Silures

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Everything posted by Silures

  1. When you first started on GV I offhandedly mentioned your name to someone I was greeting. By some chance it happened to be Ivan. "Yeah it's my daughter" he said. Twas just one of those moments when you wonder how the hell that just happened, were we talking about girls or daughters at the time? Neither, I just dropped your name out of the blue on a packed GV and we ended up with daughters the same age. Your ol man's awesome btw, glad you still play. I'm always going to say join a big town on pvp whether you pvp or not but I think it's bad timing for that. Epic deeds can come and go like the wind, specifically meaning pmk capitols on Ele (so it turned less in to kingdom making than recruitment drives for raiding). On the home servers there, in theory there should be the sweet spot of other peoples mayhem and crazy drama, news of wars, heroics and skirmishes carried on the winds, vague threats of the huge unknown influencing your every loom action. Is it strong enough for cotton, and BC? We were going to succeed. Cause these prime deeds are supposed to be a bit of palatial (or castle like) entry to some seriuzly Wurmy bidniz.. Chaos was rocked by pmk. You're right, don't ever forget MRC. JK took a smart-bomb and MR was put to the sword. So.. I'm glad to say JKC is survive and someone like you Lily, hope you get to want to play some kingdom style tainted pve on Wurm, if there's another chance that you can find a stable kingdom with a stable town, carry that thought.
  2. Glad that Wurm is automated enough that you can step back and relax. That's what having businesses is about and you've put plenty of time in to get to this point. Don't be a stranger though, it was great seeing you ingame on GV and Ele and on here so I hope you stay involved. Good luck man. "Long Live Wurm!"
  3. bla bla... n00b retention... blah... ..let them mount horses on Epic.. bla blah.. sprawling shanty hellhole.. blah.. sharpen scythe... add fire.. welcome to chaos.. I mean Epic! woo!
  4. Sept 2009 at GV where I kept the alt for over a year just travelling the coast in a clockwise direction and making the occasional house at first light, new dawn and the facepunch village before taking it to Wild as an alt. His stats remain largely the same because he became my main for Epic Lom/JK not long after. Oct 2009 made an alt to take to Wild (where they kill you for your 21ql dirt), joined JK by chance and he's now my Wild fighter/Epic Vyn priest. Saying that, I played Wurm when it appeared online first, spent 1/2hr kicking about and thinking I'd get back on when it had more content. I'd love to have gotten a screenshot from then cause I think one or two names still play.
  5. I'd rely on a new player influx as a solution personally. Upping the f2p perks including the ability to ride horses and several other things they wish they could do, that would be priority. GV had some great player retention compared to the pvp Wurm of today, just to log in and get the survival experience and harsh end of Wurm's learning curve was as special as the prem game itself. Tack GV north of Ele, put a gate at the end of the Tutorial and spread those portals over 100 tiles outside the gate. That's a better way to let newbies have a chance to breathe before they choose isn't it?
