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Showing content with the highest reputation on 02/05/20 in all areas
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18 pointsWow. > Want to make the game less spell-spam. > Nerf the counter-spell. > ??? This makes literally no sense. If the goal was to make it less spell-spam, buff/improve Tangleweave. Don't nerf it. This change exacerbates the issue you're claiming to want to solve. Now people will be able to spell spam with indifference. Any spell with a cast time below 7 seconds is now unable to be countered. The cooldown change is fine to try. It prevents overwhelming forces from shutting down the effectiveness of priests on the other side. I can get behind that. The favor cost and cast time increase is overkill nerfs. So instead of balancing around people using spells on in-game models you're instead forcing them to open up the character menu and interact with user interfaces during combat instead of targeting players. This is immediately after the new UI changes where you're allowing dragging a 3D item on the ground into a nearby container. The change was made specifically so people could focus on the 3D world and their combat log to fight instead of having to sort through janky menus and sub-menus. It's one thing if it's too strong - tackle that aspect of it. However, this instead just reverts a QoL feature and creates an inconsistency due to the new UI changes. Why can you drag an item to a container in the world, but not cast a spell on a player in the world? That just makes the game less appealing to play. This completely ignores the fact that a moving vehicle with ping/lagg introduced can easily force a character menu shut at random intervals due to client-server desync. This is a direct nerf to anyone who plays on high ping, making it significantly more difficult for them to heal their allies. There's so many things wrong with this change and it would've been better to tackle it in literally any other way. Furthermore, healing resistance being adjusted on PvP is one thing. I was actually totally fine with healing resistance increasing faster on PvP servers since it was originally designed to prevent PvE exploits. However, now you're saying that it will work inconsistently between enchants and spells? Why would that be the case? It should affect everything equally. Life Transfer shouldn't get special treatment over Scorn of Libila or Light of Fo. This is just another asterisk to put on a mechanic in the game which serves no purpose. Clearly nobody thought about how this would affect people who actually enjoyed Venom as an enchant. The whole reason for Venom/poison to have no glance rate was because it feels better and reduces RNG during combat. Even though it was less damage, making sure that nothing could glance your attacks just felt good. No longer would you swing 5 times in a row and get glanced every time. You would hit for less, but hit more often. Now, it would be one thing if there was some problem where Venom was dealing the most damage and thus overpowered. However, that wasn't the case because the other enchants applied a significant damage bonus whereas Venom had none. You traded raw damage per hit for more consistent hits. So instead of keeping Venom feeling good for those who like it you just end up returning the one combat mechanic they were trying to avoid and shove it straight back in their face without warning. Nice. Anyone with a Venom weapon they invested in is probably quite upset, and rightfully so. This change is nonsense and should be reverted outright. Even adjusting Venom to have a 20% damage bonus to counteract would not remedy this change. A unique enchant which changed how combat felt in a positive way was nerfed to obsolete, and it wasn't even the best enchant.
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4 pointsWherever you ride you will see literally tons of crap fragments left around on the soil. They decay super slow, they very surely make poor server hamsters sweat to do the damage/whatever polling on the servers and they are an eyesore. But. Don't simply raise decay rate on them please; that would make archeology masters' time much harder storing up their valued scraps for later assembly. Rather give the unwanted fragments some use: * we could have new missions requiring saccing considerable amounts of them * we could use them for some miniscule deed bonus increases when sacced * we could even bury a pile of fragments away, maybe giving the chance of dimes like burying corpses * any other crazy ideas I'm too dull to think of.
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4 pointsAt this point I'm not even considering moving away from venom. Not because it's good, but because I cannot be bothered anymore with sudden changes that just happen. I'm exhausted of this crap.
