GroeneAppel

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Posts posted by GroeneAppel


  1. 1 hour ago, Gunnbjorn said:

    You wipe epic, boot all players, reset all servers and you might as well just remove it entirely.

    You talk as if the reason we don't have many players here is due to the high skilled few that are left. I assure you that's not the issue. When new players show up here we are as friendly as we can be to assist them and hope they stay. 

    This "skill transfer" was 4 years ago, some of us came here after that. 

    Wasnt this the concept of NFI? everyone start on the same level?   within 2 months we had weapons smiths making 70+ql weapons.  3 months 90ql....   then a few were banned for macroing, shocking right.  That sound fair? or maybe players know how to cheat and did so becoming the new ruling class on the servers.

    You bring your skills to epic, so why does removing the folks here make anything more fair? and who needs a new server, we are already spread thin enough.  

    What we need are changes that ALOT of people agree with and this is the place to test these ideas.  NOT the home servers but Elevation.

    Removing Epic entirely would be my alternative.

    You are right of course with the pop being spread thin as it is. Nevertheless splitting north and south was a good idea as it gave everyone a fresh start.

    Yes people rushed to high skill levels as soon as they could and i'm sure some cheated. We've entered an age where people have mastered the know-how on how to skill up, especially with the WU codebase giving out any secret that might have been. Of course some hardcore players abused the initial rush to made hunderds of silvers selling the first few horses and high QL tools. That is all part of having a "mature" playerbase.

     

    However the load of newbies that didn't quit after the pisspoor early performance, all those newbies got the chance to experience the initial landrush. They got to explore actual lands not half flattened or littered with junk. They didn't get showered with cheap tools discouraging from smithing it themselves. A fresh start for the NFI and keeping it seperated from the southern isles was the best idea ever. The few that do complain about that are all part of the original playerbase that have extremely high skills and gear. Even there most were perfectly happy to start over and fresh in a new community.

     

    The same needs to happen for Epic, and this time a reset should properly be done after a while. Just as was intended for Epic from the start. Sure people will cheat and macro, sure some people will rush to high skill levels. However the intial rush will attract a lot of people and will provide loads of fun and intense playtime. Overall the experience will be a blast. Letting people keep their high skill levels will ruin that much quicker. I'm sorry if you have a toon with stats or decided to join late, but it's just not going to work out for you. 

     

    One last note: Cheating is a whole different problem, bringing it up as an excuse against a server wipe is a very poor argument. It's also a completely different subject. Cheating absolutely has been a massive problem on Defiance and NFI, and really needs adressing. Wurm's anti-cheat is sadly non-existant or at least extremely easy to bypass. Sadly considering the changes Defiance brought and the updates it got, I very much doubt this will change in the near-future.

     

     


  2. 1 hour ago, elentari said:

     It's a bit more than harsh. And in case you forgot, Epic was isolated for a long time and dying before the skill transfer. 

     

    The reason we saw so many accounts repremming in the first place on epic was due to the skill transfer. I can assure you our population  back then was unhealthy at best and dying at worst. Having servers isolated from each other doesn't help. We've kept adding servers over the years further splitting the playerbase. 

     

    An item wipe on Epic would be understandable but a skill wipe? Let me stress this again. A person paying for premium on Epic has the same rights as a person paying for premium who plays on Release, or Indy or Chaos, or whatever. 

     

    Tell the folks on Deliverance "hey guys we're gonna wipe your skills after all these years you've invested so much time and money, hoping it will do the game good". I can handle losing all my items on Epic, I wouldn't be salty about that, even though I'd lose a few hundred euros worth of stuff earned over the years. But seeing people who simply wanted to play on the same servers they've played for years under the promise of permanency - which by the way is one of Wurm's defining features - and paying money just to wipe their earned skills, is more than harsh. 

     

    I get it. It's an online game, connected to servers that can always shutdown at any moment. But still, Epic players deserve a better treatment than this. We can figure out some mathematical solutions to port skills as fairly as possible but I can't see how starting over from scratch will do the game any good. Keep in mind a lot of people from Freedom / Epic didn't want to start over on defiance precisely because it would be a further time sink to start anew. 

