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Found 105 results

  1. 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.
  2. i've seen that it seems that alot of the marketing as of late has been to try and bring in the younger demographic but there is also a even bigger demographic out there that could actually really benefit from what wurm offers. wurm is a slow paced game that can be very relaxing. it helps bring people together with its friendly community and also village centred projects. i suggest that wurm also factor in marketing towards older and elderly people. these are people who can be in care homes or alone in their homes with hardly anyone to talk to. they might also want to feel a sense of belonging or community again and just relax in a slow paced world. approach the care sector while also bringing up mental health at the same time. show that wurm can also not only help older people gain new skills such as computer skills but also give them a sense of purpose again. wurm could be a great program for helping mental health and i've sure also that the graphics not being top of the line will not matter as much to a eldery person either. there is a whole other revenue stream and userbase, you are not targeting. give it a go.
  3. Players may journal as they're farming / crafting Craft Item - · Personal Journal - Leatherbound / Hardcover / Softcover · Quill Pens · Ink (Keep a personal journal / Write a story for a friend / How to books for newcomers)
  4. Hello, I'd like to request a more precise snapped placement modifier. Currently we the following placement modifier keys we can hold: ALT: Snapped to a larger grid CTRL: Snapped to a smaller grid Could we have a tighter level than CTRL by using SHIFT? The reason I ask that the current small grid either leaves gaps or puts objects half in walls, particularly for large things like planter racks. Another level either 2x or 4x more precise but still snapped to a grid would be very grand indeed.
  5. Would there be any plans for paint fluid? I ask because dye applied to walls only acts as an RGB filter. For example red dye on a wall (roughly RGB 228 27 27 for vivid dye) works really well on most textures as it'll filter out most green and blue, but if you apply white dye (RGB 227 227 227 for vivid dye) onto a wall it doesn't make it white unless the texture already is white. What happens is the original texture just gets a little bit darker. (If you were so hackingly acquire dye of RGB 255 255 255 the texture would look completely unaltered.) Therefore I'd like to suggest being able to make paint fluids if this isn't already in the works. It could be made by taking dye fluid and mixing it with a thickening agent such as olive oil, or even lead to make those poisonous lead based paints. The goal would be so I can have vivid white stripes for my lighthouse brick walls.
  6. Farming update : As you all know, farming and crops harvesting are an important part of Wurm Online. We have several veggies in the game but some essentials are still missing. I think we need to add those new veggies to allow future suggestions for brand new recipes and even custom recipes. Of course this change might impact affinity calculator sites but it should not big a big issue as there are just a few I suggest to be added. Screen : Cooking update : Some ideas to add in the cooking domain ! Herbs mix : Tea recipes : I have seen that we can't make tea by combining several herbs wich is really not cool knowing that adding a few more variants would allow ur to use tea more often in the game and even try to benefit from it's affinities. I will give some examples of mixes but way more can be added ! If the idea is liked I will add way more custom tea recipes. Bulion recipe : I am Romanian and I thought a little bit of Romanian cuisine would not hurt ! Bulion is a sort of sauce made of tomatoes and vinegar and other ingredients ! We could either use tomatoes or tomato juice but I'll let you decide. It is very often used to make "Ciorba" a sort of soup like chicken soup for example but with a bit different taste from classic soupe. Healing Update : I really think that we need a remake of the way we heal ! It is not realistic (using string to bandage for example) and it isn't interesting at all... Creatures and sometimes players are a dedaly enemy and we should have way more content about healing methods ! This is why I have the idea add one new skill as well as 5 more items. Apothecary skill will allow players to craft healing potions with small instant HP regeneration. It won't be a big change because of the cool down of 1h (maybe more ?) that will prevent spamming potions. Also, the health regeneration will be small, up to 10% ! The quality of the potion should not impact the health regeneration (allowing new players to benefit from it, not only veterans) but a potion inferior to 10 QL would not give any effect. (on the picture I made errors about the names, all herbs should be chopped except lemon)