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3 pointsWurm has quite diverse and broad content unlike any other game and that's wonderful but that comes at a cost. A lot of things that provide that contet in Wurm are, lets say uselles in a lack of better word. It's like some things exists only for the sake of existance.. Or they simply don't justify effort required to get them in it's usefulness. Sure some of them are fun doing per se, one like me might enjoy making virtual boose and stocking his cellars with it for god knows which reason, but beyond that there is not much virtual practical use(yeah i know it sounds like oxymoron) to person producing it or anyone else. Wurm is very big pond but yet very shallow and extremly unbalanced PVE game. Speaking to just pve aspect of it because that concerns me most, feel free t extend story to pvp, this post is for your opinions and thoughts on the subject. There are so much to cover so will try to do brief overview on some stuff. For example like i said beverages and producing alcohols in Wurm. Alcohols are convinient for storage without decay, ability to age some of them is super cool(although still cant get why mead doesnt age like it should). But timer affinities you get from them are ridiculous compared to effort to make them, number of affinities variants are extremly small. Speaking of affinities Full house pizza rules them all, and there is no reason to use anything else beside them, so booze needs some other use. Ofc you can get drunk to increase hardness of grind for skill, but with out any visual help on how much you're drunk at moment, for how long, sipping drinks while grinding all the time is anoying micromenagment. Not sure how much people use this, skills i find need for it are metalurgy on which it works but it's pain and chanelling on which i think it doesnt work... Alcohols brings out another useless thing and that are bees, you simply don't need honey for anything, wax is usefull for sealing kits but honey, nope, it's fun to collect it, thanks god it doesn't decay but can't use it for anything, like i said full house pizzas are only food you need to make so cooking is out, mead is one of worsts alcohols, doesn't age, number of possible affinities equal to types of non fruit wood scraps so not much but combined with other booze and some new on condition affinities don't overlap would be ok. They don't effect on fruit trees they polenate, myth is they help with crops maybe but that seems negliaglable to want to keep them on your farm.. Chicken coop, rooster and eggs, again totaly useless, have to refresh seeds constantly for bunch of chickens to get bunch of eggs which serve for nothing. Roosters are not needed for fertile eggs, heck cant even be loaded into coop, takes too long for eggs to hatch, one can argue that's more affordable to keep them out of coop and put grass on piles if you wanna keep them for some weird reason.. Cows, other milking animals, milk and chesse once again not much point in doing it. Can't milk horses, even though some stuff can be made from horse milk, there are no goats, and making cheese as optional ingridient in full house pizza is not much worth unless i'm mistaken...thanks god it can atleast be stored in fsb if you wanna make it for some reason. Champion animals, aside from some extra fight skill no point i them, they butcher for same amount of meat, you don't get anything special for them.. Got tired of writting examples, you get the point i hope. What are your thougts? What else do you find useless in Wurm? Do you think this should be changed and improved and how?
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2 pointsThere are some things that sadly cant be said on this forum because they would lead to post deletion so not counting those, id say the only thing that really is useless to in my eyes is the removal of yoyo's giving mind speed and thus making yoyo's useless everything else in wurm really does serve some purpose no matter how small or big it is but making a grinding yoyo to get max yoyo tricks used to be a worthy undertaking worth quite a bit of silver but we lost that mind speed grind and now we got a bunch more puppets for it in return đ Oh oh i know 1 more thing the whip of one the unfinished feature that has its entity deleted in normal wurm but code still exists server side for it some say it was part of a skill that never got added some others are saying that it was going to be a lib only item or artifact that single item id say would have to be the most useless thing in wurm
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2 pointsOnly one thing to say - as a non-pvp player - THIS should have been posted BEFORE the patchnotes were posted, not AFTER! Imagine you're walking into your favorite bar, ordering your favorite brand of beer and the bar tender tells you it's no longer being sold, because "someone" considered it having too much hops into it. I'm pretty damn sure you'd be upset, to say the least. Yet, for this game, things like these happen all the time. And I'm asking you, WHY?? Thorin
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2 points
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2 pointsPVP Change: Healing has been changed in the following ways: Cure light/medium/severe are only cast-able on wounds, not the body directly when the caster is riding a vehicle on PvP servers only Heal spells on PvP servers now increase resistance at 150% the normal rate This seems a bit unfair considering the amount of time left on the transfer..? This is a fairly serious combat change.
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2 pointsSince there are unannounced priest changes again that are pretty significant can we please get another priest transfer ? Good job on letting us know about the changes hours before the old transfer expires..
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2 points
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2 pointswho asked for the healing and tangleweave changes? where does this all come from?
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1 pointIt would be wonderful if the colorful carpets were changed so that we could dye them. The colors now are rather abrupt in comparison to the rest of the game, so it makes them stick out a bit. The sizes could still be skill based, but if we could change the color, I feel these would be used far more often and they would be more appealing in so many beautiful buildings. Now that the Fine High Chair has been reworked to accept dye with a neutral base fabric, I'm bringing this back up to hopefully get some response. With object placement, we are becoming much more focused on the decor in our homes, and custom dyed rugs seems a natural next step.
