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Welcome !!! The Vrystoria server is a welcoming and diverse server, from the moment you are dropped into the world starting at the player made town of Keldor, you are immersed in rich story line and dialogue from the various NPC's that surround you, lodgings available for the weary traveler and plenty to do right on your doorstep. For those adventurers among us there are several dungeons to explore and a treasure trove of wonders to discover. There are several large settlements outside of the initial 'Capital' to visit all with friendly players to interact with, RP is encouraged in the local chats, but those that enjoy the game without the RP element are also welcome. The story of Vrystoria is an organic and evolving story line that grows with the players who can directly influence it as they progress in Vrystoria. all linked around the World History and the Deity Hestlin comes a story line that you, the player, now control. Whether you’re a travelling trader selling their wares or an intrepid miner venturing in the underground chasms looking for rare ores to liberate, a wielder of Hammer and Tongs spending hours in front of the Smelter and Forge or a master of the cloth making fine garments for your fellow Vrystorians. Your story is still yet to be told, but told it shall be and no better place than the welcoming and friendly civilisation of Vrystoria ! Come and join us on the journey of a lifetime.!! Role Play Who do you want to be? We encourage every player to create and develop a character. Everyone impacts the world. More Info History Vrystoria has a rich and unique history. Every character will have the opportunity to help shape the world More Info Rules Playing on Vrystoria constitutes acceptance of the rules listed on the rules page. Please be familiar with them. More Info Stats and Mods Server Stats PvE 1x skill gain (weapon smithing is 3x) 2x action timers Custom Map Size = 2048x2048 25,000 mobs 75% aggressive Deed Start up cost -enabled Deed upkeep - enabled Skills start at 1 Fight skill starts at 10 Characteristics start at 20 Body control starts at 21 Starter gear is 10ql Sorcery Items available as dungeon loot. Priests No priest restrictions Max Faith 150 Faith gains scaled Statuette quality and rarity matter for spellcasting Custom deity - details here Taxes - will go up if you are offline for more than three weeks Bounty - Coin paid to those who kill mobs Bounty on Burn- Burn corpses instead of bury, Earn coin and Karma No Crop Decay - Crops that are grown will not wither Inbreed Warning - Gives a warning if you are attempting to inbreed Dungeon Mod - Cool way to get loot from dungeons Drake mount - Drakes to ride Kingdom items and tabbards - craftable pretty stuff
I was playing round with zones the other day and the idea of making a zone where you walk in and a mob or a group of mobs spawns came to me, kind of like a popup but instead of a message(or even as well as a message) you get creatures spawn. For example on entering a grave yard and skeletons spawn that kind of thing, perhaps with a timer for resetting the zone once the mobs are killed. A few other ideas that could go with that could be treasure chests and loot (kill the mob and a treasure chest appears) and a control on the mobs and NPC's to keep them confined to the zone would be good too.
First of all I think Wurm is an amazing game and Rolf is a genius, the dev team has done a lot of great things to improve the game during the time I have played it. Although as good as Wurm is, there has been a lot of valid complaints about the lack of PVE content lately. Actually there has been complaints about this for as long as I remember. I am guessing that the reason for lack of PVE content is because it is very expensive to hire developers to create such PVE content. Luckily Wurm has a natural solution for this with players who enjoy building and creating content. This suggestion will also solve the problem with critter spawn. Instead of turning up the amount of critters on the entire server players will create critters where they are needed. I actually have more then one suggestion how to make it work. I list them from easiest to implement to more complicated ones. ItÂ´s also just a collection of ideas ideas and not the best solution anyone can think of. Some ideas are inspired partly from other peoples suggestions that I thought were good. 1. The easiest one would be to allow players to create monster lairs on their deed, the function for this is already there if you copy the code from guard towers and instead let the lair spawn hostile critters, then you can create a room with critters. Guard towers also cannot be created too close to each other and lairs should work the same way which would demand some space between the lairs and create an interesting dungeon to walk through. Make each critter killed work the same as a sacrificed item does to increase village bonus. The sacrifice value for each critter would of course have to be balanced to not be overpowered. If its difficult to program village bonus from a kill then perhaps allow sacrifice to be made with god statuette and give the player a small chance for a rare coin (same chance as selling corpse to token). Guards and spirit templars shouldnÂ´t be aggressive towards lair critters. 2. If itÂ´s too unreasonable and unrealistic that a mayor would create a monster dungeon below his own village then make the lairs harvestable by the mayor and critters are "attracted" to the lairs. Different mushroom patches could act as a spawning lairs for goblins, trolls, or cave bugs, spider lairs could have silk, lava fiend comes from lava so perhaps if you built a magma vent you could build a magma ore smelter above it using same mechanic as water tiles for wells. Mushrooms could be part of increased alchemy and potion making that has been suggested before. 3. Another good suggestion I read was to use a PVE island/server where you cannot place a deed and only go there to hunt. ItÂ´s a good suggestion but a better suggestion would be that you can go to this server and build a dungeon, town or castle and populate it with critter lairs. To build there you would buy a portal writ from a trader and place the portal on your normal deed on the Freedom isles. When you first use the portal as mayor you end up at a start location on the new PVE island. From there you run to a good location and drop your second portal and start building your new PVE location. The portal would function exactly like the Epic portals but instead of leading to Epic you go to the corresponding portal at the PVE location. When you kill critters here you get all the normal meat, paws, teeth, hides, eyes etc but since you canÂ´t bring a horse or cart to carry it all the critters also drop a new high QL item with a fast decay that can be sold to a token the same way as a corpse when you return to Freedom isles through the portal. Selling the item also give a sacrificial village bonus, it has high decay to encourage that the player sell it in the same village as the PVE portal that he used. 4. If all of the above is too complicated or if player made PVE content and dungeons is not a good idea then the most simple idea to improve PVE would be to let trolls, goblins and lava fiend have a very small chance to drop a ruined adamantine or ruined glimmersteel items. All you can do with this ruined item is smelt it into a lump. With enough lumps gathered this way you can eventually create adamantine and glimmersteel armor and weapon. But in my opinion adding a bit of Dungeon Keeper to Wurm would turn this game into something even better, it would improve spawn distribution of critters reduce server load because critters stay close to lair instead of roam, let players be creative and the devs can keep developing the game instead of creating content. smelting furnace: http://forum.wurmonline.com/index.php?/topic/93961-smelting-furnace/?hl=dungeons mushroom farm: http://forum.wurmonline.com/index.php?/topic/119915-growing-mushrooms-in-mines/?hl=%2Bmushroom+%2Bfarm hunting server: http://forum.wurmonline.com/index.php?/topic/74748-hunting-server/?hl=dungeon