     

    It was my understanding that the skill transfer existed purely to let people transfer away from Epic, not start playing on it. I'm absolutely fine with just transfering these people to Freedom and then restarting everything. The end result is still the same, Epic gets a full reset.

     

    Comparing Deliverance to Epic is not how it works. Epic from the start was meant to get a reset once in a while, however this never happened in the end. This is the same reason why Epic actually died later on. Things simply got stale and the skillgap got far too large. All those changes tacked on later just made it worse.

    Just resetting items + map on Epic will do nothing. Those high end accounts will just pump out 90ql tools in the first week and dominate the actual newbies, is that what you really want? That is also not what made Epic so fun in the beginning.

    Not to mention, those hunderds of euro's don't apply to Epic. An item is worth as much as somoene is willing to pay for it. Those items on Epic have no more value left in them. Same thing on Defiance, there is no economy and items don't have the same value to them as on Freedom.

     

    Again, the only solution is to wipe it all out and start over. What happens to the remaining people does not matter, but they can't stay on Epic and expect to keep their gear/skills


  3. As i've mentioned before the only way Epic could get traction again is if it got a restart and was fully seperated from the other servers. No skill and item transfers.

    For those wondering: The current portal system where most skills pass over from Freedom to Defiance is one of the major reasons why Defiance is close to dying already.

    There is zero incentive for people to actually stay and grind on Defiance, which has no economy and is far less comfortable to grind on than Freedom is.


    Epic solves this problem with it's homeservers, which offer relative safety and a bit of excitement for casual players.

    However Epic will only be able to succeed if it gets a full rewind.

    Those who currently play on Epic should get booted to Freedom or simply skill/item wiped and that should be it. I'm sorry if that's harsh to the few that still play, but they had the chance to migrate in the past when Epic was on life-support.


  4. 11 hours ago, Carmichael said:

    can we have 100% meditations ticks as well as easier weaponsmithing too?

    There was a lovely suggestion at some point about splitting up weaponsmithing into several skills for different weapon types. The skills together being the same difficulty as weaponsmithing is currently as a whole. That would surely spice things up.

     

    Let me do 5 meditation attempts in a row per day instead of having to wait thirty minutes between one.

    I always miss those annoying timers.


  5. The current p2p model is an old relic not fit for this time, you are absolutely correct on that.

    This game is already extremely niche and adding a prem system on top of that is beyond foolish.

     

    That said your suggestion is not a solution either. While placing focus on a combination of land ownership & skins + cosmetics is likely the way to go, adding another pointless convulated currency system is not.

    Wurm will absolutely need changes in it's prem system to help it survive long term. This just isn't the one.

     


  6. I was going to -1 you and complain about pvp balance, but pets are pretty damn useless in pvp as it currently is.

    10+1 is far too much however. What about 50-70-90 (3 max) and basing it on animal taming.

     

    Or heck, we can go even a step further and base the limit on the creature CR. Something like (Taming/2)/Animal CR

    Lots of fun stuff we can do here!


  7. On 12/19/2020 at 1:01 AM, Platyna said:

    I have an affinity in Body. :) No to mention a whole Thievery tree, that is useless on PVE. I have an affinity in lock picking, I doubt I will ever get a single skill tick in it, I do not PVP.

     

     

    I'm one of those lucky ones who have a stealing affinity on freedom.

    I agree that affinities can use some fixing.


  8. So this thread has been going for a while and we haven't really seen many patches in the last half year regarding pvp or in general even.

    Is there any news on a patch? @DarklordsPeople would probably appreciate it if we had a general idea when a new patch will arrive.

     

    23 hours ago, Gianna said:

    I like the portals because I don't want people to be able to sail all their valuables to Freedom. I just wish Fighting skill and affinities transferred.

    Why not. People right now either log their valuables off or simply don't have any; all the grinding happens on freedom.

    Without portals it's a lot less convenient to store stuff on freedom. Sailing back and forth takes time after all.

    It also adds some value to the items on Defiance, since Defiance will get an actual economy. Even less reason to move over to freedom that way.

