Rathgar

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Posts posted by Rathgar


  1. I left Wurm years ago, I dont even remember how many, I do remember that Xanadu was kinda the new thing, but there were reports of too much lag, that bled into all kinds of issues, so at that time I stayed in Deli, because lets face it, Deliverance is beautiful (and I had a ton of work invested in the place I built).

     

    So my question is, is Xanadu still a mess, is Deliverance still awesome? If you were in my shoes, would you settle in Deliverance or try luck on a different server?  Or any advice about the current socio-geogphical state of Deliverance compared to the other servers would be most welcome.

     

    Also Im not premium so this is a Q20 post at most.


  2. On 12/12/2021 at 2:15 PM, Tomatoes said:

     


    These two statements actually beg the question of why would someone care - because knowing that information could actually change someone else life for the better as well. My story is FAR from done, however I cannot do it alone, and who knows, maybe my example will be something that will give inspiration to someone else.

    I think a video game forum is not really the place, and knowing video game forums your OP was an invitation to trolling, I am amazed (in a good way) how polite and understanding the community has been with this thread, or how much they have managed to ignore it at least.

    Im also amazed in a bad way, because its always entretaining to see a trainwreck.


  3. On 10/11/2017 at 3:36 PM, Roccandil said:

     

    If someone has -that- much time and money to spend on the game, do we really want to balance the game around -them-? In other words, why deny other players the opportunity for something cool, just because an elite cadre of players has the ability to get the lion's share?

     

    By your logic, we ought to remove rifts and uniques, because these elite players can get more out of them than anyone else.

     

    In short, if those kinds of players are a problem, I would address that problem directly, and not by not doing otherwise cool stuff.

     

    No, Im just saying that your justification for supporting the server was absolute BS, I have very diferent reasons for giving this suggestion a -1 everytime it crops up.  Mainly, we have too many servers already for the ammount of population, and once a server goes online, its IMPOSSIBLE to get rid of it.


  4. 12 hours ago, Roccandil said:

     

    Wurm is all about opportunity cost. If vets are on this new survival island looking for rewards, they're not on the home islands doing rifts or killing uniques, which in its own way would open doors for newer players.

     

    This means it's important that it take a while to reap the rewards of a new survival island, and it should be about more than levelling fight skills.

     

    For example, the new island could be made a place of ancient ruins, such that the special rewards it offers could only be accessed via archeology. This means vets would need to invest quite a bit of time in combing its surface for fragments as well as surviving the nasties that lurk there (which should include Valrei mobs). :)

     

    It doesnt work like that, vets will have one of their high end accounts on the hunting server, and keep other accounts on their home servers. "Vets wont go from server to server killing uniques, they will be busy killing the uniques on their home server" right?

     

    The idea that vets will leave ANY stone unturned is ridiculous and its not supported by what we already see in game now.


  5. 2 hours ago, Gwyn said:

    The irony is that banning the sale of accounts, rather than help the game, might actually bang the final nail in its coffin – Code Club AB would have to give notice before implementing the ban, and in that time window you'd likely see a lot of players rushing to sell their accounts, knowing it's their last opportunity to do so. It could actually end up pushing people to leave the game prematurely.

     

    Dead wrong, it would definitely help the game in the long run.  And in the short term, yes, maybe some of the people who try to make a living by playing Wurm will rush, or quit, or try to sell their accounts illegaly.  I might be alone in this, but I dont mind those folk leaving.  And if in leaving, along with their accounts, it means that newer players get to be in the spotlight, then its a double win.


  6. +1

     

    I absolutely agree, however, I wouldnt block selection, but instead just offer profuse warnings about the issues with the two conflicting parts of wurm. Xanadu for being laggy and too big and Epic for being a test server that ofently is deserted.

     

    57 minutes ago, Eobersig said:

     

    I appreciate that you think about new player retention and that you try to find a way to improve it. That's good!

     

    However, I don't think your suggestion from this thread has any noticeable impact on new player retention. What Wurm may gain by putting new players on an "easier" server it will lose as well. Plenty of new players come to Wurm exactly because they like a more wild and unsettled and "dangerous" server with lots of space. And that's what Xanadu still provides. I do not know whether any hard data exists about player retention rate for different starting servers - and if that data even indicates that different servers have different retention rates. It may well be that Xanadu even has a better new player retention rate.

     

    But that sort of hard data must drive any change. Sorry, but assumptions about what is and what is not are not good enough to justify a change in server selection for new players to Wurm. These decisions can only be based on hard data.

