elentari

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Everything posted by elentari

  1. Inertia. Until inertia stops and old players leave.
  2. Or like many, let prem expire until the game actually gets some proper development, timetables and the rework to new player experience and retention that has been promised for years now.
  3. Personally I would change the mission types to something even better, specifically: "Vynora commands you to sacrifice longswords totaling 5000 quality, at a minimum of 30 ql per sword". This essentially means 100 longswords x 50 ql each or, alternatively one could sacrifice a 70 ql longsword or a bunch of them at ones. This also rewards impers who grind their skills on certain items all over again. Would make missions slightly easier to do since it would create better item sinks in the market.
  4. Can confirm rarity chance at one point was nerfed. Outside the useless rare roll like rare parsley or rare rock shards, I've only rared 2 items in 2023. One was a scale boot and another was a halberd I was imping for a friend. The thing that grinds my gears is that my character supposedly has a higher chance to make rare stuff due to the journal goal buff which seems to not be working at all. I wish I could take a look at the code to see if that journal buff even exists in the first place because of my experiences so far.... it doesn't. At all.
  5. It seems to be the overall pattern.... ignore issues until "players forget about them" and cross your fingers they won't bring them up again. Promises in wurm right now are worth zero to me after the last 12 months.
  6. Xmas Gift

    If it's a pay to own stuff again... I'll chuckle, wish everyone a merry xmas probably for the last time in wurm and contemplate if I'll ever bother resubbing.
  7. I am going to rebump this every month. Please add it to the game.... please don't add more updates just to never fix them like it's been done for years.
  8. Please. The current model is pretty much referred by most of the playerbase as "the back rug" , which tells you everything about how people feel it looks like. Would love more customization items for that's essentially an end game item you really have to earn.
  9. Yup. Sometimes the veteran part of the community is the worst. I keep reminding myself how many changes were vocally opposed over the years. - no auction house despite being a quality of life standard in pretty much every mmo, including the first ones ever made (everquest, ultima, runescape)- > vets "On no, it will ruin the economy and wurm is not that type of game" (greedy seller argument) - no option of fast travel via portal - > "oh no it will ruin exploration and the immersion of riding 40 minutes through the same mountains 100 times over" (comfort argument) - no interactive in game tutorial with rewards for each step - > "ah, nobody ever reads tutorials these days" - (projection argument) - no decent combat feedback or combat tutorial, numbers and better description are really wanted - > "wurm combat is boring anyway so why bother with an in game tutorial or number feedback, everyone knows how to read the codebase from WU" - (short sighted argument) - make uniques similar to bossfights instead of loot farms for just a few groups of people - > "oh but it rewards exploration,. just join a hunting group and everything will be fine" - (greedy argument) Just to name a few but these are off the top of my head I've kept seeing pop up over the years as forum patterns. There are way more but it's morning and I haven't had my coffee yet.
  10. Then that is an issue for marketing to draw in more players to make the game profitable again. Freaking seriously most of the playerbase has been screaming for 3 years for seasonal servers to open like another Jackal or Challenge, some players have even said they'd be willing to pay money for that but we'd want to block log cabins behind a pay wall? Paywalling every new feature is just asking for Wurm Online to die within the next 2 years by milking the entire playerbase until only 10 players are left and the cow is dead and buried. What's next? We get goblin camps but we need to pay 2 silvers to enter the "goblin camp area" ? We get a new armor type in game but you first need to buy the armor from the shop then pay 5 silvers to "unlock" the armor to your character? We find random chests on the ground but have to pay for "special keys" to unlock them from the shop? (definition of lootboxes btw) Skins are one thing for existing items. Turning things that should be features into pay walled options is basically the definition of scummy mobile / mmo practices that are debasing the gaming industry these days. The owners want to make wurm profitable? Freaking listen to the desires of the playerbase that actually want Wurm to succeed! Here's a short list of things players have been asking for the past 1000 days repeatedly on god knows how many threads on the suggestions forums and I don't even know if management or the devs are aware how often these threads come up. 1. Seasonal servers like Jackal / Challenge or basically temporary fun servers with goals to achieve and rewards at the end to carry back to your homeserver. 2. A better tutorial experience since the current one is just mediocre at best and the fact that the "combat tutorial" has the "Gone on vacation" sign posted on the arena for two years says the following: lack of professionalism at best and apathy at the worst. Seriously, make a new character 3. Merge clusters already, you haven't learned anything from Epic yet? Keeping clusters separate is a death sentence. Seriously please learn from history, keeping your playerbase split is guaranteed to make either NFI or SFI to die before the other. 4. Add more goals to players either in the form of monthly challenges, more personalised quests or community activities that offer rewards other than karma. 5. Remove low wind on pve at least since seriously there is no upside to sailing at 10 km/h. 6. I won't even get into the "unique hunting' situation since that's just 12 threads popping up every year about private slaying groups and how just a few people control the market for scales/ hide. 7. Improved combat feedback so we actually have some numbers instead of a text wall. I'd rather know I did 17.5 points of damage to a troll instead of "harming" it which is just a subjective word.
  11. You can actually combine 64 coffee beans into one 6.4 kg item and roast it. You don't have to individually roast beans.