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1 pointThis might be a bit much but I would love to have the ability to craft musical objects likes drums, flutes, lutes, etc. and have a bard skill for playing them. Could even add war drums for the PVP peeps. Let Wurmians make there own music!
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1 pointNodachi - Huge sword Katana - longsword Tanto - shortsword Thoughts?
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1 pointWurm Pirate Hats. Ahoy wurmian mates! it has been frightfully apparent, to me, and most of my fellow wurmians, for a long time that the wardrobes and closets have been very empty, the clothing options are very limited, to say the least. i believe its time for a change of clothing! i offer a few ideas to kick it off, ive been brewing these for a while and since this seems to be the season of change so i offer these for your consideration. Pirate Hats there are a few possibilities for this one. One option would be to give the adventurers hat the option to use a string and fold the rim a tailor could do it up to three times and every fold is a different look. the second option would be to add new models and recipes to tailoring skill for a Cavalier Hat and a Tricorn (Pirate) Hat. Jesters cap this one will require a model i'm sure but would love to see it just to add some fun i know one of my alts would ware one of these forever Capes someone else has brought this up here is the link to their post i mean we have the item slot for it and its just filling with dust soooo.....? Priest Robes this image i found was perfect for what i was thinking because the robe would replace the chest item be it a shirt or jacket it would be dyable and seen in this image is a long tabard that is worn over and would use the tabard slot, it is cinched with a rope belt the two items that would need a model is the robe and the tabard because the hood already in game would work for the hood for the outfit already. if anyone has any more idea i encourage you to post here. thank you
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1 pointSo here I am farming.. carrying a lot of stuff and I drag around slowly to next line... but I carry bunch of backpacks with crops etc, and I barely move.... Can we get a run feature to let us move faster but drain more stamina?
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1 pointThough it can really apply to any non-pandemic times too.... A bit of constructive trolling: Challenge here (a tweet) Donate blood, film "the moment", bring terror unto your friends who are afraid of needles. We all win. Enjoy!
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1 pointNew: The title for 100 rake has been added New: The title for 100 Papyrusmaking has been added New: Added /servertime command for easier access of the local server timeNOTE: This will dictate the start and end time of events Change: Tangleweave changes as listed below:Cooldown increased to 5 mins Favour cost doubled to 30 Cast time increased to 7 seconds Change: Added a low glance rate bonus to all armour against poison.It now has a low glance rate but is still consistent and low across all armour types equally Change: Prevented all hitched creatures on PVE from being labelled enemies by village guards Change: Changed rowing boat creation requirement from mooring rope to regular rope Change: Disabled the /snipe feature Change: Changed the colours of butchered Valrei Items and Valrei mission items and their icons to tell the difference more easily:Valrei mission items have retained the bluish colouring Valrei items looted from epic mobs are now reddish in colour Bugfix text: Fixed messaging when finding a Valrei mission item while digging/investigating to more accurately describe the discovery Bugfix text: Fixed examine description of unfinished item parts list:Changed metal item names to âmetalâ instead of specific material Fixed item plurals Use âandâ on last part needed only Bugfix text: Removed âironâ from improve messaging when a needle is needed Bugfix: Fixed mission traitor creatures and trees to keep their glow effect after a server restart, and the effect will properly vanish when they are killed Bugfix: Prevented cave wall tiles being converted back to rock salt after being mined and collapsing back into rock Bugfix: Corrected many item plurals, names of some always-plural items, and adjusted descriptions where needed:Corrected the names of all presumptive-plural items (acorn, wemp seed, etc.) Adjusted the plural names of many items that were wrong, excessively generic (especially important for things like missions), or that could be ambiguous in the future Updated some item descriptions to match, as well as one or two item descriptions that had errors in them Bugfix: Removed potions from the Marks store gift box which are not currently implementedRemoved Ointment of Masonry Removed Potion of Waterwalking Bugfix: Fixed crossing borders on boats to properly eject offline passengers Bugfix: Removed death sound and death notices from creature load location when the creature dies while on another server Bugfix: Fixed items moving slightly on server restarts causing some to move above ground PVP Change: Healing has been changed in the following ways:Cure light/medium/severe are only cast-able on wounds, not the body directly when the caster is riding a vehicle on PvP servers only Heal spells on PvP servers now increase resistance at 150% the normal rate PvP Change: Allowed Black Light kingdoms to have up to 3 Libila champions Client change: The screenshot file format option has been added back into settings with jpg being the default Client change: Reduced default sound and music volume Client bugfix: Fixed an issue when holding alt while placing items on other items
