Tritus2

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About Tritus2

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  1. Did you add up the total QL using a calculator? Good luck with the sale though
  2. Uselessly overly generic thread when; there is already a whole forum dedicated to constructive suggestions. This thread only duplicates the whole point of the entire forum and obfuscates its ability to do that by ambiguating where and what to post. It has already been suggested, by me as it happens, that suggestions be categorised prior to posting in order to help the devs responsible in those areas see what suggestions have been made, not to mention reading through relevant suggestion posts - which often allude to bugs that the 'suggestion' is meant to help correct. If this thread did what its title implies it want to then it would propbably be titled 'What Annoys You About Wurm?' since thats about as far as the majority of players get to explaining what would make the game more appealing. .. Most of what I have read above are just suggestions that have been posted in the wrong(?) place. What Would Make The Game More Attractive To Players? I havent been through the tutorial in years but its clearly still inadequate - even though it was a pretty good start when Enki(?) first made it. I still think most new players still feel lost and would not feel so lost if they were pointed at the wiki from the outset The wiki still needs a comprehensive new player guide that actually deals with the issues that new players face (I dont believe any of my own numerous attempts are actually good enough to do what I think is needed) Integration of the wiki with code documentation would be fantastic, assuming you document your code (I never did document mine very much tbh), since then changing the code might append a line to the wiki page saying that the wiki page might be out of date I live near The Howl (Independence) and its really obvious that new players dont actually know that CA Help is there to help them so maybe a dialogue telling them what its there for or a more strongly emphatic dialogue (if there already is one) making sure that new players know what CA Help is for. My feelings are ambiguous here - but maybe merge all Freedom chats and bring back CA/GM moderation? I think for new players that having two Freedom chats is maybe confusing and that one chat to rule them all might convey a greater impression of player population. Tag players with the server so that they realise they are not on a simple game but one that has cross server chats and activity? I did see a post on Steam integration and I think a higher profile in mmo circles would help make Wurm more attractive. Impalongs always bolstered morale but are actually detrimental to the game if you have them more than once or twice a year. At the same time some type of ingame event that was just a morale booster would help players feel good about the game. In that context, I think maybe skill based competitions that had some reasonable reward (@Rolf) would encourage people to like and talk about Wurm more in an out of game context. I am not suggesting 50s prizes but maybe the chance to earn a free month of prem or a free deed contract? Eye/ear candy is always great to have but hardly essential to the game and whats draws us to it. Some incentive to make people see the game as more than a personal skillgrind might make the game more attractive. There does not seem to be any actual incentive to make a village anymore ... Its all one big landgrab so that you can protect the space you want to use to support your own personal endeavors(?). How about a village has a cost and a benefit again? More than one starting member requires an upfront commitment and a definite benefit? (I know I am reaching there, but this aspect seems to have gone from the game). Bughunt? Yep no bugs is always a good thing. I dont actually see or hear of many inggame atm, but I have heard of a few that are system/hardware dependent. I would clean out some of that and tighten up any old code that I knew I hadn't touched for a few years. A 'clean' game is always a nice game. I dont see a lot of dirt in Wurm though Personally, I think that a huge server that could accomodate the entire Freedom population would remind people of the fact that Wurm was one of the first open world games that had a big landscape. In the same vein, new servers have always brought back old players and encouraged new players so I think this has always been an attractive to the player base. Not diluting the game's difficulty will definitely appeal to a growing number of people who have been playing mmo for years and are increasingly fed up with being spoon fed from their own kids nappies/diapers!
  3. -1 No, because you may not be intending to extend your own premium time afterward, for whatever reason you might have for not doing so. In any other game, you buy premium time for N days and you get prmium time for N days. If someone else wants premium time then that premium time gets paid for. I do agree with being able to gift people with premium time via the Wurm shop. Wurm is very different from many other games in that it even allows you to pay for premium time with ingame currency. But Wurm is still a real world business and has to exist as such. The fact that Rolf allows players to play the game by dint of their ingame efforts is already a big concession to the real world financial issues that he, as a businessman, has to deal with. In fairness, it also indicates that he was years ahead of his time in realising that having the extra players that that causes Wurm to have would be and is beneficial to the game both for us players and for the business itself. Anyone who plays Lord of the Rings Online knows that that, also hugely successful game, has the same ethos of allowing players to earn their right to play by right of their contribution of time and effort to the game and to other players. But we cannot expect any business to simply give what it produces to anyone for free. Otherwise who would pay their employees? The charity for stupid businesses that dont live in the real world?