  6. Golden years. Bon Voyage my friend.
  7. Dig to rock, sprinkle a dirt every 4 tiles, sharpen pick. Fixed.
  8. I'm sure existing mines could be mapped out and placed as was in a new system on implementation, why not, seems that's the simplest part. The hardest would be what I'd call a proper mine update... Realistic natural caverns with stalagmites, seams, faults, cascades, gas, flash flooding and rare cauldron ingredients. Then we'd have tunnels of variously skilled finish hewn through the punishing mass through legions of ceramic soldiers to arrive at the wyvern eggs baking at the seat of the volcano. Ok maybe going a bit far there for the dev team but the point is our mines are just perfectly square columnar tiles. Is it that a graphics overhaul is too inconceivable to visualise? I think it might be unfortunately as much as it will be a great thing in a future where Wurmians demand cave detail approaching what has been achieved up top. It wouldn't be too difficult to round off the right angles and add more of a debris strewn looking floor but this thread is about multi level mines anyway rather than graphics isn't it. The one big downside I see about that is the detrimental effect on deed raiding. Attackers could either get lost in the labyrinths or not realise a mine is even there that is vital to advancing to the goal. At the moment it's possible to use mines cleverly to vastly slow down a token drain. If this was made considerably harder by additional levels you could forget raiding altogether. The balance is right with our one level, as in no deed security is invincible but the more thought out deeds are a reward in themselves. My view on what should happen to mines amounts to this. The occasional loner type person hears that there are fabled societies existing totally in mines (or this is told as a reason to avoid travelling in darkness lest they end up as food for the pale ones). This of course peaks his dark interest like nothing else has though he refrains from comment. Our hero thinks of how this could possibly be true, how could they live there and why? Imagines the deep world isolated from the pretense and greed and appealing to what is really important as he sips his mead. Late that evening he quietly leaves the light of the little hamlet till the heavy forest meets his step. Through the scarlet heartbeat in his strained eyes he is aware of the hilt cutting in to fingers in a dull message of pain and the shush of the air and she is right there in the black of his vision, as pale as death, globe eyes with their grey dead centres and still some human hair and he is her kill. A sharp thought now and she's questioning and lingering, no longer his death and he has to answer with his timid helpless eyes in a desperate hope to hers before he has to slump in fear. "Are.. are you recruiting?". She peels grotesque worms of lips over needle teeth and hisses a smile at her meal. Another shift and there's something else she seeks behind her smile. For all the brief events and his progress this night, he sees her eyes dart to his neck as he slowly gulps at his future. So that's how your parents met but what I was getting at before I drifted off is that I'd like to see societal constructs in Wurm that will alter the atributes of a player. The guy above would end up resembling a cave dweller himself in a few months, Living off algae, cave fish or surface animals caught secretly and having a very short local signal to surface dwellers and enhanced speed, melee and stealth yet no clothes or weapons. A lot of other ways of life are possible this way from pirates and travellers and their atributes to mermen as another extreme society. I've mentioned this before anyway, apologies for the strange post lol.
  9. Dragons, airships, dwarf cannons, steampunk gliders, winged horses, giant grasshoppers and insects, can't wait, bring the mounts on! What exactly are people leaving outside locked doors they're so worried about? The vertical fence shield has always been a major block to progress, especially to opening up the skies, I hope the still existent vertical roof barrier gets a good solution too by the time it's needed. Crash landing a wasp through somebody's arch sounds good to me as do eventual ariel battles and travel. No one's deed is as susceptible as mine either, pretty sure I brought this to attention after accidentally falling over low and house walls shortly after the update. I see progress here and obviously something new to keep in mind while deeding and playing. Wurm has a lot of water and a lot of air, completely untapped. Feels like a breath of fresh air on the 2.5d to me. Always thought well bred horses should be able to jump low walls, at the risk of death from multiple severes on a bad landing. Still think that is a good idea. The degree of pout in here is ridiculous.
  10. I love the moment of panic when they appear, several years now and I still get that every time lol.
  11. How about just opening inner portals within x hours of HotA? Also is HotA daily? May be better once (or twice) a week to draw more players in with the reward value boosted to reflect that, idk. It would add a lot of intensity and anticipation to the cull too lol.