     


  9. On 12/13/2020 at 6:18 AM, RainRain said:



    the fact that weaponskill, shield skill and all the other skills transfers over renders the entire point of keeping fightskill seperate moot unfortunately. you can hit 70fs in just a handful of hunting trips

    i personally dislike that people on pvp can swap over to pve to grind, but since the only important skill that doesn't transfer is FS the system has already failed, as FS is hilariously the easiest to hit 70 with

    at least, for now- in a couple of months/years when the server is down to 10 people like chaos i suppose having 90+ fs will be important

    Hunting is superior on Defiance, far more creatures and you get sleep powder occasionly. People hunting on Freedom have no clue what they are missing. The problem here is as you said, people grind on freedom and have their skills/tools/gear there. Why rebuild on Defiance? Portals are to blame here, they should never have been the main linking method.

     

    On 12/13/2020 at 5:09 AM, MaurizioAM said:

    Not sure when the team will realize it, but not having any sort of economy is going to kill Defiance. There is some serious thought process issues by our team im sorry to say, but seriously without an economy and without something to play for there is really nothing to do. Hota by itself isnt the answer, making items easier to imp helps a lot but again isnt the answer, depot is nice but shouldnt be like hota where it spawns and someone wins for getting there first with a bigger group... There is a decent idea i think which every village VILLAGE gets a Depot of items which when protected from the enemy starts to spawn better items. This is just a quick 5 second idea with very little effort but to be honest it would give people are reason to visit every village in game and fight to gain something... The loot gained by attacker should be if they are able to deplete the depot which might have something like a longer timer IDK. On the defender side the more defense against enemy presence increases its loot table that is only removable once every X days. 

     

    Im pretty sure there could be much much much better ideas behind pretty much everything we currently have to play with. This server is already dying and its a shame.  I believe the team missed out on one of the best opportunities that was needed at the launch of this server, but perhaps now to late. Sad that we will be seeing 40 max players at one given time here soon enough. 

    I agree with this. There is no economy on Defiance whatsoever. Of course the overall playstyle differs, and gear is shared within a kingdom/allliance.

    However even outside that an economy should exist. I think this is largely due to the fact that there are no real homelands for the kingdoms. It's nothing like Epic was, where you had many "carebears" playing on the homeservers. Those "carebears" kept the economy going and helped the servers stay alive. Not to mention those same "carebears" actually got to try pvp on occasion since they had the means and opportunity to do so.

     

    The use of portals again is to blame here, as is the lack of proper homelands. The starter islands are absolutely useless here.

     

    On a different note: I feel that the early towerrush also hurt the initial population. Not being able to deed on starter because there was no tower early on was dumb as hell and absolutely not thought out.

    Coupled with people not even being able to spawn on Defiance from the get go helped put the final nail in the coffin before the server even started.

    There's a serious lack of fresh blood on Defiance and it's a massive pity.

     

    The only solution I see for now is to link Defiance to freedom and to straight up remove the portals. Yes this will anger people who like to hop over to no tomorrow, but it will help the overall health of Defiance as curious Pve'ers might actually be inclined to visit Defiance. Even if just for a hunting trip; due to the promise of sleep powder drops. It would also link the economy of Freedom and Defiance and give Defiance an actual economy to boot. The benefits gained would be huge.


  10. On 12/9/2020 at 12:46 PM, Zexos said:

    On the MMO game Perfect World, they had a Teleport system, A Auction House, Mail boxes where you could send items with a fee and you could also set up your own personal shop anywhere in safe zones such as villages.

     

    None of what you said happened on there when I was last playing.  Some people used the Auction House but also alot of people sold with their own personal shops.   It is not an all or nothing thing, even more so if you balance it out.  The main places to sell were the starter cities and the main big city that everyone had to pass through.   You could walk through the streets of the big city and just see shop after player shop.  Certain areas of the city had more player shops then other places.

    So on wurm if you had player made markets on the in game map then people would know where to travel to if they want to buy in person. 

     

    Have an Auction House NPC in certain locations if you really want to cut down on Auction House use, then players have to actually travel to the location to use the Auction House.  That was the case on Perfect World. The Auction House NPC was only in the Cities.  Then people have to travel to the location to use it.

