Flubb

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Everything posted by Flubb

  1. Oh man, I was reminiscing with a friend about games that don't respect our time and I just had to take a look at this dumpster fire, and of course this age old topic crops up. I was just gonna take a quick peek for nostalgia's sake but I can't let this stand: I played well over 3 years, 3 characters, had plenty of skills in the 90s, was all over Xanadu myself, and the only way it was possible/feasible by having insanity teleport and priest alts to get me back. The blues never went away, and trying to do anything beyond this "exploitative" measure left me wondering "What for?". It is exactly the main reason I left. OP and people like them have no reason to let the old coots suffering from stockholm syndrome with bad game design gaslight them into thinking they need to accept the undue spatial segregation and ridiculous time investment this game demands, which I reckon it has not changed much in since I left. A better QoL is conceivable and achievable without diminishing the exploration aspect. Thank you The ridiculous arguments I had on this forum with people who bent themselves into bretzels to conflate the two are staggering. Which is why I'll likely just drop by "for old time's sake" but won't entertain the inevitable whataboutisms of people whose main argument against a system is that they lack the constitution not to use the system they believe would diminish their experience. That's on them. To argue that others who will not, and never will feel the same, should not have that avenue for this reason, is, imho, selfish and lacks perspective. And Legios is not the only one arguing this way, or who has argued in this fashion in my time in Wurm and on this forum. I don't have ill-will towards him, his name is one of the many I look back fondly on in my time in Wurm, but this mentality really needs to go, or people will continue to go instead. Like I did. Just food for thought from an old husk passing by.
  2. Quick note: I have quit Wurm months ago and just sporadically updated the list for the sake of "finishing what I started", although obviously this would go on indefinitely. But I haven't bothered to check the forums in months now and it has become noticable, so rather than let this die slowly by my disengagement I'm making a final update to the list as of the last changes and will eventually request that the thread be locked by moderators. The updated lists can be transferred to a new thread by whoever wants to pick up where I left, possibly in Town Square or CA since this operation has long since transcended the borders of Xanadu. If anyone starts a new thread, PM me and I'll edit the OP to include a link to the new thread prior to requesting for this to be locked at last. (Not sure if I can edit the OP after the thread is locked.)
  3. Let's break this down as simply as possible as to not entertain this nonsensical thread more than it deserves: We're talking about someone who goes from "Look at the real world" to "You cannot compare Wurm to the real world" without even a single intermediate post. If he's trolling, he's not worth your time. If he's sincere, he's clearly deranged to think his rhetoric is permissible or even remotely logical. I'm not saying this lightly, narcissistic behaviour and the like have normal, sane people often running around in mindwarping circles that drain them emotionally and intellectually, and the perpetrator doesn't have the empathy to even realize their effect on others. In which case, he needs therapy, not a hamfisted gameplay mechanic to indulge his superiority complex, and is not worth your time. In short, he's not worth your time.
  4. He lost me when another of his fever dreams started with "Economy".
  5. And now for a lesson in strawman vs. hyperbole: Mr. Big Brain makes up a persona that both hogs deeds for resources and denies resource hogging is a problem. He was asked to substantiate this by Locath. (Answer was not provided, shockingly.). Fabricating a position that does not exist to make a point is called a strawman. I took upon the point that resources are being blocked and the rhetorical conclusion that this invalidates the purpose of the game, and pointed out the obvious workaround of going elsewhere. I worded this in an antagonising way in how their statement is perceived to point out how badly both of these points that they brought up connect with eachother. They wouldn't have worded it this way obviously, but that doesn't mean it's not representing what they said. That is called hyperbole. Don't fall for the faux intellectuals trying to one-up you by trying to 180° the accusation of a rhetorical fallacy on you without any merit to that claim. What I said is sufficiently representative of their point to make mine. They're just mad that it sounds pretty damn retarded when someone paraphrases it to reveal the petulent sentiment behind it. Did they, or did they not say there's no point to the game when resources can just be hogged? Just a reminder: But hey, you guys tell me if I'm strawmanning their position instead of just taking the piss on that last sentiment. I would ask OP but they're in kneejerk sophistry mode now. 🤷‍♂️ Not going to address the (reiterated, as though there haven't been answers to that already) points. I could marvel all day long on how far OP is willing to put their foot in your mouth to defy someone, but this post is mostly an educational piece on why you shouldn't engage with this sort of sophistry. Save your time and nerves for better suggestions. 🤞