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1 pointDRAGON FIGHT! THE THEME IS CACOPHONY; BRING YOUR FAVOURITE OR LEAST FAVOURITE WURM SOUND. SAWS, FARTING, SMALL BELLS, WHATEVER! WE'RE GONNA DROWN OUT THAT PESKY "THE VENERABLE GREEN DRAGON" AND HIS ROARING! AND MAKE EVERYONE WITH THEIR SOUND ON REGRET DOING SO BEFORE THEN! TIME IS 7PM UTC, SATURDAY! OR YOU CAN USE THIS TIMER! IF YOU'RE COMING FROM OFF-SERVER PLEASE TRY TO ARRIVE AT LEAST 30 MINUTES EARLY: SERVER CROSSING ISSUES ARE EXPECTED! I DON'T HAVE A WHOLE LOT OF PATIENCE FOR PEOPLE WHO GOT HELD UP BECAUSE TOO MANY PEOPLE WERE CROSSING AT THE LAST MINUTE! ALL LOOT WILL BE ROLLED! THE DRAGON IS PENNED AT SOME SITE CALLING ITSELF A BAKEOFF. IT'S HERE. IF I'M WRONG JUST LOOK FOR THE TENTS LEFT OVER BY THE PREVIOUS SLAYINGS! I HOPE TO HEAR YOU ALL THERE!
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1 point
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1 pointRetro's Stream Vynora priests + PvP Medium Bows Washing bowls Cogs That's about all I can think of.
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1 pointI agree with that too. Heck it's a game, items are virtual searching for usefulness is like I said kinda oxymoron. For some people keeping 20 cows and milking them everyday is enough and keeps them happy weater they spill milk imidiatly, let it spoil or seal in barells and never unseal again... Because maybe that person lives in appartmen in cramped city and Wurm is only way. But one of my points is that skills in Wurm are very unbalanced with lot of them being loose knots and dead ends, which can be frustrated for people who love those skills. Blacksmith is extremely useful, can create large variety of tools usefull to him and others, well maybe not that much since everyone is blacksmith but maybe that wouldn't be the case if other skills are more usefull, cheesemaker on the other hand is condemned to uselessness in social aspect, his skills are not needed by anyone, only reason someone has that skill is his own pleasure which is not always enough to motivate... Wurm is a system, a bunch of systems that work together, and unbalanced and inconsistent systems triggers my OCD and annoy me.
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1 pointis the skin going to cover up the seryll part of my longsword i hope not
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1 point
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1 point
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1 pointWhat strikes me about the steam page is that it says it was released in Dec, 12, 2012. This is pretty much a dead giveaway to the people that never heard of wurm, that wurm is an old game and might not even give it a chance just because of that fact. https://store.steampowered.com/app/1179680/Wurm_Online/
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1 point
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1 pointin the spirit of humor i went on a search for "bucket run" on google after looking at a few nautical sailing races pages, i move to images and was instantly greeted with SPARTAN RACE BUCKET CARRY a race in which people run carrying what is obviously a bucket full of rocks whilst traversing a section of a endurance race, see image below so ergo people do run with buckets full or rocks, sand, and/or water IRL....
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1 pointPlease keep discussion directly related to the changes at hand. You're welcome to disagree or offer alternative suggestions, so long as you do so in a respectful manner. Please take creative endevours to other threads. Pandalet (LFM)
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1 pointAs someone who has worked in construction irl off and on since my teenage years a 5 gallon bucket full of rocks or sand is probably close to 70ish pounds. I'd like to see someone "sprint" with one in each hand. I would consider myself pretty stout and walking with a full 5 gallon bucket of sand/water/rock ain't easy lol. My character can carry almost 500kg which is 1100lbs, the current world record deadlift by a human is 500kg and Eddie Hall (said record holder) nearly died from it. Yes this is a game but I believe Rolf said somewhere he would like to keep a hint of realism. Be a good guy and suffer like everyone else and use a cart or horse.
