Brash_Endeavors

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Brash_Endeavors last won the day on August 17 2020

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  1. A good start! Spring is still here, still plenty of time to strike the earth before a brutal winter! [15:49:55] 10 other players are online. You are on Patience | survival | 1x 2x | 4k custom map | tons of custom mods (11 totally in Wurm). Still growing two days layer with miles of open space: [12:27:35] 19 other players are online. You are on Patience | survival | 1x 2x | 4k custom map | tons of custom mods (20 totally in Wurm). Springtime yet and Winter is still a ways off so plenty of time still to dig in and get that cozy homestead built before the winter storms roll in! edit: community live map is not up yet but here is an image of the map:
  2. Very excited to see a new Equinox server up -- I am there!
  3. "Unclaimed" simply means they did not provide Wurm-Unlimited Server list with any info about their server. It has nothing to do with whether you get paid for voting or not, that's just a mod that some (not all) servers run. It also has nothing to do with whether a server is active or abandoned. Wurm Unlimited Server list isn't anything official, just someone's private project to earn free ad revenue and is not connected to the game. Players often find it useful. (Hint, sort by *latest servers* if you want to find fresh, spanking new servers). The fact this person didn't feel obligated to "claim" the server and provide a private advertisement site with additional information, is no reason to angrily declare they should just delete their server. You can always vote even on an unclaimed server, but they apparently never have paid people to vote there. And server owners have no say whether their server is listed there, the site uses bots to "discover" servers and then adds them to their website, uninvited. I was kind of surprised at your complaint so I hopped onto it for a look. It was empty (getting pretty late in my time zone) but not filled with old abandoned deeds like some. The one deed I passed, was very recently begun. Server map shows few active settlements and a ton of virgin wilderness. Starter deed had a trader willing to buy my newbie toolbelt for cash. Then I foraged about 10 tiles and got a 20c copper coin. I only killed one creature, a cow, to see whether it would drop anything the trader would buy (it didn't) but in about ten minutes I had made enough to pay about a week's deed upkeep. While I didn't test this, most places that don't charge for creating a settlement, also give you approximately three months of free upkeep to get you started (as long as you don;t make a HUGE deed with lots of guards) , meaning if you made a 20x25 starter deed with 1s upkeep, you wouldn't really have to worry how you were going to make the money for several months. With a trader there at the start being willing to buy crude spindles, I would say you could spend a day or two making *better* ones (I only made 4Q ones) and have months of upkeep paid off with less than a day's work. The fact the server still seems to be alive and running seven years after created, is to me a good thing. Someone is PAYING even now for that server so that WU players can log in and play there for free. Like you, I do like servers that let residents vote and collect an allowance so I can chill and enjoy Wurm instead of treating it like another job, but this is actually looking like a very easy server to get started on, and to manage to pay upkeep on deeds. I suggest you give it another try, maybe spend some time at the starter deed making spindles for cash if you feel better with a little coin in your pocket. It seems like you are new to WU (we LOVE new players!) and didn't quite understand there is zero relationship between a server owner "claiming" a server on what is really just a third-party advertisement site, and whether you can earn coin for voting at that third party site. I have seen easy servers and very very hard servers, and this one is definitely on the easy end of the scale, for getting started. This one is NOT abandoned, but they also have never paid people to vote there. * Started a new character, made a free 20x25 deed with one guard, grabbed a horse and pulled all hostiles to that guard and helped him kill them, once there were no more hostiles for miles around I fired the guard and now have 82 days of upkeep remaining for my little one-silver upkeep deed plus a few silver in the token from mob bounties and foraging etc. If I need a guard again I can hire him back; this server doesn't charge you for hiring a guard just for keeping them on duty, so don't keep them when you don't need them, and get a guard tower with free guards started asap. I have nearly three months now before I need to worry about upkeep again. I also voted for the server
  4. Is there a reason you prefer not to use the no-rot mod? Otherwise you have a choice between very slow farm ticks (like vanilla Wurm) or fast ticks and rotting crops. Five ticks a day means the crop would rot before the next day was over. I think it only takes like two ticks to go from ripe, to dead. Setting it to 24 would at least keep crops from rotting while people are off brushing their teeth or taking a quick nap. Nothing more frustrating than logging into to a server with fast farm ticks and no no-rot mod. Otherwise unless you run your life and your Wurm farm with military efficiency, it's not possible to sleep without losing most of your crops.
