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Showing content with the highest reputation on 01/13/20 in all areas

  1. 4 points
    Personal opinion here, and I know most, if not all of this has already been said, but the more people the better I figure.... 1) I think ALL information needs to be conveyed on the forums. The streams are great for showing upcoming features, and I still encourage that, but you are probably only showing them to less than 10% of your audience. Most people are not going to be watching your streams or watching them afterwards because it's not as easy as reading a forum post whenever they want. 2) I think important things like priest changes need to be the highlight of the forum post and not as an "oh, by the way..." part of the post, which is what was presented here. It's literally the single most important thing of the update. 3) I think more time also needs to be given between a major announcement like priest changes and the actual implementation. Perhaps something like 2 months instead of 2 weeks. 4) I really want to see this game succeed and I love the priest changes. I'm all for it. But keep in mind public relations are important. They will likely make or break your game. This is not a post directed at anyone. This is my opinion to you guys in hopes that you at least listen and consider all of this in the future.
  2. 4 points
    Here's my take. I'm glad that they are moving to steam in a way. The Wurm community is old and there are characters that have existed sold or passed down for a decade. Wurm tends to be top heavy by nature, one example being how things over 90Q get seemingly exponentially more resistant to decay/damage. If they don't want the whole issue to happen just the same with steam, they need to get some improvements in with the decay code. Problems (PVE... IMO): 1) Too little decay on off deed items - mainly ships. Ships last forever and it's been a huge problem, they need to take damage from sailing and from time off deed. Let's face it - even new ships of that era leaked, and had to be maintained constantly. You can't have someone new get into the game and actually make any coins off of fixing/building ships when Shippy Shipmaker has been doing it since day 1 and every ship he makes at 90+Q lasts forever. If it lasts too long it kills the game. 2) Rare but critical damage to weapons/armour. Perhaps when a weapon is used on a target with better armour Q than the weapons Q, the weapon has a chance for a critical break, and vice versa. Too much stuff lasting too long is like cancer to this game. I can hear all the crybabies now... whiners who want their stuff to last forever. Problem is it kills the economy - and all those things everyone has forever BECOME worthless when 100 people have a rare huge axe - it's nearly worthless. I tried for weeks to sell a rare steel axe I made, can't sell it for the imp cost!? That's what happens when the market is saturated. How did it become saturated in the first place? Crap lasting too long. One answer - critical breaks! 3) Too much protectionism. Too much crap is safe with PVE... just because it's PVE doesn't mean that there can't be actions that allow for some healthy adventure. This is a touchy one for a lot of PVE whiners, they want everything to be safe all the time no matter what. Sorry that kills the fun. So here are some suggestions: a) allow off deed / out of house lockpicking on ANYTHING that is locked. Why?.... why no! no ... that's scary for the pve babies. haha. Firstly, it makes locksmithing a viable profession. Secondly it adds some suspense and risk to an otherwise boring perfectly safe situation. Want to keep your wagon or chest out in the woods safe? PUT IT ON A DEED... PUT IT IN A BUILDING... maybe use a BETTER LOCK, maybe you can't lockpick where there are guards - that would also be okay. b) All things that plant, off deed and not in a building should be BASH-able. Again, if you want to protect it DEED or HOUSE it. Is that too hard for people to understand? If it's locked and planted, then it would have to be picked to be opened then bashed down if you wanted to take that container. SIMPLE. Things are boring and too much protection has been given because of baby whiners who can't stand to think logically. No your wagon shouldn't be lockable - how can an open boat be locked? So then they allow them to be locked but that's not good enough? Let's open it up a bit and make sure there is a place for LOCKSMITHS in PVE. 4) Wood. I've said it before and I'll say it one more time, wood needs some love. There is NO POINT in having forestry as a skill. People just cut whatever wood... la de daa.... then use that STUPID hack last bit wood type to change the entire object to cherry. WHY is that horrible? It literally kills the industry for wood, really it's nonsensical. One answer? Objects need to be made of ALL or 51% MAJORITY the same wood to get the bonus for a wood type. If they are made of maple, then last bit is oak, sorry that's not an OAK ship... that's a maple ship with Oak veneer (looks like Oak - but no bonus). Now here come the cry baby whiners again... But it will take forever to get all the cherry for a knarr... it will be too hard.... YES, Yes it will be, and