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Found 28 results

  1. For years we've been tearing our hair out over disappointing rare rolls - but no more! Lets compile a list of the rares that need a good / better use than saccing (some of them can't even be sacced). Please submit your personal favourites (pet hates) below - along with any solutions and ideas for uses! As the devs find us a use for all these "rotten rares", they can be finally crossed off the list. Rare Item Action (how we get the MOI) Ideas for uses / solution ? Interacting with the UI Delay MOI until a more productive action takes place Increased yield / NEW Some chance for Casket Tending / Sowing (Crops) Add chance for rare coins / remove or delay MOI / add substantial skill tick Nothing Cultivating / Packing Tiles Add chance for rare coins / remove or delay MOI / add substantial skill tick Nothing Tracking Add chance for rare coins / remove or delay MOI / add substantial skill tick Nothing Lockpicking Add chance for rare coins / remove or delay MOI / add substantial skill tick ? / NEW Some chance for Casket Praying Add chance for rare coins / remove or delay MOI / add substantial skill tick ? Meditating Add chance for rare coins / remove or delay MOI / add substantial skill tick ? Bandaging / Healing Add chance for rare coins / remove or delay MOI / add substantial skill tick ? Using Transmutation Liquid on a Tile Add chance for rare coins / remove or delay MOI / add substantial skill tick Nothing Rare roll when failing when Creating / Improving / Repairing an Item Add chance for rare coin / item / remove or delay MOI / add substantial skill tick Nothing / NEW Some chance for Casket Rare roll when investigating empty arch tile Add chance for rare coin / remove or delay MOI Nothing Rare roll when opening an empty clam Add chance for rare coin Rare Runes Create Rune Needs some use for rare+ runes, such as guaranteed to attach or easier to attach. Rare Locks Create Lock Needs some use for rare+ locks, such as all rare+ padlocks could work as up to 100ql quality locks for bsbs/fsbs regardless of the lock quality Rare Stump Woodcutting (Cutting down tree) Usually accompanied by rare felled tree. Add message to highlight this or add chance for rare coins. Possibly map casket. Nothing Woodcutting (Cutting down bush) Add chance for rare branch. Possibly map casket. Possibly add substantial skill tick. Rare Support Beam Create / Improve Support Beam Remove / delay MOI / add substantial skill tick Rare Floor Boards Create / Improve Floor Boards Remove / delay MOI / add substantial skill tick Rare Wemp Plants Foraging Allow the crushed fibre to keep the rarity of the wemp plants. Rare Cotton (Ball) Foraging Stuffed soft furnishings or taxidermy or allow the string to keep the rarity of the cotton ball. Rare Wool (Ball) Shearing (Sheep) / Foraging Stuffed soft furnishings or taxidermy or allow the yarn to keep the rarity of the wool ball. Rare Concrete Creating Concrete from Mortar and Lye Remove / delay MOI / add substantial skill tick Rare Slab (all types) Create Slab Remove / delay MOI / add substantial skill tick Rare Peat Digging (Peat Tile) Remove / delay MOI / add substantial skill tick Rare Pottery Shingle Create / Improve clay Shingle and rolls during Archaeology Remove / delay MOI / add substantial skill tick Rare Slate Shingle Create slate Shingle and rolls during Archaeology Remove / delay MOI / add substantial skill tick Rare Coffee Cherries Gardening: Harvest from planter Allow the intermediate stages to transfer the rarity to the next usable food product Rare Coffee Bean Beverages: Roast green coffee bean in roasting dish Allow the intermediate stages to transfer the rarity to the next usable food product Rare Cacao Pod Gardening: Harvest from planter Allow the intermediate stages to transfer the rarity to the next usable food product Related threads:
  2. I think the new update would be better if they kept the foraging and botanizing the same (where you can forage and botanize on every tile) but say there is a rare item, or uncommon find, they could make a node for that. Instead of just taking away forage & botany from every tile. It would be less time consuming and add an extra incentive to the game.
  3. It's time to gaze into your Goblin King's crystal balls Wurmians! This is the thread to write your predictions for Wurm features you think will be on the Devs' list, either this year or next! Lots of possibilities - who knows what will be in the game soon! Feel free to make funny suggestions for features or bugs, but nothing personal, and please keep it positive! I'll start you off - I think orange space hoppers will be in by the end of October in time for Impalong 'Sit and Bounce' Races, but due to a bug/feature they will still look like pumpkins. Your turn!
