Wurm Online

Making a House a Home #WurmOnline

Pictured above is my new crafting building at Les Reveurs (on Deliverance). I named the building ‘Last Nickel Knoll” for no other reason than it appealed to me on a silly level, having to do with money (crafting is a nice way to make money in WurmOnline, if you’re willing to sell to other players). As I mentioned in my previous post I’m trying to figure out what I want to do with my mountain deed. I want a little country village, loads of trees and some cobble roads leading to the buildings. A boundary of trees making it a quaint little glade.

People spend weeks and months working the land for their deeds. Terraforming is one of the major appeals of WurmOnline, you can build some incredible looking areas, and while there are some limitations it still has a lot of options. It does take work, a lot of work, especially if you’ve settled on an area that isn’t flat. Flattening and surface mining are two of the most common jobs I see people advertising work for, turning hills and valleys into their humble abodes.

Random note, my ‘house’ (with a bed) is called Seldom Inn. I had too much time on my hands and went on a google search for names, what can I say. The house now has a bed, two barrels of water, and an oven.

More random notes: foals and younger animals have a lesser chance to drop hides when butchering them than matures. If you’re breeding for hides, let them age a bit for a better chance.

Animals that have an illness need to be cured before they hit mature, once they’re mature even if they have it cured they will be unable to carry carts / be ridden. They will be OK for future breeding though so it’s still worth while to cure them with a genesis cast.

As always, happy gaming, no matter where you find yourself!

 

Thoughts on Recent Changes #WurmOnline

* First of all it should be noted that these are my personal opinions, and have no reflection on anything I do as a CA for WurmOnline nor do they reflect any opinion other than my own. 

 

While there are still some bugs to be worked out, the majority of the changes have been implemented and fixed now so I’ve had a bit of time to play around with the changes and formulate some opinions. There are some things I still haven’t come to a conclusion on, so I’ll post about them another time.

Rares: I like the idea of rares, but I find the way they’ve been added to the game a bit odd. Players have a 50% chance once an hour to create a ‘rare’ item. How that hour is calculated, I’ve no idea. I understand in concept why it is that way, it’s to prevent people from macro spamming a lot of rare items and thus lowering their value, but I still find it a bit weird. The person who logs in once an hour and creates an item will get just as many chances / rares as the person who logged in for 6 hours and did nothing but craft for those hours. I suppose in the end it does not matter, because if you want that rare to be worth anything you will still need to spend time getting it to a useful quality level.

Timers: Over all I’m pleased with the new timers. Bulk items are quicker to make, and there’s no break or pause between queuing actions. I have not yet noticed a decline in price on the cost of bulk materials, but I suppose in time that may come as a result.

Crafting: I dislike the changes that were made directly to crafting, and by that I mean the changes of what happens when you attempt to attach two items together. In the past if you attempted to attach two items together, you would lose a portion of those items or even the entire item. Sure, it was rough, but it was expected, and it made sense to me. With the new changes this doesn’t happen, you lose either a very tiny portion of what you are working with (so small you’ll barely even notice a loss) or you’ll lose some quality (also a small amount). The reason I have an issue with this change is because it doesn’t matter what you’re crafting, chances are eventually you’ll succeed at making it. Take dye for instance. On a fail (in the past) I would lose the item I was using to create that dye and thus I would eventually run out of said item before I even made the amount of dye I wanted for my house. No problem, it was logical and enticed me to continue working on my skills.

Tonight I attempted to make dye, failed numerous times, never ran out of any materials, and just continued on as though nothing had happened. A word of advice, those long term players who enjoy and love Wurm for what it is, are not interested in making it ‘easier’. They want current bugs fixed, and new content added (like two story houses, animations, and bridges). I personally feel that these changes went too far into the ‘lets be like every other game’ direction. Will it pull in new players? Sure. Will it be easier on players? Of course. Do I like it? Not at all.

Mounts and Slopes: Another “wow, that was a little too much..” moment. My horses and carts can now drag me up slopes of mountains that I can’t even climb on my own two feet. It just doesn’t sit right that this is an ability. Was it annoying that horses and carts were unable to walk up steep inclines? Sure, but we’ve all managed with it thus far. Why it had to be changed I’m unsure. The new ability stands at 39 slopes, which is a huge amount. Take into account the fact that stamina does not matter when you’re mounted on a horse (assuming you’re staying out of combat and simply riding) or a cart, and you’re pretty much walking up any hill you want without any penalties. What was the point of me working on climb?

New Mobs: Great, I love seeing new creatures roaming the lands. Now please tone down the non-aggros that are invading Deliverance, specifically the deer, unicorns, and dogs. It’s an odd world when unicorns are plentiful and you have to actually hunt to see wild horses out there.

Those are my thoughts for now. As always, happy gaming, no matter where you find yourself!

