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Showing content with the highest reputation on 11/07/19 in Posts

  1. 6 points
    In the time I played with no one as sotg and everyone as sotg, even though I was a sotg supporter I agree. Unfortunately, the issue is how sotg was needed to compete with the ever increasing damage outputs we do. It's not body strength, not everyone is a beefcake and body strength was still put on a decreasing curve already. People blame true strike, but that's only one scapegoat. We've got moon metal weapons adding damage, we've got priest buffs adding damage, aggressive stance adding damage, weapon damage for med maul and polearms increases, and whatever else there might be. When we were playing pre-sotg days, aggressive didn't give more damage like it does now or at least not as reliably, we didn't have an abundance of moon metal, we didn't have increased weapon damages and very few were even challenging the longsword meta. If we reduce how much we lower damage taken, we need to reduce the damage given as well or everyone will just yeet themselves at each other with whatever meta huge weapon there is and people will die comically fast. Body strength is already curved down (and now some kind of cap too?), I got priest damage buff reduced with the priest overhaul, I think it's time the weapons themselves were overhauled to be more than just slash poke or smack at different speeds, and aggressive stance changed somehow. Otherwise I feel it's all a disaster created by temporary bandaids
  2. 3 points
    I want to audibly talk trash to my enemy.
  3. 3 points
    So you guys are assuming everyone in Wurm is an ######? Only reason I suggest this is because an alliance member disappeared recently and had I known he was low on upkeep I would've paid a bit to keep it up or had precautions to get his stuff to a safer place. I can understand that a lot of people would use a menu like this in a wrong way though.
  4. 2 points
    Simple suggestion: Just a menu for deed holders to see upkeep of deeds in the alliance they are part of. Would make it easier to let alliance members know when a deed in their alliance is running low or about to disband. The menu could show the cost per month, upkeep left, and days left until disband.
  5. 2 points
  6. 2 points
    From my understanding, no. There will be new JNLPs; assuming the fixed JNLP will be put in place of the old one at the web URL, which it obviously should and likely will, because why keep the broken JNLP there, your way will still work. Those who have the JNLP on their own machine will merely have to redownload it. (Unless that's just a shortcut at javaws and the web URL as a parameter aswell, would have to check what exactly it put on the desktop under Windows. I'll surely find out later anyway.) I reckon this is the last time they renew the certificate though and only do it as a fallback while all quirks of the native launcher are being hammered out.
  7. 2 points
    I have thought something similar as well for the game, i just didnt want to waste my time suggesting it. but.. +1, would be cool if we could get "interactive" map where it shows the areas you and your allies have conquered as well.
  8. 2 points
    I'd marry of @CIRAYto @sleepys Nice idea +1
  9. 2 points
    You are just saying this because we recently raided/drained most of your deeds, and you're scared about being wiped off the map, so now working with TC to bash your own towers and convert some frontline deeds for protection of Sheer Panda. There's nothing wrong with that per se, but I don't think this suggested change should be implemented because the intention is not to help the overall PVP community, but rather to more easily protect your kingdom from WU without conceding deeds or land owned to TC. It's purely selfish.
  10. 2 points
    Should be there, unless something's up IRL . I can do: Blacksmithing(99) Weaponsmithing(92) Chainsmithing(90) Shieldsmithing(90) Platesmithing(94) Jewelsmithing(73) Carpentry(90) Fine Carpentry(73) Masonry(82) Leatherworking(70) Would also bring my Vyn priest, Biff, with 90 channeling. A pair of beds would be nice too, if still available.