    It was more easy I would say on Perfect World with the Teleport system. Oh and here is something else with the teleportation.  Just because there is fast travel, that does not mean that no exploration will happen.    It can actually mean that more exploration happens because people are able to get to far away places without having to invest alot of travel time.    Then again, you also had to travel to that location first as well to activate the Teleportation Point on the map first before you could teleport there again.  (On perfect world)

    If you want all of the teleportation travel points, you have to explore the world.  That is what I did.  I used to travel into areas with super high level monsters just to add the teleport point and see what the area was like.  Quite a thrill.

    Here is an example of what the Auction House looked like on Perfect World:

     

      Reveal hidden contents

    Auction-House-Listing.png

    You could have something like that here on wurm.

     

    You are trying to compare Wurm to cookie-cutter MMO #2838. Shame on you for even trying to do that.

    Wurm plays nothing like your average mmo. Yes in these MMO's you want your instant gratification and to quickly sell whatever boss you loot you might have gotten, which then quickly drops in price as the market gets saturated and a new boss gets added.

    Wurm is a slow game, where you slowly get your skills, village and gear up. Travelling is part of that experience.

    Localized selling is part of that experience too. If you want your gear cheaper you travel to the center, get the skills needed yourself or just cough up that 20 extra copper.

    Letting people warp around like that would destroy that experience and remove any form of isolation/wildernis experience Wurm has. Regardless if they have to "explore" the area first.

     

    Not just that, but we technically already have a method to get people to teleport. Summon Soul is a thing. Why not pay (or just ask) somoene to have you summoned there?

    And if that's too much, people build road networks for a reason.

    If you want something done in Wurm you have to either pay or work for it.

    Teleportation networks, auction houses and whatever have no business being in Wurm.

    -1

     


  11. 2 hours ago, Middi said:

    Suggested additions to PvP death/gravestone mechanics;

     

    Upon death to an enemy player each item in the inventory of the deceased is individually auto rolled by the game and distributed between the participating enemy player/s and the gravestone. Loot rolls won by participating enemy player/s is spawned directly into their inventories and loot rolls won by the gravestone goes to the grave to be contested during/after the fight.

     

    Just on side note, why is it a construction sound for looting graves and not a digging sound? Change that at the very least.

    This is all fun and games till that 25kg chain barding your victim was carrying spawns in your inventory and kills your momentum because your buddies finished the target off.

    This is also completely pointless as gravestones were initially meant to prevent combat looting anyway.

     

    If you really want people to partially loot a kill in the middle of a fight, then give people a "loot" option besides "destroy".

    Give that option a 5-10 second timer where they get a random piece of equipment from the grave.

    Good if you aren't going to be able to stay around and take your time looting a grave, eg near enemy deeds.

    Obviously one player max can use the "loot" option on a grave at once.


  12. 1 hour ago, elentari said:

    Yes traveling is important I agree. But it should never be forced. If someone has limited time to play, not everyone has time to spare going to and fro marketplaces, just to check prices. 

    If somoene has limited time to play and he made the concious choice to live on the edge of the map, then he's not exactly a smart player if he has a constant need to visit the market far away.

    Your choices have consequences and in most cases said travel can be avoided anyway through the use of mailboxes. Half the reason these marketplaces do so horribly is due to the mailboxes being commonplace. Why travel at all when the tool you want can appear in a mailbox within 10 minutes.

     

    1 hour ago, elentari said:

    I said it in the past and I'll say it again. The only people who are against the AH are the greedy bunch who want to sell their items as much as possible and would loathe the idea of prices dropping due to having more competition on the market. The only people against the AH are that small vocal minority which is really less than 1% of players that have the time to roam around and check 50 merchants.

     

    A marketplace is a location where traders meet not just to get a higher customer base but also it standardizes prices in the long term. If I sell a leather coat for 50 Euros and the other merchant near me sells it for 500 EUros and it's the same leather coat, no one will buy his. In time prices will standardize to something like 100 Euros so the poor bugger can make a living as well.

    On the contrary, an auction house is an ideal breeding ground for a wallmart-like escapade. Local crafters can forget about competing with the big boys when an auction house becomes reality. Unfortunately those local crafters are also typically the poor buggers trying to make some silver. Good luck earning anything when your top tier village can safely undercut you and offer better/more goods than a local player ever will.