  4. Hello fellow Wurmian! First of all, let me start by saying I've been compiling this list for several months. There may be repeats or things that already exist in game (because I don't read forums or changelogs enough, and some stuff has been added). Generally, these are just things that have popped that that annoyed me, bugs I'd like to see fixed, and features (however wishful) that I'd like to see added. It is also possible that my understanding of certain game mechanics is just wrong, so a proposed change might make no sense or be unnecessary (mission participation for journal goal idea?). Also of note, I believe that almost everything in game, aside some basic social interactions and such, should incorporate the action queue, skill, or quality into it. RNG should not be relied upon, only be one piece of the equation for variety. This comes from a place of love for the game and an overall desire to see it be a deeper, more approachable, and more fun experience. Also with less 'useless work' as I like to call it (sadstone grinding for mining, for instance). I gave absolutely zero consideration to the technical difficulties that might arise from implementing these ideas as a clear choice on my part. I hope that this will inspire some such changes to take place, or at least spark conversation. I also did not peruse any idea & suggestion threads, but did seek input from friends in game, so perhaps their suggestions might be seen here. If you see a suggestion here that exists, pm or reply with a link and I'll add it where appropriate. With that said, please, try to wear your big kid pants when you comment, because nobody wants to read 'that's just a dumb idea'. I hear that too much from my Dad, and you're not my real Dad, so I won't take it. 😜 However, if you do think it's a dumb idea, I'd like to hear why with reference to game mechanics or speculative fictions on the post-change-wurmpocalypse that would happen if implemented. Bugstomps and Tweakings Loyalty points earned from purchasing Premium time can now be used whether you are currently premium or not. Emoticons (wurm flavoured) are now available to be used in chat (excluding Trade chat aside WTB/WTS/PC emotes) Lava may again raise rock tiles higher than 40 slope. Max slope is (server max - 1) All items represented by a cloth bag with a ? on it now have proper models, tyvm. Events are now more regular and less like April Fools follies. Character Emotes can now be bound by hotkey. Character Emotes can also be toggled as a text list option for right clicking in Settings, for those still used to the legacy option. Smoke effect height from Fireplaces, forges, etc can be changed via a right click menu, making it possible to limit the smoke coming through floors. Three options are available: None, Short, Normal smoke pillars. Domain of Magranon requirement for Path of Power Erupt/Freeze removed. A new 'Recover' action can now be queued and allows character to wait until stamina is recovered before resuming queued actions. Village Plan can now be viewed by mayors via the Manage>Settlement> menu. Take a breath, this is going to be a long post. Skins are now mailable. Trade replies using @s are no longer private. Send a PM if you wish to keep it private. This is to help stabilize market pricing by giving those monitoring Trade chat an idea of what is being quoted. PM'd quotes can then be taken with a grain of salt. Differing PCs can then be discussed. Recent PCs with @s attached can now be reviewed over the course of a 72hr period by typing /checkpc into chat. This will show the last pc message of the person who received the @ reply and the reply in a filterable/searchable list window. Shelves no longer throw the "You cannot reach that spot to place the [item]" error. (bc wth is that even about anyways?) Bridges can be destroyed in the same one-click method as buildings with a buildings menu item by the bridge maker. Catapults (and other siege weapons) work normally on all segments of bridges. Bridges fall when all road pieces at either end are destroyed. Treasure map in a bottle can now be found when planting and processing trees (planting, removing stumps, cutting down felled trees, cutting into logs, and processing logs into sub-parts). "You found a Map in a Bottle! Some crafty bugger hid his map in the crook of a tree branch and the tree hid it further by growing around it. Well played!" Also from large animals/monsters when butchering. For missions: 'Within 5 map squares' missions has been reduced to 'within 3 map squares (smaller server islands) 2 map squares (Indy sized islands), 1 map square (Xan sized islands).' Mission participation now counts towards the missions journal goals whether the mission finishes or not. Compasses now remain stable while on boats, however not during a gale. Or, RE current compass functionality: Ccompasses can now be 'stabilized' by lowering the sails of the boat, rather than disembarking. RE: Current compass functionality: Cartography skill extends the duration that a compass remains stable, up to 10s for 100 skill. You may now use a dioptra in conjunction with your Compass and Cartography skill to narrow down your location on your in game map (similar to dioptra on celestial body for rough map area) indicated by a circle. Quality of dioptra, compass, and skill factor into how narrow the circle on the map appears. You may now use a dioptra in conjunction with a compass and treasure map, also with your Cartography skill, to similarly narrow down (or generate) the hint circle. Character names can now be changed with purchase of a Naming token from the loyalty rewards store. Name changes are announced globally on each server cluster, on the forums, and on twitter simultaneously. An option can be toggled in your profile to show characters who have been subject to a non-GM enforced name change as a parentheses after the name, eg: Absurdides (Fearil). You may elect to delete/retire your characters for use in a name change. That name is reserved to your account(s) unless released. The character window is now resizable (allowing large portrait-taking options like /toggle characterwindow) OR: A button on the inventory now exists to /toggle characterwindow without the use of console commands. You can now wash yourself with a grooming brush activated on water to remove 10 disease power, per half hour. Other types of actions that would normally have a set timer, are also now skill/ql based. (bashing, etc.) Do Not Cross option for boats/characters to avoid inadvertent server switching when trying to pick things up near the edge of servers. Catapults and other siege weapons can now be 'broken down' into component pieces for transit by cart or wagon. A wagon can contain a broken down battering ram, ballista, or catapult. A broken down trebuchet will require 2-3 wagon loads (depending on runed vs unruned wagons) Large decorations (such as large banners) can be broken down