  7. My suggestion is relatively simple and given the long running aspect of the game and how many friends people have lost in game over the years.. well personally I've been wanting to do more but the current statues are sorely lacking in 'solemnity' So it is only this: Add a few statues (perhaps release on Armistice day (November 11th) or U.S memorial day (May 27th) depending when they are finished. I'm thinking poses like these:
  8. Monster Adjustment Ideas Greetings I have some ideas for adjusting monsters/creatures after thinking about how to help new users but also try and control the monsters into areas a little bit better. Zoned Areas A Monster spawns on its designated terrain and returns to its designated zone. This does not apply to creatures that can be lead with a rope. Multiple terrain tiles of the same type must be together to spawn a creature/cause a return. Monsters not in combat will walk around as they normally do but the change is that they will stay in their terrain zones (Unless another zone like their's is nearby - Bunch of sand + A small section of trees + A bunch of sand = Scorpion will move between the trees to get to the next bunch of sand) Example: Player finds a scorpion on a sand tile. Scorpion starts to chase the player and moves away from the sand tiles. If the player moves enough away from the scorpion to inactivate combat mode in the scorpion then after 5 - 10 mins (However long you want) the scorpion will move to the nearest collection of sand tiles. To prevert monsters from spawning on single terrain tiles or moving back to single tiles, make this an area effect. So there must be 9 sand tiles (for example) together for a scorp to spawn or move to that spot. Why this change? This change with zones is to try and prevert the mass mixing and movement over large areas of different types of monsters into areas where they really have no business being in (Going by their spawn location and type) Starter Town Spawn Changes Create an area around the outside of a starter town where creatures 15 Fight Skill and below spawn. Block Monsters above 15 Fight Skill from spawning AND moving into the area. Caves in this area would spawn cave bugs + the other monsters. This does not mean that these creatures do not spawn elsewhere on the map. Blocked higher leveled monsters that come near to the edge of the zone will move away from it, to just outside the zones perimeter. You could tell users when they are going outside of the newbie zone in the event box, like you do when leaving a village. Monsters spawning in this area include: Wild Cats, Mountain Lions, Wolves, Cave Bugs & Goblins. Creatures spawning in this area include: Cows, Chickens, Pheasant's, Donkey's, Bulls, Deer, Dogs, Pigs, Sheep, Goats, Roosters and a few Horses. Why this change? The whole idea of stopping higher levels of monsters from appearing outside starter towns is to help a new user to become used to fighting monsters and it provides some nice fight skill in the process. It also introduces them to the other types of animals that they can breed, lead and attack for meat & mats. Show Estimated Fight Skill on a Monster/Creature When clicking on a monster/creature their estimated fight skill level will show up near their name. Maybe include coloured names to show how strong a monster is (Make this an option to turn off/on) Why this change? In past MMO games I played, the monsters normally had their levels displayed through different colours. An example is: Blue = More then 5 levels below you. Green = 2 - 4 levels below you. Yellow = Your level and just above it. Amber = 2 - 4 Levels above you....etc It very clearly told you how strong a monster was. Now you could say that when you get into combat that you can tell how strong a monster could be by your hit chance % but what about if you are new and you want to tell from a distance how strong a monster is, without looking at the wurm wiki? That's why I think that showing the estimated fight skill level would help. You could also have the coloured name thing too as well but make that something that players can turn on and off. Note - I have other ideas that have popped along, that are in the topic in posts but I've yet to add them to this first post. TY.
