Nocturnes

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Posts posted by Nocturnes


  1. How far fetched would it be for you guys to start a kickstarter for funding a new team and possibly start working on a new title for wurm?
    Id say today there is a big hunger in the industry for these kind of mmo's and a kickstarter might get you there aslong as you keep your vision focused and small. Im guessing you would all need to learn a new engine aswell.


  2. As title says, want to sell the superior rift raiding tome:
     

    • Spell granted: Incinerate (Damage over time spell, causing very light to light burn wounds each 10 seconds, damage and amount of ticks may vary - 750 karma to cast)
    • Resistance: Fire 15% (Decreases Fire damage taken by 15%)
    • Weakness: Bite 10% (Increases Bite damage taken by 10%)
    • 3x3 area


       

    Starting bid 35s

    Sniper Protection: 30 minutes/1 hour


  3. 13 minutes ago, ftoz said:

    Before patch [15:11:32] Prayer increased by 0,0072 to 61,0053

    after patch    [17:04:55] Prayer increased by 0,0054 to 61,1473


    No I think we missunderstood what the devs stated about coffe.
    Being loosely formulated I think they meant it now does twice as much a SB used to do and not sleep bonus gains times 2. See the diffrence?

    100% original skill gain, you put on sleep bonus and get 100% extra = 200% skill gain
    100% original skill gain, you use coffe and get 100% x2 so a total of  = 300% skillgain

    The old coffe did 200% x2 Sleep bonus gain instead and gave 400% Skill gain in total.

    Im really bad at explaining this but hope this makes more sense? so I dont think SB is nerfed just coffe.
     

    • "Change: Caffeine skillgain changed to provide 2x the benefit of sleep bonus at 100% caffeine"

  4. 34 minutes ago, Ksss said:

    caffeine still uses fatigue, didn't it had to change to restlessness and stop using fatigue


    Yeah I thought that was the case too, probably just a bug. But the restlessness will always hit before fatigue anyway


  5. 12 hours ago, wipeout said:

    This is not something you want to say as a developer

    Your target audience is the player base that's it don't publicly try to divide casuals vs hardcore players look at the history of changes made in favor of pvp players or pve players it just causes uproar and more issues and pressure to the point where everything goes to ######.

    My opinion after reading the 4 pages here still shows that this will not help casuals as most casuals will not be investing in coffee as they don't want to spend most of their time grinding a number in their limited amount of playtime so creating mechanics to "help" them grind easier is 1 a waste of time 2 really not needed mechanics like this should be a nice bonus to have and the timer really should tick down regardless of being online or not and why?

    Because any mechanic that encourages not playing will just enforce the idea of "they dont want us to play their game" this has been shown in other games in the past that had similar features, you want mechanics that keep people coming back for more not for less this is something that a lot of us have pointed out in the past before wurm staff really need to start to focus on player retention with non game ruining mechanics that are enticing to keep players around beyond those who get hooked on the grind.

    If the timer took 5 days of time to go away and sleeping in a bed takes away 2 seconds for every second spend in a bed after an hour i think most people would not have an issue with it anymore at all but being told "oh ya 5 days worth of offline time before you can use this feature again" will leave the feature ignored like rifts are now or epic.

    All that this update will do with restlessness is make it be a feature that will be mostly ignored by 99% of the players except that 1% that want to minmax their grinding time and grinding gains as most casuals really do not want to spend their limited time stuck grinding in the most efficient manner they just are not focused in trying to play catchup with the grindy people none of them are so why target this feature so much around them? Plus even the casuals who play 1-2 days of the week spend those 1-2 days working on their deed or resource gathering/refining and just sometimes they might spend some time making items for a bit but most of the time they just deal with the fact their skills arent that high.

    There really does seem to be a big disconnect between the devs and the playerbase still and features/updates like this just show that that is the case. The intention is great but there is no problem here the "casuals need a way to catch up to grindy people" is the wrong line of thinking you want "how can we make casuals spend more time playing our game then others"


    I get that you want to create a feature to help casuals vs active players but you should make features that try to turn those casuals into regulars not try to make features that are meant to benefit them but wont, This is the same issue with creating pve mechanics that harm pvp or vise versa that has happened in the past plenty of times.

     

    Anyway all that aside please try to make mechanics that work for most of the playerbase vs a small fraction vs something like this in its current form.