for easier storage. (reduction in volume but unable to be displayed until reassembled) Rain is now louder and more visible, and doesn't happen under a roof. Snow makes an audible crunch under foot. Snow textures doesn't appear ground tiles under a roof. The blood strike effect no longer appears when you zoom out using the V key randomly (or after you were in combat or something, just weirdness). Treasure map ql is less random, incorporating some skill, or something, anything, into the wide variety of qualities that maps come up as. I'm not asking for 99ql all the time, but it definitely seems off to me to dig a 80ql rare dirt and get a 9ql map with it. Maps are great anytime, sure, but that just feels wrong (That's what he/she/they said). Kingdom tabards are now represent the kingdom they were created under forever, rather than changing depending on the wearer's current kingdom. All tomes (not just book tomes) are now included in the Loyalty Marks system. Aminanimals, Monsters & Relateds Animal Cared For status and name now appears on the Inspect Animal window. (Basically if it appears on the examine menu, that info should be available in the Inspect window) Creature cage ownership is now displayed when examined (or hovered over alt key pressed, showing [Fearil] for instance) You may now load creatures into creature crates if you are leading more than 1 critter. The first critter you lead will be the first loaded. Unique skulls now have appearances that represent to their species and subspecies more properly. All creatures now have a 'butchered' model, rather than the classic pile of flesh and bones graphic. Horses, etc, no longer stop suddenly at the end of bridges (as they sometimes have done when at speed), instead make a smooth transition onto the bridge. Horses/carts/wagons no longer stutter step in shallow water and throw you off. Animal-towed vehicles can now traverse deeper water (20 dirt deeper than present at max, by tile corner average). However, the maximum vehicle speed drastically reduces scaling with depth. This also adds value to the Animal Husbandry Water Speed trait. Riding animals will now swim for a distance tied to your stamina. When your stamina drains to 0, you are kicked off. Two animals can be tied to wagons and carts. They will follow the wagon/cart as if lead. Bison are now shearable and provide brown wool, along with brown sheep. Brown wool can be used to craft brown versions of existing plain wool garments Wild cat corpse weight reduced to 15kg from 42.86kg, unless Slow, Greenish, or Champion (instead, 20kg, 35kg, and 42.8666 respectively). Are you ok? Check in, do you need a drink or a snack? Tamed or otherwise non-hostile Spiders can now be 'milked' similar to Cows for silk string. Silk string can be used for a variety of new garments, or doubled up (1/2 weight) and used in place of regular string. Silk garments can be used to make priestly garments that give enchant power bonuses, but cannot exceed standard max faith bonus. Ridable champions! (whose normal size would normally be unridable, think wolf, dog, cat.) Whale meat and other butchery items now come in 6kg chunks Stamina while riding on horseback drains 1/2 as fast. Stamina while riding on a cart drains 1/4 as fast. Stamina while riding on a wagon drains 1/8 as fast. Rarity of vehicle further reduces stamina drain by 10% per rarity level. Rarity of saddle counts towards 5% stamina savings, horseshoe rarity 1.25%, doubled for supreme, etc. Animals with a rare trait also save 5% stamina per trait. Madnath has been nerfed. 'Ancient' is now an age category representing mobs that have lived beyond a normal lifespan as a result of caring or other similar effects. Ancient takes effect after Venerable and beyond the normal lifespan of the creature type. Animal and monster aggressiveness scales down against a player's Fight Skill and/or Combat Rating, and scales up with creature modifiers (angry, sly, champion, etc). Cart dragging now enjoys an acceleration curve. Depending on Body Strength the acceleration to your normal full walking speed (including weight encumbrance) can take from 1 second to 10 seconds Deeds, Plants & Terraforming Deed perimeters can now be adjusted in each direction individually. Deed Creature Ratio target is now 12, rather than 15. Mayors may now bash hitching posts (etc), and monuments (obelisks, colossi, etc) on their deeds. Colossi and monuments now have permissions which will allow for destruction/pushing/etc for certain characters when set (subject to deed perms). Concrete may now raise rock tiles higher than 40 slope. Max slope is (concrete ql counting as skill for max slope skill check for mining/digging) Lava may again raise rock tiles higher than 40 slope. Max slope is (server max - 1) (Or tie to Digging/Mining skill, eg: max 300 for 100 skill) Coffee trees may be planted at altitudes over 1000 dirt, in dirt. They function much like any other fruit-bearing tree in game, just won't grow under 1000 altitude. 'Cut Grass' with a scythe (for hay making) timer is now faster; based on scythe ql, farming skill, etc. Prune is now the default action on overaged trees/bushes (lower in priority than harvest, pick sprout) In general, more default actions need to be assigned like ^ Forest management things. Larger trees choke out smaller trees 1 space around, opening forests up (unless planted in centre of tile). More dominant species extend range +1 starting with Oak, Willow, Walnut, Maple, etc... Wombat Stun effects, CR effects, etc from special moves now last longer than .005 seconds in PvE. The stun is reduced by 3 seconds per successful strike. The Focus timer is no longer reset after changing targets or being taunted. Victims of taunts (mob or player) lose one level of focus after being the victim of a successful taunt. Victims of a successful taunt are then resistant to taunt for 30 seconds in PvP settings. Troll clubs are now generated with random QL from 20 to 75 on creature kill. Inventory Stuffs and Making Things Search bars are now active on all types of containers. Bulk items that can normally be stored in FSB/BSB can now be stored in their Rare+ forms. A variety of cape skins are now craftable/purchaseable for those who have achieved that highest of acclaims. Bear/Wolf fur capes (Think Jon Snow) Embroidered silk (dyable), several patterns Wool, cloth, etc. Pelts can now be placed into bulk storage. Large barrel rack (roughly same size as pantry cupboard, holds 100 small barrels or 4 small racks like shelves). CTRL+ Click & Dragging an item from a Crate/BSB/any inventory onto a tile begins emptying that inventory into a pile on the ground. Add modifier key or popup question with dirt for larger inventory based terraforming. You may now unload crates from crate racks to nearby tiles. You may now pick up archaeology statues into your inventory, provided you have the strength to lift them. Halter Ropes can now be stored in bulk storage