somebuilder

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About somebuilder

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  1. To think maps would unbalance pvp is completely absurd. We are all aware of the public maps and maps personal players and kingdom players already have, therefor this is not a valid point. Although it has already been stated what the mapping will generally be, the below written is for consideration only. Since the maps will be generic, this is obviously something beneficial for those wishing to keep things hidden and/or secret, but yet again, a player would update his or her own map with in-game mapping regardless. Map design concept -Adding a new skill "Cartography" *New crafted item: Parchment (used for record a small 10 x 10 sector or some sort of variable) Having multiple parchments and combining said parchments into a larger, heavier rolled world map parchment. *New crafted item: Charcoal stick/pencil (used for recording information to a map parchment) *New crafted item: Map lamination (used to preserve maps from decaying at a decreased rate) -Player created maps would be obfuscated and unable to be read by players whom killed the previous player to view their map unless cartography skill is high enough to read that players map. When creating new map parchments, the terrain that you cannot see past such as village walls should not be added to the map unless, player view direction is able to see over the wall of villages/deeds. The larger the map size, the heavier the map is hence having a map to cover a massive large scale would be encumbering and therefor not recommended for people creating newbie characters to map the whole terrain. No "you are here" marker should be implemented on the map. Finding your location by triangulation via landmarks should be the only method to finding your own location. Recommendation of a minimap for locating party members should be considered for pvp purposes. Example: Little Timmy says, "Big Bertha, I don't know where you are", and the minimap would show the location of said team mate. This is arguable with people for obvious reasons but would be helpful for obvious reasons. Generic maps would consist of 20 and below skills, whereas premium mapping of 20.01 and plus would include more information and/or create the ability to refining more durable, lighter map parchments and greater understanding. Maps should decay unless preserved with a coating. Example: Lemon juice and maple syrup baked on a finalized map would preserve the map and slow the decay rate. Writing tool(s) suchs as charcoal stick/pencil should be crafted before a person may record to a map parchment. Writing tools should decay and take damage until it is no longer usable. To prevent players creating newbie spies, players with limited cartography skills of under 20 may only create x amount of maps with x amount of detail. Premium members would not be as limited of course. Suggestion of a newbie server with no PvP for the purpose of learning how to craft, forage and build. Newbies would have a limited time of 5 days on that newbie server before being forced to select a server. -Visual interface for crafting/creating should be user friendly but unlock new crafts once discovering them and not give a complete tutorial on how to make every single item. Wurmpedia already does that. -Village recruit system is definitely a plus. People for example are of the freedom isle, can not join a kingdom and/or were removed from a kingdom or do not wish to join a kingdom should still be able to have a small village recruitment system in which they can still continue to play without getting help or some sort of resistance for what ever reason. -Mapping has arguable pro's and con's but should still be implemented to fit the majority of old players and new players. -Revamping the starter zones are definitely needed and could follow some potential "lore". -Tutorial videos are definitely welcomed. -Questing should be implemented thoroughly! -New zone based tutorial idea of a newbie server where the player stays there for up to 5 real life days before a forced server selection. -Icon, icons, icons!