    And as usual someone pointed out poe's patch notes before i got around to doing it for once ❤️ but their way of handling bugs of releasing patch notes of engaging with the community is what every developer should strive for as a standard of releasing content and fixing bugs as poe's way of handling on those points is honestly the best i have seen from any company and it is not hard to do it just takes time and having a small dedicated group or a person who's sole focus is to be that engagement point, the "oh wurm is a small team" can't be used anymore and it never could yet it was still used for it but i can tell that patch notes and notes about new features/mechanics are starting to get better but as evidence of this topic "oh i left that out of my notes" and such comments there is still a long way to go so please do keep trying to become better at sharing all info and communicating between each other to make sure that all info is shared about changes/new features and preferably take the stance that poe has taken with their recent patch notes of going "here is the problem, and here is the solution to it, and here is the exact number changes" approach of patch notes i know it is more work but it is worth it in terms of clarity.

     

     

    I think alot of ppl are confused what casuals in wurm are as the definition isnt really written in stone.

     

    A casual can be a player who like you said just doesnt like grinding and rather spend their time in wurm for other things or other games. 

     

    But then there is a large group of players that currently is called "casuals" but is an audience that do want to grind and is very much competitive in nature but is hindered by real life in order to catch up to the players with more hours at their disposal. 

     

    This is the audience that benefits most from this system, in other games "mmos usually" this was solved with "rested" like wow for example a widely popular system. But in wurm sleep bonus can be gained outside the rested status thus increasing the gap futher between players with alot of time and players with little time. This is where caffine seems to work best in order to be what maybe SB was supposed to be at first? 

    When something is added we most stop thinking that we lose something just because it isnt something that we currently would be using in the game. Content is content no matter if im participating in it or not. I do think we will be able to see more new players stick to Wurm because they now feel like they can catch up even if they dont have the oceans of time others might have.


  6. 5 hours ago, gnomegates said:

     

    Not really sure why you crossed out what I said above..... I mean your assuming things by your statement "Typical grindy people mindset"  I am far from a grinder, no I am not a casual player, but I spend most of my time doing something else on one of my 3 deeds, building, or terraforming and the such. I do not like the grind and I stay away from it if possible so not sure where you are coming from with this statement either.

     

    If I do grind and wish to take advantage of caffeine I'm asking and trying to get clarification that logging out will not be needed to get rid of restlessness.

     

    You say that you think the "intention of caffeine is, after the grinding with caffeine, u stay online doing normal wurmy things." I do not see the devs previous statements as meaning that, whey they said that you have to sleep for an hour just to get the relentlessness to begin to wear off. Meaning that after grinding, I will need to log out for an hour....that is my concern, is a mechanic that makes people feel that they need to log out for any period of time. I do not feel that is wise. I don't need reasons to stay in the game, and is not my concern with caffeine, nor do I need it to stay in the game, as you suggest, if you read my posts it is 100% about making people feel the need to log out for any reason. 

     

     

     



    Going to bed in real life is acctually good once in a while, it might suprise you. 
    Jokes aside, im sure the restlessness will be up and about ready for a grind once a week for most types of players in the end anyway. I think why it leaves a sour taste in most of our mouths is becasue we had the overly generous coffe buff now for more than a week, had it started like this we wouldnt have felt like we lost something as much as we gained something.


  7. 2 minutes ago, Ekcin said:

    Getting more restlessness credit back when eating SP, to the maximum of SB possible. So, when empty of SB and having restlessness credit used up, eating 1 SP will recover 15 or 30 minutes of restlessness credit.  


    I dont think its good if the restlessness could be altered, it could be exploited, knowing this SP sniffing community


  8. 2 minutes ago, Ekcin said:

    The changes sound reasonable. I share the concerns in regards of meditation etc., especially lockpicking.

    As to recovery of restlessness, it would be better to have it the double amount of SB gained, so 1hr in 12 hrs, not 24. Mind it is capped to 5hrs anyway.

    Also, it could be nifty to grant, say 15 or 30 minutes restlessness time for every SP eaten..

     


    Grant as increase the restlessness if you eat SP or remove your restlnessness?


  9. This is a nice system I do agree with tying it to the hours ppl cant play in the game it will be slow for those playing daily (me included) but atleast most of the playerbase will be given the same amount of coffe per day (around 16 hours worth of restlessness). But im curious why removing bashing was considered? Did I miss something?