that's the damn point. If everyone has a cherry knarr, then it's not special anymore. Imagine this!!!! If Sven wants to make a cherry knarr, there's a guy who FARMS Cherry wood and stores it.... WHAT? Yeah there is a guy - Sir Cherry... he grows cherry orchards! NO WAY! Furthermore to this, you can't last part seryll a tin sword - this gives the metals a value that can't be diminished. For some reason they thought making it EASY to change the wood from one type to another was a way to stop the crybabies from whining about it all the time. In reality they killed forestry and the ability to make money farming trees and selling items from rarer wood types. Change this before the STEAM launch!!! Well I'm going to wrap this up. In summary, when something is not on deed or in a house it shouldn't have protections beyond what a lock can provide. Allowing lockpicking isn't PVP, it's PVE... something left out without a care becomes part of the environment and part of the fun/challenge. If you're travelling with a cart maybe you want to park the cart at an Inn with either a deed or a building, or near a guard tower. Maybe you want to invest in a good lock! Hey the locksmiths need work too. This makes travelling a tiny bit more risky but way more fun! If we can count the number of skill industries which can make a profit on one hand, we know there is room for improvement in the use of other skills in PVE. Find ways to make all the skills worthwhile and this will increase the enjoyment for all. Stop making everything last forever and EASY to attain, cherry caravels aplenty does not end well. In my humble opinion things need to be a little more realistic for balance to work and to keep the economy from getting to the point that the WO economy is at now. Hopefully someone who makes decisions reads this - fix the root of the problems now.
  3. 4 points
    I've swapped my Nacho to Mag and kept my current Fo. Whilst it is a shame to loose some of those spells, definitely think this will be good in the long run I hope. Take the pain now on tough decisions that are in the best interest of the game and it's vision now rather than after you've brought in potentially 1000's of new players which are much less likely to stick around. I would say it's the best way to approach this in the lead up, and it wouldn't surprise me that we'll see more things like this in the coming weeks and months. You understand right that you're saying that your chosen player god filled the role of all 3 priests that originally existed then in the same breath blame PvP balancing as the reason for this change. The fact you could get one priest that could "do it all" in PvE was not good for the game and was not balanced. So realistically when you break it down, the reason this changed was made is the same reason you find yourself upset. Hopefully in time you'll see that this change will mean that there will be some amount of renewed enchants market within the game since people can no longer do everything with one account. You hopefully in time will see a renewed emphasis on collaboration within the game and peoples priests. All of which was common place before players gods became such a focus.
  4. 4 points
    I really wouldn't call this a PR/Communication Disaster. It roughly went like this over the years: Some Players: "Player gods are broken, please get rid of them." Other Players: "No, we got used to them; it's unfair that we can't access all content with a main and an alt." Devs: "Ok, we are not removing player gods; they are broken but a lot of players would be angry if we did. We want to keep our player base happy, and surely a little bit of imbalance can't break too much" Some Players: "Wow, the devs never listen to us." <Time passes, most of the player base leave, wurm is essentially planning a relaunch> Devs: "Actually, you guys were right. We're going to remove player gods because our attempts to balance them just have not worked and we REALLY don't want that stuff being shown to the new audience." Other Players: "Wow, the devs never listen to us."
  5. 3 points
    So i was trying to fill low book shelf just to find out to my great sadness that maximum amount of books(items) that can be placed is 11 It looks really empty and not very useful for storing books. Would be nice if amount of books that can be placed can be increased as clearly there is plenty more room Also would be nice if we could flip almanacs and journals verticly so they can be stored this way too
  6. 3 points
    Data privacy is problematic on Amazon? Maybe for misconfigured systems... You're stepping into my professional wheelhouse here. I know all about AWS security, data privacy, etc. I'm responsible for ensuring PII is well-kept at work, which far exceeds what Wurm's data is. You can't attribute the debacles with Ring and what they do with Amazon's shopping front with AWS. They may be owned by the same person but they're entirely different organizations with AWS being vetted by regulators.
  7. 3 points
    you mean when my visions of the priest overhaul are coming closer to fruition
  8. 2 points
    Been making some time lapses recently and just want to show them to the community! Unsure where to exactly post, but I hope you enjoy!