  2. I think you are getting confused slightly here. First of all I originally stated, "It was mentioned that having two or one exits is much easier for persons to grief or camp new players. Fort freedom is expanding over top of hunter's lodge and hunter's lodge will be consumed anyways, and when it is, there will be housing, stability and heart for those who want it.", hence your reply of "how does it easier..." makes absolutely no sense. I was simply stating that someone else mentioned that having two or one exits for HL is much easier for persons to grief and/or camp new players followed with what is eventually going to happen. As for forcing other players to "my place", if you actually visited Hunter's Lodge, you would know that my base is directly attached to hunter's lodge and is on the north side of hunter's lodge where there was a gate locked, therefor I would not be sending any players to my "base", rather trying to direct players towards Fort Freedom which is completely the opposite direction of me, but you would know that if you really were involved with hunter's lodge and it's surroundings, wouldn't you? As you already stated, you are rebuilding hots, which means you don't need to worry about hunter's lodge at all, right? As for players having the ability to "experiment" themselves, they were still able to exit hunter's lodge, travel in any direction with a fifteen second detour and they were never enclosed and trapped, hence said "experimenting" would still be a possible venture. In terms of players dying and "so should join you" My base is located where the first locked gate was on the north side. Players die on a frequent basis, I simply talk to each and every person while I am online and offer help from the get go, while not away from the keyboard. When the offer of assistance is rejected, I always refer kingdoms of JK, MR or BL as reference and explain how to get there, what the dangers are and that fort freedom would help should they not gain acceptance into one of the kingdoms. Fort Freedom is made and cared for by players who care to help others regardless of which kingdom he or she wishes to join or is friends with persons of said kingdoms. Before Fort Freedom was established I had spent my own personal time, partying with these newcomers, giving to the newcomers, essentially assisting any newcomer if I was able to, which totalled well over twenty players in my first two weeks. Do not take a warm heart for something of negative means, portray my errors, goals and desires for something of intentional negative means, which you are implying when you state that I am essentially attempting to, monopolize freedom. Since my base is directly connected to hunter's lodge and is on hunter's lodge territory, I have more activity at hunter's lodge than most persons of freedom isle. I see the newcomers, I see the griefing, I see the distraught, I see the despair, I see the agony and frustration on a regular basis. There is not a single person here than can honestly claim they actively spend more time at hunter's lodge than I currently. I discussed this fencing idea with many players who were griefed, camped and threatened to quit the game or they would make life hell for them. Not one single player had an objection to this and in fact even offered to help me put this idea into action. The west and south gates were unlocked and the only time the west side was locked is when some player made a very steep pit outside the west gate resulting in players ultimately falling to their death complaining and leaving. I had little time to find or dig enough dirt to fill that steep hole, especially with low digging tools and digging skills, hence the west gate that I had made went up and was locked to prevent new players from being griefed by land. Yes, perhaps this was not something I should have done, however, GM's and dev's took the gates down and put up signs, which was for better results correct? So I am the bad guy for attempting to be a reactive optimist? Perhaps I should join the "band wagon" and camp hunter's lodge, kill newcomers, destroy newcomers homes as I am sure that will increase the player populace right? Nobody was trapped, I was not attempting to monopolize freedom, while others think the gates were a horrid idea the persons directly involved in the abuse did not think this. I have been nothing but helpful to those around me as was others helpful with me. Sharing is caring, but sacrificing oneself for another is true loyalty, and I have loyalty to freedom and it's people unless otherwise declared. I may not be anything of "power" or be revered in Wurm, but my mentality, caring, proactive and reactive means exist and this is how I choose to play and having those temporary gates made an impact! I am not rebuilding, I am a new player thank you. I never implied I am someone of high rank, importance or your god, nor have I demanded love, thank you. No, I have not checked said page, nor do I often use forums, as said previously. Very astute of you.
  3. I must confess, I would be the insolent one that had made fences. I am a newer player here and I will take my lickings for it. A GM previously come to visit me in-game whom already knew I had made the fencing. As a newer player here, I have had nothing but hard times with griefers since day one. Upon starting on my first day of Wurm, I had been partied with Texass and his friend, in which we were camped time and time again by these persons. The second day of playing wurm I had started to make a home, only to find my home being destroyed by two russian players. The third day of wurm I had relocated futher away from hunter's lodge and was discovered by yet another two players, whom attacked me, taken my personal possessions and I respawned with absolutely nothing. I said "hey, no problem, adding this @$#% heads to my "kill them later" list". The first two weeks of Wurm have been annoying with property griefers and pvp body campers. I understand that this is the most difficult of all servers to play on, but the player population was next to none and at every corner of finding someone to party with, the party members and I were killed, the party members had stopped playing and my friends list kept fluctuating. Had