Dairuka

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Everything posted by Dairuka

  1. And when all the freedom players quit after your proposed Rolf's Lunch 2.0, and all the PvP'ers quit (Because, as I've shown, they do in the end anyways), who is left? Instead of the failed PvP servers telling the Freedom cluster to suck it up and merge together to become easy prey for PvP'ers, how about PvP'ers just admit their way of gaming isn't sustainable? Wanna know why Darkfall keeps resetting, opening and shutting down servers? It's because fresh starts are the only way to keep FFA-PvP palatable, and even that doesn't work because the best players merely find ways to game the system during the early landrushes. Guess what offers similar gameplay to Wurm Online, and allows people to reset the server at their leisure? Wurm Unlimited. Guess where all the PvP'ers went? Wurm Unlimited. What a coincidence! If CodeClub AB was smart, they'd use this lull in the PvP sector as an excuse to do a combat overhaul.
  2. Yeah, sold two batteries for 45s and 68s respectively. One of them even turned into a meme competition. Good times. Considering you didn't join until December 2015, that might be why.
  3. I'm surprised there isn't a derpruka or daikura.
  4. I sincerely hope those of you who are awful at creating and running auctions continue to do so. Your inability to function, makes my auctions much more spectacular, making me look good in comparison.
  5. Designing for Dummies: Extend Winter. Give players the option to turn off winter effects, instead loading fall effects.
  6. True, but it's not widely advertised, and the anonymity is offered through that map's obscurity. I already foresee this map either overtaking or finding parity with the other community map. The anonymity is lost.
  7. I'm not sure how I feel about my island being shown on 18y/33x.
  8. Beware those with extremist views. They care only about being right, not about doing what's right.

  9. We could measure success at 50k. The lowest possible benchmark for size. In this case, this would mean Age of Conan, Runescape and EvE are the only successful Open, otherwise known as FFA-PvP MMORPG game. We could measure success at a 'growing' population. In this case, this would mean there are no successful FFA-PvP MMORPG games. Even EvE has shrunk substantially over the past year. We could measure success at, 'still actively PvP'ing with groups of people larger than 20 at a time every week.' In this case, this would mean Age of Conan, Runescape, Lineage 2 and EvE are the only successful FFA-PvP MMORPG games. (4 MMORPG's out of hundreds of failures. Including... Runescape and Lineage 2... pathetic.) We can change the measuring stick to give each game the best possible chance to seem far more important than it really is, but honestly, the aforementioned games have a lot more going for them than the PvP, which is why they've done so well. Excluding EvE, the PvP in every one of them is notoriously stagnant and often the butt of jokes of their far larger PvE communities. (Sound Familiar?) FFA-PvP sucks the life out of gaming communities. It's most suited for fast-paced action, usually in the form of First Person Shooters, or games with quick recovery times. (Rust, Ark) - MMORPG's tend to be time intensive, which means that every loss costs the losers hundreds of wasted man-hours. This is why the most successful MMORPG's in the past have been Restricted PvP of some form, usually involving a 3-sided Realm versus Realm. Low loss, means a far smaller loss of man-hours. This makes recovery easier, allowing people to get back into the fight much easier. This means more conflict in the long run, which translates to more fun for all sides. People love to talk about the spoils of FFA-PvP games, but they neglect to recognize that they, like all humans are ridiculously risk-averse. Humans tend to remember losses, or fear potential losses far more than they can see the rewards, or even feel the rewards of any given victory. Those of us who take heavy losses as a result of things out of our control tend to take it personally, and a loss of desire or determination quickly follows. It's human nature to quit FFA-PvP games after a severe loss of work, or man-hours. Veterans in every single FFA-PvP game love to complain about patches of doom, or they come up with other false-flag reasons (Balance is the #1 reason.) as to why they've lost interest and quit. Of course, the true, honest to god reason people actually quit a game, is because they got bored. How do you keep people who are actually interested in a FFA-PvP MMORPG game, interested in that FFA-PvP MMORPG game for long periods of time? Conflict. What happens when that conflict fizzles out, and the rivalries move on? They quit. The servers shrink. In most cases the games close. (Roma Victor, Shadowbane) In others, maintenance mode. (Darkfall, Mortal Online, Age of Conan, Darktide/Asheron's Call.) Anyhow, in Wurm's case. The FFA-PvP population here didn't quit because of game-breaking bugs. They quit because they found a better alternative, Wurm Unlimited, and jumped ship at the first convenient opportunity. The population before Wurm Unlimited was anything but stable. Complaint threads about population have been cropping up since Freedom opened up. You guys have always been in the minority, and always been shrinking.
  10. Vindication is a sensation most don't get to enjoy. I make sure to bask in it as much as possible, whenever I'm given the opportunity to. Free for all PvP in general is a sickly genre, predominantly because it always cycles in the exact same way: One side wins, the losing side quits because they lost their hundreds of hours of work, then the winners quits out of boredom because nobody is left to fight. (One side wins, the losers quit, then the winners quit.)
  11. Men who run around in latex batsuits with nipples on the front triggers me. Enjoy your superhero privilege you cis gendered ****lords. Us fluidgendered photosynthesis treepeople are oppressed by your crime fighting antics. Free Poison Ivy you cislord scum!
  12. Team Contracts