  9. 2 points
    I'm the mentioned friend, and I seriously believe that dyes have been broken. Cart before HDR: Cart after HDR:
  10. 2 points
    I'd like to see this brought back: "Shader adjustments: In the coming update we’ll also be adjusting how dyes act with wooden items, if any item is dyed the wood type will not show, meaning an oakenwood cart dyed the same shade of blue as an orangewood cart will look identical. This should help return the vibrancy of dyes as well as make it much easier to colour match!"
  11. 2 points
  12. 2 points
    Ah, I thought as much. Then I only partially disagree with you. The current matters have been heavily discussed over the years between players and devs, but perhaps more details would have been nice. In terms of "valuable ideas", you could always use the suggestions forum.
  13. 2 points
    The points you mention are what happened, you simply disagree with the timeframe given which I get. There's a lot that needs to be done in short timeframes and we're working with monthly sprints. The goal will be to announce what is happening in the end of month update, and then follow through on that. Whether its one month or six, we still expect some discontent, and the only benefit would be longer use of the broken mechanics within it.
  14. 2 points
    I don't see why the dev's complained that the player gods made the old gods watered down and that it is time to return to the lore of the old god. What lore? There really isn't a story or lore in the game, unless you hunt in the forum for it and let face it people are not going to go do that really. Now if there were quests or stuff that told the story in the game, then the switch would make more sense, but there isn't any of that either so I don't see what "lore" the dev's would be wanting to get back to honestly. May be someone can enlighten us since the game has had a lot of features that seem to be slated to be taken out that have been here since the start of the game and are now (over 12yr later) being addressed. I mean shouldn't these have already been addressed if they needed to be fixed unless no one really knows how they actually want the game to function. It sounds like the dev's tried to placated too many players that are not here any more and are now doing the changes since the players are gone. I think they are trying to fix it all and hope the new Steam release will get the player base they want since all the new changes may kill the existing player base for the most part. After all those on Steam will play the game and many may not even be aware of the baggage that came with the game that existing player know about. Basically it feels like they are trying to make the Steam release a "clean slate" and not caring to much about the existing player base. I mean how long have we been gripping about concrete and that still didn't get fixed and chicken coops where ask for for more than 4 yrs and finally got that done but have to have a Carpentry skill of 60 to be made, I mean really 60! I could go on but it seems like the dev's are preparing for the Steam release and not caring to much about the existing players, it almost seems like they are hoping to replace them with Steam people and try to restart the game like a new Grand Opening. I feel like the Wurm Online now was just over 12yrs of testing for the game they actually want to release on Steam. Will we face the same fate as WU, where it will end up becoming to much to keep the original WO and Steam updated at the same time and so they will just go with the new and shiny compared to the old and broken? I was thinking about going to try the Steam stuff but now I am not so sure.
  15. 2 points
    I think his gripe is that Mag has microscopic utility outside of Strongwall itself. And he isn't wrong.
  16. 2 points
    on the topic of saccables, mag and vyns kinda suck. lib can farm black mushrooms which are 15 favor at 100ql each, and you get a whole bunch of them from planters, fo can use cloth squares which can use tailoring imbues on both making strings and making the squares and ends up being a very nice alternative thats easy to make, and any rare+ ones you make have a variety of nice things you can make from them, mags skill is creation only which means its 3x slower than a normal skill, around closer to 5x slower than grinding an imping skill if you're sweet spotting it, it's absurdly hard to raise compared to the other ones. mag and vyn can only use imbues on the gathering of materials for door locks and yoyos, and neither of these things can be put into a bsb, and have no extra value rare+ except as a meal. cordage still sucks until super high skills too, 70 skill 70ql tool+mats gets you 2.18 favor on average,using a 90 skill 90ql tool+mats gets you 6.5 favor per rope on average, 90ql/90 skill fully imbued rope tool gets you 9.2 on average, and 99ql tool+mats 99 skill fully imbued gets you 12.5 favor on average. pre-veggie saccables are extremely heavily weighted towards higher ql and therefore higher skilled characters, whereas chopped veggies didn't have such an absurd curve due to 1ql = 0.05 favor. even with chopped veggies being a thing, many people find casting to be an chore due to how long it can take to get the materials together to do some casting, making it worse doesn't help.