  12. This pretty much smells of twitter's blue check policy which is btw an utter failure anyway. Pay some money in order to have an opinion? Sound really democratic right there. What about people who have been playing for years but simply didn't sub this month? Or people who have let their sub run out because they don't see any meaningful content implemented to keep them in the game? Your suggestion pretty much paves the way to an echo chamber. Sorry but this is not a good idea. The whole point of a "Forum" is to engender Public discussion. Paying for this privilege turns it into a private meeting, not a forum. If people are negative on the forums lately, questions need to be asked how that came to pass and how it can be fixed. There have been a lot of questionable decisions by the higher ups in wurm lately and that is an objective fact, not a subjective one. If people cross the line, forum moderators can always step in but if you think sweeping bitterness under the rug will make the forums a place of sunshine and rainbows that won't change anything for the bottom line when that bitterness turns into fewer subs and fewer income for the game.
  13. Yeah pretty much every person I know in my country gets paid on the last day of the month of the first day of the next month. Having a black friday sale while in the interval of "too much month at the end of my money' really sucks. But hey, that's a bunch of euros I'll be saving till 2024. Timing sucks, that's about the gist of it.
  14. Can we extend the black friday sale till the 2nd of december? A lot of us europeans get our pay at the beginning of the month, not at the end. Just saying. If not, I'll probably let my sub run out in february and resub next year. Bad financial times ahead sadly.
  15. or tie it into cartography and modify Cartography to have an impact on navigation
  16. Too much realism is the death of games especially in mmos. Even if you had a 90+ ql knarr with the boat speed rune, in no breeze you'd still be sailing around 10 km/h which is a pathetic speed. Realistic? Yeah sure. Good gameplay? Nope. Games have to inherently sacrifice realism to avoid wasting a players time. People don't have hours of their life to sacrifice just to look at a bland, desolate ocean while sailing from point A to point B. Let's not talk too much about realism when it takes me about 6 seconds to make a hammer or a full breastplate in Wurm. And never conflate realism with immersion. This is the 50th thread or so calling for increasing boat speeds or removing bad wind conditions, hey Army you think you could throw this suggestion up the chain of command so it gets looked at? At some point or another devs have to see a pattern in the SAME suggestions cropping up all the time and understand this is something NO ONE is going to complain about being implemented. This is a safe update as you're ever gonna get.
  17. Not sure why have a limitation of days since a player can log in 2-3 times a week, being kicked off from a starting alliance wouldn't be very productive. Should be a volunteer choice to leave alliance or not at the end to make sure people don't feel pressured.
  18. Can always leave the alliance and always join a new one or be reinvited to this alliance by an existing ally. Devs can code a "player flag" so even if new people make their own deed they can still remain in the newcomer's alliance. This "flag" can be a series of simple "if statements" to code. We can make some colour codes for vets so they show up in pink or purple names and they can be invited to this alliance. Again this is coded as a "flag" rather than the current code for "X deed must be a member of alliance in order to open an alliance chat". This "flag" basically works as any other flag in any game, it's simply a status.
  19. Skillgain needs to be tweaked to be the same as current skillgain with the current system we have else this new update will simply make the game worse if skillgain is objectively lower.
  20. The main difference is that you actually see the names of the players logged in, same as with any alliance so you know you aren't alone. There are days where 2 people talk on the deliverance freedom chat and that's it. And other days where someone asks a question and somebody else replies 1 hour later. Does that give you a "massively multiplayer online" vibe? The ghost town experience is one of the key factor that drives people from low pop games.
  21. One of the most perennial issues of wurm is the new player experience where a player logs in for the first time in a starter town but he doesn't find any player in local to help or chat with. This is actually more common than you think. New players are actually pretty rare in wurm sadly, and many end up quitting in a short amount of time because they see no players around thus assume it is a dead game, a ghost town. To counteract this effect I propose a very simple update: New players are automatically ascribed an alliance called: <Insert server name here> Newcomer's alliance. For example let's assume a new guy starts off on Deliverance, he will automatically have the "Deliverance newcomer's alliance" chat opened when he logs in and there he can see all the players within this alliance. This way it alleviates the feeling it's a ghost town, he finds other newbies to chat with and share knowledge and resources and it's also pretty easy to join a different alliance if that player so chooses to do so. Seriously this should be super easy to code and it would help solve one of wurm's most critical issues: player numbers and retention within the first 7 days of wurm.
  22. Gotta ask the question please, will skillgain be revised with node for foraging / bot? Since finding nodes will be way different from foraging on every tile, will skillgain be increased to match the infrequency of nodes?
  23. Killed enemies last night, got every possible item except the new shoulder pads. Probably genocided 400 mobs or so in one day. LT staff is a beautiful thing. Personal feedback: if you want to add more seasonal content, please increase drop rate, it's more than frustrating to see content added but hidden dice rolls say "you can't have this content".
  24. It's been said before , but worth repeating. When a game introduces gimmicky and joke items time and time again until saturation, the game itself becomes a joke.
  25. At the moment the only way to add arrows to arrow bundles is to manually right click each arrow - add to bundle. This is more than just tedious. The whole point of arrow bundles is to streamline fletching but the actions to do so are contradictory to that point. Simply add arrow bundles to crafting window so we can add arrows to a bundle please.