bins. Vehicles that decay to effective 5ql now become [unclaimed], resulting in the lock being removed, permissions reset, and ownership removed. The vehicle may then be claimed via right-click and improved over 10ql for new ownership to be set. The claimant will have 30 minutes to enforce their claim by imp, or the claim will be removed and another claimant may try. Drake/Scale style skins. A 'set skin' that represents the appearance of basic armour or clothing sets can now be purchased via the rewards shop. You can then appear to wear your civvies into battle, while still rocking your Scale. Conversely, you can appear to wear armour while instead you're just wearing a cloth jacket, for the masochists out there. Generic appearance skin could be purchases for a flat fee, then each change (after the first) costs an additional fee, without having to remove the skin. Not as a replacement for specific appearance skins, those would remain separate. This would be only for generic craftable clothing and armour items. The distance between interacting with, and opening an inventory is now unified. Vehicle inventories are now accessible from the passenger areas of vehicle, and interaction range has also been increased across the board for all vehicles in PvE. Continuation chance (change to add material to in-progress craft) now shows in the Crafting window. Skill Changings Meditation --- appropriate actions can give small meditation tick, based on action timer duration and difficulty. EG: Path of love: Farming, planting, harvesting, pruning, milking, shearing, groming, etc all have a chance at a meditation skill tick when performed. Path of Insanity: taking damage in combat, etc. Path of Power: Climbing, etc You the the idea, right? Skill actions appropriate to the lore of the Path. All skill based actions now give a minimum of 0.00001 skill per action (maximum of 100000 actions per 1 skill point when operating outside normally gainful difficulty ranges), because 'Practice Makes Perfect'. Yes, I understand that this is a landmine. I do realize this has the potential to destabilize the 99-100 grind, but I also feel very strongly that any action should be rewarded, even with a very very very small gain. No more useless work for skill. You can play normally and still theoretically reach 100 which isn't the case with most skills. That is the overal goal with this idea, and I don't know a better one, though certainly there SHOULD be a better idea to relieve useless skillgain work while still honouring the commitment many players have put into getting their 💯's. Perhaps the above suggestion, but at a smaller rate. Although I don't complete feel that 100k actions for a skill point necessarily represents a lack of commitment to the game. I'm told that one could maybe grind that out in a week or two (though probably much longer), which is still no small feat. *shrugs* An issue that I believe exists for newer players is that to be competitive in the least with legacy players is that they will have had years less of gameplay time to make up their deficit. Though this won't entirely fix that, I believe there does become a limit to how much time one can ask to be put into a game, and I strongly do not feel that new server clusters are the solution to that. Moving on... Priests, Magic & Spells Prayer can grant a temporary bonus to spellcasting power/enchanting power factoring in prayer skill in the temporary boost strength and duration, but still somewhat RNG (like butchering). Grab your pitchforkes and wait for it: All spells are now castable by all deities! However the favor and difficulty vary based upon the deity of the priest, and in certain cases can result in alignment penalties, and a low chance of losing a small amount of Faith. 2nd Black Light Deity now exists. Called Ikne or Keni, or perhaps Chont, or Flor, or Neekan... Now for something (new and) completely different... Bone is now a butcherable item. Bone always generates at 80ql. Bone Needles are relatively easy to make at high ql, receive damage much, much faster than their metal equivalents. These and subsequent bone tools are meant to allow viable early-game access to high ql tools. Bone Hammer, Bone Knife, Bone Carving Knife, Bone Quern (grind stone), etc. Bonemeal/Fishmeal can now be created using a grindstone and goblin skull (or any fish). One use (whatever output weight) per skull & 1 per 2kg equivalent weight of fish (or bone, if implemented). Combination of input ql and milling skill affects output ql of bonemeal/fishmeal. Applying bonemeal to a crop counts as a farming action and boosts growth rate (higher ql = small success change for instant 1-stage growth, otherwise lowering age-up timer?). Bonemeal applied to growables in pottery planters improves health and extends the life of the plant. 'Permanence' spell can extend temporary modifiers by 1 min per 2 spell power (or something). The spell is cast on a player, then a list of modifiers/spell effects is shown in popup where one may be selected to be boosted. List is repopulated if the selected effect expires during the time it takes to be chosen. 'Tile Enchanting' tokens are now available from the loyalty shop, costing 5000 points for a 5 charge token. OR 'Enchant Tile' ability is now available from the karma menu, costing 2500 karma per tile. OR Electrum Rune of Vynora now grants 1x Enchant Tile. Electrum Rune of Magranon now adds X number of actions to any mining tile. Alternatively, it may used in place of concrete to raise rock tiles on the surface by 1 elevation unit. Electrum Rune of Libila acts as a nolocate charge. which can be added to a piece of jewelry. Electrum Rune of Jackal does something fun (do I have to think of everything?). Charm/Dominate spell? Electrum Rune of The Scavenger does something really neat (actually does something and not explained by ??? on the rune chart). Flax plant + supporting tools. New wurm fashions based on flax linen. Pens with more ink capacity. Or a writing kit like a tackle box that holds a pen and ink well that can be used in place of the pen for pen-necessary actions. Bulk Food Unit (like Bulk Container unit) Windmills: grain grinding, veg chopping, meat mincing, spice grinding, rock into sand, idk, grindy things made via input + time = output, no player attention necessary. That's All Folks!
  5. After my small talk with friend about mediation tiles I started to think how to make them special, more special just only note in event chat "this is special tile" and sign "dont disturb plizz". How to arrange area to give the place specific character?. I decided to make 2 meditation spots - "Stone Circle Of Love" and "The Cave Of 111 Demons", close together (how far is love from insanity?). Full album - https://imgur.com/a/WfPwqot "Cave Of 111 Deamons" is not finished, could make slate altar (Libila?) and clad slate. Add your work, if you made some special tiles more special or have some idea to share.