  11. 1 point
    When using the Wurm map generator (below) you dont have to use it to generate the hightmaps, you can make one using any method you like and then import it. So what exactly is a highmap? Its literally just a greyscale image (16bit .png format) of your map. The darker the area, the lower the elevation. The whiter the higher. This means you can open up photoshop or even ms paint, create a black background of the map size you want and draw your map on to it in shades of grey and white. While this is possible, the results will be horrific as you wont really be able to visualize your elevations or get the same quality of gradation. However it is important to remember that you can always slap your hightmap into an image editor in order to make changes. For example if you want to uniformly increase the height of the entire map then just turn the image brightness up a bit. Its also useful for chopping and changing bits - say you like an island in one pic and a continent in another, you can cut and paste them into a single image. Its also important to realize that any image can be used - you only have to convert it to greyscale and export it as a 16bit png file (of the correct size). Once you know this, a world of possibilities open up. Any 3d terrain editing software that lets you export a hightmap to 16bit png (all of them) can be used. It will take a lot of playing around with because I generally find due to scaling differences, what looks nice in a 3d editor does not always translate to looking nice in game. For example a nicely proportioned mountain in your editor may translate into a slight bump in Wurm meaning all your mountains need to be exaggerated in the editor etc. Once your used to your own editor itl be easier. Fancy terrain editors like world-machine will generate things nicely but I tried to use it and it was just far to complex for my simple mind. For those of us sat in the mud with just rocks to play with, we have to resort to scapeing terrain by hand which again, basically all editors will let you do. The problem with this however is that try as you might, the result will be to 3d terrain as a 5 year olds finger paintings are to fine art (###### and child-like). Especially your coastlines. Your only hope is to basically start with alot of the work done for you. IE find a hightmap, or a picture you can convert into a hightmap. What I do these days is use this nifty tool to grab real world terrain data - https://terrain.party/ You just move the grid over an area you like and click download. You will get a zip with several hightmaps of different resolutions. You can use any of them but I find the "merged" one works well enough. The maps you get are tiny however (roughly 1000 pixel square) so you will need to scale it up to your map size before working on it (I use Gimp as its free). You can just scale it up and throw it straight into the Wurm map generator but you will more than likely need to tidy it up in a 3d editor first (often quite a lot of work required tbh). Sometimes it will come out very well but be prepared for it to come out nearly flat. In these cases theres not much you can do but use it as a flat canvas. This isnt too bad as it will at least provide the hardest part...the coast lines. Just be careful when editing not to over smooth the coast or youl loose all the nice sharp definition and the map will go back to looking child-like. Not sure what else to write, Q&A is prob best from here on
  12. 1 point
    I don't make suggestions but I just thought I would put this idea out there. I am sure something like this has been suggested before. But here it goes: If two different want to work together to fight they can merge. Two account will get "married" to make the alliance with the two kingdom. You still have two separate kingdoms but the "Alliance role" is now the two kingdom together talking and permissions "alliance" would mean both kingdoms could do that. But the "kingdom" role/permission would be the said kingdom you are with. Then when you break/undo the alliance you either have a war to take over the other kingdom and fight.. or you just have peaceful break. When the two kingdoms ally together the towers of the kingdoms will be friendly. This would make pvp more like role playing. More like rl kingdoms back in the day. Or say people of two different kingdoms want to play together but they don't want to leave the kingdom they are part of if the two kingdoms are of with it they can ally together. Or if there are two smaller but upcoming kingdoms that want to fight not to low of numbers to fight they can Ally together till they get the number to fight alone. I can also see some changes that would need to be made if two kingdoms come together. Champhood would need to be that if you join two kingdoms together you are still only allowed 3 champs, because then kingdoms would be just joining together so they can have 6 Champs. Officers roles will be among both the kingdoms not having two of each. Because you would not want to have people creating kingdoms just to take advantage of have double of everything. Like let's say everyone wanted to take on one kingdom because that said kingdom is getting to big or "toxic behavior" that is making the server not fun. Two of the kingdoms could just Married/allied together and been able to enter deeds and help defends and fight. You wouldnt have to convert a the other kingdom deeds or bash towers. This would encourage more people to be involved hence they can make a kingdom with friends ally with someone for protection to get bigger before doing their own thing.. I don't know if I am making sense of my idea. But I think this would put a new aspect to the pvp side of things.