  12. Ele's forgotton me but she's unforgettable. Here's a few notable memories of Ele for me, a bit of a summary till I left to hunt Serenity and stayed. The leaving from Kyara and seeing who'd come and who we'd have to say au revoir to. How could they stay on Wild after the hype, it was sad but far outweighed by the pioneer spirit which stayed strong for months after, at least in Lomaner. The mad rush to Uprising on the first day via TS to make the PMK. Staring at a desert full of scorps that none of us would touch. Having to grow any cotton and rope from seed from 0 skill so using HCs for what seemed like months. The power lust and eventual undoing at Dragon's Reach of Wossoo's Freedom heirachy. The first hunt for the artifacts and BL getting all the best ones. The Low Manor days and the arrival of the dragon rider. Deeding the red dragon peak and heading down to help a JKE reduced to just 2 fighters. Crossing the JK scorched earth and arriving at a deserted and intact Cauldron with houses and gear intact, just no people. Surviving like an insurgent while a server full of enemy roamed the lands and defending the capital, NT being just a walled in tower. Mich getting prince and grudgingly moving from JKH. The secret life of a fallen kingdom and the bonds we made in tunnel systems. JKE's anomalous little farming citizens oblivious to the weight of enemy pressing on the JK sky. Rolf, on a new toon after swimming from JKH just planting a little deed in front of NT like he was going to catch a few fish, breed deer traits and grow a few tiles of barley on the blood soaked earth. Bloody funny but it brought people in and Lomaner fighters had started to make the same journey I had in increasing numbers. It looked like JKE may stand upright again. Seeing JK slowly recover and fighters steadily join, we'd been praying for it for too long. JK island with a new improved NT and deeds being started daily. I hope the last year was a patch on the first for you all. Feel free if you even remember me on Ele. I couldn't leave JK for Mongols after my run there but I couldn't face the new looming darkness from the north when your huge fighting force left JK so my exit was perfect. A couple of months Wurm break and on my return the thriving JK island with it's deeds popping up was utterly deserted apart from Nathan, the Mongols had been and disbanded, JKE was destroyed again and I thankfully missed the lot. Ele gave me a perfect ride apart from when we lay in ambush to get the crown of might and the red dragon and he skipped a drain. We could taste the glory at NT that day but it was never to be. RIP old Ele, it was equal to Wild in intensity for me, different yet just as good, just my kind of trauma. Good luck on the new map, I plan to be there a lot once my Serenity home is complete. A year in the making so I can never desert it but I'll be kicking about and helping JKE, seeing the game develop on the best server I know II.
  13. That's the best thing I've ever read. Possibly the second best actually, I read a short sci-fi story once that managed to reform physical laws and present an exotic slice of alien existence as perfectly endearing, similarly humorous and worthy of a grand literary prize in a few thousand words. Title forgotten, I occasionally still search for it and fail but iirc the author later expanded it to a full book. I'll remember you if I ever do find that and link it if we're still kicking about here. Anyway, you would be a fine writer I think. "An obscure body in the SK system. The inhabitants call it Earth." Ah, somehow just saw this on an autocomplete list while searching for my lost story (browser's getting too wise maybe). Sci-fi shorts turned in to full books is a hard string to search somehow. Is that the Cashcab guy? >https://www.youtube.com/watch?v=7tScAyNaRdQ
  14. Retain the f2p that starts playing Wurm. Meaning improve the f2p experience, letting them have their own culture that's worth sticking around for, sometimes premming or moving to continuous premmage but not moving on. GV had sustainable f2p. Despite the widespread degradation of the average playing conditions, the community and Wurm itself was worth logging in for. Recreate f2p communities on applicable servers (give concessions) and first time players will find their peers. That sounds pretty straightforward, the ability to ride horses might be the only concession needed to stop them moving on (full armour set worn = +1.1 bc). A player moving on from Wurm is a lot worse than giving f2p some breaks, just the mounting change alone would allow enough respite from mobs to integrate where they would, do ingame work for prem and become as viable as anyone. Most here use other forums. Put "Play Wurm Online" in your sigs... Easy.
  15. Bought this on release but I'm going to wait till the game has loosened up a bit so it's not just docking and missions. The problem is Brabers and co are too stiff with running it and I hoped for more player input. Still, I worked up to a stripped out trader but then lost 80g to one pirate. Put me off a bit for now. Doubt tyhis game will ever die though (unless the stiff control freak dev kills it) so should be more fun in the future.
  16. Reminds me of my place but I was lucky enough to get some Fo made spires to put tiers of dirt against.Couple of suggestions: Keep your slide paths to 38 instead of 40 so you can wall them; If that's a pvp server it pays to have more separate mines that begin and end near each other, it closes off the tiers/areas and makes another mine door of resistance at the buffer area; If you smine above an entrance to under 40 you can effectively drop mounted, so if you put a number of mines above each other on a slope with a -40 tile between, you can ride the lot down in seconds. I leave mine access to everyone too, it stops anyone bashing and replacing these and stops climbers. Great asset for tiered deeds that is, likely no one uses the feature but it's integral on my place; Reinforce that shaft or it may close as a vein, same for the zig-zag mine especially. GJ, sweet place.