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1 pointoh no i get it now, i mean today i woke up and put my cottoncloth shirt on and my dennimcloth pants and went outside and as i sat on my plasticresin porch chair smoking my tobaccoplant cigarette i thought to myself that his pinewood deck i sat upon could use a little fix up.....đ
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1 pointPicture of the day Knarr island is a part of Grizzly Traders on our server Novus and consists of an awesome main building with 25 knarrs of all wood types parked around. A very creative building.
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1 pointOkay Retro.... you attempted to explain the changes (albeit poorly), so my questions are as follows: I would like you to elaborate here. What "spell spam" is a problem? Pillars? Healing spells? Direct damage spells like shard of ice? This is an unobtainable goal. You could nerf every single spell into the ground, and dedicated PvP accounts will all just become Magranon priests for the 25% damage buff. This is the reason people go Mag, not for uber powerful spell casts. Who is "we"? What two three people think they know what the entire PvP community wants? I'd seriously like to know what qualifies you to know what changes are needed for PvP, based on a freedom spar in 1v1. Also before the priest overhaul, a boat captain could take his foot off the gas, regain stamina, then continue sailing. The resulting change to your precious sailing update is that boat commanders are SUBSTANTIALLY more vulnerable to all attacks (even archery) because their ability to block attacks with a shield are 99% compromised once they have run out of stamina. Go to the skirmishes thread and watch Ciray's recent video that shows multiple players dying to archery in under 20 seconds on a knarr. Easily circumvented by rotating personnel. This does nothing to solve your issue. So...the answer to spell spam in your mind is to reduce our ability to stop spell spam? Clear as mud, got it. Vynora is, and should be, the epitome of "spell spam". Shard of ice, ice pillar, damage spells.... it's 100% all a Vynora priest can do (that isn't doable by every other priest, that is). Zero PvP utility spells, no healing spells, and coupled with your recent "unification" of spell damage types, Vynora priests bring NOTHING unique to the PvP table. Your PvP changes, as you can see from the responses in this thread thus far, share little sentiment with the members of the PvP community. I place no value whatsoever in your opinion of necessary changes for PvP, or even the game as a whole, and it boils my blood to see sweeping changes made to a system that is FINE the way it is. Stop catering to the needs of your friends and start thinking about the community as a whole.
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1 pointNext patch: * spell casting is disabled once your /lotime is greater than 1 minute BOOM! All issues sorted. No more spell metas in any fights. Everyones back to old school banging and sponging.
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1 pointFrom my testing with a 103 venom weapon, glance rate was around 20%. if i was to use a salved fa/fb weapon instead i'd have 25% glance chance against leather studded leather chain and scale, and 35% glance chance against plate and drake, all the while doing 33% more damage. you've made venom a 100% meme spell and i congratulate you for completely ruining it solely because archaed lost a spar. Literally nobody was using venom in pvp anyway lol You can still use focused will to do the same thing. Mag is now a better healing priest in boat fights then the actual god dam priest dedicated to healing.
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1 pointCrafter update Download Added restricted materials list, found on the management screen. If left blank the Crafter will accept all item materials as usual, if not they will only accept items made from a material that is on the list. Added single_crafter_skill option to .properties. If added and set true Crafters can only be assigned 1 skill, instead of allowing multiple. Already placed Crafters will continue to finish current jobs in other skills, but will limit all new jobs to 1 skill. Which will be the "first" skill in the order I use in the mod, it can, of course, be changed if it is not what the owner wants. Tagging @Cley
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1 pointI just really wish I knew where this came from. No one wanted this, it wasn't discussed, and it simply just doesn't make sense. I really would like to hear some developer or community relations feedback on where this stemmed from. Pvp is just now reviving and I'm loving it. I'd really like it not hit by a shovel if they keep this direction thinking they know better for what the community wants. Really not trying to complain. I just thought Wurm came long way on taking feedback and suggestions. I guess how this is handled will decide that for me.