  13. 1 point
    lets face it - clothing options are almost non-existent. As well as a range of new cotton/wool options it would be nice to also see the introduction of new types like silk, linen etc, for ultra fine cloths and maybe other non clothing related stuff. Also cloth types that use leather. Yes this will all mostly be cosmetic but there could be a slight movement bonus to certain items or to certain ql. Maybe a skill gain bonus to "fine - upperclass, silk cloths" - but the really fine cloths should take dmg quite easily, requiring regular repair as opposed to lower quality "workmens" cotton cloths that would be much hardier. Workmens cloths maybe give a slight buff to action speed, but not too much due to their sturdiness. Linen sailors cloths could give a ship speed bonus. Fine furniture items that have pattern'd padded seats should require textile components when building - with option to use different kinds of textile for different ql of finished item
  14. 1 point
    It should be left to the mayor of every deed who should be able to see that information: all alliance members/mayors, or only single players. And it should be turned off by default. Else +1
  15. 1 point
    I haven't had time to read through all of what looks like an interesting post, and it's not my place to comment on your personal views, but I would strongly encourage you not to quit because of the toxic community. Maybe just avoid the forums. There are genuinely decent players out there, and they make WO worth playing. Just find a small bunch of players that you enjoy playing with and focus on them
  16. 1 point
    +1 from me as I have multiple deeds in the aliance so it would be nice to monitor all of them from my main
  17. 1 point
    When i was doing it, the camera was positioned above and behind the character slightly over one shoulder, but still constrained to the player. Turning the camera angle would turn the player. The way you select things in the world is by using your cursor as a picker. It still worked fine in 3rd person. What you are describing sounds like some sort of bug where the camera and player became detached from the player model That gif of nightmare wurm that i posted somewhere shows how the third person was working, although with a ton of other unrelated bugs at the time, so just ignore that and look at the third person aspect bc i was swimming around and looking around with it Edit: sorry that the only gif i have of it includes the world render and ui render bugs, but this should give you some idea of how the 3rd person was working I personally feel like third person would immerse you in your character more because you would actually see it
  18. 1 point
    So basically the camera in the game is you, that is how you interact, like most game design. The model of the character itself is not relevant, for the individual playing, only relevant in that it is attached to the model that other player see and interact with. From what I understand by the last individual using the 3rd person camera, they found it can be detached from the model, and interact with the area around it as if it is the person. Essentially go up to walls and check damage and whatnot, while the model was stationary.
  19. 1 point
    After reading through seven pages of crap in this thread, I'm really wondering why I'm still playing WO. Yes, that's right, I'm considering leaving this game, it's UTTERLY TOXIC community, the staff and the money I invested in it. The reasons: 1) The community behaviour. We got PvP vs PvE groups, we got PvP vs PvP groups, we got PvP vs Staff groups, we got PvE vs Staff groups. What we don't have is a comUNITY. Even in this thread I see people fighting like cats and dogs over a staff decission; either being it an exploit or not doesn't matter. Fact is, it was close to an exploit and if a player is playing as long as that angry one we got here, that angry one also COULD have known that they were very close to breaking the rules. At that point you got three choices, either not doing it or continuing or contacting the staff and asking them if it's ok to do so. Reading through that angry's person's post I see a LOT of accusations towards a staff member. Not ONCE!!, I repeat, NOT ONCE!! I see that person saying that anyone of that group contacted a staff member to ask if there's a risk involved. While I can understand that people don't check the forum every 5 minutes while they're ingame, I can't understand why a staff member wasn't contacted. Because afaik there's always a GM, CA or other staff member online. Yet, instead of accepting as an adult (wo)man, the angry person kept on whining like that little girl hugging her my little pony in her bedroom. Perhaps that angry person should consider to grow up for a chance. And admit that (s)he made a mistake as well. 2) more community behaviour A while ago a good player and friend of mine at Xanadu got an IP ban after telling two staff members to "###### off". The reason for that, a certain player - coincidally the angry one in this topic - kept fueling his anger about some things, resulting in a flame war in a certain thread and eventually two staff members having to interfere. Yet, the person who was actually responsible for the flame war never got punished. But at the same time, freaks out when others in the sermon group are. Speaking of