  6. I'm sure this has been suggested before, but it would be cool.
  7. Just some possible ideas which could be considered one day. 1. A bug repellent potion: made from plants which in real life repel bugs. (eg. lavender, garlic & mint) This potion would allow you to pass unmolested by scorpions/cave bugs for a period of time. 2. A special 'twin' trait only for twins: As the ability to have twins for an animal is rare and twins themselves are even more rare... then having a super rare trait special to only twins. If the mother for instance births twins that each have 4 draft traits, then they would gain a special unique trait that give them a bonus to their main trait. Making them 'together' not 4 drafts, but 5 drafts. They would both need to be hitched on the same team for this super rare trait to be in effect. It would make twins highly desirable if they got a bonus trait if kept within a couple of tiles of each other. If they were 4 speeds and were ridden by two people riding together across terrain, then if they stay close together, they would get a speed bonus making them 5 speeds. This extra special trait limited by distance between the twins doing a task. This tile distance would have to be determined. 3. The option of a dress for characters: I know this is very minor and hardly worth mentioning, but as a girl... it would be nice if we could have the option of a dress which we could dye. Or just something slightly girlish. 4. Local voice chat option: Not everyone would like this option... but if one is near another character in game, pressing T would allow you to verbally talk to the person, like you would if you were near a person in real life. They would have the option of replying through typing a reply or pressing T to verbally reply. This would be local only and maybe limited to a few tiles from your character... (realistic distance of talking). This option would need to have the ability to turn it off in the options menu if people do not want to verbally hear someone say hi to them in game, or to allow you to block verbal talking from one particular person. It may be more effort than it is worth... but it is just an idea worth putting forward. 5. The ability to remove a tent on your deed: I personally have a tent that belonged ages ago to a new player that set up a tent and quit. The contents in the tent has long since rotted away but the tent which is immortal on a deed... can not be moved or taken down since it belonged to another character. It would be nice if we could remove a tent if the person has not logged in a period of time and the tent is on YOUR deed. Just a little frustrating. I can handle carts and horses left on my deed... as I just starve the horses over time until they die. Then I push the cart off the deed. I can't set fire to a tent, destroy it or push it, no matter how much I may wish to.
  8. These are some items and suggestions from discussions that I've had with friends trying to get them to come back for the steam launch. Item Creation, Failure and Timers: Speaking to the group of friends who have played and never stayed one of the larger issues that they always present is the time things take to build. Which for me is not a concern, and it never has been. What has been a clear frustration for them is the failures. Mostly when they occur at the end of a creation timer. It seems that nobody cares if something takes two minutes to create. But it becomes a problem if the item can fail any time in between. Especially at the end. If failures were moved to the beginning it would ease if not all, then most of the pain of waiting two minutes for a timer to complete. Some of this has been addressed already by making some items impossible to fail. Combat: I hear the same thing over and over. Combat is boring and unsatisfying. I sometimes wish myself that it was a little more engaging. I joke with myself that I can leave the game running and nothing bad will happen ever, short of starving. With the new UI and floating text it would be nice to see combat information above the creatures. Like who they are targeting and where. As a long term goal it would be nice to see a tab target hybrid incorporated. The baseline is already there with focus and block, along with some enchants. It would be nice to see harder hitting skills which could be chained for extra damage. Allow both systems for those who are happy auto attacking. It would automatically randomize the skills known during combat. I think that RuneScape 3 is an example where this works. If animations lined up with strikes the illusion would also be more firm. PVE activities: Newbie dungeons it would be nice to see a mine or rat infested building for new players to grind their fight skill before adventuring out toward the wilderness. It could reward small amounts of coin per kill or on completion. It would give the illusion of a quest and earning coin in-game from a non player source. This could be build upon and use a similar system as the rifts to spawn random dungeons throughout the server. Each holding different rewards and difficulty. The idea crossed my mind to utilize the highway system and have bandits spawn along it to hastle the players traveling it. Guards should engage creatures automatically and vice versa. It would make the world seem more alive. This can be seen with some creatures already. Things like trolls, goblins and spiders should be aggressive to all creatures NPCs and players. Another thought was to have a higher able guard for new players. Having it be free while the newbie buff exists and cost a few coppers to maintain after that. It would follow them around and help them survive while they find a place to settle. This guard would be weaker than the ones on tower's but would help them survive against early mobs and hold agro while they try to escape. Premium bonuses: One suggestion that I have is removing the paywall for un-named, non-traited horses. It would give new players something to work towards before buying premium, but still encourage them to do so. The same could be said for large carts. Only allowing them to command a cart lead by slower animals but still allowing them to be effective enough while making the decision to purchase premium.
  9. Greetings fellow Wurmians! So I've got some rough ideas, and I thought I might do some crowdsourcing to see what people think, maybe get some inspiration, that sort of thing. If you have any thoughts, please feel free to weigh in! So the main thing that I've been thinking about is something relatively communal and open. What about a campground? I could find some open, relatively flat land, set up some basic borders for aggro control, then set up individual campsites where people can come, pitch a tent, secure their locked containers, that sort of thing. Close to the water for boat access and fishing, maybe close to a load of abandoned settlements for Archaeology; communal workspace with ovens/forges/etc? Would it make sense to do this on an island, to be more generally accessible? Possibly bridged to the mainland and connected to a highway even? Are there any nomads out there who would use such a place if it existed? I did a cursory search of the forums to see if there was anything like this at the moment, and I didn't really see anything, but if someone has done this elsewhere, I would love to hear about it! I look forward to any feedback that you guys might have! - Perihelion
  10. Currently rare bricks, other than marble and stone, are pretty much useless other than for saccing. It would be nice if we were able to create planters, braziers, and maybe even fireplaces out if the various brick materials. It would give more variety for decorating and also (hopefully) create a new market space.