     

    I disagree with you, a new player has no practical knowledge of the size of a server, and most likely wont be able to asses its size untill he has means of mobility, at wich point, he can move to other servers.

    What new players DO know, is lag and frustration, and they are predominant features in Xanadu.


  7. 22 hours ago, lolmaster said:

    That's why WoW is a more successful MMO.

     

    Wurm has no immersion at all.

     

    Yes it is, maybe you dont know what immersion is, or maybe you are so immerse in the game, that you cant tell how every aspect of the game is focused on immersion.  Either way, you are wrong.


  8. 17 hours ago, Roccandil said:

    Been thinking some more about this, and I'm ready to rant. :P

     

    As a new player, I'm here to tell you that the veteran Wurm community, despite all the helpfulness it can provide, can be the game's worst enemy. What I see is that you've forgotten what it means to be a brand-new player in Wurm, and you stomp on any gameplay changes that might actually improve a new player's experience. (I realize there are individual exceptions, and perhaps I'm using too broad a brush, but I'm speaking of what I see here in the forums as a whole.)

     

    For example, I just created an alt, got her some sleep bonus, and then went out to skill to level 10 in husbandry on Epic. Should be easy, right? Nope. Absolute frustration. Since you don't get skillgain unless you're successful, while at the same time it takes skill to -be- successful, the process to get even level 2 husbandry involves winning the lottery. I had to attempt grooming over and over and over to get a single success and thus any skill. (Ironically, getting from 10 to 20 is much easier than 1 to 10, at least on Epic.)

     

    That's insane. Getting to level 20 in -any- skill on Epic or Freedom should be easy. Both from a gameplay and a business perspective, the game should never, ever, EVER put a new player in the position of being so frustrated trying to get skill that they quit before level 20.

     

    Early leveling should be straightforward, simple, and fun, yet due to the horrible creation mechanic, it's often the opposite. And now, the developers seem to be looking at actually fixing that, and what happens? The vets poop all over it. I get that you all are big fish in a little pond. But why are you all so opposed to making the pond bigger?

     

    I'm a vocal new player because I like the game enough to (so far) put up with its foibles. How many people, however, try the game, quickly get frustrated due to needless obstacles, and quietly go find something better to do?

     

    Yet, my fondest memories are from when I first started, and I had the most tolerance for the slow things, compared to the tedium of being well established and gaining fractions of skills a day when you are already high on a skill.

    And the worst moments, have always been creating alts and trying to do something with them, so, without trying to invalidate your perspective and feedback, I have to say that for me, being a new player was great, and making an alt is no indication of what the new player percieves or experiences.


  9. -1 to portals, and most definitely -1 to temporary portals, even suggesting it means having a very shallow understanding of what inmersion and scale is, and how important they are for a game like wurm.

     

    The sailing update was already a compromise between the purists crowd (long travels are part of wurm) and the instant travel hooligans (travelling takes too long for no reason).


  10. I think your heart is in the right place, but I would put my horse in a 1x1 pen with auto-walk on, and tab out to watch a movie while I "train" my horse.  People wont leave the deed more for it, the market may boom for a month or two untill 7speeds become the new normal, etc.

     

    Instead, I would nerf horses breeding, but remove the penalites for those with higher AH to cover the 50-100 skill bracket with positive traits.  Or making 5speeds something that only people with 85+ AH can achieve. (or any other arbitrary skill level).

    +1 to giving AH increased value after 50skill points

    -1 to adding 7 speed horses and screwing balance so that breeders can make extra 50c a month.


  11. Just reading about profit and coins gain as being the end-all of a skill makes me a bit sicks, I think that the purely economical aproach to ANY aspect of the game should be inmediately dismissed, and the proponent shunned, and his house probably egged... maybe kick his dog in the process.

     

    Bringing more end-game, utilitarian, high quality products for skills that dont have any is something I can agree with, but the list of skills you mentioned is not the one that should be looked at, cooking was recently reworked, carpentry and masonry have apropiate perks from leveling them up, you dont need a magical OP club to make high carpentry skill an asset.

     

    its the dumbest aproach to an issue I have seen in ages in this forum, so a huge -1


  12. 19 hours ago, Rhianna said:

    hmm would be nice for established players but horrible for newbies who barely can keep their food and water bars full for 1/2 hour while running form hellhounds, crocs, bears, snakes, trolls, spiders, all giant and some faster than they can run. Without water their stam reduces too much leading to more rage quitting, just think with the low pops this would help to kill this game even more.

     

    On the contrary, I think it would be great for new players, since it adds a layer of inmersion and gives a more survival feel.  But it would get old really fast and would soon become a redundant and boring chore.

     

    -1