unjustice justice. I've seen several members here - and for some reason they're all PvP players, not sure if that's a coincidence - doing a lot of mud throwing at other members at the community. For some reason, that same group refuses to understand this game is a PvP and PvE game and you simply can't please both groups. So every time the staff comes up with a change that affects both, it's the PvP community yelling and whining, forgetting that what affects them, affects others as well. Including the other PvP players; which means it balances things eventually. However, because of all the toxic behaviour, Epic got drained the moment it was possible to move your char to freedom. Chaos isn't a PvP server anymore, because most of the players once living there are now living at Freedom and only gather for a raid. Makes me wonder if there's really PvP or if it has moved to the Forums instead. Either way, PvP kinda killed itself because of the behaviour of players and / or the loss of interest of others. And it won't be the last server it'll happen to. 3) even more community behaviour: A PvP player decides to volunteer to create the map. As soon as his name becomes public - I'm not sure if that was done on purpose or by accident - some of the other PvP players immediately accuse them that the kingdom he's in will have an advantage in fights because he knows the map. They never bother to inform if he's still going to play on epic. They never bother to inform is he's actually going to join the group if they're planning the raid. They just assume he'll do everything he got to make his kingdom the strongest on Epic. In my country we got a saying " Zoals de waard is, vertrouwt hij zijn gasten"; which more or less translates as "As the landlord is, he trusts his guests." I think the ones accusing a VOLUNTEER of cheating, should look at themselves. The fact THEY would do that, doesn't mean HE would do that. 4) and a lot more community behaviour: The moment a new player cuts down a tree, half the server is on fire. The moment a settled player cuts down a tree, the only comment you got is: Yeah well, I'm not living there anyway; ignoring the fact others actually are living there. The moment a new player digs at the side of the road, the other half of the server is on fire. The moment settled players dig at sides of the road, you hear no-one complain. Then there's alt abuse at rifts and unique slayings using the excuse that it's done because of the economics. Economics? My arse. It's done because of greed and nothing else. A dragon or drake set would give the seller 80-130 silver. That means they have to set up 81-131 deeds for one silver upkeep a month to run into negative costs. Considering those deeds usually last a few days, their costs are far less as that one silver. At the same time we got players deeding mountainsides to carve out tunnels for highway projects. Those deeds last several weeks or months, but the players doing the hard job never see an iron in return. All they got - if they're lucky - is other players helping them and supporting them with mats. If that doesn't happen they even have to buy the tools and mats themselves. So the elitist hunting groups are only formed because of the economics demanding they have to get a profit from all the deeds? Like I said before, my arse! And the countless alts waiting for a rift to close are just there because of the economics? Again, my arse! If I'd bring my entire family to a construction job and getting paid 20 euro's while sunbathing all day, while others were actually building a house for the same 20 euro's, it's called abuse and unfair. Yet, in WO this is economics? Like I said before, my arse! 5) "The game is dying" comment. The game isn't dying. It's being killed by the community. The things I mentioned above are just a tip of the iceberg. There's simply too much toxity between player and staff interest and the moment anyone even thinks about bringing the groups together, that person's ignored or being attacked at all sides. For a while I've been using the phrase "No matter what the Dev's do, whiners gonna whine" in CA- help and Freedom chat after some people complained about a change made to the game. I never realized how right that statement is. Even now there's tried hard to give the game better looks, players are complaining about lag, fps drop etc. accusing the dev's causing it. For some reason, no matter what is done, it's never good enough and problems are always caused by them (the staff / dev's), not me. I think I kinda mentioned that earlier with that certain angry angel in mind. Another thing related to that "the game is dying" comment, is that we won't get new players. Why should they? I mean, if a game is dying, why would you invest time and money in it, if you risk the game not being available anymore. After all, NO-ONE right of mind would enter an electronics shop to buy that q-led tv, knowing the shop is going bankrupt and the guarantee won't work after that. I know I won't. So, can things be changed? Perhaps, but it takes an effort I'm unsure members are willing to take. First of all should the staff ignore certain loudmouths for a change. It's always the same players having comments about what the staff plans and it's always the same players who're negative about it. I got the feeling they rather have all players still