  11. This has been a hot topic for a while now with many people considering the current mechanics of locate soul and nolo causing stalemate and pvp to be stagnant, just like info minister did. The current issue is, small groups cannot roam because other groups/large groups will just spam locate names with kingdom priests + chopped veg until all names can be allocated to a deed and larger groups never get engagements because smaller groups want to spam locate names to make sure there isn't a zerg waiting. The end result is nobody leaves deed until a hit is made on somebody off deed whilst others are on deed. The change to the old locate/nolo was needed and with this change, it was a right step in the right direction, nolo shouldn't keep you 10000% nolo'd for it's duration. I believe we can just go a little but further and add something cool to support all groups and get players off deed or even just add small patch to the current locate and make it harder/stronger. This is why I felt a new thread was better instead of bumping the old once since the title was 'Revert Locate Changes' - I believe this is a step back. This thread is created to put together ideas on how to better improve the mechanic we have, not go back to the old one. One suggestion that was popular was only being able to get a hit on a person if you're within x amount of tiles of them. [Rather Long Distance perhaps] Nolo would slightly reduce this distance and still provide a % chance to block the locate. Locate spam wouldn't be an issue because priests back at deed won't be within the x amount of tiles. The perk to this idea is, small groups and large groups can go roaming without being spammed, this will increase the idea of people leaving deeds to find people, instead of sitting at deeds to locate them. Other ideas were simply making locate soul harder to get a hit on nolo'd players with the power of a nolo being 90+ almost the same as a reinforcement disintegrate, but have the power % go down with the timer so once it reaches 80% it becomes more and more easier to locate. I suggest making Body Nolo's 60 favor so people out roaming have to sacrifice gems in order to remain 'under the radar' Another idea was to make Nolo become easier to cast through as you get closer. Many ideas were discussed in Discord, Retro said that the team are throwing ideas around and have heard our concerns about the current mechanic and what damage it does to pvp. Making Pendulums / Tracking more useful would also be seen as a plus. Many small groups have said it makes it frustratingly difficult to roam or even hunt on chaos, as soon as the ring is hit, it's time to go home. Other changes Along side this can help smaller groups on chaos, delayed death tabs for example too, so groups can't rush in for a back door as soon as some action starts.. Small changes, big effects. Share your ideas if you'd like change, or want complete removal, post below and share. Edit: Other small ideas were the more you locate a name, the more resistance that player builds Or, locate soul works once like Locate Artifact
  12. (To Mods: If this isn't the correct section for this type of post, please move it to the correct one. I didn't know where I should post it. Thanks) Hey everyone. Due to events I just don't wish to live again, I feel I must redesign my deed.. somehow, to remove past bad memories in it. Yet I'm horrible when it comes to deed planning. And the deed needs a good redesign. What I'm looking for, is that "in the woods, but in the mountains" feel (as my deed is both). I would like a complete redesign of my main house. I'll even go with Stone instead of Wood, though I've never worked with Mortar in my Wurm life. The horse pen can be moved, and so can the cart storage. Please be good (or at least decent) in DeedPlanner (what I've been using). But even with that, I can't come up with any real good ideas. Just want a complete redesign that will blow me away, and in ways.. celebrate 2017's arrival. By the way, I have three horses. I'm looking to give them a proper pen (and have someone get Enchanted Grass under them to prevent more of those damn trees growing in the pen). Also note that there are three people living here (me, my alt, and a friend of mine). My friend does deserve his own place on my deed, but I don't know where to put it. I'll even pay if I need to, for the service. Though I don't have much silver. Here's my deed (tried to upload it to my website in MAP form, but it wouldn't show as a download). If you can help me, that would be fantastic. The deed is 'Oceanside Retreat', NW side of Indy (so I have ocean/boat access). Thanks in advance; http://pastebin.com/TZQhenn1
  13. Wurm players have always wanted a way to turn a non-water tile into a water tile and I have a few ideas that might make heading down that path a bit easier: Idea 1: Create koi (fish) garden pond items (basically a water basin) that you install into a tile like floorboards. This could consume one tile as a single small pond or you could create multiple items that would create a bigger pond that would take more tiles (think of a pie cut into four equal pieces (+) that make up a larger item) and it could even be filled with water like a fountain or placed like a well to fill on its own. This could provide water in deserts/steppe/tundra and on top of mountains, where you currently have no access to water if you are above water level, making it more difficult in these fantastic places. Imagine an Oasis in the middle of a desert/steppe or a hotspring resort on top of a mountain, or even a fish farm far inland! It would certainly help fishers hold their catch. I also had some other idea's: A multi-story stair or floor that is a trap door (so think in pvp if you you pass/bash through a gate or into a building, go up some stairs and step on a trap door and get trapped in a makeshift jail below). And another idea that could add some more capacity to multi-story buildings is theorizing that you could somehow add additional coded containers per height level for each floor which would allow you to treat each floor level as its own tile with its own tile contents, instead of just a single tile with multiple floors. This would allow you to do things like add trees on top of buildings, or other tile enhancements that are currently restricted to single tile. I don't know if this is possible but I thought that it would be worth looking into, if the devs already hadn't. Thanks for taking my suggestions into consideration, I'm sure they would improve the game and help players accomplish more in the game as well as more personal enjoyment.
