belacane

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Posts posted by belacane


  1. On 5/22/2022 at 2:19 AM, Idlamn said:

     

    On 5/22/2022 at 2:19 AM, Idlamn said:

    Teleporting is removing features that make the game unique. It's not quality of life change. It's basically making travel redundant. That list I mentioned earlier is basically made from much less important to completely redundant.

    That's why summoning is not a 100% convenience. Think about just those: breeding, ship building and sailing mechanics. They already have a small dev team - why would you cut down from what makes the game challenging and interesting?

    You see this in all MMOs, they start adding all those facilities to make the game easy, suddently you hear the population asking for an old school game.

     

    If Wurm goes this way - many will loose interest and some new players might join play a bit and get bored of the tedious crafting, terraforming and mining. Or because fighting isn't mount and blade or something else.

     

     


    precisely


  2. -1

     

    This is a well thought out idea, but we already have summon.

     

    Part of the quirkiness of Wurm is that travel requires thought and time. There are many mechanisms in play that make travel work well, such as tents, sleeping rolls, etc.
    There is no need for Wurm to become just like another typical PC game UI and game play.

     

     


  3. Honestly, I feel Wurm is complex enough that a well thought out, concise video tutorial that plays in game for a new toon showing various scenarios and how menus work would suffice. 
     

    The challenge of the game itself is enough. Why make it more frustrating for a new player to start with *more* challenges?  Doesn’t sound fun. 
     

    Yes, the current tutorial lacks, but I think too much challenge will turn away new players just as much. 
     

    I like the NPC idea that Radrics has though. 
     

    Sure, someone can search YouTube if they want to learn more, but having a short video in game seems ideal. 


  4. 6 hours ago, Holar said:

    Part of the grind, welcome to everyone else’s pain.


    I knew you’d respond to this 😉
     

    I’ve been part of the pain for years.

     

    i just don’t see a reason why the damage is so heavy that a shield needs to be repaired and imped as often as it does. 
     

    It’s a QoL issue for a game that isn’t my real life. It shouldn’t take up quite as much time as real life. 


  5. When going hunting in a desert filled with mobs, or sparring with a friend, I find myself frustrated by how quickly metal shields get damaged. 

    It seems that they damage far quicker than other 'things that take blows' in a fight, such as a weapon (parrying), or armor.

     

    QoL wise, I find the extremely high rate at which metal shields get damaged to be very frustrating.

     

    It is a nice motivation to skill up shield smithing, but I'm wondering if anyone else is with me on how annoying it is to have to imp shields at a far faster rate than anything else.

     

    My suggestion is to decrease the amount of damage a metal shield takes so it's on par with other armor and weapons that take hits.