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1 pointLogic Rope can be used to drop down a single border, whereby if long enough (20 dirt gradient for single rope, + 15 for additional attached rope) a player at the bottom could climb/be pulled up. One person at the top initiating, one person at the bottom reacting. Rationale The amount of times I (early on) died from falling into a pit, or digging at too deep a gradient, then lacked the ability/stamina to get out. That horrible day I resigned 2 years ago because some high level player trolled my mines by clashing them, whereby I fell some absurb value down with no hope of climbing out. The ability to hoist someone sneakily over a wall, or up a steep plateau instead of walking ten miles around to reach him. Mainly because I have an irrational fear of falling into pits now.
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1 pointaww hell yeah Stanlee is the hero wurm didn't know it needed. THANK YOU for all of these public slayings!!
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1 pointMan oh man.. forget the free faith transfer I want a free PMK paper since Libila is op again
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1 point
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1 pointQuit Nerfing Healing D A M M I T. Hard enough to want to go and learn PVP and now you Nerf Healing even more. Knock this crap off whoever is thinking it needs done or your going to drive off one of your long term player. I have had enough of the healing nerf bull crap. Somebody is listening to a very small minority and it needs to Stop and STOP Now. You try this crap or apply this crap on Steam Server and you might as well quit the development now. Keep pissing the community off, were going to find new games. Sounds Like time for me to go play Gloria Victis awhile, they have great combat, maybe you should look and learn from it.
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1 pointRIP this changes hours before the transfer goes away. Would defo switch from FO now but wont be able cause of work, where did theese changes come from btw? I guess i missed the discussion about Tangleweave being op, and Fo priests healing to much. Would be fun if the PvP community actully where involved in any kind of way, or atleast asked about what they think before changing things in the dark.
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1 pointWhat was so terribly wrong with Tangleweave? Actually it was the fun counterspell in PVP - the one which gave some great interactive fight option to a priest.
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1 point
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1 point(From today's bugfix) Client change: Reduced default sound and music volume It's like they heard what you were plotting, Stan...
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1 pointOk, i have to say these priest changes is the direct opposite of what the game need. We need to make ppl be able to live longer in fights, not the other way around, nerf overall damage instead. Please reconsider that change and reverse it asap. This will make pvp even more hit and kill fast. I beg you with all my hart. DO NOT DO IT.
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1 pointIf you share your account with 2 friends in other timezones and summon there with priest, tag 20 points (tagging still works you're not doing it right if you're not getting points) then summon back to boat you can do the goal in a few months with like 5 minutes spent per rift. that's only part of the problem and doing 100 rifts isn't long time commitment to the game, its long time commitment to RIFTS. majority of the goals let you choose what you want to do they don't force you to do one thing, and the ones that do are usually the ones people complain about (fishing, archeology, cast a rite, 70 prayer, rifts). for the improve tool/weapon/armor, they don't give you one item to imp, you can choose any from that group, the meditation path one isn't "get level 4/9 in knowledge, its 4/9 in any of them, you can choose your skill to get 99 in, you don't have to kill a certain unique, or a certain mob, or do a certain type of mission, you can choose any from that group. with rifts, you have to do the time locked rifts, you can't do rift camps, you can't go to jackal and do the camps there, there's no choice. Pretty much all the goals bar like 10 of them are things that you're going to eventually do over time not grind out, but If you don't like rifts you're either going to spend over an IRL week of time to getting this one goal done and burn out or give up on the journal completely. Comparing time spent in one goal vs another isn't a fair comparison when one is just normally playing the game and the other is time actively spent on one activity that you have to go out of your way for.