  14. User who may read this - I have a lot of game thoughts, and suggestions, and will be putting them into volumes. Please +1 this as a whole, or each individual idea that you like. I want the community as a whole to discuss these ideas together. Also, I want to see the approved features to be included and integrated into Wurm Unlimited no matter what. Also, to +1 a certain suggestion, put the +1 with the corresponding letter next to it. Thank you. A. The ability to level and flatten down cave walls, ceilings, and floors without there being any chunks that stand out and make it less good looking. B. The ability for priests to have spells that can buff animals, like horse speeds, or wolf/dog damage, to make war animals a bigger part in the game. C. The ability to create a macro that auto crafts things, so we don't have to hit that annoying button ten times. Especially with arrows... D. Make coins gained from botanizing and other actions during moments of inspiration a lot more to get more use. E. Establish the ability to have an actual "sneak" instead of hide feature, so that we can actually have viable almost-invis rouges. F. Allow us to turn the inside of caves into walled structures with floors and roofs instead of wide open, and raw, so we can have underground secure bases... G. Saddles would be 10/10 nice, would make the game a bit more harder but more... Well, realistic. (This ones getting no support, I bet you...) That wraps up this volume, I may add to it, all the way to Z. If any of the above listed suggestions are features, please converse with me either in game on Zenath or through my Discord, alexinmichigan. Thank you guys for being such a great community!
  15. Hello Everyone, o/ I'm quite a new player have been staying in the same area for quite some time and i'm going out to see the Freedom Isles soon i will be on every server for a couple of days and would like some suggestions on what to go see, from must see monuments and buildings to good hunting spots please post Name and ingame map locations in comments. Thanks alot;)
  16. I have been doing some thinking Since i am an avid particpant of unique fights items such as the goblin leader sword and shield troll king maul or even the teeth of any of the unique have no real value nor sought after i figured if we could make a tooth necklace or a weapon plaque, or even as i brought up before taxadermy could be something to look for when partaking in unique fight so i made this poll to see what you the people think about it... lets see what you all think
  17. i got to thinking about some things and i thought ot myself wh would we want to loot a corpse of a unique mob when when it decays over time why cant we have a taxadermy skill or have the ability to stuff corpses instead of bury them just saying this would be pretty awesome
  18. This is suggestion list of creatures that would bring a new experience to the game. As you can see these creatures can lead to more crafting, farming, and provide even pvp fun. In addition I also suggested these creatures traits, spawning area's, and ect. for us to be able to indulge in our imaginations a little. Military Macaw or some type of a Macaw (Spawns in Forest)(Strength approx of large rat?) (Produces Small weight of meat and colored feathers) (Can be Tamed) (Non Aggressive) (Reasons + could lead to: a bird cage, pet retrieving small items, messenger birds, decorative feathers, first actual flying birds besides spirits) https://en.wikipedia.org/wiki/Military_macaw Emu or Ostrich (Spawns in Steppe or grass area's)(Approx strength of a wolf) (Can be tamed) (Can mate) (Aggressive Creature) (Produces eggs while living, butchering = large weight of meat, fat, leather, claws for alchemy) (Reasons: Egg for different meal type, Another type of farm animal, another avian type of animal) https://en.wikipedia.org/wiki/Emu https://en.wikipedia.org/wiki/Ostrich Polar bear (Spawns in tundra and grass lands?) (Slightly stronger then crocodile) (Produces large weight of fur and meat, also claws and teeth for alchemy) (Can be tamed but hard to tame) (Mountable) (Aggressive Creature) (Reasons: Allows for a different fur type, adds to variety of bears, useful as a pvp pet due to strength) (Leads to: Different fur type which allows for different types of clothing, shoes, and cloth) https://en.wikipedia.org/wiki/Polar_bear Cave Lion (Spawns in forest, steppe, marsh lands and mines)(Approx same strength as Hyena) (Produces meat, teeth of alchemy, fat, and fur) (Can not be tamed to aggressive) (Not Mountable) (Aggressive creature) (Reasons: More cats , dedicated to spawning in mines and marsh lands, produces different fur type) (Leads to: Different fur type which allows for different types of clothing, shoes, and cloth) http://www.newworldencyclopedia.org/entry/Cave_Lion Poison dart frog (Spawns in forest and marsh)(smaller in size but strength of a chicken) (Can not be tame) (Produces Poison, and frog legs for alchemy) (Can not mount) (Not aggressive) (Reasons: New type of creature, can come in variety of colors, good for pvp due to poison) (Could Lead to: blow dart weapon, poison tip spears, poison tip arrows, pet container for small animals) https://en.wikipedia.org/wiki/Poison_dart_frog More Animal Barding types: Type: Leather and cloth Animal types: Bears, Bulls, and Bison (Reasons: Another item for crafting, provides protection of animals that could be used in pvp events) (Could also lead to: Different type of bridles and saddles for Bears, Bulls, and Bison) Please support if you like any of these creature ideas, I love to see one or two of them make the game! Kind Regards, Kernel Leonessar The Ubuntu Guy! P.S. Excuse my grammar and spelling please! XD
  19. Post deleted. People did not want me to create a thread as a place for people to post ideas about medieval technologies that could be incorporated into the game. Therefore, no point in continuing this thread.
