Locath

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Everything posted by Locath

  1. How any game looks is an opinion. It's a business and none of this happens for the joy of coding new stuff. If it sells, it means people want it. We all have different opinions on what Wurm even is. For me it's a game about building and teraforming and breeding animals. We should have player made teleports, we should have zero combat. This is what Wurm is to me, what people wear or buy is not my concern. People are voicing their disgust but again, it is an opinion, not a fact. Sales are the facts here 🙂
  2. I'm a bit confused, are people forced to buy the skins they don't like? Best way to judge which are more appreciated probably already exists, check how many people bought each skin. Surely that data is stored somewhere. So far it's a fraction of people being noisy about it, people who do like the skin sitting quiet because of all the bashing that would follow if they opened their mouths. In reality, devs and the company can hopefully already see what sells better and can adjust the skin theme frequency to match that. If a whimsical skin sold 20% of "thematically correct" skins, make the whimsical skins 1/5th of the time. Everyone is happy except for the few people who feel pressured to buy something completely optional.
  3. Mods i had added server side (some of them require client side mod loader to show the custom models): AddKingdomItems - allows for crafting of PMK wagons and such Altars - new, fancy altars (requires client side serverpacks mod - part of Ago's modloader) Archeotweaks - better archaeology finds, including rift materials. AshProduce - forges, ovens and such constantly produce ash. Ash quality = burner quality BagOfHolding - spell for all priests. Magically increases capacity of containers. BetterDig - digged resource in crates in vehicle. Also allows for some actions to be preformed from a vehicle which normally require to disembark. BetterFarm - crops don't rot. Area of Effect farming (3x3 at 50 skill, 5x5 at 70 skill and 7x7 at 90 skill). Adds "pick all" and "plant all" options to planter racks. BountyMod - money for killing mobs. BulkSeparated - bulk containers split stacks by quality. Option under right click menu to disable sorting if needed. Combiner - Allows to combine logs, acorns, cochineal and woad CreatureAgeMod - new born animals grow up to "hitchable" stage super fast. CropMod - adds 5 units to every field harvested. DisableFogSpiders - Removes fog spiders, those are said to cause lag. DiscordRealy - 2 way communication between some of the ingame channels and Discord server. DoubleBulkCapacity - Crates are currently set to default x5. Bulk containers are set to max. DUSKombat - no skill loss on death. Player to environment damage set to x1.5 FireBurnTime - Adds exact time left for the fire to go out in heat sources when examined. Halloween - decorative plus mini-event HarvestHelper - adds the /seasons command which returns harvest season data for all harvestables in the events window. HitchingPost - Adds a craftable hitching post (requires client side serverpacks mod - part of Ago's modloader) HitchLimits - Allows to hitch any mob which can be lead with a rope to carts/wagons. Untamed animals don't unhitch, Too old animals don't unhitch. Hitched creatures become peaceful. HWPortals - Adds highway portals. Those teleport the player with the vehicle/mount to any other portal within the same highway network. One portal per settlement. Upon teleporting player gets dismounted so make sure your mount is branded. Vehicles don't have that issue since they inherently have permissions built in. InfinityWideEntry - removes the limit of 3 tiles maximum width of cave entrances. MarkAndRecall - Adds craftable runes. Ultima Onine style. Those can be marked anywhere where the player is permitted to cast deity spells (so in other player's cities that permission needs to be granted to allow someone to mark a rune there). They don't take damage from use and can be re-marked in new spot if needed. MightyMattockMod - adds a new tool: Mattock. It allows for terraforming dirt even if there is rock layer underneath. ModifyGestationPeriod - Adds "decrease Gestation" spell to all priests. This removes 1 day from the pregnancy timer per cast. MoonmetalMiningMod - fixes the cap on moonmetal veins, adds random drop of seryll lumps (those don't have veins) to mining actions. Currently set to 1 in 100 mining actions. MorePottables - Adds Woad, Rift Crystal, Rift Wood and Rift Stone to the list of items which can be grown in pottery planters. MoveMod - multiple movement speed and slope limit tweaks. NoBuildLimit - Building limit from Carpentry skill no longer applies. Allows to build as big as your soul desires. NoMailCost - mailing items is free but bounced mails still cost 1i (rejected or expired after 14 days) OneTileMining - Allows to surface mine rock corners without having to expose all 4 adjacent tiles to rock. Pick More Sprouts - 5 sprouts per action if picking 1 tile ad a time. AoE sprout picking produces the vanilla number of sprouts (1 per tree). SacrificeMod - sacrificing rare/supreme/fantastic items produces a rare/supreme/fantastic strange bone. Currently chance is set to 100% SimpleConcrete - Adds a recipe for concrete which uses rock shards and clay only. SpellCraft - Multiple tweaks and addons. Max faith = 300. 10 faith to become priest. Rite favor required greatly reduced. Replenish spell: casted on a container which can hold liquid makes the container automatically refill itself. SpellMod - Removes delay between prayer gains and limit of daily gains from prayers. Removes priest restrictions. Gives all priests all spells. Taxidermy - Allows to create dead/standing and animated decorative models of slain monsters. Adds the Taxidermy Kit item to craftable recipes list. Animated model uses 1000 karma to create. Timed Pay - Gives players 5 karma per minute online. TimerFix - some of the actions which don't follow the default action timer multiplier are fixed here. TreasureHunting - adds treasure maps which are randomly given to players when they preform certain actions. WaxedMod - allows to wax food items to preserve them as decoration. Windmill - Adds windmill (grinds flour), Sawmill (makes planks/hull planks/shafts and other wooden items), Masonry Mill (makes bricks and slabs). Put material in the mill, right click and select what it should make - profit. WyvernMods - This is too extensive to describe. All of those were found here, in the forums, WU modding section.