  17. 2 points
    You know i really want to be happy about the loyalty system having the golden mirror and all that but i really cant that post just screams "here is all this fluff to cover up the fact that we are removing something that a lot of people love from the game because a tiny small group of people lost their kingdom on the pvp server due to not being able to understand 2+2=4" With that mentally of "its to difficult to balance it lets just cut it" i just have 1 question whats next in the next 2 months what else will be cut? also jackal any progress for j2 yet anything in the works? or is it dead in the water and going to be forgotten and scrapped now that the cash grab is over?
  18. 2 points
    I had the pleasure of wandering around your deed sometime in the past couple of years. Such an amazing place, really, truly impressive. Imo, needs to be a heritage site in wurm. Best deed ever!
  19. 1 point
    Not sure if this affects all the different wood types, but shows up particularly well with lingonberrywood.
  20. 1 point
    [21:42:16] A horned helmet that inspires respect. It looks dangerous, heavy and robust. This is a very rare and interesting version of the item. Colors: R=210, G=207, B=118. [21:42:16] You can easily make out the signature of its maker, 'Charmander'. A reward from the Challenge server a while back now. Very rare, has been colour runed and rare boned. Cannot be imped Is 99.29ql, some damage taken over the years but nothing major. Start bid 50e Sniper protection 8 hours Minimum increase 5e
  21. 1 point
    Logically, a large anvil would be MORE useful than a small one, but if one has a large (and presumably complex) anvil, it should do everything a small one does as well. It is a pain remembering "which anvil do I use" and having to carry the small one to work it while the large one sits on the floor, as you would expect.
  22. 1 point
    Just a man's cave. Briefing room.
  23. 1 point
    Server launched today but people are already at 66 skill? And why the password? People just looking trough WU servers will have no idea how to join the server
  24. 1 point
    You mean that if a command is put in in all caps it doesn't work? If that's the case +1
  25. 1 point
    Getting rid of player-gods is fine with me. My issue is with saccing items in itself and of course, an announcement that like most recent big updates....came out of nowhere. Some heads up would have been nice to be frank. If it was a split second decision made last weekend, I get but still.... Could we at least standardize the saccing mechanic so all gods benefit equally from saccing veggies ? It wouldn't disrupt the farming market so much, which farmers would like, priests will be happy that they can keep their casting rhythm up, and overall the change would be a bit more smooth. Example : Cordage ropes are high end items really, grinding ropemaking isn't easy compared to say ... just farming corn and chopping it? Just saying there needs to be an equal footing somewhere. Most players in wurm farm, I doubt that many have 70 ropemaking. The loyalty program looks nice. I have mixed feeling about certain items to be honest. But i'll wait until it's in the game to have an opinion about it.
  26. 1 point
    I logged on today with one of my many alts and did a quick /who. [12:39:36] 107 other players are online. You are on Independence (295 totally in Wurm). I remember a few years back how that many of us were watching with anticipation to see that one-liner above read "2000 totally in Wurm". It was back in the days when the regular population seemed to hover around 1700-1800 and it was actually fun to watch the number grow month after month. So, from then to now, lots of new content has been added to Wurm. New items, new mechanics, new maps, new graphics -- lots of "new". I think it is obvious to anyone that adding "new" is not the problem. But every time the numbers swing low, somebody decides its time to divide the population and create a new map, or a new adventure, or a new something-or-other. Now it is a new platform (i.e. Steam). But that has already been done... When are the devs going to realize that the world of Wurm already contains YEARS of content. I am not saying stop making new content. I am saying, Content is NOT THE PROBLEM. I'm saying, stop trying to dangle something new in front of the players in hopes that they wont leave like 90% of the population has already done. If Wurm is the Ultimate Sandbox, and the ultimate sandbox is constantly getting new content, but yet the population keeps dropping, and dropping, and dropping... Something must be wrong with Wurm. My question is, What is it? While I might be able to list a dozen things, I will just mention 2 things I believe are wrong with Wurm. Maybe you can mention yours as well? Maybe the devs might take notice at any trending thoughts among the few remaining players of this amazing game. 1. The TCO (total cost of ownership) is wrong. Devs seem to have the mentality, "We are not going to make Wurm more affordable." Hardcore