  20. i was thinking u could add a new dish to wurm pig corpse, pile of salt,2 any herb, 4 mushrooms, 2 chestnuts, 2 apples,1 onion, any veg to make it weigh more is dish could weigh quite a bit and be able to feed many users from one cooking and how u would make it u would put all the ingredients into the corpse and put it in a oven or forge,no need for a bowl or pan and now as the collision thing is almost solved was hope u could place it on a table and if anyone has other ideas pls post them here
  21. I have an idea that a few of you will dislike but seem a good agreement from Advantage/Disadvantage. All that idea can be divided in 2 steps: 1) Improve the shop 2) Internationalization of Advertising 3) Increase the density of population per server 4) Interactive tutorial Step 1: Problem:Compared to other similar game, our shop is currently overaged and obsolete. Solution:Add other options, not only prem or prem + coins, but also special offers to open in specific time of the year. Or add bundle like Deed (11x11) + Full Chain armor + 1 month prem ... Problem:the Web Interface is difficult to use. Too many buttons, too height, difficult to found the right way you want. Solution:Create a new interface (to merge Xsolla and Paypal) and use the API of Xsolla if avaiable or change system Step 2: Problem:In my country all people know Minecraft, but no one know or heard of Wurm Online Solution:Pay more for that!!! Don't limit the adv to mmorpg.com, but extend to all countries. Facebook can provide you a good way, Google adwords too. Another solution can be Ask to the player to promote in their country sending them the flyers, posters, etc.. to print and attach Note about Challenge server: Well, that is a good idea to gain a different target of player I like that, but new potential players should know of that. Step 3: Problem:There are too many Servers and too few players. New Wurmians < Wurmians quitting Solution:A lot of you will dislike that but I suggest to wipe some server and shut down it. The servers are Exodus and Celebration. Merge them in only one (without increase the size) The same for Pristine and Release. Step 4: Problem:Current tutorial doesn't learn things like it should. And players get lost there. Too many pop up windows and 0 iteractions. Solution:I like the current idea, but I think a good way is Use the current system but with the iteration like in the previous one. Please comment it with costructive opinion.
  22. Sheep do not swim - for those who wish to know They produce about 0.05kg wool when sheared with scissors of varying ql, depending on your AH skill. We need: - pretty spinning wheels to spin the wool, - knitting needles to knit jumpers for winter And huge quantities of spun wool could be used on looms to make blankets, maybe instead of furs ?
  23. I was having some thought of some ideas which could happen at a specific time of the wurm year. My main one was something along the lines of the ocean completely disappearing or lowering for a period of time, maybe from the gods fighting or something. I don't know, some awesome dynamic events would be interesting
  24. 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
  25. Useless updates? Forges: At least 3 times in the past few years. Appearance change did not enhance function for the player. Guard towers: Appearance changed 2 times at least, and now a 3rd change coming. Why? Appearance change did not enhance function for player. Other Eye candy: How many changes do spiders, crocs, trolls etc need? Appearance change did not enhance function or enjoyement for player/customer. More trees, great, no new uses other than walnuts, and those give no enhanced or new function to players do they? Food? I get food from my crops and cooked meat/fish. Updates that have no use or funtion other than changing appearance. Sigh. Now we are going to be getting some "prettier" ships. Are they going to sail faster, hold more? Do the new ships add more function to the game? Bridges! How long have bridges been on the distant horizon? Years, if I recall correctly. What updates and additions have players asked for, for years, and yet time and resources are spent on more eye candy? Sure, we got multistory buildings, looks good, and they seem to have added some usefulness to the game. Planting BSB's seems to have helped usefulness. Here's a thought. Add some more usefulness to the game. More swimming animals. Stop putting limits on livestock and breeding, find a way for those who enjoy breeding and having livestock to have more. Or are you too busy redesigning the 4th, 5th 6th generation of Guard tower artwork? (Why are there animal spawns on impossible to climb rock cliffs? There's a waste of bandwidth/space. Every critter has mountain goat like capabilities on wurm.) Make a new weapon! How about Ballistas? How about Ships equiped with One or more ballista's? Or Wagons with a Ballista...etc. Hitch horses to catapalts or ballista... How about releasing something when it's ready, such as wagons, instead of waiting to release a HUGE update, which most assuredly will result in crashes and down time going on past performances. Smaller releases might make it easier to track down problems when they occur. When having a Q and A session (sadly,only once per year), how about better answers instead of dodging, or maybe's, or the one word we can all count on, "soon". Soon is half an eternity on wurm it seems. Giving a reasonable ballpark date of a month or six months or so would be nice. Example: Question: When is X going to be released? Answer: X is ready to to be released, but we want to wait and release X along with Y and Z. We expect Y and Z to be ready in about 30 to 60 days depending on complications. Someone suggested in game a non aggro server. I think that is a great idea. Would be a good server for new players to skill up on. Then they could sail to aggro servers when they feel they are ready. A similar idea was posted here. Titles or achievements. Rewards! How about instead of a useless graphic that you can do nothing with. The player gets something useful! Example: Say a player hits 50 blacksmithing. They get a very nice tool, such as an anvil, or pelt, high QL (99-100) as a useful reward? Those are my thoughts, ideas, and questions. I FULLY expect much of this post to be flamed, trolled, shilled, or just a lot of bad mannered replies. But, I felt like putting this out there. I'm sure many have the same thoughts as I've written here. Now it's out there. Take it or leave it. (PS, I really don't care if some or all of this has been mentioned a million times before, if so, make this a million and one. If some of this has been mentioned a lot of times before and nothing has changed or improved for the better, then this million and one mention needed to be done. Until "they" get it.) T