  5. Wurm players who are already paying for premium game subscriptions, and who often have very limited free time to play due to work and families, shouldn't spend what little free time they have doing Q&A work, and testing code that devs can't be bothered to test themselves. Especially in a game that has had so many bugs for years that devs already knew about, and just didn't care to fix because it wouldn't bring them in any new money. Now -- for a little Wurm history lesson. Once upon a time, Wurm had a completely free Q&A team. A HUGE team. That they pretty much trashed. It was called the Wurm Unlimited playerbase. The one where Rolf had promised if they paid for a decades old game yet again, but as a standalone, as a much needed onetime cash injection for Code Club, they would get for life all of the updates that WO received. These were often the youngest and poorest players who really loved the game and who could scrape together enough cash for a one time purchase, but who could not afford to be paying additional subscription money every month just for basic characters and basic deeds -- just for the basic game. Or, as in many of our cases, it was people who were sick of paying premium money for month after month only to see how little respect devs actually had for a paying playerbase. Now back in 2015, Rolf was in a real pickle. Rolf needed money for Code Club pretty desperately. Maybe beyond desperately. Usually he could raise this by once again opening new servers, but he had been doing this rather often between 2010 and 2015, and it was spreading the playerbase thin -- and more importantly it was starting to annoy the WO "whales", the players who were small in numbers but who could afford to put hundreds or sometimes even thousands of dollars a month into the game, in the form of buying silver coins or paying subs for massive armies of alts and RMT funded trade characters that had been leveled and then sold by someone else. Rolf HAD to listen to his "whales", they were his bread and butter. So Rolf assured his poorer non-whale players -- let's call them "the starving minnows" -- who were starting to rapidly abandon their subscriptions in large numbers, that if they bought the new separate WU standalone version, it would be *easy* for devs to keep both WO and WU updated in tandem, since much of the code was essentially the same. WU players would just get their updates, well, a little later than WO players. Surely that was only fair since obviously the subscription paying WO player base would now be the "premium" playerbase, getting the very best in care and customer support in return for their monthly subs. And WU players would get just the basic barebones game with little to no frills beyond the updates. No large public servers with longstanding communities, no GM teams ready at a snap of fingers to solve their stuck character or bad neighbor issues, no Customer Service reps to untangle their PayPal issues. Just the most basic parts of game, nothing else. At first it worked! And almost everyone was happy! Rolf raised millions of dollars by selling, yet again, a decade old game that people already had been playing for years, and sold it mostly to the players who for whatever reason would no longer pay for monthly subs. Yes it took weeks for WU players to get their updates, that was ok. Then it took months, then it was a half year, then over a year. Then one day, with Rolf having sold all his shares in the game and now long gone out of the picture, the surviving devs were pretty clear they just couldn't be arsed to do any more coding for the WU updates, and they just unilaterally decided they weren't going to do ANY more updates for WU players again, not ever. It just wasn't very *fun* for them and they didn't really give a ###### about WU players anymore since they had already gotten from them, every penny they were ever going to get. And most of all, because they knew, since this was mostly the poorest of the playerbase, there really was very little these players could do about it. Heh heh heh. Now, if Wurm developers were *smart* (no one here is going to accuse them of this), they would see what they had in the whole WU playerbase was a completely FREE Q&A team who would invest thousands and thousands of hours in checking for bugs, without costing Wurm Online one single penny. All devs had to do was announce that henceforth, WU players would be getting their updates FIRST instead of LAST. Of course this would mean the updates would be fully untested and would be buggier than they are now! But it also would mean that by the time the code was implemented on the premium subscription servers, devs now knew exactly where all the bugs and problems were. Wurm Online premium subscription players would be getting the BEST code, the fully tested and bugfree code, in addition to the entire customer support team. So devs had a chance to have their cake and eat it too. They raised millions in new capital to keep the golden goose, WO, alive and well while also finding a way to get thousands and thousands of hours of free Q&A work, out of people who probably wouldn't be buying subscriptions any longer for WO but would still for a one time purchase of a standalone version. In this hypothetical world, everyone should now be HAPPY. But of course that would not be very realistic would it, to have a happy ever after ending? Especially in Wurm. Premium subscription players simply HATED the fact that the poorest players were somehow getting the same game as them, even if it were a lesser version of the game, with zero customer support and with little bug fixing. Devs who at first said it was easy for them to keep two versions of the game updated in tandem, now decided that they just didn't really feel like doing it. In fact, devs really didn't feel like bug fixing even for the premium paying subscription players. Even the bugs they had known about for years and years, that players reminded them about every month. And so we are now, in the place where we are. Wurm Online is dying. Long live Wurm Unlimited! May they never again give us another buggy update. Paid DLC? NO THANKS. To quote The Who: We Won't Get Fooled Again!