running around with the starter clothing and a sharp pointy stick, as where we are now. Second of all, the staff should listen to the people making intelligent comments; hoping the game would improve. I've seen Etherdrifter doing that several times, yet NOT ONE of the things he pointed out has ever been taken into account. However, the moment one of the loudmouths creates a post about things he or she didn't like, the change is reverted. I know there's a vocal minorty and a non-vocal majority. However, the moment a vocal minorty decides what the silent majority has to do or accept in a game, the game becomes elitist. Which is something that certainly isn't good for the game itself. Third: players should stop venting their anger about staff member behaviour in public. If you got a problem with a staff member, solve it in a PM, not in a non-related forum topic. In the end both you and the staff member got hurt and the only impression you leave behind is that you and a staff member are having a personal grief. Not to mention, it's not real good advertising about this game and its staff. Personally, I've had good experiences with the staff, although at some point I too got pretty pissed off when getting the "It's not beautiful enough" message when trying to get herritage for a tunnel. However a personal conversation with a staff member explaining why that rule is made and getting some hints and tips as how to achieve it being "more beautiful". The only reason things worked out, was because I decided to keep an open mind despite my anger, because that herritage was done for the benefit of the community; not for me. And on a side note, I never seen any iron in return from all the materials I invested in it. Perhaps I should set up a toll-booth or something? Fourth: Staff members are people too. They eat, they sleep, got ill, they fart and have to take bathroombreaks. However, too often I've seen that the moment a player files a support ticket, (s)he gets angry when a GM isn't responding within 10 minutes, while when that same player asks if someone is online and get the message (s)he isn't, replies with: OK, I'll wait a bit longer then. Using double standards doesn't help the game. Not when players doing it or when staff members are doing it. And usingthem has happened with both groups. Fifth: It's time the elitists in this game realize there's more as just them playing the game. When you get to the point where only a small group of players are hunting uniques, when a small group of players is doing the hard weapon imping at impalongs, when it's the same group of people organizing impalongs every year, when a small group of people have a market monopoly at a server, things are wrong. Very wrong. Still, nothing is done about it and I doubt it ever will because of all kinds of reasons. Being it the staff not willing to take action or players just accepting things as a given fact and not willing to resist, I dunno. What I do know is that it's lost the fun for me, knowing that I can visit an impalong during X-mas at the same spot as there was one last year. And the year before that. And the year before that. And the one before that. And so forth. No matter what, WO needs to change, but I got the feeling that the needed changes are either resisted by the staff or the player base. Or both. As a result of not willing to change, I've seen the playerbase plummet from 250 players at Xanadu when I started four years ago to 300-ish players in total over all WO servers recently. That's a dramatic decrease which will eventually end up in this game shutting down. The major reason for it is not the staff, but how the community behaves. And it's that behaviour that's making me wonder if I should play this game as well. I got my 4 accounts premmed up to somewhere in Januari. One of my deeds got 360 days of upkeep, the other one got 280 days. So I got plenty of time to decide what to do. But considering I just returned to play today and instead found the ###### in this thread, I really wonder what I'm doing here. More important, if I decide to quit playing, I'm pretty certain two other players may leave as well. One of those players has already peeked into Chronicles or Elyria and likes that game. It may be possible I just move my ###### to that game and have fun there. A shame, considering the time I've spend in this game and the things I've done for the community. But if parts of the community remain as ungrateful and selfish as they are now, there's no need for me to stay here any longer. And I advise some members here to look in the mirror and ask themselves if it's worth all the crap they're posting compared to the players they're chasing away. Thorin
  20. 1 point
    I'd love to see some kind of portal system. But I wouldn't like it linked to events or needing to be charged or anything like that. I feel that would be an over-complication that could lead to all kinds of problems and become more hassle than it's worth. Personally I think the Highway Portal System in WU is perfect. Player made portals on deeds have to be linked into the highway system to work and you can only port to portals on your particular highway system. In addition, I'd love to see portals that link all of the starter towns to each other, with one main portal per server, in one of the starter towns, that goes to the other servers.
