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Found 91 results

  1. 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:
  2. 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.
  3. 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
  4. 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
  5. 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.
  6. 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.
  7. 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?
  8. 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!
  9. 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!
  10. Domestication has always been around in real life, a step from mere taming where an animal is actually loyal and more than just a step away from going to kill you. In the case of dogs and cats, it's what defines and shaped our histories together, so it'd make sense to include some form of that in Wurm. It'd be nice to have a trait for animals if you're a certain level in husbandry that you can domesticate them, particularly through breeding submissive and docile animals together. Maybe creating normal cats instead of wildcats and... dogs. Yeah, I'm still thinking of what a step up from our normal Wurmian dog would be. Just a thought. Not really anything game changing, and to keep it from being too abusive, you can make it so that only certain animals are able to be domesticated.
  11. On top of my ever growing wish list I'd like to suggest an expansion to settlements whereby extra land can be claimed away from an existing settlement's land as outpost territory. Example scenarios include claiming a safe camp past difficult terrain, a trade floor closer to a main highway, or a dock at a waterfront away from the town slightly inland. This outpost land would behave exactly as if it were part of the settlement. (Size, border, permissions, etc.) Players would not join the outposts directly. They would not need to have their own mayor or officers. (Unless the settlement became massive!) The settlement token should have a name "outpost token". The settlement token could still be used in many ways the same as the primary settlement token, e.g. banking. Optionally be independently navigatable with highway waystones. Of course such land should not be cheap. It would need various conditions to prevent excess misuse: Cannot be created in enemy kingdom territory and/or maximum distance restriction from the primary settlement. (No founding them right outside an enemy kingdom town!) Outpost territory should cost a minimum of 50% more upkeep per tile than a standard settlement tile. It should also have a reduction (50%?) in its size allowance per citizen. Outposts should have their own deed guards separate from the parent settlement and other outposts, though they should be able to be reallocated. Outpost deed guards should either cost more upkeep or have a transfer fee. I am in two minds as to whether outposts should have their own balance/upkeep though. On one hand upkeep should be managed centrally by the parent settlement, but enemies need to be able to conquer an outpost. On a technical level each village entity would require a "parent ID" field to reference the village ID of which it belongs to. (NULL parent ID would denote the primary settlement territory.) Many properties of the village would of course need to be inherited from the parent settlement. Looks like the Deed Maker mod by Cuddles could serve as a potential stop-gap for this, but that's only available to level 5 GMs, and each additional settlement you make is fully independent. (Not really outposts.) This idea comes from the Towny mod for Minecraft.
  12. 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.
  13. 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.
  14. At this moment we can only Dye some parts of some cloth equipments, which seems strange considering the number of metal and leather we can actually Paint the whole amor. Full houses and ships, and even giant colossus statues can be painted. So as a Tailor, and lover of the Cloth armor, could we get a way to paint Cloth sleeves and Jacket too? (but specially the red jacket) I bet a lot of Priests, archers and Fashion lovers will love this Tyvm! Edit: I mean for the color to actually be displayed, because we already can paint it (and Im pretty sure my settings are ok)
  15. So now there are going to be unicorn names, is there any chance of tiny adorable unicorn foals? Pretty please? :3
  16. Good morning everyone, Last night, I was working with my forge, and as always, I struggled to find anything inside my bsb. Mainly because there is so much stuff in it (like everything I collected that can fit in a bsb). My suggestion is to add a little text input to filter down the content of the bsb. What do you think ?
  17. I thought of a way to help people help themselves when their animals become stuck in terrain - allow taming to have a short range, comparable to the range of charming. The animal either ignores you, moves into the tile next to you and eats the offering (possibly still not being tamed,) flees, or moves to you and attacks. This would allow people who have animals stuck in mines or on bridges to move the animals without always requiring GM intervention. Deed, branding, cared for status, etc., would still restrict taming success, and player-built structures would also prevent animal movement. If an animal is unable to move due to terrain restrictions, then it clearly should not be where it is in any case, and the server would move the creature to the closest legal tile that matches the deed status of the location it is currently standing on.