  9. I live in Melody - a very pretty place. But what it is also is very hilly. That means ton of terraforming to try to get your house built, and difficulties in farming. It also means tons of spots in melody are just not suitable for deeds. The entire centeral-western cliff-line has 1 deed on it. What could be done for such a hilly environment? I propose - foundations, and here is my thought process for them: - A 'foundation' is made of stone or wood and flattens the tile in question. If you want to build on top of it in stone - then you need to use the stone foundation to support it. - Foundations snap together - but have a maximum height it would support. I would suggest the height is linked to your skill ability (carpentry for wood, masonry for stone). So a level 50 Carpentry can build a wooden foundation that is up to 50 dirt tall. - Foundations level with the two top-most corners. Those corners also need to be leveled. This way the foundation is level for building. - Foundations can not be built on other foundations. But they can be build beside other foundations. - Breaking a foundation would cause the walls and floors above it to also break. As an additional benefit - I also suggest foundations can also be used to make balcony braces on a building. - balcony braces require iron blacksmith skill to fabricate. They are two wrought-iron triangles that use 10 iron ribbons per triangle, and two iron staffs. - a balcony brace attaches to the side of a wall. (Interior or exterior) - Balcony Braces can support a floor above it - and that floor can support anything designated as a fence for it's edges. - Balcony Braces cannot support additional walls. So no crazy inverted houses built from a 1x1 tile with tons of balcony braces. - Half floors might be a good option here. Just like we have a half-floor for stairs, that same mechanic could be used to allow a smaller balcony. - Balcony braces can be attached to a foundation to make an overhang / viewing spot on top of a hill over-seeing the bay. Perfect meditation spots!k - Two buildings that have 1 tile between them could have a balcony brace added to one of them to make a make-shift bridge of sorts. - Two building that have a 2 tile gap between them could also still do this same trick. One balcony brace on each house. - Balcony braces cannot attach to other balcony braces for support. This ensures they are not used for extensive cheap bridge building. - A balcony brace does not require the wall it is attached to to be solid. Thus you can have a balcony above a door/window/etc. And with balcony braces - I would finally offer this additional 'decorative' aspect: Hanging Planter hooks and lantern hooks. - Hanging planter hooks can attach a planter to each balcony brace at the brace point. (at the overhang position of the two triangles of the balcony brace.) - lanterns can also be hung in this same position using a lantern hook - banners, etc could also be done this way. - seasonal garland? 🙂
  10. Since Wurm's unusual UI can be a bit of a stopping block for new players, I was thinking adding a more visual indication of what tools allow what actions could maybe help. Let's say you're a new player and you have nothing activated. You right-click on a tree tile to cut down a tree, but the option isn't there. Or you have a hammer activated from planning a house and you can't see the cut down option anymore. With this change, the activated tool would show in the right-click menu, framing the actions it enables below. Further, if you hover over the tool row in the UI, a sub menu shows you which other tools you have in your inventory that would allow other actions on this tile. If you want you could then select one of these other options and you would automatically activate the appropriate tool for the action. If you have no tool activated, the tool part of the UI menu would show "Nothing selected" and allow you to open the side menu to switch item. https://imgur.com/xUC6IoT https://imgur.com/9iRT0um
  11. Hello, I am a solo player and I play on a Mac using Steam. Currently there is no way to set up an alt in steam for Mac that I know of. As such - while I would love to build some bridges, I cannot because there is a requirement of two players to establish the building plans for a bridge. I have heard that - in Wurm Unlimited, they have an option to 'plant' the range pole in the ground at the location they want and then use the Dioptra to range on that pole. This would be absolutely awesome in Wurm Online! I see in Wurm Online the option to plant the pole exists, but I cannot target that pole through the Dioptra. While it is true that I could enlist the help of a neighbor to hold the pole, the population of the server I am on (melody) is few and far between. So making this feature no longer dependent on multiple players would certainly help more bridges to be built on that server.
  12. Hi. Im pretty new only been on for a month so im not super knowledgeable but i think a good idea would be for Guards to offer a small bounty per corpse brought to them. Something small like maybe 5 copper coins for animal corpses and 10 copper for monster corpses (Such as trolls, Hellhounds, ect.) Any input? Is this a good idea or no?
  13. 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.
  14. OK, so we have horse statues and hell horse statues. But what we REALLY need is sheep statues. We're in dire need of more ways to honour backbone of our Wurm community, so I humbly suggest sheep statues. Sheep statuettes too, so if you're on the road and suddenly need to pet a sheep you have a handy dandy pocket sheep statue! I can't be the only one who's had that issue. PS - yes I am serious. PPS - and maybe spotty sheeps?
