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Zenity last won the day on June 5

Zenity had the most liked content!

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About Zenity

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  • Birthday 06/28/1961

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    Independence, St Alphonso's Pancake Breakfast, (Where I stole the Margarine).


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    Zenity, Jahpeople

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  1. I'm still playing on Jackal mostly, I'm an explorer, not a grinder, or merchant, so Jackal satisfies my particular play style. Saying that, I still play on Epic, though a lot less of late, and Freedom is where I am based, I have my deeds there to maintain, and since Jackal is a short term server I'm not about to give those up. Jackal is an intriguing place for me, lots of unanswered questions on how Jackal influence works, how the freedom beacons work, or even don't work, and how players can alter jackal influence to allow freedom influence to spread. Also it's huge, there's so much to explore away from the coasts. Sure it has it's annoyances, the terrain can be a nightmare of spikes and hollows, getting stuck is easy, usually with a bunch of nasties on your tail, getting only one log from a tree slows down the crafting of things if you habitually live in jackal influence, overall though, it's been a positive experience for me, others with different expectations will have different views of course.
  2. The next iteration of Jackal will undoubtedly be different to this one, lessons should be learned, and applied. I have been, and continue to enjoy Jackal as it is now, a fresh start, no items and no skills, but the epic style spilling without the epic style effective skill curve misses the point of the epic system in the first place, the focus on getting new players ‘battle ready’ quicker than the regular freedom system, so why not have a curve, it need not be the same formula as the epic curve, that could be adjusted to favour skill gains in the first days, but dropping off more sharply, or sooner than epic, so that instead of reaching 0 effective at around 99 skill, it does so at 50, or 70, this will boost player effectiveness in the early stages, enabling better gear at an earlier stage. The other mechanics appear sound enough, guard towers are fine, their range is limited and kiting wild rift mobs isn’t as easy as some are making out, rift beasts often stop following, and rift mobs attached to beacons simply go back once they reach their limits for range, guard towers are not a major issue. since we’re starting as fresh players with no skills or gear, why don’t we get the standard benefits new players get? No refreshments from bartenders, and no new player buffs seems a trifle inconsistent, we’re all starting from scratch after all. A two tier server? With new players at an instant disadvantage to older ones? Sorry, that does not work for me, as an older player I find it unfair to new players right off the bat, why should older players get an instant advantage over new ones if we’re all supposed to start from scratch? Where does that get fair? Smells like entitlement to me, and I’m not up for it. By all means, higher initial skills for all, or an altered effective skill curve for all, but having played for years was not supposed to matter on Jackal, other than innate knowledge older players should need no crutches to rely on, it’s just 6 months and has no effect on our freedom characters, so no, I won’t be on board for a two tier player base. Deeds are fine, we all need a base of operations, it’s up to us as players to deed, disband and move ahead if we choose to do so, or simply work in the rear, making the gear to support the invasion forces, as it is Jackal dissuades solo play styles In preference to team work, as a long time solo player there’s no way I could get the skills and gear together myself to continue the invasion of Jackal, so I joined a village, where I specialise, rather than trying to do everything for myself, and that works fine.
  3. Gramuly? Good grief, I still call that sand tower and peninsula in North Serenity ‘Gramuly point’, since I associate it with you. Yes it’s annoying that the sea crossings between home servers and Elevation are closed at present, but the reasons are sound, the prevention of high end tools, weapons and armour unbalancing PVP on Elevation following the map reset, it would have been very simple to have stockpiled vast amounts of items on home servers to import back to the new Elevation map, cutting off the home servers and making players transfer naked between Elevation was the least that could be done to keep Elevation ‘pure’ following the reset. Yes, it’s left the home servers as mainly PvE, with no raiding by other kingdoms possible, see this as a chance to raise a deed and fortify it uninterrupted in the meantime, look for a positive, rather than bemoan the negatives, home servers are rich hunting grounds now, fight and weapon skills are easy to gain in such an environment, when the borders reopen, you’ll be ready, better equipped and more solidly based than if you were getting raided every few days.
  4. Full Steam Ahead

    @Samool Congratulations on the new job, i'm sure you'll do just fine, if the past is any indication. Regardless of my own biases toward Epic, it's probably better to wait on the Steam launch and concentrate on getting that up and running successfully, than taking time out of that for Epic, at present Epic is relatively dead again, for various reasons, not all of which I understand to be honest, but having the Home servers as PvE hunting servers is fine with me, a PvP holiday there won't really affect either Steam or WO particularly, the content that's there is enough to keep me happy for now. Probably a contentious view, but at some point those of us who played on Epic, and continue to visit, have to realise that perhaps there are bigger things in the future than one cluster with only a few players, even if one of those players is me.
  5. Thank you @Budda for all you've done for WO and WU, it literally would not be the same without you. And congratulations @Samoola well deserved recognition for the job you have done, and best of luck in the job I'm confident you will do in future. That's really all I have to say on this, I've written on the Steam launch, nothing so far has changed my mind in supporting it. And the PvP stuff, nope, not with a 10 foot pike, just not going there.
  6. WO Steam Discussion

    Many modern MMO player are used to a certain amount of character customisation before even entering the game, so having a set of 'boosted' skill to begin with would certainly fit in with that, perhaps a pool of 'skill points' to allocate prior to beginning, so that players can set themselves up for hunting, crafting, or whatever. Since Wurm does not lock us into specialised roles this would be merely a head start in certain areas.
  7. WO Steam Discussion