    That is exactly why an auction house has no place in Wurm whatsoever.

     

    Wurm is not WoW, or Runescape. Let's keep it that way and never look back.


  13. On 12/7/2020 at 2:05 PM, jaquari said:

    I will be protecting my teleportation idea, everyone tell it is not real and so, but the portals and teleportation exist in Wurm so please do not hate me for such proposition.

    This is a game where magic exist, where you can bless, enchant, also teleport to village you have karma points to do some hocus pocus.

     

    Traveling is fine, but when someone has his place at end of a map, where travel to market place would take him many hours this makes those market places to quickly become empty.

    The idea is to have some kind of fast travel and return. This can be a dragon taxi if you want ;)

    I understand your idea, but it has no place in Wurm.

    Living this far from civilization if a players choice. They have their own benefits doing so.

    In Wurm travelling is a very important part of the game. This is the same reason why good horses are so expensive (on freedom).

    The second important part of Wurm is that everything is to be player made. If that market does not work, then perhaps the idea needs working on.

     

    Not to mention: A market one can just teleport to is not exactly going to do much good for your local crafter.

    Mailboxes already do this in a sense and it pushes the game towards a high ql standard much faster.

     

    I feel that we should avoid pushing the game in this direction any further.

    -1 for your idea.


  14. A decent batch of suggestions this time.

     

    Telescope

    You should refine this one better. What you are really asking for is a new skills with all the assorted bells and whistles:

    Astronomy

    Which absolutely would fit in Wurm. The skill could consist of making new types of telescopes, discovering new constellations, exploring the surface of valrei/jackall from a distant and perhaps even discovering things you as a mortal are not supposed to see.

     

    Fireworks

    This already exists in the form of a gift. I don't think there's any need to make this craftable.

     

    Different religions different armors look

    You are simply asking for more cosmetics/visual differences between kingdoms/religions.

    I agree that we can use some spicing up here, mostly in the armor departement.

     


  15. On 11/12/2020 at 11:30 AM, Gumbert said:

     

    3.20kg of hide for a full set. 5.80kg of scale for a full set, So you would need 32 caches giving hide or 58 giving scale. Yes it may eventually become less exclusive.

    Don't forget that such a set would need imping. A 1ql scale set is next to useless.

     

    The idea is nice +1 as it offers a way to gather more scale/hide after all uniques have been slain.

    The amount of material found can be made random from 0,01- 0,10.

     


  16. On 10/19/2020 at 3:36 PM, JamesSnow said:

    imo the entire priest restriction system needs a rework, at least on the pvp server. i agree that there should be a downside to priesting up, but losing the ability to craft is the wrong way to go about it. this restriction takes like half the content away from players that priest up. it also puts more stress on players that dont priest up because after a loss they end up having to do all of the crafting. 

    I think priests should be able to craft and the nerfs or restrictions should be pvp related. this would make it so 90% of the players dont rely on 10% of the players for gear.

     

    Some penalties or restrictions that i think could work are:

    -20% damage resistance nerf

    -limit priests to leather or cloth armour

    -limiting priests to using one handed weapons only.

    -small cr nerf

     

    I think changes like these would make the pvp server way more healthy and keep player retention higher. im pretty sure the majority of the people who have quit so far are crafters who get burnt out regearing people each fight.

    it would also make being a non-priest pvp viable by being more tanky. 

     

    Short version: pretty please switch the priest crafting restrictions with pvp restrictions/nerfs. priests can cross to harmony from defiance and craft there anyways so the only thing the current restriction does is burn out non-priests

     

    I feel like this route is the way to go.

    That way being a priest stays a rather unique experience, but comes with pvp downsides.

    I'd love to see priests being limited to cloth/leather armor. People would actually have to bother making the stuff.

    Meanwhile priests can do all the imping they want and essentially aren't cut out of half the game.

     


  17. 1 hour ago, Oblivionnreaver said:

    3. Make tamed horses have a boost to this check, so that a tamed horse will have its traits on much more frequently than normal, but untamed horses work as they currently do

    This one is neat but will mess with anyone who wants to bring a pet along.

     

    Just stop with the terrible RNG when it comes to horse traits. It has no reason to exist.

    Just have it always on.

    +1