elentari

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Everything posted by elentari

  1. At the moment the only way to add arrows to arrow bundles is to manually right click each arrow - add to bundle. This is more than just tedious. The whole point of arrow bundles is to streamline fletching but the actions to do so are contradictory to that point. Simply add arrow bundles to crafting window so we can add arrows to a bundle please.
  2. THis is really one big issue that is more than just "I can deal with it cause it's just wurm". Lots of mobs are simply put in nonsensical places like trolls or wolves in 3000 slopes which is just dumb. Spiders I get, that they could climb such angles but bipeds? Lots of animals could easily be given some pathfinding limitations, if X slope = this height or more, said animal can't climb.
  3. Not exactly true @Darkelf. Back on Desertion server for example on the Epic Cluster, the north part of that server is basically steppe with many horse spawns. Sail around those borders and you'll find an insane amount of horses that just wander out from the steppe into the ocean, eventually reaching close to the server border.
  4. Doesn't fit with the general theme....personally not a fan of candy cane staves, teddy bear backpacks, bunny ears... Adding graffiti just cheapens the game even more. The more " whimsical" or "joke" items you add in a game it eventually makes the game itself into a joke at which point it turns into pretty much * points at the entire korean & chinese MMO market * ...a cheap fashion show of pay to display vanity pixels until you need the next 4.99 $ dopamine skin. Honest feedback here. I know the powers that be won't give a crap anyway.
  5. I am.... more than disappointed that one of the so called promoters for wurm online is a guy that writes a script then uses a voice generator to make said videos. Seems really cheap and lazy. We can't get real people or passionate wurmians to promote wurm? I do appreciate the work @Armyis putting in though. Good start as a CM, keep it up man. Ignore the toxic players and don't let it go to your heart people want to take out their bitterness over Krister's actions on you.
  6. Welcome @Army and @ Every bitter wurmian out there , give the guy a chance. He's stepping into some big shoes in a very difficult time where we've been disappointed and wurm is in an uncertain place. It's quite literally akin to starting a new job in a mall during Black Friday. You're not gonna have an easy experience on day one. Would any of you like for your first day at work to have 1000 clients jump at your throat? Don't think so. Let the guy get up to speed, give him a chance to learn the procedures, figure out the most important issues to be solved and let him start from there. Thinking back from last night, I'd rather have a person who has played a bit on every cluster so at least he has an idea what it's like than a person who has only played one type of cluster and has no idea about Epic or Defiance at all. To be a little cheesy, I'll throw an upbeat quote from Brandon Sanderson, "The way of kings" book - "Expect honor from those you meet, and give them the chance to live up to it". - Signed, Elentari - a bitter wurmian hoping for some decent communication in the future
  7. So I tried making an arrow bundle...so adding 1 arrow to an arrow bundle takes 18 seconds. Say I want to make a 40 arrow bundle....that's 12 minutes. 12 freaking minutes of making an entire arrow bundle for imping or casting... Guys please.....lower the timer to two seconds sheesh, this is not cool at all.
  8. It is insane. Even more insane considering plate and chain are cheap viable alternatives and scale offers just a small incremental protection above them
  9. Another troll post. Sign of the times. Starve the trolls in game and on forums pls.
  10. Release another Jacklal then or another Challenge server and problem solved . New server, new money, new fun stuff to do WITHOUT dispersing more wurmians over more servers in the long term...enough with the server. It's a freaking travesty steam only brought new people to NFI and none to the under populated SFI servers... There is ROOM. A TON OF IT. Let's make use of what we have instead of opening "fresh new virgin lands" in the hopes 10 000 new players are gonna flock to them. They're not. Seriously we have so many years of data that it shows it's just a short term increase of people but in the long term servers end up looking more dead and underpopulated. Enough with the servers. Quality instead of quantity please.
  11. Yeah I once had a similar error. What I did to fix it was to simply delete wurm but not the logs ( I saved the logs in a different folder then imported them back). Wurm fixed itself this way. Deleting and reinstalling might be the only option.
  12. Everything in the wild is fair game. The better fix, as people have actually talked about this issue in the past on other servers, is to change the horse cap on servers so it doesn't get capped by horses on deed. An example would be this. Say a server has 10 000 mob cap (domestic or otherwise). There are 2000 horses on deeds on said server. No more horses spawn in the wild. Make it so horse spawning takes priority over aggro animal spawns. Aka spawn 1000 wild horses and override spawning scorps, trolls, random wildcats or wolves in the wild. This way new people get access to wild horses and servers can be more balanced. It's better to have 1000 less scorpions on a server and instead have 1k wild horses for people to grab if needed. The fix is there, just needs some number tweaking and inserting a function for horses to "eat" into hostile mob spawn rates.
  13. Can pretty much confirm this, at least in Eastern Europe. It's way cheaper/ faster (about twice as fast) to actually earn money IRL than spend 40 hours a week making and selling bricks. I'd rather buy 40 silvers from the shop than spam items all day. And this is from the perspective of a minimum wage salary here. People with higher incomes can pretty much earn in a day what a wurmian could earn in a month selling stuff in game.
  14. Reminds me of an old saying ' There's nothing as permanent than a temporary tax instituted by the government". Which can go into the idea that if a company does X thing (gatcha approach), generates huge profits, you think they will remove it afterwards? Think they care? If they could milk wurm for 1 million euros in 2 years then shut it down they would vs earning 100 k euros per year from wurm for the next 10 years. Too many companies focus only on short term gains. Gatcha is no different.