  17. Beware of Frox

    Small carts, the rarer the better.
  18. +1 for more stuff but surely the horse is the stand
  19. We can assume the skintones stopped where they did for Wurm to keep a toe or a foot in Viking realism while the the other ventures in to the fantastic, offering the often scarce polytheism, mysticism and mythological and unique creatures. I don't know why work has halted on any new character divergeance for a while, mostly dev time needed on other things but it was a good place to stop for agood rethink later. Now Rolf can try to allot dev time in to how Wurm should proceed in this. Trolling or not, I'm glad you made this thread, it points out that Wurm has choice here. Whether to diversify in to kingdom and PMK specific differences which seems to be what it is doing, equating to a Wurm way of tribalising, even subracing the opposing factions in time. Future growth could have a more real historical take on diversity like I mentioned earlier in the thread, can't really see it happening well but it's possible and could be a great take with a surprisingly good future. The way I'd much prefer Wurm to proceed would be to start focus on other ways of maintaining a society other than the standard build walls, farm field, raise horse game we know and surely love. Gypsy life being the easiest to implement, there have been additions to make this a highly plausible alt lifestyle on Wurm, the biggest drawback being that the servers are more island size than continent, that doesn't really make a travelling lifestyle as romantic. Cave dwellers is one of my favorites, players that have elected to abandon the sky and exist communally in isolated and probably vast cave systems. They'd become grotesque and bug-eyed in time, evade your local outside a 10 meter radius and poach your beef when you won't miss it. Pirate type outposts are sort of possible but it's hardly an optimised system, yet. As a PMK type it needs some meaty concessions on things to be more than another unrealised far off fantasy or the pirates are simply a kingdom. Rolf's outlaw idea had a lot of potential when applied to putting rewards on individuals, from rogues to pirates and even privateers. That would open up the bounty hunting buisiness a bit too, can't be all bad. Dreadpirate KellyT 2G reward for his {Black Heart} to be delivered for [cursing] by [Motala Coven]. Reward open to [all]. Vampires, I can't really see how it would be good ingame in the near future but it does evoke an alternate lifestyle having to exist outside the norm and being reliant on it to survive. On the other hand Werewolves are one of my favorite concepts for Wurm. Seems very easy to implement and would occasionally (like once a month) cause some tension, fear, panic in a good way as one of the server's population shreds up several towns to eat the citizens. 1 per server, massive perks if he can remain that anonymous blacksmith and what a title if you helped kill one. On death or the failure to kill enough citizens someone else gets to be the werewolf. Could even have player trolls roaming the lands once bridges make the game. Oh yeah I got a bit sidetracked. I love period movies, even dramas but I couldn't watch this offering from Hollywood and it's what I thought of when reading this thread. Still stand by my first post but can see the want for the skins.
  20. Skin full of bowls she bowls them. I'm not well versed in poetry but there's one poem I read at school that absolutely redeems the art for me. It was a hazy, romantic poem about a knight in a forest, an absolute masterpiece. Can't remember much else except the beauty of it but I thought it was by Ted Hughes all these years, perhaps some other Poet Laureate. I've yet find it anyway, I will search more.
  21. +1 for more tile variations. This is a good one but I'd prefer it if the leafmould areas allowed it's own types of undergrowth to grow through that wouldn't be found on other tile types. There are a lot of these type of low light requiring plants in nature although that may not be obvious from our familiar temperate forest walks not to mention a huge variety of fungus. There are also plants known for their existence at forest edges which would be another place to add unique flora. As far as how your calculations would work there I'd add conditions for things like natural glades to occur which again could carry unique flora and even attempt to gain a minimum size themselves by overpowering new trees in it's radius. I suppose it's getting advanced compared to the current landscape but how many things are actually possible for the landscape terraforming itself with some economic code to recalculate terrain every so often, even things like tree roots being uncovered by small streams occurring after the rains redistribute earths at the low points, muddy places and temporary pools, gullys and streams occurring. I think of that kind of stuff because I like to think of Wurm surviving way past what it is at present in most ways and really showcasing the columnar tileset potential of it's sandbox in style. Anyway good idea for a desirable new tile there that we would see a lot of. Actually reminds me of the mycellium infected forests where blacklighters have been stationed.
