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Found 44 results

  1. We have seen a lot of desirable past skins for sale this Black Friday, and we also had a lot of new free drops as well as old ones during October, but already I notice a sense of dissatisfaction taking hold amongst a number of players, that there is not enough craftable, creatable content being produced, and some players have now indicated that they are considering whether or not to renew their subscriptions as a result. Particularly mentioned are the skins and drops being offered that are meant to satisfy requests for Quality of Life (QoL) content, but arguably fail to deliver the QoL improvements that were highlighted when the idea was suggested in the first place. (For example the Uncovered Wagon skin having no toggle feature) Also mentioned are the free gifts, skins and drops, that are often decorative in nature and offer no crafting or creating, nor, apart from their decorative nature, do they extend gameplay. (For example Bonsai Tree skin not being craftable or harvestable and restricted to cherry) I understand that because of limited staff, and programmers being busy on other projects, a lot of the recent content has been predominantly visual / art department, with less focus on creating new code for new items, hence we are seeing skins for existing content rather than new craftable items with QoL features. Unfortunately this means most of these new items don't actually offer a reason to subscribe for longer than it takes to acquire them. This is why I think that the dev team really needs a dedicated craftable item developer to add more creative crafting, creation and gameplay code to support the great graphics and sound content provided by the artists. This staff member would add QoL features, expand the complexity and extend the playability of the new items being created (as well as existing items) and thus increase the fulfilment of the player experience. If one of the devs would agree to do this, I think that this would extend the short and long term playability of the whole of the Wurm game itself, improve the overall experience, and perhaps stop the exodus of players who are leaving due to having 'nothing to do'. I think this should be discussed as a matter of urgency.
  2. Following heated discussion about "VoIP Chat" option, I'd like to suggest we add "Ignore Topic" button right next to "Follow Topic". This should hide updates to the topic, or the topic itself either permanently or for given amount of time. Here's an example for Invision Community: https://nullcave.club/resources/ignore-topics.1326/
  3. We have a Trade channel now, which kind of a serves it's purpose, but it's rather inconvenient in the long run. How about Trading Board, which allows to post WTS and WTB messages in similar way to a forum? You build the Trading Board in your Village and it gets enchanted like Spirit Mansion. Once that's done, you can see all messages posted by all players on the cluster/server. Messages can be replied to, like forum posts (because hey, we can't send a PM to offline person). Messages can be also sorted and filtered for convenience.
  4. as any who has ever tried to help new players knows the first thing that makes players quit is how long making a basic house takes for new players. lets do for houses what Canoes will do for ships. add mud huts or log cabins or add both and let mud huts give masonry skill and log cabin give carpentry. make them need no skill to plan or build but have a small size limit (maybe 2x2) and make them use only a few actions and use basic materials for example 2 piles of dirt per wall for mud huts, 2 logs per wall for log cabins. make decay very high(or instant) if the player hasn't logged into the server for 30 days. if possible make them use the old autoroof system all buildings had before multistory, so they cant be multistory and get a "free" roof instead.
  5. [15:29:34] Stone cutting increased by 0.000015 to 99.019554 Made ONE "charm rune", this is done with 99 stone cutting skill, it doesn't get any better.. this is the utmost skill we can get, considering 100.0 takes several months of having a 2nd job strictly doing fanatic religious amount of hours daily.. to get 1 number and a title. So, why... 40QL is the average great ql we can get from rifts, 20 fails a lot.. 30 could be called a decent.. but still low.. 50QL+ is where good rift materials lie to rest. (how/why/blablah.. go do a rift... see what you can find... garbage... rift resources are spawned at random QL, so your skill means nothing, you can have 100 mining/wc/prospecting and still get trash QL materials) Could we have some overlook for the chances to create runes and skill bonus? End game sucks when it comes to several actions... I've already reported this for stonecutting at 99.. and chance to make a ql100 whetstone, it's impossible... Runes have some really odd chances, at high skill it's ridiculously unrewarding to be a 90(master) or higher skill. Took 26 failed attempts in a row, and 27th created a rune.. The memes include this in the actions.. How should end-game look like? How do other players with less skill deal with this? Where's the balance?
