Victor

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Posts posted by Victor


  1. You're using java and this is Windows only. Shame. I am on Linux, and having this as a self-executing jar file would be wonderful as it seems all other map generators are now out of date. I may have to make my own or find another game.


  2. For my main Mark, I want to buy a full drake hide set. I have a gold, can buy more silver from the shop if need be. Color doesn't matter, but I would like to match. PM Me here or in game (Mark). I am on Xanadu but if they can't be mailed, I can come to you on the old servers.


  3. 1 hour ago, McGarnicle said:

     

    I don't think Victor was advocating for making Wurm a theme park...but rather that the combat mechanic could borrow some mechanics from other games. Currently we already have WoW's combat system, but it is just a lot less intuitive, all of it is text based and it never feels like any actions you do as a player actually make any difference to the outcome (I'm speaking about pve). WoW's combat system at its core is exactly the same as Wurm's....target a mob...walk up to it and auto attack....then you have abilities to use that will make your attack more....however in Wow, it is approximately a 50/50 split between auto damage and ability damage. In Wurm...its more like 95/5.

     

    If the special attacks were redesigned so that you get 1 to start with any weapon and as you skill up the weapon skill another will unlock every 10 or 20 skill so all are unlocked by 70 and then make it so these abilities do way more damage or have a more powerful effect, this would go a long way to making it feel like the player has more control over the battle. Auto damage could be scaled down to compensate. The abilities can be designed to do have a wide range of effects such as bleeding, interrupting, knockdown, increasing hit chance, increased damage, etc 

     

    The excuse is always that we don't want Wurm to become a theme park....but changing the combat system could never cause this to happen. All it would do is make it so people will have a lot more fun doing the things they already do in Wurm.

    This is exactly my point. I didn't want Wurm to become a themepark, I was just comparing their combat to Wurm's. Wurm has it's own charm and niche and making combat more intuitive and engaging would go a long way to retaining and gaining new players.


  4. Okay, fair enough. Take this from a theme-park MMO player. I'm the type of player you probably want to try an attract as there are a LOT of us. We enjoy engagement, even if it's button mashing and waiting for cool-downs. I know Wurm has a lag issue to deal with, so a tab-targeted system would work fine. Let us auto-attack like usual, but have specials we can do (at least 1 at 1 fight skill, more to get as we skill up) that are on a global cool-down. Let me feel like I am making decisions for my character, not just watching him fight. Players like to feel like they are fighting using their characters, not just watching.

     

    I'm wary of bringing up WoW combat but look at how well that game has done, it still has millions of players 16 years later, they're doing a lot right. Combat is the main aspect.

     

    Fighting skill could give base options such as a power attack for extra damage but at a reduced hit chance, or Off-Hand Strike where a dual-wielding character makes an off-hand attack that maybe hinders the opponent for a few seconds.

     

    Weapon skills could unlock moves we could drag to our quickbar as well, abilities unique to each class of weapon.

     

    All abilities could cost some bit of Stamina, so players would have to manage their energy. Perhaps add in some stamina potions or something so resource management becomes a skill.

     

    These are just a few suggestions. I'd be more than happy to help you work on more ideas.


  5. I see that you are launching on Steam in hopes to find new players. That's a good idea. Problem is, as a long time player (and one not playing right now), Wurm will never appeal to more than it does now if you don't change the way combat works. It doesn't matter how much you focus on the UI or graphics. Those are all fine and dandy if you don't make at least combat more engaging. This is too niche of a game to retain anyone with "sit and watch your character's text scroll" combat. It also doesn't matter if combat is a little more detailed at higher skill, no player is going to stick around after the first few months to find out it gets a touch better.

     

    Combat is a huge deciding factor in what players enjoy in a game, and right now, combat in Wurm is terribly dull. You mostly have a crafting game with "watch my character fight" combat thrown in.

     

    Fix combat and you'll get a much better player retention. Older players who like it the way it is are a minority in the gaming world, and if you want to be successful, and even have pvp be something attractive to new players you really need to fix combat. Like now.

     

    Just my two coppers.


  6. 1 minute ago, Brash_Endeavors said:

    I would be very interested in trying this!

     

    Did you know there is available an actual map of the old Golden valley server? (I think "built on" but it should be possible to get a versin of it with no roads/buildings/fences etc)

     

     

    I did not know this.

     

    I will see about getting the server up and ports exposed. I had trouble last time, my router was being stubborn.


  7. Back in the day there was a starting Wurm server called Golden Valley where new players could experience the game with a max skill level of 20. It was made to have very limited "monsters" and the most dangerous creature was a bear. No scorpions, crocodiles, trolls or spiders. There were no deeds allowed save the starter deed.

    I miss that kind of server. I have started my own local server called The Island. Its a very small server, only a map of 2048x2048. Its a sparsely wooded low island with a low creature count and no monsters worse than a bear allowed. Its meant for a more casual, relaxing atmosphere.

    There's no skill cap, but also, no deeds allowed. No priests, no enchantments, no deeds and no guard towers (you could build one, but as there will be no starting deed, it will disappear when the server has to restart).

    This would be a server for the truly casual wurm player who wants to develop their area, live in peace, raise their animals and craft their wares and share them with other players. We'd help each other out and have a real community.

    The ores are double of what they are in vanilla WU, and I am contemplating putting down a Trader so players at least have a way to generate some coin for trade. Of course, we could go full barter.