  21. 1 point
    But then you are just stacking kingdom bonuses. I.E. Executioner, King, etc.
  22. 1 point
    Clearly you didnt even bother to read, as usual She explained that same exact issue in her post and said, it shouldn't be allowed to have no more than 3, even if you have 10x alliances, it would only be that 3 champs split between whole alliance.
  23. 1 point
    The alliance system did not work well last time, related exploits between gods and stuff, I do not remember the exact details but it pertained to MR and Horde. Might not be as relevant today with player gods. EDIT: I just remembered it had to do with Champions, specifically opposing religion champions in the other kingdom. Lib champ in Mol Rehan, if I remember correctly.
  24. 1 point
  25. 1 point
  26. 1 point
    Done Set ores to 2% of common ores, 1% of gold and silver and 0.2% of glimersteel ore and adamantine as requested although this is a huge amount of ore - not sure if you will like it. https://drive.google.com/open?id=1PfEecramidJuzWpRvVwMBgdsSOJo0-pp
  27. 1 point
    interesting why not +1
  28. 1 point
    MARSH??? I thought the list for transmutable tiles was Clay, Tar, Peat, Tundra... Maybe these patch notes are an indication that the suggestion to add a Marsh transmutation liquid is making it into the game...
  29. 1 point
    I like to think that i only started going crazy after i began this project....let me lie to myself please.
  30. 1 point
    You guys can lockpick all the stuff you want on Epic.
  31. 1 point
    We definitely need a way to loot abandoned stuff. My heart bleeds for the decaying rare carts with 50+ damage. They are definitely not even remembered by their owners anymore - for a long time. Bulks -strictly off deed on PVE- really should have an option to be salvaged
  32. 1 point
    Well this new lock system will kill the only fun past time of Looting on the Freedom servers. If your going to do this then For the Love of God allow lock picking off deed or set locks to decay when a deed disbands. Some are going to complain, but my guess at least 50 percent of us loot and this will kill looting and at that point I don't see myself playing WURM anymore. Most of us already have a sorting system in place for quality of items on BSBs and crates, not sure why we need this. Can't we code in fun things to do instead of mundane stuff driving off players.
  33. 1 point
    With over 500+ recipes to my name. Would be handy to have a dump file.
  34. 1 point
    yes, cap the moonmetal and ql on chaos, and make them buy on freedom!
  35. 1 point
    I wonder how I manage to spend half of my in-game time trading, replacing sold stock and imping for customers, lol.
  36. 1 point
    I don't think he will play and I've decided not to either. I am also sickened by the amount of toxicity from certain people and no longer want to have anything to do with this version of epic, maybe down the line but not now
  37. 1 point
    Something that has always bothered me about Wurm is how lifeless and robotic animals are. It's curious that the Wurm team has gone to great lengths to make the game mechanics and environment as immersive and realistic as possible... and yet it feels like animals were forgotten in the immersion and realism department. 1. Audio We need the animal sounds restored with more sophisticated coding this time. (only x amount of sounds heard at a time to avoid audio spam) I will tirelessly continue to complain about how mute the animals are (cows mooing without vocal chords anyone?). I once made a video in which I inserted animal sounds to video footage see how much more immersive Wurm would feel. You can watch it on YouTube. Low hanging audio fruit: We already have a sound for when an animal dies/is branded. How about we reuse that same sound in the following instances to enhance immersion and improve usability. (just like we enjoy hearing that lovely crunchy sound upon harvesting a sprout): - Once the breeding process has been successfully completed - When an animal has given birth 2. Behavior (aka AI) For the purpose of making these following ideas easy for everyone to imagine, I'm going to use horses as an example, but obviously these things should work for all animals! a. Babies should follow mothers until they reach the adult stage: b. If you attack a baby that is within X tiles of the mother, the mother will start to attack you. (Hence, if you need to kill the baby off, it would be wise to lead it apart from it's mother) c) Stallions attack you, if you attack any mare or baby within X tiles of it's "line of sight". (Again, if you need to kill a horse, it's probably not a good idea to do it next to a stallion whose job it is to guard over his herd) d) Stallions will occasionally breed with a random "ripe" mare that happens to be within X tiles and in the same enclosure. (That's what would happen IRL right?) e) Keeping more than one stallion in the same enclosure will have them randomly start fighting once in a while. (Don't want fights? Keep stallions separate.) (on second thought, maybe not such a good idea after all) f) Upon slaughtering and butchering a mare that was pregnant, you receive both a horse hide + foal hide in the butchering results. (It would be kind of cool and creepy that there is some "evidence" of the pregnancy this way) g) Currently, mares have the chance to