  6. Please let us drag papyrus sheets directly from a crate or BSB straight to our archaeology journal in inventory. I always try to do this instinctively, and get told this: [13:47:01] You cannot add journal pages from bulk storage containers. After opening the BSB, first I have to drag sheets into inventory and then drag them again into the journal. With a cluttered inventory, there's often extra dragging or filtering to get the sheets near enough to drag to the journal in inventory. Please allow the direct transfer. I don't even mind a confirmation pop up! Thank you!
  7. Well, as the title says, allow us to lower the mine ceiling with concrete instead of raising the floor (as it's actually doing). Having to collapse a few tiles to get the ceiling at the right height for our cave dwellings is bordering insanity after a while.
  8. could we please get the ability to load kilns and smelters from crates and bsbs. it is seriously a real pain to fill a smelter over and over especially when you are carrying thousands of ore to convert to lumps the kilns are not quite as bad because of clay items being lighter than ore but still would certainly be much easier for them as well
  9. As far as i'm aware there's nothing in game that is able to show you the effects leveling up in various skills gave you. For example, the follower abilities or penalties you have active aren't mentioned somewhere in game. Neither is any special action you're able to do, like harvesting more from a tree at a certain level of forestry.
  10. Please add an option flag to the current console "dump skills" one or both of the options below: -c : Outptuts in CSV Format -j: Outputs in JSON Format . Reason: Allow output to be more "parsable" by for ex, csv can be used to to stats in some spreadsheet program, or JSON can be easily imported into many different programming language libraries. So more of us that do that kind of thing can more easily put up tools n such. Note: please read this. Request is NOT to remove old format, just add 1 or 2 extra ones. More or less just a QoL suggestion for us nerds
  11. Hello I always enjoyed XP trackers in Oldschool Runescape in 3rd party client Runelite. I would love to have in game trackers like estimated hourly level gain and be able to set a custom goal, e.g. 70 smithing and see how long it would take to reach that level at current rate. It's more motivating to set tiny goals rather than trying to conquer 100 in a skill all at once and doing manual skill gain estimations gets tiresome. I'd much rather play the game than polish my Wurm excel spread sheets. Here's a link to the Runelite XP Tracker plugin: https://github.com/runelite/runelite/wiki/XP-Tracker I am aware of Wurm Assistant and I was able to write bash script that reads skill update logs. But it would be nicer to have these built into the client.
  12. the titles says it all, right now we can only use "WTS ,WTB,WTT,PC or @" to start messages on trade chat, it would be nice to allow the use or WTA for auction links.
  13. Please can you show the 'You have gained the title...' event messages in a different colour. I often miss these messages. Sometimes I don't realise I've passed one of these milestones until I next look at my skills tab, skills tracker or skills window. The other day I saw a Wurm Online Twitch streamer miss their 50 title. Their viewers had to tell the streamer about it, and so the streamer then had to rack up their event messages to find it.
  14. Please allow selling to token whilst mounted or driving a vehicle. Hardly anyone I know hunts on foot (save a few hardcore people) and when I go to sell the corpses and bits at the token the majority of the time I'm on horseback or in the cart. Not everyone buries after butchering and sometimes it would be nice to sell to token from the cart without having to dismount and sell the items. Absolutely every other function available at the token can be accessed whilst mounted, all except Sell: [05:33:42] You need to be on solid ground to do that. Why? I know this has come up before, but I could not find a thread specifically for it.
  15. Please remove the ability to get affinities on skills that aren't affected by them, I.e. Body, Mind, Soul, Fighting, etc. Also if you have an affinity on a certain skill but it's never used, change it to a random affinity on another skill within 2-3 months. This should also be implemented with Mark store affinities, which would increase their worth imo.
