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Xallo

Hunting Server

Hunting Server  

523 members have voted

  1. 1. Would you like to see a Hunting Server added?

    • Yes
      337
    • No
      136
    • Don't Care / Doesn't Effect Me
      50


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This is a great idea at it's base. PLEASE don't make it premium only! The server earns money by providing the players a place to do something they want and or need to do (level fight skill, gain hides, items, etc). These "resources" would be distributed into the game as a whole and provide currency via granting more of a reason for people to keep playing, i.e. ... having fun! I mostly play an alt now on Release and love the area for it's sense of wildness. A "nature preserve" like this would go a long ways toward providing such an environment without worry of it's "pristine" wilderness getting paved over by "progress".

No need to have an exclusionary mindset. I will likely quit playing this game soon because of the burden of premium to function at earned ability levels. Make play more available, not less, and you will see more players (and money), not less.

A wilderness preserve ... GREAT idea! +5. ;~)

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+1 to this idea....but really? North of Indy? come on now...im not travelling all the way up from Cele just to go hunting. Would be better to make it east of all servers. Sailing east from any server would allow you access. Fair for all, no?

  • Like 2

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Premium only, no building, no deeds, east of all servers ~ would be nice.

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i'd suggest you can access it though from the east side of any freedom server, like you can to get to chaos, to allow easy access. any return from certain points aka:

indi

|

Deli <- Hunting server -> Celi

|

exo

may be a hunting portal you can make like chaos portals to get home

Edited by violetann

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i got 0 hunting issues on exodus. my own problam is not finding any eggs :-(

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-1 theres plenty of space to go hunting

Where?

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I really don't see why anyone wouldn't want this, even if you feel you have enough hunting in your area, surely a hunting server would add another dimension to the game and would benefit everyone and be fun also

+1

Edited by Pryath

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Originally i thought hmm maybe, no real need for it, what needs to happen is for creature caps to be solved. Players breeding will kill hunting off all servers in time.

Thinking over it, if we have this type of server you wouldn't really need to fix animal caps so soon (will probably eventually need to be looked at) If there's a hunting server folks can't complain about animal caps except for having to travel for it (you travel to hunt anyway!) GM's could use this server to host little hunting events for those who enjoy a good challenge, fighting waves of mobs over and over. This server could house 'respawning of uniques' too, which solves unique drama too, respawnable but with less butcher yeild & increased butcher difficulty.

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I reckon this would be cool, but everything on the server is stronger. Make it a real challenge so that it gives all the top fighters on freedom something to do.

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Sounds great for experienced players keen to level up their FS from 70 to 90 quicker and in safety. Not so great for new players, since it would be very hard to be safe without any structures, and when they die no chance to respawn anywhere but the starter deed.

Much better to spend time/resources improving hunting on the existing servers (not that it seems too bad on Indy)

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I don't understand the point. If it's to gain fight skill, beyond the point needed to kill off the most dangerous non-unique mobs is completely irrelevant on freedom. If it's for the alleged fun of wurm combat then go kill stuff on affliction it's always packed to the gills with animals due to it's high water content. if it's for animal parts then check out the traders in the spawn deeds. they are usually stocked with animal parts people trade to them and can be obtained easily with rope or better yet source crystals.

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There will always be someone who finds a reason not to do something!

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I really like this idea, but the income-generating model for the server does need to be looked at.

How can a server with no deeds make income in a non-abusive manner?

Here are some ideas.

1) Reach the server only by teleportation. 50c for a round-trip ticket. Portals only exist in starter towns.

2) Merchants can be set up on the server, you can terriform, and build market stalls, but only within the perimeter of hunting camps. 10% fee goes to Rolf, like what happens now for every other merchant.

3) Beds for rent

4) Hunting contests... Fishing contests... Survival contests... Races...

5) Perhaps introduce new materials into crafting. How about an island populated by various dinosaur type creatures. Some very weak, some on par with avatars for difficulty. Bones and hides from said creatures might be used for new armor and tool recipes. If you are lucky and can find an egg, you might be able to sell the eggs on other servers and allow people to attempt to breed these animals, though trying to get a tropical beast to live through a Wurm winter might be... difficult.

  • Like 4

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Now that is more like it, take a suggestion from someone else and discuss ways in which it might work well.

+1 Farmerbob

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Hi,

I said "No". Why? Lemme explain:

IMHO what you are asking for is not a "hunting server" but a "slaughterhouse server". A small area cramped with critters, for perfect easy FS grinding. But "hunting" is something different IMHO, it usually requires finding your prey first.

You're telling us that there's nothing to hunt on Indy? This must be another server, with a similar name - whenever I'm on line, every few minutes a ghost announces in local chat what it plans "to take care of" now, and still there's plenty of aggros to kill for our last lonely not-yet-70-FS member. Alone our mines are a never ending source of FS, because what spawns there is safe from the meat factories.

