Nappy

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Nappy last won the day on April 21 2015

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  1. I think it's all perspective. WU also waited months and months and months for 1.3 to come to WU. If WU was the primary focus do you honestly not believe that WU would have received it sooner? Then again, if we were to compare Code Club revenue from WU in the last year versus WO revenues, I wonder which one paid more?
  2. server

    Sorry just saw this now. I currently have no servers running so unable to check again. May have been a conflict pre 1.3 with one of the approximately 59 mods that were running at the time.
  3. How is this going?
  4. Isn't Army trying that with his new server in WU? Been meaning to check it out to see how it's going.
  5. The need for a merge or not is really just a symptom. The root cause of the apparent need is low population. Thing is much of Epic apparently merged with Chaos anyway by purchasing accounts etc. A year later population on Chaos is even lower despite the influx. The key to PVP growth is fixing root cause issues that have led to low population. Those seem to be: - Fix things that make the game feel unfair. The whole lib player god thing seems like a great example - Deal with the whole unexpected/exploit behavior - Make the game more fun to play - Clean up the perception about biased administration (whether true or not). Perhaps more transparency or a better understanding of just how hard it is using existing game admin tools to actually prove someone is exploiting - Encourage the community to become more open to new people/players etc - Put more emphasis on listening to the silent majority of PVP players rather then just the more noisy tiny minority. Chances are what appeals to the majority of non-noisy players could very easily be the key to turning the game around. I think we've made the PVP side of the game even more of a niche then it needs to be and that could easily be as a result of listening too deeply to the hardcore players. You need warriors for PVP. You also need people for them to realistically raid. Those people have to have a reason to stay with the game, being a punching bag won't be enough. Lots of different ways all of these things can be done. ~Nappy
  6. On Inspiration, a PVE server in WU, we bumped local to 120. Was great for increased chat window local however seemed to also have some impact on client performance likely due to client processing more stuff (even if it wasn't visible) so would recommend an implementation of chat distant on PVE to 120 provided non-visual stuff being processed was significantly reduced (to like 50 or something) to prevent client impact.
  7. Tis true. Back when I played on Epic/Elevation I can recall having at least two or three conversations with you where you matched that description! o/
  8. Actually read my words a bit more closely. Here's what I said in my post that I think you are replying to: (snip) PVP players are always seeking advantages. As a result they tend to push the boundaries on what can be done, are more creative with directions the game could go in and often identify game breaking bugs including many non-PVP ones that would not be identified until much, much later. (end snip) This isn't saying anything more than players in Wurm PVP treat it like a competitive event. This means they look for ways where they can do unexpected things and often they do this in normal game play without hacking or otherwise modifying the code. Exploiting for me is when someone knowingly uses an unintended bug in the code and takes advantage of it unfairly. The key point here is knowingly. Wurm is poorly documented and often it is not clear what is intended behaviour (ie. a feature) and what is a bug (ie. unintended feature). In a game where so much relies on player's discovering things then it's plausible that most things are working as intended (since it is production software after all). Only when something is reported officially as a bug (often through a published known issues list) can something fairly be seen as exploiting when using a reported and published known bug to do something that shouldn't happen. Hacking is also a negative if they are using some sort of modified client or tool that allows them to do something they shouldn't be able to do. Makes the playing field unfair. Macroing could be a good example of this. I do agree with your second point which I will rephrase as, if you want to really have deep knowledge of the game mechanics join a PVP kingdom (doesn't matter which one usually). By participating in kingdom chat and more often kingdom TeamSpeak/Discord etc you will quickly learn more about how the game works then you would have in a less dangerous hermit deed PVE world. This makes sense. On PVP if someone knows more than you then you risk losing your ingame life, your ingame stuff and even your ingame deed/kingdom. ~Nappy
  9. Make sure you didn't have a chisel or other knife that looks similar to the carving knife graphic in your toolbelt. Known bug with the mod. I often can't get chisel or carving knife to work when the other item is above it in the toolbelt. To be really sure, empty toolbelt with mod enabled. Add only the improving tools needed, test. Should work.
  10. From a straight and narrow perspective I can understand the point you are making here. From a larger, more strategic view, it's important to also carefully consider a few interesting impacts where the PVP players are often providing way more value to the game then their relative population compared to PVE would merit. PVP players are always seeking advantages. As a result they tend to push the boundaries on what can be done, are more creative with directions the game could go in and often identify game breaking bugs including many non-PVP ones that would not be identified until much, much later. If the Code Club development team can balance this properly then there is the potential to keep PVE players happy while also not losing the incredibly valuable resource that many PVP players represent.
  11. There have been a number of WU PVP servers where new things have been tried directly related to PVP and the impact on the enjoyment and interest in the game has been dramatic. In some cases server population has been higher, more death tabs etc then the official WO servers. Some people would prefer the stability of playing WO on an official server. If WO can learn from the experiences of the various WU PVP servers then WO PVP should also experience a dramatic comeback. This doesn't mean that the WU servers have all the answers. It just means that unlike pre-WU there is a wealth of experience and lessons learned that can be shared and should lead towards better PVP decisions especially if the official dev team has limited PVP experience themselves (widely mentioned by players as a potential issue, not sure personally how much PVP experience the devs have). ~Nappy
  12. @RetrogradeThank-you for answering the questions.
  13. This is player choice. When they choose to play on a server that someone is paying for (seldom do players pay for server costs) as well as administrating (investment of free time) it strikes me as strange that a player would complain about how a server is setup when their sole investment in it is the ability to play on it for free.
  14. Caught me. The special time delay feature of the latest forum software can be a touch annoying sometimes. In this case I couldn't remember if I had already clicked or not - the delay had been that long - grin.