  16. Can we please have a separate, sort-able column for item number (ie, stack count). I would like this added to all applicable container & storage menus. Sometimes I want to sort from heaviest to lightest, or most damaged to least damaged... but sometimes I only need to know what thing I have the most of, or the least of. For example: sometimes when I'm just cooking for hunger bar and I need "a meat" or "a vegetable" - I don't care what meat or veg I use from A to Z, or what volume it has. I just want a meat and a veg from whatever stack currently has the most to spare! Are there any supplies that I'm running low on? Well, I dunno - let me just dig through this bsb checking out numbers inside parentheses. I need more nails! Oh wait, I'm forgetful... was it small nails or large nails that had the fewest? . . . insert examples ad nauseam. This topic was mentioned once before, here, and got no replies or activity. I don't know why. I also don't know why a basic "# of items" column isn't already a thing.
  17. Currently if I have a meal/pizza/cookie/whatever.. giving me 10hours of axes affinity.. and I bite once.. I get the 10 hours; * BUT if I have several minutes left on that affinity and I bite once.. I get insignificant few minutes added to the timer, forcing me to eat whole meal and probably still not reaching same aff timer like from first bite before having the buff (issue) - as it is.. it forces players to stay and wait a timer to go away completely.. to rebuff / boring, time consuming, just annoying to be a thing../ Could next bite reset the timer to max like initial 1st bite? Just as with beverages... once we reach the cap of the hunger bar.. we're unable to eat more, buff up etc.. Could we have the alcohol override - letting us buff up on affinity foods we have and want to use for a grind, even if hunger bar is full?
  18. Currently the material requirement for sleeping bag is so insane that it is only ever useful as a decoration. it takes like over 200 materials to make one. early game its too difficult to aquire that much wool easier to make a bed. late game you probablay already have a place to sleep or max sleep bonus or a place to go home. - Sleeping bag should be an alternative before you can make a bed. (this is how it is in most games and makes sense) - another option would be to add a "primitive bedroll" that gives low sleep bonus like 30% but is easy to make like 20-30 items. (does not require loom , spinning wheel fleet of sheep)
  19. Some quality of life improvements for kingdom mechanics: 1) Colour coded local list Other kingdoms and villages that have been declared war upon appear with red names in the local tab aswell as local chat. Thus showing green for allies, red for enemies and white for neutral kingdom members. Removes the need to mailbox check, etc... which is currently just a very odd, clunky and slow workaround that pvpers use to achieve the same result. With this its easier for the newbs and more intuitive. 2) New modifiers dictate the likelyhood of becomming king. 1% is the base chance regardless what the kingdoms size is. +0.1% chance per 100 battlerank above 1000. +0.01% chance per FS level. 3) New mechanic to the duel ring feature For those unaware of how the duel ring works then read the spoiler below. In addition to the current abdication mechanics a player can announce himself as a contender for the rulership. If a ruler remain for the 30 min they keep the rulership. If the ruler fails and there is no contender who has spent 30 min in the ring, then the ruler abdicate. If the ruler fails and there is contenders who have spent 30 min in the ring, then the contender with the highest ammount of time in the ring gets rulership. All contenders can be listed by checking the dueling stone. 4) Village alliances can be made at a distance Similar to how we got /vinvite i suggest the implementation of remote alliance formations using /ainvite. Requires both persons to have the diplomatic role, otherwise a basic "You need the diplomatic role to invite a village to the alliance." or "The person doesn't have the diplomatic role and can't form alliances" is displayed.
  20. This is Quality of Life (QOL) request, is not urgent, and can go on the back burner so to speak. I am currently clearing some dirt away from the underlying rock to redesign my orchard. As a result I frequently have to remove a tree (or bush) because I am unable to dig one or more corners. With the shovel active, and mousing over the tree tile, I can not see if the tree has a sprout (or indeed any fruit) unless I activate either my sickle or my hatchet - as it says "A shovel just won't do" It's very frustrating for me, because, if I then activate my sickle ready to sprout the tree, a large percentage of the time the tree doesn't even have a sprout, OR if I activate my hatchet instead, you can bet the tree has one. It's like tossing a coin every time! I guess I should have gone through the whole area sprouting and harvesting beforehand, but projects tend to evolve this way... So, I am wondering if it would be possible to fix it sometime, so that I can activate ANY item, mouse over the tree tile and then be able see whether or not the tree has a sprout or fruit. It seems petty, but it would allow players to immediately pick out the correct tool after using a shovel, saving a few clicks - especially if like me, they left their tool belt at home. Please at least allow me to see if a tree is harvest-able with my shovel activated, so I know which tool to use next! Thanks!