  4. -1 TLDR? Learn to read We did actually have a server vaguely resembling what you want. That was MRH. Premium only, same basic rules otherwise. MRH did actually work fairly well and I did like the general idea and the people I was playing with. MRH did well fairly well as far as the ingame economy went for players. In some ways better than the open PVE server (JKH) did because the players were all premium and buying silver. MRH did do well because it was not overcrowded. MRH had one relatively huge downside. The player population was very low after the first couple of months. Many players left both before then and even more after then, because the player population was basically too low for the social environment they wanted. IE they wanted more people around than were around. MRH had several incentives for dedicated players, one of which was that you could mine ore of any quality - not possible at that time on the other PVE server with was capped at QL 50. To answer you more directly (from my point of view) .. You basically seem to want to do away with the Trader concept which, in fact, no longer works quite the way it is perceived to do. Traders are not a great way for a player with lots of cash to invest initially to get a free ride afterward. Just before or just after MRH was created, the Trader system was revised pretty radically so that Traders really only got good income when people were buying lots of deeds. As elder, and for a time mayor, in my village on MRH (unless they have radically changed Traders again) I can guarantee you that even when you have a brand new server with an incoming population of 150 players, almost all of who are buying their own personal deed even when they are also villagers on a larger deed, that the Trader does not actually get as much as some people think it does. I think, on the first king's courier delivery, that Kallana Verde's trader got around 28s (it may actually have been 18s but could have been as much as 28s). To my knowledge, there were at most 6 Trader sized deeds on the server at that point in time. At that time you needed to spend 1 gold on a deed to get a Trader and there was no other way to get one other than buying one from another player. I think Trader contracts did not cross servers, so all Trader contracts had to have originated on MRH with 1 gold plus deeds. In the second month at KV, the Trader may have grossed us as much as 20s. The month after that it was around 15s. The month after that it was around 10s and for months after that it was lucky to reach 8s. My point is that Traders will only really make you a lot of money if you are on a new server where lots of new deeds are being bought, since thats the money that some part of gets distributed around the Traders. On an established server, there are more Traders around to receive the moeny, so they each get less. And there are less deeds being created, so there is less being distributed overall. My overall perspective on Traders has always been a bit ambivalent. Like many people I see the potential for abuse. In honesty, the potential for abuse was much greater before MRH was created than it was as the result of the Trader revision that took place at around that time. At the same time, I see the logical reason for it existing as is. Investing a whole gold in a deed of that size is a literal real world money investment in Wurm and its future. Getting some ingame cash back is the interest on the money you invested. Also, where, as in KV, 8 players contributed to the existance of a large deed and who then continue to contribute to the game as such, some sort of kickback for all the cash we spent was very welcome. What we got from the Trader basically basically only covered the upkeep of the deed. As I said, I was mayor in KV from month 3 to around month 6 (if I recall correctly). On top of that, the previous mayor having had to deal with RL issues in month 2, I was who drained the trader at that point. So I know exactly and precisely how much the KV trader got and, in fact, I had a text file where I recorded how much the Trader grossed per month so that I could pass that back to the original mayor if/when he returned. Being an extremely active player I also knew how many people were online as time passed, how many new deeds got founded per day on average, and how those factors affected how much we got back from our Trader. Traders are not a viable way to get free silver unless, as I heard rumoured, you can now buy a trader contract from another Trader (I havent checked that). Even if that is possible, I strongly suspect that on non-new servers, Traders are unlikely to gross more than 10s per month and thats going to drop if people are able to buy Trader contracts without investing 1g+ on a deed, since there again will be more Traders that the available silver gets divided amongst. I'd be fairly surprised if the average Trader on Independence regularly gets more than 6s per month. I would guess, though, that Traders will always be a way to get essentially free upkeep simply because its hard to have enough of them that their monthly income would drop so low as to not be able to pay for a 50x50 deed (whatever the actual size is). If people can buy Trader contracts by ingame mechanism without investing in a 1g deed then I