  18. Alright, so I've been workin on the idea of making a public deed, an artisan's guild, if you will, and was thinking that it'd be neat to let people be able to use good, rare, and enchanted tools to work on stuff here... But then you run the risk, of your nice tools walking off... So I had the thought, what if we could chain them to a tile, or a new plantable item or something, and then they can't be taken more than 5 tiles from that location, traded, or put into a container, thus keeping said tool on the deed for others to use it freely? I know it's not a perfect solution, as the player could still just hold it in their inventory and prevent others from using it... but still it's a step towards the idea at hand imo *Update* (10-22-17) Wanted to post my new post here for people viewing this for the first time can see that the direction I want to take this idea would be different than the original idea I'd posted:
  19. The compost bin. Put your damaged veggies, fish and rotten food to good use. Simply throw it out in the compost bin for some recycling and eventually you'll get dirt in return, and if you're really lucky you may find a seed! (or something in that fashion) Edit: Increase yield from farmland instead of giving dirt? Maybe make it generate something (like bee hives, but forage-stuff?) over time if you remove weeds from your nearby farms? Made out of planks, shafts and nails. Uses carpentry. Pictures for extra spicy selling point: - N
  20. So I made a sandwich too big to fit in my picnic basket. my instant reflex idea was to activate the knife and try to cut it in half, I mean it's a sandwich right? started thinking that'd work on a few other things too. slicing pizza for example? anyways just food for thought to go with our fancy new food update it'd be great if we could just cut up certain foods into smaller portions to make them more portable please
  21. As far as I know, the current Friend ranking system doesn't do anything, so I think a simple tweak to the Friends list that would make everyone happier would be setting varying levels of detail in relation to your online and server status according to what Rank of Friend they are. I think this would help people who do not want to have other people constantly knowing what server they're on, or what server you were last on. Plus, it would make the current ranking system more useful. Trusted Status: Can see if Online/Offline Server: Can see what server you're on, and what server you were last on if offline Last Connected: Can see when you were last online Friends Status: Can see if Online/Offline Server: Cannot see server you're on, or the last server you were on Last Connected: Can see when you were last online Contacts Status: Can see if Online/Offline Server: Cannot see server you're on, or the last server you were on Last Connected: Cannot see when you were last online Other Status: Cannot see if Online/Offline Server: Cannot see server you're on, or the last server you were on Last Connected: Cannot see when you were last online Thoughts?
  22. There's been a lot of talk about wanting to fix the fighting system, but I have yet to see an in-depth explanation of how exactly to implement a "better" fighting system, other than a few suggestions, with a lot of them gearing towards reverting the nearly decade-old "fight fix" altogether. In an effort to bring some life into the huge assortment of armours, weapons, and fighting capabilities that we have in Wurm, I am proposing a complete revamp of armours, weapons, and many of the features of the fighting system. Please note, this suggestion tries to be as "Wogical" as possible, with an in-depth reasoning behind why things are the way they are. It's not about giving one or two armours in the entire game the best possible competitive edge, but rather, bringing in a sense of balance, while at the same time keeping powerful armours better for multiple different reasons. Keep in mind, this is a WORK IN PROGRESS, and things will most likely change as the majority sees fit. The numbers are probably not exact, but they should give a good idea of what I'm leaning towards and trying to accomplish. Here's a link to the spreadsheet where things are a bit more colorful and easier on the eye, I suggest reading it alongside the below wall of text: #1 - Base Armour Adjustments #2 - Armour Glance Rate Adjustments #3 - Armour Damage Modifications #4 - Damage Enchant Modifications #5 - Archery & Casting Difficulty Modifications #5 - Shield Modifications #6 - Fighting Stance & Weapon Modifications #7 - Dual Wielding #8 - Aiming/Protecting #9 - Body Part Damage Effects THIS IS NOT A DISCUSSION ON PRIESTS/GODS, SO PLEASE KEEP THE DISCUSSION ON PLAYER GODS/ETC OUT OF THE TOPIC. THIS IS PURELY ABOUT FIGHTING AND THE MECHANICS BEHIND IT. Also, there is no poll because I want this to be a discussion, not a simple vote for or against without any explanation. So, with that, please keep the discussion open-minded, and please try to refrain from thinking too biased. If I missed anything, please feel free to point it out, and give an opinion on it if you have. Thanks, and comment/suggest away!