Players chime in with, "If you want to play the best sandbox ever, you need to be willing to pay for it." Sometimes I wonder what would have happened with Wurm had Rolf decided NOT to jack the price of premium way back when. I know back in 2009 when I started playing, I distinctly remember thinking how awesome it was that I can pay 5 Euro a toon and be able to have more than one so I could experience both crafting and priesting. That was back in the day when $9.95 a month subs were commonplace. I would venture to say there would be more than 295 in Wurm today had Rolf not done that, which would translate into more income for CC and more players populating the lands of Wurm. But we will never know now... They way of almost every game today is to go free-to-play and have a shop for non-pay-to-win items. CC has neither. I suggest a NEW MONETARY MODEL for Wurm. I don't care what it is, so long as it makes Wurm more attractive to new and existing players and more affordable. 2. Toon Trading is wrong. CC allows any of us to fork out a thousand dollars for an awesome toon for sale by another player and there you have it, instant skills and instant advantage. However, CC gets NOTHING, ZIP, NADA from that transaction. There is something wrong with that picture and I will illustrate what it is. Suppose CC announced tomorrow they had decided to offer awesome pre-made toons with varying pre-made skill-sets that could be purchased from the Wurm Shop, ranging in price from $50 to $500. They might offer the Master Miner with 90 mining, or the Master Carpenter with 90 carpentry skills, or the Soldier with 50 fighting skills. What would happen? Current high-level players would totally freak out and cry foul, calling Wurm a total pay to win game. But it is that already, only CC gets nothing and the players get everything. That is not fair to CC in my opinion. I am not suggesting CC start competing with commodity toons on the market today. Rather, I am suggesting CC recognize this pay-to-win mechanic is killing the game and STOP the sale of toons altogether. Cut off the head of this pay-to-win system. Link a toon to a permanent email address or charge a player to change an email address of a toon. Only allow one toon per email address. Ban players who are caught selling their toons. Do SOMETHING to prevent toons from being sold or at least do everything possible to deter it. Can't do that? Impossible to stop the trade? Ok, then, add a mechanic to the game that allows a player to transfer skills gained into a skill-injector type object and make players BUY the injector from the shop. Then, they could sell skills in the game but CC earns money as well. Do something that allows CC to benefit from the toon trade, or else, get rid of it altogether. Those are two things in my opinion that are currently wrong with Wurm. What are yours?
  27. 1 point
    [00:09:13] The items silently disappear from the spirit mansion. You expect them to arrive in less than thirty minutes. [00:09:21] Courier has been cast on it, so it is possessed by some messenger spirits. [78] Thank you
  28. 1 point
    no no no no In third person you cannot interact with your own body. Edit: And by no, I mean that's not how it works at this point.
  29. 1 point
  30. 1 point
    Fully agree. Nearly every time I've ever used Get Info has been by accidentally being off a few pixels in the menu. As Armyskin points out, it's very frustrating to accidentally use up this 1xday skill at a time when it isn't useful.
  31. 1 point
    The Steam launch.... should.... be ready by the time the kids get out of school for summer. But, that assumes there is any resemblance of marketing strategy remaining on the team. Because of that time table, I can't help but wonder if they're trying to make all these papercut changes now to give the dust time to settle with a stable, not so change riddled future.... or if they're trying to run off as many players as they can before the steam launch.
  32. 1 point
    Applications to join the forum moderation team are now open.
  33. 1 point
    I'd hope not, I worked hard on the loyalty system and I'm proud of it!
  34. 1 point
    I only really needs strongwall so will have to be Mag.
  35. 1 point
    I am so sorry to hear it. I hope your stuff is found. In the meantime, if you need anything, just ask us in Freedom chat.
  36. 1 point
    I hope devs know what they are doing, and to drop this info like a side comment in some random topic, that is to slap us the payers in the face.
  37. 1 point
    Better do something quick, cause you are loosing Veteran Players at an Alarming Rate. Listen to what the players want and get some insight before the Game Dies!
  38. 1 point
    Hi, my anchor just disappear. I boarded my ship as commander, I saw the anchor in the inventory... but I did "Rise anchor" as always from the ship and everything was fine. Now I can't moore anymore, I don't find the anchor in my inventory, in the ship, is just disappear... And now I'm in the middle of the sea without an anchor... Please help!