think that is genuinely unfair since they could stick them on a base size deed with a tiny upkeep and outright skim from everyone else. Actually that happened on MRH and I pm''d Oracle about that immediately, even though I was friends with the people that got the Trader and still, to this day, remember them with great admiration and friendship. So .. on the point above I am not wholely in agreement with what I think your reasoning is and also not wholey in disagreement with why I think that may be how you feel. On the point of creating a new server type with a different means and type of finance, I think that is very unlikely to happen. Before I retired, I was a computer programmer and, while doing what you suggest is not impossible, its going to cost a fair amount of time to write the support code and your idea would have to be outright viable to support that. I dont believe your idea is outright viable because ... But you are suggesting an even greater cost per player than Rolf is saying he has no choice but to implement. So its not an alternative at all. Its a rich kids playground for people who want only what you want in the way that you want it, which wont justify the effort that Rolf would have to go to to create it because, as MRH proved already, the rich kids dont care aobout getting what they want if they dont also get enough other rich kids to play with, which they wont. Over sized deeds wont matter because not enough people will be there for large deeds to matter at all. MRH had 150 players at peak and they all had deeds, most of them large because we were all players that could afford premium, and then some, and MRH was never crowded in any way at all . Even though many people did complain that the world was too steep and mountainous to build on easily (IE that only half the world was useable), we still never ran out of space. Reading other comments in this thread, beyond your opening post, I think you want to try to make Wurm a P2W game (pay to win) and, having played games like that, my personal real world opinion is that I hope you leave the game that you find too difficult for your cheap assed mentality and never come back. I have played Wurm for years because, even if we often vehemently disagree, I like the fact the my fellow players expect to succeed through their own effort. People like you that want mummy and daddy to pay for their private little playground make me want to puke.
  5. Actually, from another perspective, I can also see that some people might like the idea of being able to gift premium time as a way of paying another player for valuable services. The one offside to that might be that buying silver and trading it to them is going to make Rolf & Wurm slightly more cash. My thought there is that a player in the game is part of the RL assets of the game, as every real world mmo company has come to realise. So promoting players to play the game by helping them do so as premium players is not just helping that player but also promoting the game itself with its most valuable asset, player population.
  6. +10 I have always been outright in favour of anything that would promote the game in the real world market and I think being able to gift someone with premium time is an awesome way to do so. Given the recent price increase, and I have already posted elsewhere on this, the difficulty that might cause our many younger but great players - I am very strongly in favour of this idea. (I do not disagree with the price increase and please dont reply to this slight off topic comment by derailing a good suggestion into a discussion of the price increase)
  7. I have never been a pvp player but I have been on other games. Raids are tightly organised, preplanned event where the strategic element of surprise is often the cause of victory. To me your suggestion undermines the whole point of mass pvp, ie to vaguely simulate battle scenarios.
  8. -1 I think this would actually disincentivise the pioneering spirit of self-sufficiency that inspires so many players and that they would Want in their villagers. At the same time, I do see some point in having something of the sort to encourage new players to invest in a deed. Not so much hiring a bar tender as getting one free for the first month as a perk for both being premium and starting a deed. I'd suggest availability be restricted to those characters who are less than one month old and have just started their First deed.
  9. I dont actually believe it took you that long to lower the slope by 2 tbh though it may be a skill difference, which would be an anti-griefing measure I think Even when I worked on Leaf's old island rock mining a canal, there is no way it was taking me that long. I estimated it at around 7 actions for one slope reduction with a mining skill of around 40 at that time I think
  10. +1 its an obvious thing to keep the game mechanically consistent and sense making apart from - mushrooms irl decay pretty fast and that may be why they cannot be stored that way atm
  11. Also check that your game is up to date - just in case you dont have updates on by default. It might (or might not) help to delete the contents of your Packs folder and let the game download that stuff from scratch. Just in case it does not help, copy the current files to a bakup folder.