Beyond 70 we're capped on Indy anyways (minimal skill gains anymore), hunting more just doesn't make sense, right? If I'd want more FS I'd go to Chaos (assuming the cap doesn't hit there). Besides, isn't this already a perfect "hunting server"? From what ppl tell me - plenty of critters and good a challenge ...

I know of ppl goin there for hunting - wouldn't your suggestion further reduce the number of players there?

And then, who should pay for such a grind-/slaughterhouse? With no deeds? Would you pay 1S/ hour? Or should we others pay for your grind? And what would happen there, a server littered in butchered corpses, only occasionally visited by ppl collecting meat and animal parts?

Don't tell me this all would be taken, even on Indy, where, as you say, there's "nothing to hunt", we usually bring a full rafted large cart to our occasional hunts ...

I'd suggest some other changes:

  1. Remove the auto-attacking from templars, or make it really costly (5S/month?), according to the benefit. They should still respond for "Help!" yells, maybe even in the perimeter then. This alone would multiply the number of huntable critters on the Freedom servers in an instant. Thousands of them spawn every other time, just to get mowed down again by freakin' NPCs quickly - does this really fit the sandbox theme? Active NPCs in a sandbox?
    .
  2. Drop the FS cap on the PvE servers. Does it make sense in any way? Does it bring ppl to Chaos as intended? No, it makes them ask for a "slaughterhouse server".
    Wouldn't it exist, would I have got full FS from what I killed after reaching 70 FS, I'd be at 80 now at least. Me, a squishy Fo priest that nearly never goes hunting, if not as an escort!
    Wouldn't it exist it would make hunting a viable option again on the PvE servers, because as it now, as soon as you hit 70, further hunting is close to useless. Better leave the critters for your not-yet-70 villagers, or for the dreaded ghosts ...
    .
  3. Repair the spawn mechanics, Rolf, please! They don't work. Critters are spawning in regional waves - for instance, we have plenty bears and spiders atm, the occasional Lava + Troll pair in mines, but very few other mobs. Our outpost further in the N is overrun by roaming trolls, and nearly nothing else. Soon this will change, the outpost will drown in unicorns and crocs again, while we'll have dogs and wolves ...
    It's just buggy as it is. Usually you'd expect spawns reliable adjusted by lairs and land types - but it's far from this, sry.
    .
  4. If this all doesn't help, just limit the numbers of animals that can be penned. 2 for each Freebie, a basics of 20 for a deed, + 20 more for every premium member. Should the number of villagers go down too much, post a reminder at every login of a villager: "Beware, you're village cannot support all these animals. There's [X] too many, in [Y] days [X] randomly chosen ones will get wizkilled, better get rid of some now!"
    [Y] might start at 7 days, and for Freebies the msg could be different.
    I don't think it's necessary, but it might help as a band-aid.
    (Edit: This might be too harsh ...)

If you really want a slaughterhouse server ignoring all these arguments, I'd change my mind if the following requirements would be met:

  • Only bigger aggros there, mainly colored.
  • No riding allowed.
  • No houses, deeds, fences nor roads. No terraforming. No mining. Nothing but slaughtering.
  • Only 1 safe GM deed in the middle, as spawning/ respawning point.
  • For a fee to pay before entering, maybe 1S/hour. Prepaid, you decide, how much. Using RL time, not played time.
  • Only reachable through portal, from the Freedom spawn areas.
  • When dead, your remaining time decides. Get your corpse, or if you're out of time, it's free for all.
  • When your time is over, you get teleported back.
  • Huge decay, if GV has 3x then 30x here at least. The butchered corpses need to rot quickly.
  • Same skill gain limits as on any other Freedom PvE server, or full Chaos skill gains with full, rule-less, free PvP enabled. The latter would maybe make me look for ...

And if we'd have such a "grinding server" for FS, why not have such for mining, woodcutting etc. too?

As you see, I don't like this idea. I have offered some ideas to make the need of it obsolete, and I have offered how such could be made, if really wished.

Don't take this a general dissing, please. I just think you're on a wrong path. Feel free to rebut me.

Meanwhile, have a good time, all!

Edited by Xandra
  • Like 1

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Its not at all a bad idea i would love to be able to bring the rest of my village on a "hunting trip" it would be a great way of helping the newbies gaining some skills and experience. Or even making plans for the whole alliance. And if bringing the alliance it would be nice if there are a few of the special spawns to hunt for fun and titles.

But i would say let us bring horses and carts there, Meat and hides are heavy.

A starter city to use as base with some beds to rent. And to respawn at.

No terraforming, no chopping trees, no building, no deeding, no mining

Yes i think we could have lots of fun there.

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+1 to this nice idea :)

Maybe there can be a kind of safe zones as well (no spirit guards or guard towers just a pre built city where people can arrive and go for hunting)

Edited by Heroic

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I didn't get the sense the OP was looking for a "slaughterhouse" server, just a PvE environment where very advanced players can be guaranteed a challenge during their playtime, and greater return for the time they spend.