  21. With the discussion of Quality of Life improvements, I've started to think about the things that made my start in Wurm difficult. I'm thinking specifically of the first few hours or days. So... What are the things that made Wurm difficult or discouraging for you at first?
  22. Basic rights of the PvE priest People have different reasons for their choice of priest, but I believe that whichever priest type you choose, (at least on PvE) you should get some spells as standard. These spells are essential for Quality of Life on PvE. It makes every priest useful on deed, makes them more useful to the community and can give every priest a means of earning a basic income. The spells I propose are: Courier - everyone should be able to send and receive mail. Why this has to be a priest spell I don't know, because it is so essential to everyone's day to day life, and vital for trade. I believe this should be a basic right, not an option. Genesis - nearly everyone on PVE keeps animals, and it's tragic to see people struggling with generations of poor traited animals just for want of this simple utility spell. Basic QoL. Strongwall - Unless we live on a completely flat island, we will need to mine. The chances of finding a completely pristine area to mine are unlikely in most areas, and so there will be drop-shafts and an expensive fix. These are the travelling utility spells that people can offer as a service, as well as use on their own deeds. I think everyone who goes to the trouble to prem a priest of any kind should have an automatic right to these 3 spells. I apologise if this does not fit with some archaic 'lore' or some role-playing ideas attached to the Gods, but I am talking about quality of life, play-ability and getting the most use out of a priest if you can afford to keep one premmed. Not everyone can afford 2 or 3 priests, and it's time these basic PvE needs were addressed. Further to:
  23. Ok, a couple ideas about fighting. Hopefully nothing radical. 1. Fighting at low skill: It seems to me that even poor leather armor and a sharpened stick would allow me at least even odds to take on a wildcat or mountain lion. If I've got plate or chain and a halfway decent sword, any normal animal should be a piece of cake (giant scorpions and spiders should be harder, and to a new player they look harder). I suggest a rebalance of fighting in general, making the starting point in skill much more effective and maybe the skill improvements less important. 2. Fighting in general: As fight skill and weapon skill improve, I should gain additional skills usable during battle. Maybe not having shield bash until skill 10, and gaining additional skills to use as my skill goes up. I don't really have much incentive or notice much difference from the skill increase as it is, except that eventually bears aren't a problem. JS
  24. The things that always frustrated me whenever i came back to this game is being unable to ride horses, command carts, and destroying a wall that i misplaced. Stuff that might not seem important to others make the whole game for some. most of you said to me and any new players that joined "just get premium, or call someone to destroy your walls", yeah all that is sound and proof, but for some people contacting others to do something for them might be a barrier, maybe a language one, maybe anxiety problems, maybe they just want to be solo, and getting premium for some is just not financially possible, (for me) the time i can have in the game because of work and other chores is limited, as well the cost of premium takes a good chunk of my pay (whilst i did buy premium, but others may not be able). being able to get your characteristics(and possibly skills) to at least 21 would hugely improve the willingness of new players to stay and even consider getting premium later on. 2s for the first month of premium is not much i know, it's obtainable actually pretty easy, but for new players needing to grind just to get that premium time, is no enjoyment, we just want to explore the game, get to know it, find out how stuff works and have fun, being limited on such simple things is a big turnoff i would like you to be honest to me on this post, thank you all in advance
  25. That one's pretty simple. It would be nice to be able to access the right-click menu of containers from their inventory window (right-clicking on the title seems pretty intuitive, I just tried it and was disappointed that it didn't work). I can mostly see it being useful for furnaces, so you can examine to see how hot it's burning when your screen is full of open windows and it's hard to actually right-click on the object.