  12. If you get a button labeled Details then you should click that an post the detailled error report. I had a similar problem (dont remember the details) a couple of nights ago and, while I was about to post the detailed error, the game started up fine anyway. Took me a few attempts though. Maybe a 5 minute time period.
  13. I am fairly surprised that it has taken 7 years for Rolf to raise the price and - I have played on and off over that time = I am not just someone turning up out of the blue with an opinion on something I know nothing about. If you are not European, or not an adult with real life expenses, then you wont realise that the European economy has been very tight to live with, and so that its even more suprising that Rolf has only now decided to raise the price. My personal opinion is that its maybe too much all at once for some people to find easy to accept, but I also feel that that is understandable given how long he has kept he price of premium static. I dont think it is actually too much, as such, given that he has not increased the price in a very long time. What I mean is that I personally think he should have increased it a little bit earlier and then a little bit now instead of a lot all at once. For those of you that are not aware of it, European regulations have been shifting all during the last 7 years and it is only fairly recently that the EC has decided to get hard line about certain issues, such as the taxation Rolf mentions in the OP. It is affecting all countries in the EC and all gamers and internet purchases. We (residents in the EC) are generally, as far as I can tell, very unhappy about the fact that we are paying, on average, about 20% more than American gamers and internet users. Its not reasonable to blame Rolf or Wurm for these problems. Its not his fault and its not the fault of the Wurm dev team. Its a problem that has been caused by the economy of the European Community and the economy in the world as a whole. The US and America generally are having their own problems, but you can blame some of this on the US bank and pension frauds that occurred a few years back. @Rolf The word amongst my friends is that you are quite upset that you feel your hand has been forced in this way and that seems to be consistent with what I know about you and the way you want Wurm to work. I do understand that you are left with no choice but to accommodate economics changes beyond your ability to control. But I also remember that you have always made Wurm accessible to people with no income and low income. (Wurm was one of the first games I ever played that had any sort of F2P philosophy at all. That means it was one of the first games ever to have an F2P way of playing.) PLEASE: Reorient the store so that there are still 10 Euro options for the younger people and people with low incomes, so that the impact of these price changes will not make it impossible for them to play. For those people, its not necessarily going to be the price increase that hurts, so much as the difficulty of finding that much money at one time. I cannot remember exactly how this works, but it is currently either 30 days + 5s or 2 months or 10s for 10 Euro? I would really like to see options that will be suited to people who will still only have 10 Euro available. You have to realise that a lot of people are not quite so frightened by the price increase but are frightened by the cost being beyond what they can budget for. Examples - new price scale for 10E: 30 days + 1.25s 6.25s If I did not get the maths perfect .. meh Its late and I am too tired even too use a calculator confidently
  14. I have the same problem, currently manually downloading. I had the same problem 3 days ago when I returned to the game (as mentioned to Oracle as and aside in a forum PM). Deleting my old jars worked at that point but not this time. I also have the additional problem that I cannot uninstall Wurm via the Control Panel/Programs & Features, which I suppose could be a related issue to the update one. NB: Might be nice with the game data files being so much larger(?) if there was a reversion to multiple jars so that we only have to download those that have changed. This would save all of us bandwidth and time and possibly save Wurm some bandwidth costs. EDIT: manual download fixed my problem
  15. +1 I actually avoid going to FMD partially because of exactly this, the other part of the reason being that there are just too many merchants in too small a space for me to want to wander through them all. For the second reason I never planted a merchant there myself. WRT to the original suggestion, how about just removing the merchant from the visible world when it is empty and letting us manage accumulated coin via the contract? Removing the merchant would also have the added bonus in places like FMD of freeing up the stall for other players to use. Also, after three years absence I recently returned to find my 3 merchants occupying someone else's structure on on my erstwhile deed. It was my good luck that the new deed owners are actively playing and I was able to retrieve them from the building.