I'd rather see something added than everyone else be capped, or raising prices on things, etc. If you do that, you might be satisfying some customers but at the cost of alienating others. Seems counter-productive in the end.

I don't know at what rate Wurm loses veteran players, however one might even define veteran. Would be an interesting and poignant statistic.

Spending money to retain veterans is not money wasted imho. In some sense, it is a more assured investment as you're dealing with a population you already know, 100%, likes your product.

Part of what we financially contribute every month goes towards paying for the tutorial server, which isn't itself directly monetized. No complaint there, there's a chance someone going through that server will enjoy the game and become a fun person to play with.

In the same vein, I wouldn't complain at all knowing the little I contribute helps pay for a server that keeps my veteran friends engaged and around. Rather important part of what I like about Wurm.

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Hunting server which can work as an event server too. +1

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I'll rewrite the post later and then forward to Rolf. I think such server has a great potential to showcase a lot of what Wurm has to offer environmentally, and it could be a good place to try new feature out such as tents, sleeping bags, and more powerful creatures. I could even see the server being used for the re-spawning of uniques and special resources that could be used for more advanced visual improvements to armours, weapons, and other apparel. :)

Edited by Xallo
  • Like 2

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Rolf gave me the answer in October that an event server (which should also be used as hunting server) is in his mind but not at high priority atm, so this could take a while.

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Xandra,

There's several points I'd like to say.

First off, a skillcap you keep mentioning and, in the end, about 'full chaos skill gains'. There is no skillcap. The gain on chaos is the same as on freedom, but there are less Templar deeds/ penned animals so there's more hunting. However if your goal is to be a great hunter, should you have to go to a pvp server to enjoy pve content?

It is possible to get 90 fightskill, but certainly NOT without travelling to each new server that opens and spend the first month or two there, before the penned animals prevent the wildlife spawning. Not to mention, it takes literally years to get from 70 to 90.

You're asking for 5,6 different nerfs and caps, drastically reducing peopled enjoyment, when it could be solved with just one new server. Running one small server will retain more people and will pay back in the end, much more than a pay to win scenario where you pay per hour.

I don't understand, if you don't like hunting don't go there, but if it can satisfy the people who like it without caps and nerfs on the rest, how can you be against it?

Edited by Alyeska
  • Like 2

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I'd suggest some other changes:

  1. Remove the auto-attacking from templars, or make it really costly (5S/month?), according to the benefit. They should still respond for "Help!" yells, maybe even in the perimeter then. This alone would multiply the number of huntable critters on the Freedom servers in an instant. Thousands of them spawn every other time, just to get mowed down again by freakin' NPCs quickly - does this really fit the sandbox theme? Active NPCs in a sandbox?
    .
  2. Drop the FS cap on the PvE servers. Does it make sense in any way? Does it bring ppl to Chaos as intended? No, it makes them ask for a "slaughterhouse server".
    Wouldn't it exist, would I have got full FS from what I killed after reaching 70 FS, I'd be at 80 now at least. Me, a squishy Fo priest that nearly never goes hunting, if not as an escort!
    Wouldn't it exist it would make hunting a viable option again on the PvE servers, because as it now, as soon as you hit 70, further hunting is close to useless. Better leave the critters for your not-yet-70 villagers, or for the dreaded ghosts ...
    .
  3. Repair the spawn mechanics, Rolf, please! They don't work. Critters are spawning in regional waves - for instance, we have plenty bears and spiders atm, the occasional Lava + Troll pair in mines, but very few other mobs. Our outpost further in the N is overrun by roaming trolls, and nearly nothing else. Soon this will change, the outpost will drown in unicorns and crocs again, while we'll have dogs and wolves ...
    It's just buggy as it is. Usually you'd expect spawns reliable adjusted by lairs and land types - but it's far from this, sry.
    .
  4. If this all doesn't help, just limit the numbers of animals that can be penned. 2 for each Freebie, a basics of 20 for a deed, + 20 more for every premium member. Should the number of villagers go down too much, post a reminder at every login of a villager: "Beware, you're village cannot support all these animals. There's [X] too many, in [Y] days [X] randomly chosen ones will get wizkilled, better get rid of some now!"
    [Y] might start at 7 days, and for Freebies the msg could be different.
    I don't think it's necessary, but it might help as a band-aid.

Feedback:

#1 - Better to code the mobs not to enter deeds unless in direct chase of someone. Same end result more or less but more subtle and no one would log in with a deed full of hostiles.

#2 - I hate the cap, yeah lets lose it.

#3 - I hate lairs and would love them to be removed, they just feel so artificial.

#4 - This is a bit too 'on the head' for my taste, you could code this in in such a way that the game doesn't have to browbeat you with it. Raise the care requirements for animals, require water and like several kg of food per horse per RL day, or they just starve. I wrote a long better-thought out version of this somewhere in some other thread but that should get the idea across. This check could activate when a horse is first led, to keep wild horses going. Also the way you wrote it would just mean off-deed stables.

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