  6. "Oh no, I cannot mine this iron vein and am unable to move 50 tiles further to get another, the whole game is pointless now." What kind of malformed question even is that? It's not even rhetoric, you're just being downright melodramatic. It's a non-issue. So you wouldn't raise the issue if that strawman person that is nowhere to be seen here would admit they are purposefully hogging resources? You're moving the goalpost. Probably because you realize how petty the gripe really is, so now we have to make it about people being hypocritical - based on your projection of motives on everyone else as you continue to refuse putting yourself in the boots of someone who just wants their pretty little spot untampered with and not having to work even more chores to keep it. If one cannot play in a sandbox game to make their mark in the world without it vanishing up in smoke because they don't find the time or motivation to play it for a few months, that is when it invalidates a large part of the game. The one thing people value is permanence in Wurm and that they are able to log in after a year without starting nearly over with only a minimum effort of spending a few silvers. This already puts a bigger onus on the players compared to other MMOs where you can log in many years after you left having done nothing to keep your stuff, and you want to exacerbate this? Because of a few deeds not to your liking? That's just ridiculous. I saw you whinging about "being attacked rather than your idea" elsewhere, but if you are so emotionally and intellectually unable to hold a conversation in good faith and let your ideas actually be attacked instead of dodging the issues like you do, it's only par for the course that people start dunking on you instead. But I'll leave it at that as you play the victim card again to avoid introspection like people of your type always do, not worth spending more time on this as even CCAB will know better than to implement such a system.
  7. And you clearly cannot imagine how it would be detrimental to the people just logging in for a few things at a time to relax. This is what most PvE is about outside the 6-12 people spamming trade chat. If you're looking to "compete" for resources and want to make suggestion based on that competition, PvP is over there.
  8. Not saying it has to be a 2-way cooldown...of course people who just want to try it out shouldn't be stuck on there for longer than they want.
  9. So this is basically about PvP-players jumping in and out of Defiance based on wether anything is currently happening? Would a cooldown on using the portal (without any debuffs thereafter) help that? Is there one, and it should just be higher? It just sounds like people are not properly committing to playing on either server, and a couple of days of cooldown on using the PvP/PvE portal should solve that just fine if that' your goal. (Not that I agree with it neccessarily, but it seems like the most direct and effective approach)
  10. I'm needling a bit, but the economy is broken because other people won't pay for your subscription fee easily? Sentiments like this often make me feel like Wurm would be better of of silver was a more readily available ingame-only currency (no shop purchase) that didn't allow you to buy premium with it. Sustaining your premium with silver acquired from other players only imho is a red herring, it's theoretically possible, but not practically sustainable for everyone to do. So if you want to be one of the few to pull it off, you'll naturally have to "work" for it. Doesn't sound broken at all to me. To paint the picture in contrast to the Northern Islands, I get it, but that's a northern freedom problem. I'm not fond of it either, but a certain trade-enthusiastic demograhpic wants to have their fun right now with the lack of supply and demand, and it's not going to last forever or very long for that matter, so let them have it. Avoid the market for the time being by doing your own thing and asking villagers for help, works perfectly for me. And if you guys really want the market to change, get into it, undercut the prices you find so horrendously expensive, and be the change you want to see.
  11. Steam reviews.

    I'm gonna swim against the stream and say Wurm deserves those reviews. They are reflective not essentially of the game, but a users experience with it. And in terms of bad MMO launches, CCAB really dropped the ball here. Clients breaking themselves in an update, no login queue, endless, unresolved bottleneck via a server that was revived "last minute" instead of running productively a few months prior. That being said, I expected to be able to play the next day only, so I'm just slightly underwhelmed. It is quite similar whenever a new season of Path of Exile comes out, it's basically off limits until the next day (difference being that it WOULD work to login....kinda....just not personally worth the wait and lag for me.) It's a chip Wurm Online will carry on its shoulder for a while, but before all the white knights rush to review-bomb the game positively, give it some time. Steam also has a feature for "most recent" reviews, and I wager influencing this positively by writing about the actual game and less the botched management of the launch will be easier than trying to "level out" the cascade of negative contemporary reviews. Not sure what the "moving" window for this is, maybe a week or two?