    I wholeheartedly support Keenan being taken under wing. His ideas and work in December have helped to save Wurm Online from bleeding out during a time when nobody had any idea how to tourniquet the account loss. Having him part or full time, should result in spectacular things for Wurm.
  13. Poll: Average Forum Posting Wurmian Wealth. Caveat: Liars too.
  14. You two really have the echo-chamber of self-promotion down perfectly. Kudos on finding kindred spirits.
  15. I never said it worked well. It was just one of my jobs. Even a little seed of doubt was a powerful tool. Everybody runs false flag propaganda in EvE.
  16. Agreed. Many of us predicted this would happen, (The old guard funneling out to WU, to be replaced by the new blood.) although were incorrect about December being the bottom of the decline. If Wurm were a stock, I'd stay invested in it, because they're still actively adding new updates on a regular basis. That alone should speak volumes about their own plans on sustaining the game. To date, I can only name six companies out of tens of thousands that has pulled the bottom out of a game that was still receiving regular updates. Only one came recently in the last year, and that was because of a decision the publisher made. (Lionhead Studios) The only time you should ever worry about Wurm Online's lifespan is if it goes into what we call, "Maintenance Mode." Even then, some MMORPG's live long fulfilling lives in Maintenance Mode. So even that's not a guarantee.
  17. It's actually a relic of the past. Wurm faced a pricing increase that was proportionally larger than the claimed reasoning for it. (The tax hike.) This left a sour taste in many of the veteran's mouths, and the wound never did seem to heal. People are using the pricing as a scapegoat for Wurm's current decline. This comes pretty closely after the cries for a change in subscription model. Rolf has actually gone on record in both cases about his lamentation of the price increase, as well as about his looking into the potential of changing the subscription model, but sees enacting either idea as potentially catastrophic for Wurm's growth, and/or sustainability as a still profitable game. (And I agree with him wholeheartedly on the matter.) For the most part, Wurm's gameplay is the main reason people leave - but it's also the main reason people stay. A double-edged sword. Pretty much identical to the problems A Tale in the Desert faces. I'm betting that most of you never even heard of A Tale in the Desert. If you have, I'm betting it was on the Wurm Online forums, posting similarities between Wurm and ATiTD. This also highlights the exact same problems that Wurm faces. A lack of a recognizable brand. Nobody will try out your game if they don't know it exists.
  18. Even when I agree with you, I keep my distance, because your reputation is pretty heavily tainted, and your attempts to seem squeaky clean through intimidation, evasion of points, moderation whenever you're cornered, and follow up picador jabs are slimy and unsavory. On point though, I'm irritated to see how polarized the forums have gotten recently. The cries for a decrease in pricing, and the scare tactics employed from both sides of the argument are distasteful. Hence my desire to bust some chops. Wurm isn't dying. The prices are fine as they are. Lower prices are nice, but they can come at a cost in growth. I'm happy with how fast Wurm is growing and I don't want it to stop. I might be watered down, but that's what it takes to stay a moderate. Extreme positions benefit nobody.
  19. I usually stop when I get bored. I got bored. It's done.
  20. Like all the great haiku's of history, it's missing stanzas. You also took one of the edits that had a syllable mistake in it. (Less growth is bad = 4.)
  21. One thing that I've always wondered is. How do people read a decline, as death? Is this how anybody reacts whenever their stocks dip in the stock market? If you read this, and said yes, I suggest you seek help quickly, lest you end up as a 1930's businessman building jumper cliche. You should look up Apple's stock history, you silly conclusion jumping hipsters. (Hopefully conclusions are the only jumping being done. Seriously, seek help.)
  22. A lower pricing model, only benefits, the existing customers. This could be very good since, Wurm's retention lacks. The downside; lower profits. Lower profits mean less growth, less growth is awful. Wurm needs it's growth to survive. Games sell on merit alone, and Wurm has merit, just piss poor advertising. The general public lacks, any clue of Wurm, and what it has to offer. This is less a failure of, retention; pricing, more: failure of marketing. Of course, this might all be part, of a downsizing, meant since Wurm Unlimited.
  23. A rebate is essentially a refund used as an incentive to purchase something. In the marketing world, rebates are known colloquially as a tax on the disorganized. What you just described requires a lot of steps that far outweigh the writing out a mail in rebate form (Which is used for data mining), or taking your week old second hand game to Gamestop. (Which is a whole other, awful type of scam entirely) Perhaps the most interesting facet of all, is that Wurm's version of the rebate requires a third party (consumers looking to purchase 10 silver on the forums) - and is not in anyway offered by CodeClub AB itself. The value of the rebate is entirely dependent on a third party market, often dependent on how much effort you're willing to put into it. Most will just ignore the rebate potential entirely. Hence the reason we call them taxes on the disorganized.