  4. If by SP you mean Single Player (and not Sleep Powder), then yes. Uniques in WU are much weaker compared to WO and with a LOT of grind, high quality armor+weapon+enchants+skills, most of them can be killed solo. Champion dragons are the only enemy i didn't manage to kill solo yet.
  5. Stop making sleep powders from wheat would be a good start 🙂
  6. I think that's what people are suggesting. Let's follow the punch and make premium time subtract at 2x the normal speed (so 2 days premium lost for each real day) if they don't log on for 30 days and completely cancel the premium if player doesn't log on for 90 days. even if they have 4 years of premium paid ahead to get the marks. Fair is fair. You have to be chained to the game or you lose stuff i guess.
  7. New player who can play only for 2h/day: "I want to give you my money so that i can have a safe place, you know, like all those people already do." CCAB/GC: "Nah, we're good, don't want your filthy money. At your play schedule, come back in 12 days and then we'll consider if you're worthy."
  8. The very first thing was a link to a post which covers this subject very well. The statement above is false. The very first thing that happened was someone being nice enough to point you to an existing and still active discussion (last response from today, this is a forum, not ingame chat, people take time to read, think about the response and actually respond. Topic started ages ago evolves and new arguments are presented all the time. This is how forums work.) You have not covered a single point which wasn't covered multiple times already, most of them in the topic linked in the first response. The first toxic thing said was "Most of these comments were from 2023 and most ppl are just complaining about being killed calling it toxic. I refuse to go off a old post. " The game has not changed since 2023 with exception of few minor updates. The same people are playing it. That topic is still going on. You openly say "i don't care what people said, i refuse to read another topic, let them rewrite everything in my topic for my convenience." That's the first "toxic" thing happening here. What exactly are people complain about? Or was it one person complaining in GL-Freedom that they can't find their donkey? What happens in PvE that can't happen in PvP? You do understand the difference between the two, right? In PvE you can do XYZ, in PvP you can also do the same XYZ plus you can have your stuff flattened, you can lose everything you were working on for years, overnight. In PvE nobody cares about your martial status or if you can play 20h/day to deem you worthy, outside of the demands of PvP systems in most games, there is nothing it offers that you can't achieve in PvE. It's not unique to Wurm community, here's an example of a recent poll on external portal (reddit, unfortunately, but as much as i dislike it, it does have a much larger audience than Wurm and the same pattern seems to be showing): https://www.reddit.com/r/MMORPG/comments/18w0010/what_content_you_play_most_pve_vs_pvp/ You might misunderstand what "toxic" means. Giving you a link to an existing post with all the answers gathered over the course of a year is not toxic. Your response to the tune of "but i want people to write in my topic instead" is childish at minimum. All that followed possibly resulted from people recognizing the troll, based on that response. To answer your original question: Most of us are here to relax and enjoy a computer game. Many of us don't want to talk to anyone after spending a day having to talk to coworkers/customers/whathaveyou. Some of us are perfectly happy sitting on a marble bench, in the horse pen, looking at the foals and deer going about their business, while doing a bit of fishing, without being bothered. This is a sandbox, you make the game what you want it to be. You want to farm? Perfect, from few fields in the middle of nowhere, to massive farms with huge storage and frequent customers. Want to sail the world and see the wonders? No problem at all, you can become a tourist and never settle down. Without a worry you can build a small boat and sail forever, eating only what you forage and never having to fight anyone or anything. Want to be a hunter? Great! travel the lands and hunt. You want to PvP? Great, there are entire island you can do that at, go and murder everyone. You keep calling people who don't want to play a sandbox game the same way you do "toxic". The emphasis here is on sandbox. You do what you like, let others do what they like but if people are genuinely giving you decent piece of material to read, built over a year's time, and you dismiss it right away for absolutely no reason, neither PvP or PvE players respect that.