  15. If Wurm turns into a gatcha type game, then my only regret will be that I don't have a button to refund my remaining subscription time.
  16. That tik tok made me feel old. Like...for real old. I understand nothing. I feel like Granpa Simpson. They changed what "it" was.... * shivers *
  17. You're pretty much overestimating the impact of rare items in the game. Most rare items have zero or neglijible effect. Things like rare shoes or saddles are valuable but the rest? You don't really need rares. You also imagine that hundreds of players will suddenly flood the market with rare stuff. The market is already flooded with rare stuff after a decade of imping from thousands of players. And again, like many have pointed out you NEED to do a lot of rifts to get one bracelet. And that's a lot of hours involved. Also another thing I wanna point out, you assume that statistically speaking, it's shorter to imp stuff to make rares than going to rifts. Here's the thing. I am one of those cursed players that has improved items about 800 000 times (according to the logs) and has rared very few items. In the past 3 years I have rared the following : a supreme sword, a rare dioptra, some rare pants, a rare useless cloth tunic, and a mish mash assortment of rare bricks, rare clay, and at one point a rare pottery planter. In 3 years. All with maxed deed bonus, etc. I have wasted hundreds of kg of steel trying to make a rare helmet, and I simply gave up. You know what rifts do in their further implementation? They do GOOD GAME DESIGN. They reward players for their EFFORT. NOT freaking RNG, but actual effort. You do enough rifts, you get that sweet bracelet, and that saddle you've been trying to rare for weeks or months will actually become rare when you hit an MOI. That's GOOD GAME DESIGN AGAIN. Player effort = results. RNG is not good game design. I've said 1 million times on these forums and I will say it again. Some people will have the insane luck to make 3 huge rares in a day. Some people like me, that have the journal rarity bonus, deed rarity bonus and have almost 1 million imping actions under their belt have made less rares than people usually playing wurm casually. Also the current system of raring for hardcore players usually implies opening up 5 clients, have them do random imping actions one after the other to ensure a rare after 2-3 hours. That...is a really ###### up system and should not exist in any game. It's an abomination but it is what it is, some people like to play that way. I just thing it's horrible from a game design perspective to allow that sort of thing or even have it possible in the first place. Tl'dr : RNG is bad. Bracelets are good because they actually make rifts valuable again and reward players for their effort.
  18. Player base isn't the same as player sending or income. You can lose 500 players and income could stay the same or you could lose 20 whales and income can drop by 30%. While I do agree the player count is super important for a number of reasons, currently people don't have a lot of incentive to pump money into wurm after everything that's happened and for good reason.
  19. I wish I had you as a boss * sighs *
  20. I honestly don't play wurm for the website lol. It's enough it has forums, a download button for the game and a shop. The rest is more or less unimportant to me as a player. Sure I might get bored one day and just browse it out of curiosity but at the end of the day I am interested in what happens in Wurm. Not saying a good website can't be evidence of professionalism, I really love how they did the Baldur's Gate 3 website, specially how they actually show what the collector's edition contains via visuals instead of text description. ( and no, not shilling BG3 or whatever, but I do like that it's both artistic and practical as a website) But Wurm doesn't have merchandise or a collector's edition, we only need basic functionality for the website with some cohesive aesthetic and that's it. If there's one thing I would prioritize above any type of content in Wurm is communication. I appreciate rifts are being reworked and the content looks promising but I still feel that if we improve communication between the team and the players, it will go a long way to smooth out all the ruffled feathers we have.
  21. I have had people try wurm, die to a troll in the first 5 minutes of the game then uninstall. What wurm needs is good design and not having unkillable mobs threaten you in the first few minutes of the game. This is simply one of those design types that rather makes players quit the game than become interested in it. Are corpse run EVER fun for anyone? Ever? Like in the history of mmos? Doubt it.
  22. Might as well bring it to Epic then too if we earned it on SFI, or vice versa. Since journal goal progress goes both ways, why don't the reward do the same?
  23. Probably contracts? Most likely expalantion. Not uncommon for a company to be engaged in a contract that just makes you lose money, happens incredibly often if they promised to deliver X or Y service for a certain number of years and the penalties to cancel said contract are higher than projected losses by just honouring it.
  24. Thing is... * sighs * The job of a CEO is usually to reassure and increase investor confidence not the consumer part. That's why companies have a marketing / complain / quality control department. Problem is GCG is not a big company so increasing confidence in the investors, while a good thing, can be quite fatal for a product like Wurm when player (aka customer ) confidence is in the gutter at the moment. GCG might try a Wurm rebranding in the sense to change a lot of core mechanics to appeal to the larger game population and they might even succeed in drawing in an influx of new players. But that potentially leaves Wurm to lose the old vets that invested so many years and a lot of money in Wurm. Normally the concerted efforts of a Community Manager + the product manager are crucial to increase player confidence , which I would argument it's badly needed at this point, but the issue is I don't even know if we have a community manager right now or if he/she is even allowed to post without permission. Basically we're in the same black hole of uncertainty and we're just playing out of inertia until we either decide to quit Wurm or still hang on for the hope something will change for the better. We're still in the wait and see phase of things...problem is we've been in that phase for a loong time now, nearly a year and we're still waiting.