  6. Camelot Unchained is another one that *seemed* to have knowledgeable, professional folks behind it. Since I am not into PvP I haven't followed exactly what went wrong with it, other than it was never released and although not officially cancelled, some believe it never will be. Pantheon Rise of the Fallen is another one that had a big name behind it, unclear how much Brad McQuaid's unexpected death caused that one to struggle. McQuaid, the original creator of Everquest 1, was controversial as his personal issues made him either a hero or a demon depending on who you asked, which is probably why their kickstarter failed a decade ago and they had to turn to private funding. Their twitter insists they are still making progress. So at least Kickstarter can't be blamed for that last one at least, since people refused to bite despite the fact McQuaid was experienced with several MMOs (EQ1/Vanguard), both of which I personally enjoyed a lot. Speaking of old classics rising from the grave -- I am still hoping someday for some sort of official reboot of Asheron's Call ... although there is still an emulation version that is alive and kicking and seems to get periodic updates. Turbine Studios no longer exists though they did sell the LOTRO and Dungeons & Dragons Online IP to another studio, but I never heard of them selling the AC rights to anyone.
  7. Just as an FYI, Dominikk (I believe he is the top GM for Sklotopolis server, but its been a few years for me) said a few days ago that some modders were working on a feeding trough so it is possible one is in the works for the near future. Never hold your breath for WU but Dominikk who is a modder/coder as well as admin probably knows more than most what any remaining active modders are still up to in this game. There is also a modders Discord and if it is still active, you could ask in there (shows 80 online which sounds pretty active to me):
  8. Plus if they offered it as a paid DLC, they reopen the whole can of the fact Rolf promised WU would get all Wurm updates for life at no additional charge when he first announced it and sold it to the playerbase. They could even be opening themselves up to a lawsuit for false advertising. They much prefer not to reopen that whole nightmare by instead just washing their hands of any and all things related to WU. Plus a paid DLC has a lot of issues for public servers where some of the players might have the DLC and some not. It just gets way too complicated, and not worth it for devs, they prefer people who "want more" to migrate to WO instead. I much agree with @Ricowan
  9. Tired of sunlit beaches and flower filled meadows filled with unicorns? Seeking a "darker themed" island for your public cluster's separate hunting server, or a PVP island, or just someplace a little more dangerous to load up the precious metals (and even a few traces of moonmetals). A place to call home for the darker elements among us. Bloodfang is my attempt to make something a little more intimidating than my other maps. The center of the island has razor sharp peaks, a lava river runs underwater just offshore (be *careful* where you park that knarr...), there is less grassland and more of a "blasted lands" feel. The map is 2048x2048, which sounds small to some but is the same size as the WO pvp Epic servers, or Deliverance or Melody for the carebears among us. Which includes me A smaller server works better for hunting or PVP as it gives you more ability to hike up the creature counts, especially the *hostile* creatures, without wrecking framerates, and on a pvp server will increase the odds of unexpected encounters. Ores are more plentiful overall than default maps, about double the usual amount of iron, silver and gold, a little heavy on slate (in case anyone wants to build dark themed fortresses), and with small traces of glimmersteel and admantine to give your adventurers a good reason to get their butts off the home deed, haul out their longboats and sail off to a more dangerous land. (Warning -- while players approaching by sea will have no issues, using this as an initial login server means players might be placed in dangerous terrain unless you set up a safe spawn point for them first. Best first visited by a character with GM abilities! ) Files here Rheyan's youtube tutorial on installing custom maps and rebuilding fresh database files. (if you have landsharks and seahorses, it means you skipped running the rebuild-dbs.bat file) Screenshots: Lava spiders and lava fiends abound in the darker biomes here Underwater lava fills water surfaces with white fairy bubbles that *look* pretty, but they mean danger is close by ... Less grass and flowers, more otherworldly biomes and topography Forests are smaller, darker, denser, deadlier. All tree types are here, but those treacherous fir trees are especially represented. Yes, there are thorns too. Overall, a darker theme to these lands A good map for cranking up those hostile creature ratios! ____________________________________________________________________________________ Maps: Outer islands are mild but the center is razor sharp Biome map (yes that IS a giant underwater lava river). Magenta is Mycelium, plenty of deserts, steppes and small dense forests Topography -- from easy plateaus to maximum difficulty as you work your way in
  10. Isn't that true of Adventure/Heavenord, but not Creative/Ocrea? Since he seemed to be asking specifically about Creative. Would probably need a mod for Creative. And yeah can have a ton of maps/folders, they just all need the folders named different. Even "Creative Copy (8)" is fine though you can give a more imaginative name. You can also download from Steam a free tool (Steam Library > TOOLS > Wurm Unlimited Dedicated Server) that will help you make clean copies under a new name of either the Creative or Adventure databases, and run private or shared games from a variety of separate folders. ** Actually the original Server does this too but generally the dedicated server tool works a little better than the local server one that originally shipped with the game. I love fresh new Wurm custom maps and usually have about 10 different maps/folder going. but you can also just reuse the default Ocrea/Heavenord maps if you occasionally want a fresh slate/separate game from older games or ones you share with friends.
  11. FILES: https://drive.google.com/file/d/1iRCrHt-BLQMSnTr3JtLAw9rjAoonZ4A3/view?usp=sharing Rheyan's youtube guide to installing custom maps