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Found 3 results

  1. Don't we all get those times that when you just feel like there is nothing to do, or that you have done something too much and need some change? Not all obviously, but I figure some of us might. Thus, I (carefully) suggest that we add a "chore" -list or a system. Each Wurm day, players are generated a list of chores that you can work around your own village / home, which could be anything from hunting a mountain lion, to mining and smelting a few lumps of a specific ore, to farming some wemp for rope making. Something small and simple, to rich up the wurmian lives. Every player gets a different list. Resetting every Wurm morning, maybe on sunrise? On the rewarding side, I didn't really think of anything, not sure if there even needs to be anything. I'd love to have some decent conversation, throw some ideas back and forth.
  2. Currently the wurm economy seems fairly stagnant. Trade is something only higher level players (or those wishing to invest a fair bit of money) can take up. There are no "small" transactions, only major purchases. The root issue of this is that all currency in game is some investment of real cash. There is also the grind. Why on earth am I digging this patch and putting the dirt back down? What is the point of me making all these needles? You know what, screw this lawn mowing! Pointless activities give a higher reward than meaningful ones, this is a problem that needs addressing. So I propose the following. Each day (24 hour cooldown from completion time) a player can right click on themselves and "seek guidence". A screen pops up with the choices "Crafting" and "Combat". Crafting requires the creation of a certain item of a certain quality. Combat requires the killing of a certain amount of npcs. The general goal is provide about 1 hour of meaningful gameplay. The mission is randomly generated and directly linked to a player's skills, so something like "craft a 50ql needle" is only going to crop up if a player has a mining skill near 50 (49?) and a decent smithing skill.. Upon completion the quest gives a reward Exploration : 25 iron Crafting : 50 iron Combat : 50 iron The reason for a coinage reward is it introduces a small pool of free money that players might be more liberal about spending (15 copper per month per player if a player is on every day). Again, the goal is to encourage minor purchases (along the lines of goods that might normally be thrown out but now have some sale value because people can pay for them).
  3. This topic is built on Guruen's fantastic idea http://forum.wurmonline.com/index.php?/topic/84092-vanaheimr-quests/ (so the copyright is all his, I just adapted it) These quests are mostly of the gather x amount of something and bring to Vanaheimr for reward. The reward should be worth more than the going rate of the items you need to gather (If you find the rewards to be too small, please let me know, but in a constructive matter. NO TROLLING please!) To participate, you select a quest and reply here with your ingame name and which quest you want to complete. This is under the 'First come, First serve' rule as there is only 1 of each quest, unless stated otherwise. For now the quests are limited to two per person. This might be changed depending on popularity and amount of quests available. The quests will needed to be completed within a certain timeframe which will be stated in the post below along with the current active quests. Be sure to check for new quests frequently as they can appear at any time! Any questions etc. will be welcomed and can be directed to Thorakkanath either ingame or via PMs on the forum. Northern Lights is located at X46Y5 on the map here https://dl.dropboxusercontent.com/sh/1wpwh8zwqnx628z/OKkIlCaRz1/celebtpikols1.jpg and is accesible by water only (any type of ship will do) Regards, Thorakkanath