  9. To quote a former Wurm staff member: "this isn't a democracy, devs will implement what they see fit and feasible"
  10. Farming

    At this point it baffles me why people still engage with this sort of megalomania. OP will never admit that a single bit of the idea is bad. No matter how many people will point out flaws, disconnection from the game lore, logic, impracticality or resources required to build and then maintain the changes suggested. Almost all of them, not just this topic. Ordinarily, family members of cases like this would seek professional, institutional help for the person. There is no amount of arguments or facts which would explain how those suggestions would kill the game. It's all a waste of perfectly good bandwidth.
  11. So people who got in early and bought the land, got it cheap and those who join later (literally days later), pay more for the same amount of land. Effectively increasing the price of deed tiles based on something not a single player has any influence on. If i plonk a deed "here", another player can do the same right next to me and neither of us knows about each other living in the area unless we are online at the same time. If i buy a large swat of land in an area where i'm able to, in real world, i'll get it cheaper than half-acre squeezed in between already existing houses where i live. This seems to be universal. Have you ever tried to buy land in real life? Or are you just guessing how it works "in real world"? How would that do anything to relations? It might help with server loads alright by removing players (it's the only thing that would and you seem to consistently aim your suggestions at that solution, lessening the server load by removal of those poxy players). So the player who can't play 20h/day pays less? Or the more active member of the community pays less because they can afford to play all day? In both cases: Are you OK? Is it brain damage? I know you will fight tooth and nail that this is a good suggestion but i'm here to try to explain to you that it isn't. It really isn't. We had a meeting. Punishing a large number of players because their play style is different than specifically your play style is never a good idea. Consider that it's those exact players who keep Wurm afloat for decades.
  12. You have highlighted a part of what i said, without the context. I'll reiterate: I'm not sure if i have some sort of cognitive disorder but that's what you are saying. - You want to be able to stop people from deeding 100 tiles away from your deed (free 100 tile perimeter essentially). - At the same time you complain that there is no room for people to deed on.
  13. Looking at this problem from new player's point of view: The new player has no chance to place any deed according to your suggestion because people, yourself included, will oppose it and systemically stop them from doing so.
  14. Soap

    Great idea, have every single new player diseased, infecting their animals, with lowered skill gain unless they grind their fine carpentry to make the alchemist cupboard, spend hours dying to mobs, hoping to butcher out a piece of fat using their shovel. Once they finally make a bar of soap, they can go back to the loop of making more soap. It will help with player retention immensely.
  15. Feels strangely "run a separate server for me because hosting and processing power is free but let me bring back my logs and rock shards in my pocket from there".
  16. If i had an option to oppose any new deed within 100 tiles of mine to establish, do you really think i would even try to check who founded it? I'd go to the token to "oppose" by default. Hey, free real estate!. If people knew it was specifically you who is settling near them, do you think they wouldn't oppose? At least those who read the forums? Is the reasoning behind this "i now own a deed and i don't want people near me so change the system AFTER i settled where it suited me, without any interference from established neighbours. Now that i did, i want to stop everyone else in future from deeding anywhere!!!one!!one!111!!eleven!"?
  17. I'm 99% sure that those who don't want to use the auction house to trade, won't be forced to do so. Similarly with fast travel ruining "exploration", you enjoy it? You do it. Nothing stopping you from spending 2h in a boat because of low wind. Enjoy.
  18. Honest answer: If i made a kingdom, i'd call it "Please Buy My Wagons".
  19. I have suggested something similar to soulstones in Ultima Online before, suggestion seemed to be hated for some reason. Basically, i'm doing a lot of mining but i don't need those gains on that particular character, i activate a soulstone and all those gains are recorded on it. Excluding CoC and SB and all other bonusses, just raw number of gains. I can then sell or use those gains on another character. Another character redeems those gains and they are calculated as base gain at their current skill level so if i use 100 mining gains on character with 50 mining, the change will be somewhat visible, character with 99.98 mining won't see them but they will be those 100 gains closer to reaching 100 mining skill (NOT the minimum visible gains in client, 0.000008 per displayed gain, the actual gains in the DB which are much, much smaller and only shown in skills tab when they total up to the 0.000008 so close to 100 skill, difference wouldn't even show in this case client side). Some limitations would have to be put in place like only premium can fill the soulstone or minimum skill level required in order to stop people from making an army of non-premium bots for this. Only one soulstone can actively log the gains per character, only one skill can be selected to be logged at a time per soulstone. People who have achieved 100 in a skill and are still using it, would have some benefit from the "missed" gains above 100 as well. But essentially it's a bit more complex version of the suggestion above.