  22. Kids can read? I don't know exactly what Wurm can offer the average 8 year old atm apart from how to fail at everything repeatedly while learning that everything with a set of eyes relentlessly tries to eat you but if Wurm does want to harness the attention of these beings in imaginative ways it would be worth going further with censorship tweaks too. Wurm as a cool social gathering place for the young does seem like a great aim among the many others. Huge potential untapped 'market' there, gathering in an open ended, potentially socially constructive environment where killing is allowed but usually not the primary goal thanks to the terraforming framework. Wurm can involve a wide range of surprisingly intense emotions. Time has shown me that players that start young in the pvp part of Wurm generally grow up to be the best players and leaders in the game, also open minded and rounded but how much a part of that is down to the game itself I couldn't say. I suggested before that the Freedom cluster could be moderated differently for each server, from a simply pvp-free server with almost unmoderated behavior to a Hello Kitty World type no tolerance server where the aim is a perfectly friendly harmonious utopia. Having this server would be the one to introduce your young kids to Wurm obviously unless they're the more boisterous kind. there is a lot of potential though. If a shopping experience could be defined as good for this server without subjecting them to requiring Wurm's hideous grindfest to contribute. If we start getting a variety of clothing not based on types of armour but looking good in the game. If the pet system can be overhauled to to be intricate with a host of new low level creatures with Tamagotchi and preferably Pokemon type capabilities. If some devoted adults can lead the way there scaping, making follies, temples, castles and free stables with kid gloves and an expanded tileset, living the same utopia themselves. Almost sounds better than Kingdom pvp Wurm for a minute... Ok, I snapped out of it now. Well yeah all I see in Wurm is that we have a framework for endless potential. Like some games have mapping and modding tools, we all know the dev rate in Wurm is far from prolific so although it's a lot better now, it's being devd in a general fashion just adding to the framework. A worthy offshoot project like this would have to be community driven or at least a solid, serious and forward moving concept with committed player support. There's nothing stopping parents like the OP realising something like this from concept stage on the forums to realising it in the game. Game modding is hardly new. /future zerg Me? I'm hoping to get a merman character class and sea mounts through concept stage to a point that Rolf can't resist adding it Also got a Wurm life to run and semblance of an RL, too busy for Hello Kitty concept world. I'll also learn not to munch coffee beans at the PC one day or die trying. o.o
  23. I'm very split on this. If, we had varieties of clothing and armour including Moorish and Mediterranean/Near and far east items then it would be a no brainer. Wurm diversity has only just been hatched though so as yet we have a severely limited range of anything to individualise players, this can and probably should be put off in respect to dark-age Alpine realism with a view to diversification. The alternative without the ethnic garb would be an obviously farcical submission to modern multiculti idealism which would have the effect of bringing racism issues straight to your face ingame. My view then is I hope we get the items to racially individualise, I hope it helps form groups even and then let the intermixing and mixed feelings happen, allowing us to sandbox the tolerance rift ourselves Wurm style. Wurm's in a good place to begin roads in to semi real diversification but it should blossom (soon) without pressure. Another alternative is to currently add the dark toned skin tones and enable an off switch on the client . Doubt I'd use it but I'd appreciate having it just in case. When man first fell from the trees there was someone called Goldblatt trying to sell him life insurance they say. Diverse and non diverse societies have always been there. The extent of the white slave trade throughout time puts the accepted negrid version starkly in the shade and historically an alien Mooresque contingent in a northern European setting like Wurm would be under severe threat of ethnic cleansing without compunction. I'll sharpen my maul.