Changing My Mind, A Million Times #WurmOnline

Remember that deed I had on Independence? Well, being the incredibly indecisive person that I am, I decided to take it down already. I came to the conclusion that I enjoy my time on Deliverance far too much to be wandering between servers that often. It seemed a bit of a waste to pay for a deed on another server when I typically just want to visit for a few hours. Not to mention it was taking upwards of 3 hours just to get to the deed when the winds were not in my favour. That’s how large Independence is. Today I spent the better part of the day sailing down in my corbita, I found an unlocked unmoored sailboat (remember to lock and moor your ships!) filled it up with all of my containers, brought those containers to my deed, filled those containers up with containers, and then stuffed it all full of vegetables and meat to take back home to deliverance (again). Then I disbanned the deed (which will take 24 hours to process). Then I’ll sail my two characters the remainder of the way back home to Deliverance, and park them in their respective deeds (I still own two deeds) to happily work on their skills.

I haven’t managed to create any rare items yet, but I’ve heard a lot of people happily exclaiming over them in kchat (freedom chat). I’m looking forward to seeing how things progress as the code fleshes out, at the moment not all rare items or materials have a use.

I walked back down to the Deliverance Market to see how my merchant had fared. I should have kept track of what I had placed for sale, but I was happy to see I had made a few copper! Almost 60, in fact. That’s almost a month of rent on one of my deeds (they cost 1s a month each) and I had left the merchant up for less than a week so I’m quite happy with that result. Now I’ve got more motivation to work on my priests so that I can enchant more items and put them for sale. I haven’t quite decided what I want my ‘profession’ to be, but I’m aiming towards making some pendulums and enchanting them and then putting those for sale to start. We’ll see how it goes.

I plan on making a video of both deeds once I get things settled a bit more. Darkpaw Bay doesn’t require much work these days, just tending the animals and taking care of the fields. It’s the perfect little village for Arysh, my Fo priest. Les Reveurs on the other hand is for my crafter. I’d like to make that deed into a little country town, a few houses, some paths leading between them, a large oak tree in the center. I’m keeping a few tiles wide of trees as a make shift ‘wall’ around the deed to block it from the cutting that goes on around the property. I dislike looking out my windows to see everything has been cut down.

Since it’s on top of a mountain there’s a fantastic view, but at the moment I have no houses along that portion of the deed. I’m thinking a nice overlook of some sort may be part of my creation plans. In any case, that’s what I’ve been up to! I hope everyone has had a fantastic weekend. As always, happy gaming, no matter where you find yourself!

Patches Don’t Play Favorites #WurmOnline

Yesterday was patch day in WurmOnline, something that most gamers are familiar with, no matter what game they play as their game of choice. It meant multiple restarts, a lot of left over glitches, and still some bugs remaining today. Patience is something we all must learn, which is really dang hard when you want to go out and play with all the cool new stuff, and oh, what cool new stuff there was.

– Carts and horses can now climb larger slopes (39 is said to be the new number)

– Carts can now travel in shallow water (-7 is said to be optimal, -9 and things start to go wrong)

– Timers for bulk items have been shortened (I haven’t personally played with this a lot, I really dislike making bulk items to begin with, so I usually try to buy them or convince my neighbours to make them for me in trade).

– Animals can spawn around the world of all ages now, not just young. This means that people out there fighting can fight different levels of creatures. It’s a blessing and a difficulty. Personally I think it’s pretty neat. However it also caused some issues with horses giving birth to old horses instead of foals.

– Rare items. There are three ‘tiers’ of rare items, they’re still currently implementing this so some items are rare without use. I haven’t come across any myself yet, but I see kchat filled with the eager gasps of those who have. It is said to be a 50% chance once an hour to create a ‘rare’ item. Sounds like a bit of a confusing system, so I’m going to basically ignore it and if I make something, great, and if I don’t, oh well.

Traited creatures have begun spawning again which is awesome. The giant mountain lion pictured above is a champion spawn, too hard for me to handle on my own, I called in some reinforcements. Yetian gladly took the corpses to decorate his front entrance.

Have you had a chance to play with the changes yet? What are your thoughts so far? Let me know in comments below, and as always, happy gaming, no matter where you find yourself!

 

Timers Changed and Rare, Supreme, Fantastic Items Added! #WurmOnline

  • Faster timers for most actions!
  • Timers now run on tenths of seconds, giving more precise effects of quality, skill and enchantments. This includes fighting.
  • Less item loss on failure!
  • Priests receive alignment modification for actions just as non-priests now
  • Dispel now has range 24
  • Mounts and carts may be used in shallow water. Less land bridges – more fords!
  • Mounts and carts may be used in steeper terrain. Less obstruction!
  • Older creatures may spawn now – more challenge!
  • Items have rarity! You may now occasionally succeed in creating a rare, supreme or even fantastic item. These tools are faster, weapons do more damage, and armour protects a bit better. This may also happen as you improve or polish items and rare items may turn into even rarer items. Constructing new items using rare materials may turn the unfinished item into a rare item. Rare guard towers spawn more guards, for instance. More functionality will be added over time.
  • Known bugs: Metallurgy needs some more debugging. Chain armour creation erroneously uses up the chain on failure. Fields show the wrong textures.
Nomadic Gamer