  15. When you make a new character and choose a server, Cadence is still being advertised as a new server: This naturally entices most new players into joining Cadence, since it's "new". I realize that Cadence technically is the newest server, however it's also the most populated near/around spawn. This is reflected in the majority of the game's recent negative reviews on steam, which are mostly complaints about how far you have to walk to find a spot that isn't claimed. I think a lot of people want to just find a spot and get started asap (unlike me, who usually spends hours looking for the right spot), and advertising the most crowded server isn't the best solution to this problem imo. I know steam reviews shouldn't really matter to those of us already playing and enjoying this game, however, the truth is that all of us current players are affected by these reviews. I think we'd all like to see more players giving the game a try and enjoying it like we do, and some people who might otherwise try it out might be turned away by all the negativity. I realize the game is already niche to begin with so negative reviews are to be expected, however, as I said, the majority of recent negative reviews are about how hard it is to find a spot, and this could easily be addressed if Cadence stops being advertised as new. Then, players will be more likely to choose a server at random or based off a youtube video instead.
  16. I'd like to see a journal in game, similar to the archaeology journal, where you could make records of different fish caught, maybe with more fishing skill you can record more information, like bait used, water depth/type, time of day, total of that type of fish caught etc. It would be a nice record for the fishers, in game reference for specific fish caught, but also a nice decoration item and another good use of books/paper!
  17. So I love the AH update, I really do. (CHONKY PONEHS FOR LYFE!) But in my opinion mules could really do with some improvements! For one, and this is the most important thing for me, they really are too small. Especially when you consider their pulling power! They're stronger than 4 draft horses but are somehow less than half the size!? I'd really like to see them a bit bigger and be a size that fits their performance better. Another thing (that I don't expect to see any time soon but would be nice!) would be to have mules' colours vary according to the colour of their horse mother. ie if you had an ebony mare you could get a black mule, and so on. I attach some pictures to show what I mean both in terms of size and colour variation. Ebony mule Chestnut mules Grey mule Also, this:
  18. The Highway ranger is a cross between a Wagoneer and a guardsman. They can be purchased at a trader or with marks and deployed in much the same way as you would a trader or Wagoneer. The highway ranger will protect its owner/deed/alliance (If Permissions are shared) while traveling along a cats eyed Highway.
  19. A large Undisclosed Moon-Metal Vault that prevents decay. It is cemented with concrete into the cave wall and planted firmly in place. Magical Vaults can only be deployed inside a cave that has been prepped for the vault. 5 tiles need to have support beams one in the center and one to each side. Place the vault and then use concrete to permanently secure the vault. A vault would contain 4x more then a large magical chest. And would have shelves like an LSU. Can be bought at a trader for 80s or with 80,000 loyalty points. Thanks for the suggestions and tips guys I made a few edits based on the feedback. 7/4/2021 22:00utc0
  20. Hello I'm Knople, I'd like to suggest the ability to use the myriad variety of traps available to us on mobs as well as on players. (we have so many trap options, it'd be nice to use them, not only on players) My reasoning is there are likely players similar to me who are either not very good at combat, prefer to gather sprung traps, or like to bait hunt. I am unaware as to how coding would be used to implement the ability for traps to be usable on mobs, but perhaps it might be possible to add and additional "if, then" for the trap to recognize mob code as well as player code as an addendum. (I believe it should be fairly easy code wise, but again i don't know what I don't know so take my super simplified idea with a grain of salt.) Thank you for your time. -Knople
  21. I was just on the steam wurm forums and saw that some new players did not know where they could find villages to join. My suggestions are: 1: most simple idea - Include a link to these forums from the steam forums. Then people can find the village recruitment section for their server. 2: In game deed advertising through a new menu box called "find a community" or something like that. With its own icon next to the char, inventory, settings....etc This menu box could look something like this: It could be around the size of the crafting window. Deed names would be on one side and information about that deed would be on the other side. People can click on a deeds name and the info on the other side would change to that deeds info. If a player wants to join a village, they can click on the "Join Village" button and then they will get a message saying that they have been put on the list of people to be accepted into the village. If you are already in a village then you can't join a village with the join button. If it is tried then show a message saying "You must quit your current village before joining a new one". Something like that. The menu would only show deeds from your server. How to put your deed on the recruitment menu: The way to get your village on the recruitment menu is: 1: You must be a mayor or the mayor must of given you permission to advertise for the village (A deed permission) 2: From the token or a recruitment board, a new menu would pop up. This menu would have the option to submit your deed to the recruitment menu. You can then enter in your information about your deed. (Best to have a character min limit too, like 250 characters or 500 characters.) Just so that people get a good idea of your deed. Once done, click on submit. The deed name and details will appear in the "find a community box.". I would suggest a waiting time when submitting the recruitment advert. Max of 24 hours. In case of server overload or issues. Etc. There would also be an option to remove the advert from the recruitment board as well. Again, a time limit. Like changing bank location Also, if a deed disbands, the advert would get auto removed from the board. Inactive deeds on the list: To make sure that the board does not get filled up with inactive deeds. The board could have a time limit for how long it keeps a listing. I would say that people should get 1 month of advertising before their listing is removed. This could be annoying though to keep on inputting advertising info every month. In which case, maybe the server could keep track of if the mayor has signed in and when. If the mayor does not sign in for 1 month then remove the advert. I think inactivity might be a problem but if you have any ideas of how else you could fix that, then please let me know.