  12. Our fate is sealed. Prepare your tributes for our chonky hissing overlords. Ask your local troll for a shod club, those work well usually.
  13. It's P2W-ish, honestly. But unless we're talking PvP, there isn't much to "win" over another, and with little to no content gatekept behind paying real cash to begin with, I find the P2W aspect of Wurm one of the less egregious instances. It also feels a bit muddled up with, and dwarfed by, the P2P aspect; I want to have a large deed to fullfill my projects, but that costs more money. Is that P2P or P2W now? I wouldn't have to deed this large, but as they say, deed it or lose it...so by deeding it, I "win"? I don't know, the whole gripe against P2W feels pretty moot and insignificant. Just my 1,5 cents.
  14. There are far more threads than you linked and those "reasons" you allude to have been demolished in these threads. Even these ones you list are easily debunked: Some commuting routes are prohibitively long and dull, a carriage system would - if anything - be a reason to travel to eachother again when it would otherwise consume a whole playsession. You're implying that another option for travel is a reason not to travel. That is ridiculously false. And because even automated travel will swallow your playsession (though you can at least do something else, so it's a "day off"), being closer to eachother is still preferrable - if you want a tight knit community. It is not a reason against denser neighbourhoods. But that isn't the reality of Wurm anymore mostly, and some people prefer to generally live a bit off. Naturally they will get more travel time if they want to be at someone else's, and that is fine. But you know what will help them be less apprehensive about initiating the travel? Utilizing a perfectly fine system that is nearly already in place and just screams to be used for automated travel. I'm still waiting to see those reasons that hold up to the slightest bit of scrutiny and aren't just people trying to impose their ideal of Wurm on everyone else. Eh, I think it can do without and it's still a better alternative to manually adjusting your cart endlessly (wasn't there an update that lets you snap to cardinal directions at least?) I understand this may be coming from a newbie perspective who cannot idly ignore mobs stacking up behind them, and maybe there's a point to be made that this system is specifically to bridge over "conventional gameplay". Requiring a minimum of observation while doing something else (and far more worthwhile), however, doesn't seem unreasonable, since there is a similar rule about macros. Maybe a "pause" function would be good to let the player deal with this as they see fit: flee/pull mobs elsewhere and return, call the guards, fight for yourself. On the second note, roads aren't that costly to be made per se. To make them safe for newbies/unskilled fighters would require guard towers in the smallest intervals. That would make "safe" travel adaequately expensive in terms of infrastructure to be built.
  15. Perhaps the question should be framed differently. When can we expect the first players to be settled? A cutoff for when you can expect most initial settling to be done can be set far earlier and reliably than when to expect enough people to catch up to the FS and gear required, because unlike fighting and hunting, that is something everyone will be equally invested in for a time. Would suck for someone to find an amazing spot to settle, but that's where the first Rift is currently at, making it unavailable for the next few months. I'd say 3 months to let most people grab a spot before it gets occupied by jackals would be enough.
  16. My penultimate goal on the new server is to build the highway network. Maybe get to be a decent carpenter again, too. I love your chosen theme and I always liked the look of underground cities. I'd ultimately live semi-nomadic now with sleeping bags being a thing, but the roads are hungry and I'll have a lot of mining to do to feed them with bricks, so I figure I may aswell help building up the initial place, crash in the common areas and help with on-deed stuff when I'm not out on the roads. And if I need more space or get in your hair too much, I can always make an offshoot somewhere in the mountain, but I'd prefer not to be a single man deed again to be honest. (Though a more tight knit alliance in a mountain would be just as fine.)