    Skill x1, Actions x1, Field tick of 8.5 hours. As close to stock Wurm Online as you can get.

    Anyone interested?


  8. 1 minute ago, Blaike said:

    Xanadu is too large. Travel times are too long there. So one server wouldn't work for me. But maybe reduce the amount of servers, but which one's would go.

    Having multiple small servers would have the same travel times as one big one.


  9. With the player-base and population spread thin across all the various servers (I was sailing across Deliverance a moment ago, and 6 players out of 100 total were on), I believe it's high time for a server map wipe and delete all the servers and make a new one, and have only one server. Save all the current characters, and eliminate the 100 item limit in inventory as well as encumbrance limits for that fresh start. Refund current deeds at 100%, as well as "tokens" for placed items player's can't pick up so they can transfer to the new server. Also have home writs that allow the instant saving of the materials that made the house, so they can pop in a BSB with all the materials.

     

    We need this, a new single map for the entire player base. No pvp server, it's a failed experiment. Maybe a PvP zone like the HotA and be done with it.

     

    Thoughts?

  10. Arovia


    Arovia, you have heard of it from mariners. An island far removed from the Freedom Isles. A place where the monsters made their home and no kingdom rules over. The gods themselves have no presence there. It was there you wanted to go, and so you boarded a ship with others and set sail to the east.

     

    The voyage was long and treacherous, and you may well never see your home again, if you survive. But after months at sea, the land was spotted off the bow and the ship maneuvered its way into a bay and lay anchor.

    Putting together a small shack for a port authority, you and your fellow travelers made plans to set off into the wilds of this small island.

     

    Reports from scouts came back as you gathered supplies. Dragons could be seen flying across the sky nearest the tallest peaks. A giant was reported, his head tall over the trees, and worse still, your ancestors could not help you here, as a connection to their realm and the realm of the goods was cut off, so not even spirit guards could be summoned.

     

    There was no help for you here. You were on your own. Will you brave the wilds?

     

    Features:

     

    Arovia is a custom mapped server (2km x 2km) with mods and settings to make even Wurm more realistic. I did research and figured out the general length of time real crops take to grow and adjusted Wurm's crop growth to reflect that. I also set the animal aging to more reflect an average of animal ages, so an animal should live 20 Wurm years or so, so your favorite horses will stick around longer.

     

    Stats start at 19.5, you have to earn everything here. Skill gain rate is 1x, timers are 1x, and there are no deeds allowed, not even a starter deed. It is truly the players against the environment. In fact, without a starter deed and guard tower on it, if you build a tower, it will not last a server reset, so don't waste your time.

     

    Lastly, the gods have no presence here, so no White or Black Lights. No priests means no enchants, so survival becomes even more difficult.

     

    Welcome to Arovia, here you truly earn your keep.


  11. Far off from the Freedom Isles is a land hidden away. A realm that is vastly untouched by man.

     

    Marnevia is a new server that has a 1x timer, 1x skill gain and is stock Wurm in most settings. What I strived for with this server was to create a persistent world in which the game mirrors reality as best as possible within the context of a fantasy medieval video game. I have tried to host many servers in the past, but I never found the mods or settings to suit my needs until now.

     

    General Server Settings:

    • 4096 x 4096 with centralized mountains and a lot of coastal land for development
    • 1x skill timers
    • 1x skill gain
    • Starter town of Haven in the center of the server with deeded clay one can dig, and where you can place merchants
    • Many steppes
    • No PvP
    • 100,000 creature count with an aggressive percent of 30%
    • Deeding costs silver, upkeep is enabled to keep settlements that have been abandoned from staying forever
    • Crop growth mirrors the real world, with a 45 real hour tick
    • Traders start with 40 silver and have a max of 100 silver, so you can sell and get coin

     

    Mod Settings

    • Bag of Holding enchant is available to priests
    • All animals swim while lead
    • Lead animals won't stop being lead while embarking
    • Creature bounties enabled but only for aggressive creatures
    • Creature ageing has been adjusted so that they live for 20 Wurm years on average
    • Crops will never turn to weeds, and give an additional 2 per harvest (to help offset the time needed to grow and to be a bit more realistic)
    • Digging places the dirt on the ground, not in your inventory
    • Meditation always succeeds for skillgain, gain gain an unlimited number of gains per day and only takes 30 seconds to meditate, but gains must be 30 minutes apart
    • When sacrificing, there is a 1 in 50 chance to get a bone instead of normal rewards
    • No priest spell will cost more than 90 Favor
    • Priests can pray an unlimited number of times per day for gain, but must still be 20 minutes apart
    • Players only start with a few basic tools and some clothes

  12. While Wurm Online may need the breeding changes to make miscarriages and pregnant animals die more often, WU shouldn't have that limitation. My wife and I play on a server with one other person and we have animals die or miscarriage way too often to be logical. Please take this unnecessary code out for WU, or at least make it a checkbox for server admins to select if they like.

  13. DELETE


    1 hour ago, www said:

    May I guess that this server sits in an older laptop in a living room and is not on 24/7?

     

    What kinds of players would bring you enjoyment, eremits, talkative, silent, foreign, us or what?

    My apologies. Its running 24/7 on my home Linux machine (6 core processor, 8 gigs of RAM). So no need for donations or shutting down at night or even when the system updates (unless WU gets an update). 

     

    We enjoy social players, but hermits are welcome. We are in the US, but everyone is free to join as long as the usual English in Freedom chat rule is kept.