  22. RIght now, there are waggoneers, taking jobs from lowly wurmians just trying to eek out a living. The only skills these poor peasants have is a heartbeat the the ability to drive a large cart. So I say take it to the waggoneers! We should be able to bash their containers! It is made of wood, gets in the way and can be secured. We should be able to hack them into pieces and fuel the fire that is our rage. I suggest we allow players to bash wagoner containers, as they can meddle with the highway system.
  23. Right now you can embark and disembark from 3 tiles away, It removes you as a target also, and you can just keep doing this as long as your horse or cart was the last thing you click. Or MAYBE JUST LIKE A LIL TIMER **mounting** 2-3 seconds, quicker if you have a saddle dependent on ql?
  24. I use Wurm as a fitness programme. I cycle in the air while my avatar is walking, do knee bends while my avatar is digging, raise an arm while she is chopping wood, do push-ups while she is mining and so forth. It is fun and it helps me get back in shape. Of course it is a bit akward having to use the mouse and keybord to move my avatar while I work out. So here is my suggestion: Wouldn´t it be great if we could have some strap gear to trace hand and feet movements and an option to key bind certain movements to certain avatar actions? Maybe also a new way to move the camera. Then we could physically move around in Wurm, which would make the experience even more realistic. I think it would be truely awsome!
  25. farming in wurm online seems lackluster and really bland, the quality of the seeds do not dictate the quality of the crops and you can grow things in the winter out in the open like it was summer or spring, which really does break my immersion a bit, i'm currently growing a small garden for personal consumption, but it would be nice if we had more than just the bare-bones definition of farming in the game, so here are some suggestions from me, you're friendly neighborhood moogle, Kupo! 1st~ Drop crops growing in the winter, this adds another layer to the game, though the seasons are not that long in comparison to IRL, this means players would need to start preparing food for the winter, or storing things away for when winter season comes, towns would need to build granary-like buildings or food cellars in order to last the season 2nd~ make crops seasonal, though some crops grow during multiple seasons, make them bear the most fruits/vegetables during their preferred season, or make them have a higher chance of producing higher quality crops during their preferred seasons (locked by only your skill at farming for example you could never grow a crop who's quality would be higher than your skill) 3rd~ watering plants should be considered part of tending a farm, not just taking a rake to it and removing weeds, watering could also be used as a means of improve crop quality once per day, a small increase for people taking care of their farms properly. 4th~ (and my last suggestion) rain could possibly water crops for you, so on rainy days, players would not need to water crops, but still need to check for weeds. this suggestion will probably be met with a lot of backlash from players who think farming is hard enough, but in truth, it is not hard at all. the amount of skill gain for doing farming is minuscule in comparison to other skills, and a small garden like mine nets next to no exp on a daily basis, but adding changes like these would make farming more in-depth like cooking, maybe even take multiple people to work on a large farm just to keep the work at a minimum, you know, like a real life farm. and in the winter months people would have more open time to focus on other things instead of just growing crops year round. you also already have growing seasons for trees and their produce, why not do it to farming too? Kupo!