  20. Portals and sailing would have to be an option, unless impers are willing to gather HQL materials on that server on top of what they have already in their storage or only bring as much as they can fit in their pockets. New players, those who should benefit the most from impalongs, often have no means of travel between servers so portals would be great for them but hauling materials which we need for improving, one trip on feet at a time, through a portal, might deter some of the highly skilled helpers. Source - Lazy Person (me)
  21. Or move the trigger from "rift closed" to "rift attended" and then, for the journal, players would still have to do the same amount of travel and scheduling (both of which i loathe) but wouldn't push for closing the rift since the counter would increase on entering the rift area or on attacking one mob from each rift or on right clicking an active altar maybe?
  22. Wurm logs online players on your friendlist to event log every time YOU log on. The above shows when YOU logged in to the game, not when those players did, if they were online at the time YOU logged in. During the session you will see when others on your friend list logged in as well but when YOU log on, it writes who on your friendlist is currently online, at the beginning of that session. With that mystery solved, are you sure the rest of your post was meant for this topic? This post is looking for opinions "which cluster is better for new players" but you seem to be suggesting some completely unrelated (and ridiculous) changes to the livelihood of a vast portion of the population in Wurm. How does that relate to this post? Back on topic: Having played on both clusters, there isn't really that much difference at this point. Main factor in the first experience for new players is probably who they meet first, how they are treated and responded to. In the first few days, when players make up their mind about the game, it's just as easy to build a 1x1 shack and a cart on NFI as it is on SFI. Even the direction which the new person picks to leave the starter town might make or break the game for them and for different reasons. Player A leaves the starter town going West, they walk for what seems like miles and can't find a spot to settle at because there are deeds "everywhere", game bad, move on. Player B leaves the same town going East and they don't see any signs of civilization, surely the game is empty and not worth sticking to. We don't know the preferences of every new player and what would keep them in game but i don't think the selection of the cluster matters at all. They won't know/care about the details and differences between SFI/NFI for months. It's the first few hours or days that are crucial here and cluster choice isn't that important. Is SFI a good place to start? Yes. Is NFI a good place to start? Yes. Things we suggest and mention as driving factors for people not sticking around aren't related to a specific cluster.
  23. Is the aim here to have moderators close this topic because of personal attacks and such? I suppose we already know there will be no response from staff either way. This specific issue has been brought up multiple times in the past and was duly ignored by everyone who could give us a clear answer. It doesn't seem that hard to make a decision and communicate it to the players - We will remove the NEW server tag - We will not remove the NEW server tag It's not rocket surgery. Wouldn't even need an explanation, just anything to show that this is being read and discussed internally, whatever the outcome might be.
  24. Other: It is very hard to judge what is better without asking every new player. Some prefer highly populated gameplay with a bit of support from others. Some prefer playing on their own, learning everything from scratch. Some don't have any preference. For someone coming from pretty much any other gaming experience, it's probably natural to pick the freshest server not to have to compete with ancient accounts, not knowing that servers are connected and we can travel between them. Others will assume that older servers have overflow of resources gathered by old players and that makes it more likely to get free stuff as newbies. The issue here is that neither us or new players are well informed about any of this. We don't know what drives the newcomer's choice of the server. New players don't know the real differences between servers. Very few of people trying out the game (any game) bother doing any investigation about this before first logon and then, after a week, they feel like they invested too much of their time to start over elsewhere. We know that few months of time invested is nothing on Wurm scale but people coming from pretty much any other gaming environment feel that it's a lot and not worth starting over, even if they learn from others in game that there are places better suited for their play style. "make best of it" comes to mind. Wurm is very unique on the gaming market because vast majority of other games offer stencil copied servers which the character is bound to but in reality they are all identical so the only choice the player has is the name of the server they like. I don't know how to explain to fresh players, before they pick a server, that this is not a lifelong commitment and they can move around freely within the selected cluster but the current presentation of that is lacking. Wall of text isn't the way for sure. Nor is a singled out server with a "NEW" stamp on it. This part is semi off-topic but connected to the issue above. Not only your starting point choice is explained poorly: This is an issue with most of the systems in the game. Tabbing out of the game or having to open external websites on another screen most of the time while playing the game probably isn't natural for a lot of people and certainly isn't what people expect to have to do right from the beginning. Wurmpedia at first because "how do i make a shaft again?" since the crafting recipes functionality isn't well explained anywhere and people learn about it long after they start playing. Then they add external maps. Then they add one of the food affinity generators. Then they add one of the ranking/event tracking websites. All of that, from the server choice all the way to tracking my own progress and, if i opt in, tracking my position on leaderboards, could be easily included in the game.