  23. Alright, I so while playing I got to thinking, that it'd be neat to have more than one skill tracker window open at a time... Honestly, wish I could have the skill window open all the time instead... But due to the way it's presently setup, that isn't very practical, so then I had the idea... What if the "Skill Window" had a swap mode on it for players that wanted to keep it open all the time, to swap the text style of the window, over to "Skill Icons" instead, that they could mouse over for info about that skill, such as it's name, current level, and level progress of this current session. Original idea stems from how "Runescape" does their skill interface (I know this is from "Old School Runescape", but the point still stands this is still how they do their skill interface ) Just wanted to get this suggestion out there before we have a UI Overhaul, so that if others like it... There may be a chance for such a thing to be incorperated into it Btw, will be more than happy to undertake making skill icons for it, but would have to wait till said UI Overhaul happens to know how they'd have to appear on it and all, and if they'd have to scale and such
  24. No, this is not another topic for animals to cross servers!!! Here is my plight: I own an island deed. - Wow... that's great! What's so bad about that? - Well, here's the thing: As a breeder, I like to have a diversity of animals and own different types of animals on my deed. I like to breed 5-speed horses and hell horses, but I also like to breed 5-speed bulls and war-traited pigs and all kinds of other "useless" well-traited animals just for fun or my own private enjoyment. Unfortunately on an island deed, my possibility to breed a variety of animals is extremely limited. Now, in a realm like Wurm where bulk storage bins and knarrs filled with large crates are standard, I feel like the lack of possibility to transport animals in crates is extremely annoying and unnecessary. I therefore have this proposal: Implement Animal Transport Boxes A possible crafting recipe: 1x Iron Fence Bars, 5x Large Nails, 50 Planks // Uses Fine Carpentry - Possible Skill Requirement To Build: 50 A possible variation: 3 different types of transport boxes, one small, one medium and one large depending on the size of the animal one wishes to transport. A possible loading capacity: Large Cart - 2 // Corbita - 5 // Cog - 3 // Knarr - 8 // Caravel - 10 A possible error message when trying to cross servers: You are not allowed to cross servers with animals on board. Please unload all animal transport boxes before trying to cross servers. Now, with this system, animal transport boxes would help people not only transport animals to island deeds that have no possible way of obtaining animals that can't swim at this point in time, but it would also solve another important issue: Currently, when trading with horses or other animals, if one gets disconnected while leading horses for example, the horses are un-lead and by the time one reconnects they might have run off into all different directions. With this system in place, animals would be safely loaded into ships and trading would be safer. If not animal transport boxes, maybe at least let us hitch animals to large carts and ships so they don't get lost when we get disconnected while sailing with them. Some Suggestions Added By Thorinoakshield
  25. This idea came from spitballing with a couple of others in the Discord. Essentially using the deed planning mechanics, you manually plan a building on a piece of paper, say "3 tiles north, 3 tiles east, 3 tiles west, 3 tiles south" (can also include a way to show how many tiles you can plan in relation to skill "you can plan 60 tiles") then you finish the schematic, use it on a mallet or trowel, then plan the building, you being in the center like a deed token. Then you can go around adding internal walls where you want, cutting down time spent adding each tile (and finding out you cant make the building) Confirm build and tada