extra going to the Republic's coffers. Deedholder's get credit for all monies taxed as contributions if the republic is a Plutocracy. Possible values between 0 and 5? Disallow Village Perimeters in the Republic R : An option for the more dominant republics, this suppresses all deed perimeters to their default 5 tiles within the Republic. Member deeds outside the Republic's borders are not affected. Set vote cap to %: For Plutocracies, this caps the influence any given player can have regardless of their contributions. Possible values 1% to 20%, with 20% being the default? Change the name of the Republic to ______: Generates a server wide event message. Set <non-member> to KOS across the Republic: R F ? Some would create or assign special officer roles and titles to allow specific players to perform special duties. Grant <member> Surveyor: R F This player would be allowed to start the deed placement dialog inside the Republic's Borders. and set all the necessary features, but hand off or designate the actual deed to another member of the republic. This officer position would allow the Republic greater control and flexibility in allowing its members to place deeds without voting. Grant <member> Doge: R This sets the 'leader' of the PMR. the leader's primary mechanical function is to allow bursts of activity in the government. Many proposals (marked (F) ) the Doge can set to take a single day instead of the normal week. Some important proposals can not be set for rapid voting. ? Some would allow members specific permissions, often a one-time event. Allow <member> to place a deed. F Normally the republic perimeter would prevent deed placement. This gives the named member the right to place a single deed. Expires after one week. Allow <deed> to resize. F One time. Expires after one week. Essentially it allows the deed tool to ignore the republic perimeter during a single resize session. Grant <member> a boon of a silver coin. Used as reward system for good citizens, by vote a small amount can be given from the coffers to a member. ?
  8. Ok this is simple lets have a vote on does wurm need to change. Yes or No