  17. But it does differ, so the pessimistic/optimistic(?) picture I'm painting is pretty valid because it hinges upon the slightest difference. Not that I think it will come to it because it's very unlikely to come to this, but how much traction does the Steam client (and I'm aware it's just another client, nothing to do with the servers) need to have over the legacy variant for you to start entertaining going steam-client only (with all servers still existing)? It's just a simple matter of weighing cost and utility. Is there really no ratio between legacy and steam clients where you would consider it at all? I'm not just trying to be a contrarian, or put you on the spot, nor am I against using Steam personally, I'm quite a fan of it actually. I would suggest, however, to entertain these notions carefully and diligently. It's part of managing expectations, and for one reason or another, expectations diverged heavily when it came to WU. I think it would be much more confidence inspiring to some critics here if you didn't turn a blind eye to such possibilities and tried to dismiss them with absolute promises of "never going to happen" without addressing the pitfalls fully. Or in another light: Is switching out the Steam authentication a one time code-tweak in the very same code repository that - ideally - never needs changing again and updates merely need to be pushed from the same repository into two different upstreams instead of one? If you can streamline (or steamline, if you will) the process to this point, I think it'd be much more realistic to say "we will never abandon either client" (because there is no continuous overhead that would be eliminated this way, so why even bother?) Which grazes one thing I was curious about: Will SteamWO utilize Steams update mechanisms, or just use it as a distribution platform and update via launcher the same way as the legacy client? From your reply I'd gather that it's the second option, which would be in line with keeping deployment differences to a minimum. At the same time, the Steam download servers are pretty powerful and I'm sure the new client would benefit a lot from the update speed it can provide.
  18. Deployment via Steam vs. the legacy way may differ though. They won't shut down the old servers, given their track record, I guess the concern would be that they ditch the "legacy client" though. In the very, very unlikely scenario that Steam users end up making up 99% of the playerbase and updating "the old way" is just an extra step not worth the time.
  19. if the reward is something also tailored to PvP and basically irrelevant to a PvE only character, why not. The draw of completionism or the inspiration of certain goals to think about is pretty harmless. But if it's something like the +5 cast power that is basically mandatory for a high end priest, or another maximum sleep bonus hour, where people who have and always will have zero interest in PvP will be disadvantaged or "incomplete" for not taking the "bait" and latching onto it: hard pass. Maybe another affinity token, as those were classically "PvP only", but affinities are also obtainable via grinding now, so strictly speaking, it's nothing PvE players would be gatekept out of. I do want to comment on the apparent underlying premise here that PvP and PvE are somehow "parallel" worlds though. PvP is more like PvPvE in this game, PvE being a subset of it. A "reduced" version, so to say. (Except for some features that have been made PvE-Exclusive, but those are rare, relatively new, and afaik irrelevant to this discussion unless there was some goal about catseyes). The point I'm making is that PvP players have - theoretically - just as much access to the current journal as PvE players, there's an asymmetry in design there as the same could not be said vice versa about a "PvP Journal". Granted, some goals like the rifts are heavily tipped in favor of PvE-only servers, as they are rarely, if ever, being done on PvP servers from what I heard? Perhaps rather than devising a completely new journal for PvP, add some PvP "alternative goals" for things like 100 rifts to alleviate said practical discrepancy? 100 Rifts are terrible even in PvE, so that would surely gain some attraction aswell. And I'm sure there are other goals that could use a PvP alternative for similar reasons.
  20. Gotta agree with @Cipacadrinho, this sentence alone is a nail in the coffin for the meta this would induce. Bob doesn't want to do tailoring at the moment, period. Valrei missions are somewhat different because you do these for the sleep bonus (mostly not worth the effort) or karma (for the few who actually need it regularly, which is why they are so seldom done on freedom.) For more concrete criticism, I think dailies are way too fast-tacted for a slow game like Wurm. Even if you are able to accept multiple quests at a time, you need to commit fully to finishing the quest or else they will probably stack up. Might have to dedicate a whole playsession to a quest the moment you accept it, or suffer the skill gain freeze as long as you let your "real" goals distract you, which may involve the skill you have an active quest for, but not the way the quest prescribes. I'm playing devil's advocate of course, as I often do, but if this would come close to panning out like this, I feel a bit queasy about the concept. I like the complex quest idea in your last post though....remove the skill gain freeze, and just assign one quest for all skills and a new one when one is done. It may be "only" a matter of framing, but to me this would feel more like something optional, like "if you're going to grind this, here's one way for it", or even give you a wide catalogue of things to undertake when you have some downtime and no idea what to do. All the while, the vastness of options would clearly suggest that not everything needs to be done at a time. Quests without any progress (if it is trackable at all) could be replaced within a week so you aren't stuck with quests that you are sure you don't want to do at all. Below I had typed out a proposal for a more open ended quest system, but I feel it's going a bit far in "salvaging" the core idea and too involved, after writing the above following my counter proposal to the OP, so feel free to ignore it.