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1 pointI decided to resign from the Wurm Online development team. This was not due to any specific event, but instead a much longer sequence of events and general disagreement with deep-rooted policies in place for the Wurm Online team. I joined the team to make progressive changes for the game, and fix long standing issues with existing systems. The priest rework was a major accomplishment in that regard, overhauling a major system of the game into a much healthier state. However, I truly feel that the most significant issues with the game cannot be fixed through code. The common theme between everything that caused my resignation can be traced to one aspect: Communication. The first part would be development communication to the players. Certain features and development goals are kept secret with poor reason. Major changes can be implemented with players reading about them during the patch notes while the server is down. Without going into detail, Tower Chaining was one such feature that was nearly mishandled in this regard. This type of secrecy in the development leads to anxiety for players. What is the future fate of Epic? Should players continue playing there? If they place a new deed on Elevation, is there a possibility of the map being reset shortly after? How much heads up will be given? All these questions stem from the fact that there is no official statement for plans on the future of Epic. Everything is being done behind closed doors and leads the community to speculate. The players donât know if thereâs a plan for Epic at all. Making sure that content is complete before announcing it is one thing. Leaving the community in a state of anxiety without giving them something to look forward to is a whole different beast. There doesnât need to be a set date, there doesnât need to be a specific timeline. If something gets delayed, there was a reason. State the reason and trust the community to support it. Everyone in this community just wants the game to get better, but get kept at armâs length due to fear of having them bark up a storm when something doesnât get done. If you communicate clearly, and speak to your players like youâre having a conversation with a human instead of calming an angry consumer, youâll see a much better response. The second part is an extension of the first, which is constraints imposed on staff when it comes to communicating with players. It was very recent that I received a discord PM regarding someone wondering who they should contact in order to report someone. I asked in the general staff channel if there was anyone around who could help this player. It got resolved, but not without it being made clear that type of communication to players is frowned upon. The expectation, being a developer and not someone who handles moderation, was to not respond to the inquiry at all. This is just a recent example, but this dates all the way back to when I first started. My communications with players seemed to have gone under incredible scrutiny. I remember instances where I was urged not to join specific chat channels or discord servers. I remember getting an absolutely insane amount of flak for appearing on stream without proper notification ahead of time. I remember reporting an issue and being told I shouldnât even be bringing it up because itâs not part of being a developer. I remember having an exploit reported directly to me, bringing it up in the development chat, and then being chastised for having handled the bug report directly instead of redirecting them to the forums. These events all added up seemed to have painted me as hostile in the team. Like I was somehow breaking the natural order of things or overruling someone elseâs duty. If someone comes to me with an issue, I shouldnât have to judge whether I should attempt to resolve it or not. I shouldnât be expected to ignore the message entirely and give the player no direction. Players have no interest in jumping through hoops to get something done âcorrectlyâ - it should just get done. These artificial restrictions, whatever purpose they serve, do nothing but harm the players in the long run and make players reporting issues excessively difficult. The final part is communication about GM actions to the general public, and even the players who are subject to the actions. This has nothing to do with GM rulings themselves. Instead, my primary point of complaint here is the communication to the players and general public when rulings are made. The lack of communication allows the players on the other end of the ruling to spin the narrative to paint corruption and bias into the decisions, even if they are not present. This dates all the way back to when Propheteer was banned and there was only the single statement made about it. From the GM team, there was no general statement as to why one of the most prominent players in the game was banned. Instead, it was handled behind closed doors and Propheteer was able to release his own statements to the player base, spinning the narrative to suit his perspective. If a clear, informative statement was made saying âPropheteer has been banned for this reason and this is the evidence we have against himâ the whole situation would have gone much smoother. This translates to all decisions. When a PvP ban or raid ban is announced, itâs just announced then lifted some time later. Updates on the progress and expected timeframe would help settle the minds of players. Updates similar to âThe bug has been found and fixed, and will be patched in the next update. When the update is live, we will ensure the bug has been fixed and lift the ban.â You can even provide non-committal ballparks for when that is. âWe expect the update to go live later this week.â If it doesnât happen, again, like stated before: You have a reason, just state your reason and trust the community to back it. Finally, this should extend to investigation process. Both sides should be heard during a dispute. Too many times have I heard of a player being punished without anyone listening to their perspective of events. Truth canât be known until both sides are heard, and you can figure out the actual events that happened. For some reason, the players being accused are considered hostile and are never contacted to hear their side of events. GMâs should serve as mediators between players, not executioners of justice for those who do something suspicious. With all of that said, these arenât the only reasons. Certain events that Iâm not at liberty to discuss were also part of my decision. I truly respect the current development team and feel they have the best interests of the game in mind. However, improving the communication and winning your community back to supporting your efforts should be of paramount importance. I wish the best of luck to the future of the game, and hope players enjoy the content Iâve worked on. Itâs been a great experience and it pains me to leave, but I feel that the work I do was being consistently tainted by policies and decisions outside my control.
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1 pointIf temple builders don't come to my thread, i come to them! This time it's the glorious Cathedral of Constantinople built by Eyerobot, i presume. 6 1-tile-wide bridges right next to each otehr on 2 different levels. Spectacular. Can you even build bridges like this now? Now this was supposed to be another screenshot of the cathedral, but a silly walnut decided that it's its chance for a fotosession.
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