miscarry. Why not also have the chance to give birth to twin foals? (Logging on to the game to find that a mare has given birth is always a thrill. Why not add on to the chance of luck element) h) Horses that you "care for" have a chance of walking towards you if they are in the vicinity of X tiles. If the horse is behind a fence, it will walk up to the fence, giving the impression of it being bonded to you. The horse will only do this action once and not repeatedly, as to avoid it following you around, which would be annoying if that's not what you want. 3. Additional Textual information As mentioned in my earlier suggestion, it would be nice if we had some additional textual information about our animals. --------------------------------------- I'm sure you guys could come up with even more ideas. Please add on to the list!
  38. 1 point
    Warning -Textwall- Growing <-> Stable <-> Declining -> Death In terms of the mmorpg scale of population growth wurm is declining; it's an obvious fact, but one worth stating. Most interesting of all (and the reason I may draft a paper on it some time, since I only have observational evidence at the moment) is just how it is declining. Wurm's exodus didn't happen overnight; it is the result of a unique combination of circumstances applied over a longer period of time. The trigger of the decline is simple, WU. When WU was introduced, a lot of WO players gave it a go; but no great servers were around and modding was still a thing of the future. Players tried WU, and then went back to playing WO. However, as time passed, modding came about and, very quickly, players realised that they could take wurm in the direction they wanted on their own server. Quickly, we saw several strong WU server establishing themselves. This trickled away population from WO. Note; the "creative" players who were more interested in wurm's creative side, have a much better outlet on WU servers. The "builder achiever" players also have reasonable prospects on WU now, so they begin to move over. At this point, WO was not declining as such, but it had moved from growing to stable. What happened next was a series of keystone community members moving over to WU, or leaving wurm entirely. Keystone players are, essentially, the ambassadors of sandboxes; they build and hold together communities. When these players leave, their community usually dissolves and either spreads among other communities (20--50%), or leaves the game (50--80%). Now, wurm being a niche MMO, it's operating population was quite low already, and, due to the sheer amount of landmass added by Xanadu's release, the population was already borderline before "social critical mass" began to vanish in certain areas. In this instance, by social critical mass, we mean the player count needed to retain social players. From here, wurm entered the period of clear decline, and here we must break up the notion of decline a little into a series of event.s 0. Player retention drop. In terms of wurm, this was the loss of social critical mass (see above). 1. Disruption due to loss of low tier players. This phase occurs when the lack of new players has a notable negative impact on higher tier players (be it no-one to show off to, or a feeling of apathy with the lack of new faces). With wurm, however, this was the market beginning to fail due to the dropping number of social players (the main "buyers"). Note, the endgoal for many of the PvE achiever types was being able to pay their permium via the market; we must also note that personal investment required for PvP rises here, as PvP on wurm is expensive. "Usefulness to the group" is also a major community uniting point in WO. This not only hit retention rates, but it killed much of wurm's already poor "return" rate. At this point, WO still has a stronger appeal to social players than WU, but it's not much of a lead. 2. Player Clustering. Remaining players form strong communities, but these communities stall in growth due to poor player influx, or vanish when their keystone player leaves. This was where wurm was till about 3--4 months ago. At this stage, an MMO would be classed as a "ghost town MMO". Note that, now, WU has an equally strong draw for social players, and WO's social player retention rate drops even further. In fact, it almost ceases entirely. 3. Cluster Amalgamation. Too few stable clusters exist, and player clusters begin to further combine, very rarely stabilising. This is where wurm is right now. 4. Dying Ember. [Hypothesis] Players form a small global community, the only one remaining. I've not observed this phase in wurm; I have, however, seen it with the alpha stage of a few indie mmorpgs. At this point, WU is entirely advantagious over WO. WO may still operate if the diehard players are whales, and this may well be the fact, and it may avoid the final step into death. 5. Game dies. Self explanatory really, the one thing you want to avoid. WO might manage it; but I suspect that a lot of it's whales are already looking to cut their losses and are waiting for the next big thing. In wurm's case, we see that misfortune has played a heavy role in it's decline. However, the one avoidable step was WU, and once that step was taking it was not a step that could be taken back. Short of a massive player influx, with a miraculous retention rate, this process is not reversable.