it not been for Kentric, Reynald, Maurizio, Madnezz, Contego and others, I probably would have quit and gone back to minecraft. Besides the persons I have listed that assisted me, there was no other persons around to help new players like myself understand the game and get a decent experience. After I had a handle on the game, the assistance of kind players, I felt like Wurm was something worth staying around for and I purchased a premium subscription. If these persons did not help me, I wouldn't have purchased that premium and I am sure that many others like me would not have either. As it stands, every person I have played with prior to meeting the above listed persons, have quit and/or have not logged in to wurm. So tell me, while everybody is so extremely worried about "saving" HL from gates, where is the worries about saving the server's newcomers? Hopefully I don't get a reply such as, "Well join a kingdom", "create a deed" or any of those sorts. As it stands, everybody thinks everybody else is a spy, reasonable to think that I suppose being that there is kingdom wars, however, getting into a kingdom that suits my needs could be explained with the journey that I have been questioned whether I am a spy, accused that I am a spy and killed for being considered a spy without any reason at all, I believe it was just because the stronger player could do so. I have subscriptions to eleven games including Wurm and if the griefing doesn't stop, I will gladly take my money elsewhere. After meeting the above listed persons in my post, I decided to make sign posts directing new players like myself to Fort Freedom in hopes of helping the player base grow by assisting these new players. Every person I had run into that was near HL had not noticed any of the 3 signs at the north, west and east exits of hunter's lodg which meant those players built houses outside hunter's lodge, they got griefed or body camped and eventually quit. I built two fences at the north and east exits of hunter's lodge to deter players towards a safe haven, yet this still failed and the players continued to quit. It was not until I closed off the north, east and west exits and directed players out the south exit, in which players found me, found fort freedom and found regular, active, helpful players and stuck around to continue playing. When I started here in Wurm, there was between ten to fifty players on at all times which I had checked via the /who command and that was during the school break. Now as we head into the school year for players, I have noticed up to 100 players for my regular play time and even more players have stuck around, built homes, killed monsters and have been taught how-to's or given weapons and armor to help these players get a fair start. A few weeks ago after my arrival to Wurm, nearly 13 players, all new characters, armed with troll clubs had come and started griefing many other settlers in the HL area whom were also new. Kinjah, kinjay, marshall, alanto are a few I can name but not even close to the amount of players that were victimized, harassed and griefed. So, yes it may have been a mistake to block off 3 of the 4 exits, however, hunter's lodge was a complete mess before those gates and after those gates. Players bodies piled up probably from /suicide to get to JK or MR territory because the west and south gates were in fact unlocked. As it stands, I dedicate more of my time helping others than I actually get for myself to skill and be something worth fighting for you guys in the future. If people had simply opened their eyes and seen the south exit path, I am sure they would not have complained unless they of course were unhappy that they didn't have instant, easy access to grief players whom built housing outside the locked gates. Where is the love, consideration and assistance from JK, MR or BL for freedomers? The only JK I've seen come to HL is Zors and Davy, in which both were kind and decent. Nobody else from the PMK's come around, say hi, try to befriend any new players or help new players. I am helpful and there was a lot of logic behind those gates which were explained to the GM's before anybody even had posted this thread, the gates remained, players still played, players found fort freedom, players had a fighting chance! It was mentioned that having two or one exits is much easier for persons to grief or camp new players. Fort freedom is expanding over top of hunter's lodge and hunter's lodge will be consumed anyways, and when it is, there will be housing, stability and heart for those who want it. Players who want to be complete arse hats are welcome to do so, but will be KOS'ed, labelled and never forgotten. This is a pvp server, a difficult server and the most difficult server, but the game should not be a complete heart ache for new players who are simply trying to find somewhere to build a home, forage/botanize and/or find others to play with. The best part of any game is the community, and with a good community, high population, games survive. With a low populace, crap community, consistant griefers and/or campers, the game is less interesting and the game eventually dies just like all others. Much of my post may seem irrelevant, but it is all relevant to my experience and my reason for what I have done, and trust me, I will not stop until new players have a damn place to actually play without arse hat griefers stealing, destroying and camping those players on a regular basis. Chaos, pvp or not, this is a game, this is supposed to be enjoyable for people and not a complete kill joy, which is why those gates were a temporary "fix" at hoping people would go to fort freedom and find a place they can call home until they wish to move onto bigger things such as JK, MR or BL, which we do recommend to those new players while recommending they be active, get premium and skill up before applying to any of your kingdoms. In any case, I do not read the forums at all, but because I got word of mouth about this topic and it was in fact my fault, I am here to enlighten everybody about why I had done so and accept my punishment as the GM's see fit. Apologies for the inconvenience but I had good intentions at heart. Sincerely, Somebuilder of Fort Freedom.