  39. 1 point
    Now I seriously fear what will happen to my rare anchor which is currently in the water holding a knarr in its place...
  40. 1 point
    Seems mooring from inventory still works btw. No damage in over a week on my iron anchor after I re-moored.
  41. 1 point
    +1 Totally agree - heritage site - especially if it is not bought by some rich player.
  42. 1 point
    Afraid so, I gained ptsd after the brief period we were hunting uniques. Not so much the uniques themselves but the people that we encountered along the way. Wurm used to be a mysterious place that I loved exploring and so many people I admired, respected and wanted to meet. Sadly it turned out to be a cess pit of toxic, full of selfish individuals in sad little cliquey groups, most of my friends stabbed me in the back and now Wurm will never be the same again to me. On the plus side I get to take away with me the most amazing thing, a diamond in the rough, Zorana. We met in the game and have both realised that we found what we were missing in our lives. All the proceeds from sales are going to our wedding which is in May. Therefore, I am not bitter, I thank Wurm for what it has given to me over the years and now with the final piece I shall go and live a happy life. I shall do my best to stay in touch with the few that remained true.
  43. 1 point
    if you'll do 50s for the supreme seryll staff cod it over m8
  44. 1 point
    +1. 99% of my uses for this have been accidental ones, had this prevented me from the remaining 1% I would have been pissed because of the wait timer for it.
  45. 1 point
    Well, after 2½ years of not playing WO, I've just bought a year's premium. And, astonishingly, I'm not drunk. Mind you, I am an idiot.
  46. 1 point
    I take it it was his of saying that staff are being censorious. I wasn't exactly friends with Gladys but that post was pretty innocuous, removing it is pretty ironic and not exactly a good look. It basically confirms what he said. Then why does everyone still feel like walking on egg shells when dealing with you guys? Nevermind, I tried to open a dialogue over the censorious practices here and the thread was simply removed and never even acknowledged in the PMs we had following this fallout, I expect this to disappear into the nether aswell. Remember what they say about cutting off a man's tongue though.
  47. 1 point
    Caring about the game is not an excuse to harass developers, players, or break rules. I'm 100% in agreeance that the game nowadays is not like the game was in 2013 because that was six years ago and games change. If the argument is that content is not delivered fast enough then it's an ongoing struggle, most mmo's run with dev teams of large numbers yet we are incredibly small. If it's moderation we work on being as transparent as possible, but considering some players who have hurled rather horrible abuse at staff are still commenting in this thread about moderation I'd say we tend to give enough leeway.
  48. 1 point
    i dont even know why i bother commenting on this thread, since everything i (or a couple of other people say) will get immediately removed and we'll get threatened with a ban RIP gladiator btw but i can do nothing else but agree with @Flubbhere 100% i can merely point out another big thing that the remaining "community" of wurm has to deal with on a day to day basis, while fighting with dwindling player numbers its the random censorship that is being flung into the masses i almost feel like being on an ellen or oprah show, you get a censor, and you get a censor! you cant just silence everyone who is posting something mildly controversial or critic on your game the day will come where you have banned everyone who cares about what direction the game goes and you will be at square one, good luck with that as i said, i dont know why i even posted, probably gonna get a warning or get banned but see this as a legitimate wake up call mass banning people isnt the solution for a healthy game enviroment, especially not if you are close to releasing on steam @Flubbhit it 100% tho
  49. 1 point
    Rant time. My train of thought is at risk of not being the most coherent here. Just my general impressions and realisations of the last months dumped into some paragraphs. But never anything innovative. Just more layers of the same old stinky onion, overcomplicating things more without adding to them in essence. The cooking update was fine but just added more carpal tunnel induction for the few who are into cooking. Then came the fishing update that noone asked for. We got Rifts, which most of the people cannot even attend because of its terrible scheduling. These involve hours of "combat", after hours of travel, and both components are completely mindless. The only reason Rifts got me excited was for multitasking 3 toons on a cart in it. But taken by itself, who would want 3+ hours of "Stand next to this mob and wait"? The combat system doesn't warrant an event like this in the slightest. The trend I see here is that CCAB is completely out of touch with anything a player with moderate to decent standards would wish for. If I explained to anyone that the biggest PvE event consists of travelling up to 2 hours ingame, just to stand next to some mobs barely doing anything for 4, and then returning