  39. 1 point
    I'll try to show up for some fun, missed the last few. Masonry 99 Stone cutting 94 Blacksmithing 95
  40. 1 point
    While overall this is correct, there is a very glaring and public exception--the value of rare mats. Two years ago the price was 10c per rare mat, now it can be 20c or even higher. While I agree with the overall comments that the market is in decline, I still have no problem doing my 30 to 40s a month on average. Maybe that is just too small an amount for some but it works for me. Can fund a lot of in-game activity with that no problem. If you are looking to make rent (or even pay your ISP costs), good luck I suppose though.
  41. 1 point
    Well, I see not few market activity, in trade chat as well as from allies and friends. It is true that the prices are going down, especially in the calm summer season. What else can be expected in a game with many high level players and a widely saturated demand? What I do not understand, is the expectation to make money ingame. I am here for playing, when I want to work and earn money I go elsewhere. I see trade as fun and a game element no less than other parts of the game. Rising productivity is as much chance as disadvantage. And btw., what does "accused of trying to get higher prices" mean? How foolish are people? When they feel the price being too high, just don't buy. When it is a friend, maybe pm and tell the prices recently paid.
  42. 1 point
    I'd love to play with or against tonygreen, i've only seen videos but people like him are worth logging in for if they pop local lmao.
  43. 1 point
    Attended your Impalong last year as a first timer and it was a great experience. I plan to come again, please reserve me a bed. I don't have that many high crafting skills yet, will just help out where i can. Most notable: Pottery 70, Carpentry (FC) 77 (55), Masonry 68, Blacksmithing 53.
  44. 1 point
    NO to this. Affinities are basically now a nice surprise bonus that you get sometimes from playing the game. One of the few things that you now can't buy or maybe you can still "harvest" them by killing other players (which I hope they would remove too). The ability to sell them off like this (face it that is what many/most will do) just adds them to the pile of making money from playing the game opportunities. They should be kept as is as small surprise rewards for playing the game. You are given this special gift and then want to sell it off. A sad, sad suggestion... =Ayes=
  45. 1 point
    The way to fix the economy is and always has been acquisition and retention of new players. If Wurm had a bare minimum of 10,000 active players, all of this ignorant economy dribble (and pvp whining) would disappear because the economy and the community would be stable and growing. So if you are really interested in improving the economy, help find ways to attract more people to the game.
  46. 1 point
    If there was a wurm classic, I would personally like to join a petition to get Jenn Kellon Home back from Gold 2.
  47. 1 point
    Cloth rags and standing on horses and no paperdoll
  48. 1 point
    Hello. I am going to come, bed would be nice. Mainly sticking to cloth tailoring(99), but can do jewelrysmithing(91) and leatherworking(82).
  49. 1 point
    I'm not yet at the point I have any skills that high, but I'm definitely planning on popping across and pitching in where I can
  50. 1 point
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