    Some sort of search by frequency of request will turn up a list of most common QoL requests for Wurm, and yes, the modding section of Unlimited is a rich trove of actual QoL improvements tuned for WU, but still worthy of inclusion, stuff like hitching posts, all the way to new skills/items like Taxidermy, there's a lot to unpick, but I don't think a generally agreed list is available, we're not that organised, nor even in agreement most of the time as players, we all want something for ourselves, and grudgingly agree to some of what others want. (P.S If Kilts and Mammoths are not on the list, I'll pout...).
  8. WO Steam Discussion

    Eve, Elder Scrolls, Black Desert kinda does, LOTRO, as well as a number of non-Steam ones of course, such as WoW, AO etc, Freemium is still a widely used model for many MMO games.
  9. WO Steam Discussion

    As anyone who knows me will attest, I simply cannot resist a new server, so there's that, which will feed into my intrinsic bias toward injecting new, fresh ideas and players into Wurm. We already have a major change to the client, with the new launcher with embedded java, making it a lot easier to get Wurm up and running, this also makes it a lot easier for a lot of people to try Wurm without additional technical overheads, such as installing JRE/JDK and maintaining that themselves, now the launcher does that all for the player. That fits neatly in with the entire steam experience, where updates are pushed out to the players thru the Steam Client. There will have to be some work done making the present client Linux compliant, since for some it is still a struggle to get that running, as is, without some technical knowledge, and of course not ever Linux Distro has the same libraries installed as standard, leading to dependency hell for some players. (Note that my experience of the Linux Client has been relatively smooth, due to having enough technical knowledge to work around the initial issues i encountered, but it's still not perfect). I wholeheartedly agree that a new server/cluster would be one of the best ways of introducing the game to a wider audience, I love that new server smell, and as already mentioned, it will hopefully reduce some of the embedded/entitled attitudes of some Wurm players who really ought to know better by now, but simply cannot resist any change that might impact their profit driven focus on the 'market'. I'm totally up for providing whatever in game assistance is required, whether that be formal or informal help in the CA Help system, on any new server, a new server or cluster will not impact my commitment to giving back what so many past and present players have given me, knowledge based on my own Wurm experiences, I simply think that is part of my game, fun and helping others find their way. While I know that Epic in particular is one of @Rolfmajor projects, as a player who spent a lot of time there as a PvE player, ( I make no apology for being a Freedumber, and carebear, Epic was one of the highlights of Wurm for me). It provided me with a lot of fun, and I am aware of my nostalgia for keeping it all, but rationally, it's not working now, and frankly it needs a top down total rework going forward, an issue that I am aware has been discussed already. So if this Steam based way forward goes ahead, may I suggest that any potential Epic plans are for an entirely new Epic, not merely moving the servers and assets to the Steam Client, but an entirely new reworked system, And retire Epic as it is now with full honours for what it has taught us, as a base for moving forward. The timeline is ambitious, but in my view, entirely possible, I'll look forward to more discussions over then next few months. Finally, I admire you revealing something this ambitious to what is frankly a conservative playerbase, we generally fear and fight change, and everyone will want to put their view forward as being the only true way, it's not of course, it's only their way, but regardless, we're a pretty fractious bunch, so, don't just give in to the loudest, the quietest also have something to say.
  10. Switched my Shares

    Wurm, by it’s very nature is a process of continual change, not just the game itself, but every aspect of it’s existence has changed over the relatively short time since I began playing, there’s barely anything left of the wurm I began playing. Change is inevitable, wurm changed when Notch left, it changed again when Rolf stepped away from the development process, and it’ll change again. Change has got us where we are today, and change will take us somewhere else in the future. And whatever changes we face, there will be those who embrace it, and those who resist it, and those who simply retreat from it, change is what we make of it, as individuals.
  11. Switched my Shares

    Thanks for keeping the Wurm community informed, I'm sure there will be plenty of speculation and FUD, but I'm just planning to continue playing and supporting CCAB anyway.
  12. Some minor confusion regarding the naming of Mauls and Axes in respect to their respective skills. Maul types available are Small, Maul and Large Maul, skills are small maul, medium maul, and large maul. Axe types available are small, axe and huge axe, skills are small axe, large axe and huge axe. There is sometimes confusion when trying to explain that medium maul or large axe are not named consistently with skills that are associated with them, where the other skills match the items available. Swords are fine, the items match the skill names.
  13. I agree that we're not used to the frankly spiky terrain of jackal, diagonal slope constraints on wetas has caused my death on a number of occasions as well, when we can get into areas we find very hard to get out of, with a mob or two whaling on us all the while, might be something that could be looked at?
  14. As suggested by the title. Wurmians might benefit from finally being able to craft and use large saddles, for Wetas on Jackal, at the moment Large Saddles can still be produced, but have absolutely no use at all, I propose we simply allow Wetas to be equipped with them, with a slot for saddlebags, and perhaps a bridle for leading as well. Why saddles? Well apart from being able to actually use Large Saddles, they could perform the same function as horse saddles, namely keep the animal in place when saddled, since wetas tend to just wander about when not being ridden, a minor annoyance when travelling, a major pain when on a corpse run, just having them stay put would be wonderful.