whence you came, they'd think I'm insane for playing this. And in retrospect, I don't see what kept me except the illusion that the grind will go anywhere some day. But it doesn't. This game is nothing but potential that the devs are unable to bring out. Once you realise this, it doesn't matter how wonderfully grindy it is, you're grinding for the sake of grinding. In between we finally get quality locks, but CCAB took it way too literally, like a genie twisting ones wishes in the most malevolent way possible. Hitching posts are finally in the game, years after it had been simply modded for WU. Still no way to utilise highways for fast travel in any way despite numerous requests, because pressing X and tipping your vehicle with A and D for well over an hour to get anywhere is supposed to be fun? Basically, what is considered QoL, and how it's implemented, is way behind the modding community or, again, completely out of touch with the playerbase, where genuine wishes are ignored for years or finally implemented in a way that doesn't even get confused clapping. Just irritated shrugging about why it had to be this way, leaving one to wonder what bet a dev must have lost to stick to such a decision. And then there's the flimsy attempt to make a new server hoping the landrush will draw new people in. Yes, Jackal. It's barely more than just a new server. There were no new people though. Premium player graphs show there wasn't nearly a dent, so it was just veterans being forced to reskill all over again. This could have hit some mark at least if it weren't just veterans, but news of Jackal has seemingly never left the Wurm Information sphere - if there was ever a failure in advertisement that could be attributed to such a narrow window, other than the general "there aren't enough ads for Wurm", this is the prime example. I don't want to dwell on that dumpster fire any more than I already have since it was the straw that broke the camels back for me, but it's the culmination of all the mismanagement that happens around Wurm right now. Underdeveloped, off the mark in design, and no word to be heard about it outside this echochamber. And of course it was buggy and required loads of fixes afterwards like so many things recently. QA has noticably gone down the drain this year. In this latest instance, with the Jackal skill transfer, some people even were effectively unable to log in and play. This is bad enough on its own, but iIn a subscription based game, that is completely unacceptable. People pay for this time, it's not yours to waste with endless field tests. And on the notion of "this is the ultimate sandbox game": It's not that, either. The building options are too severely limited to hold a candle to anything contemporary. Instead it has this amazing breadth of skills and things to do, but none of them can be put to any actual goal other than what you set yourself. And with a dwindling player base, and the game giving no incentive, no narrative, no goal to aim for anything...what's the point? Before I quit I started a tunnel project but when I thought about how barely anyone will benefit from it because there's noone left to do so at this point...well, it soured this last attempt to keep myself in the game, to say the least. I can do ridiculous projects in sandbox games. But if noone is around to share it with and it's done in the most passive, uninteresting way possible by watching a bar, I might aswell play Minecraft and save myself the cost for multiple characters and a deed, and enjoy many, many more degrees of freedom over Wurm. Apart from romantic involvement, this is exactly what caused the friction to grind down my illusions about where this game (and by extension my efforts in it) are headed. Anywhere but the gutter. I hate to say it, but I start to agree with ol' Gladys these days. Not for his precise reasons, but the sentiment that PvP makes a lot more sense for Wurm as it is is finally dawning on me. There's no proper PvE and I've come to the conclusion that there never will be. And as a sandbox game, it is extremely lackluster. As for something to grind, yeah, it does that "best", because no other game has the balls to make such demands from the player as Wurm does, for good reasons. Too bad full loot PvP in a persistent world just isn't for me, and it's dead here anyway. But if I had any suggestion at all for the Steam release...focus on either one, probably leaning towards PvP. Wurm has an identity crisis between what it tries to be (PvE) and what it originally was conceived as (PvP, this shows in how many skills are still completely moot in PvE). But currently it's doing neither properly. You're probably closer to being a decent PvP game at this point, since the PvE part hasn't really developed anywhere, and with the snails pace development is going, the effort it takes to make Wurm a decent PvE game is likely out of scope since that would require an interactive combat system or better AI and more involved ways to fight it. Fix the PvP meta for Steam, and this might get anywhere. As a PvE game, I think it will just flounder against the competition.
  50. 1 point
    Thank you! i have a few others but i'm unsure of where i should be posting them... Maybe i will just use this thread as a dedicated one for posting these timelapse videos