Shiraek

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Everything posted by Shiraek

  1. It's awesome It's very out of context / the client has little to no sense of the context of the pieces. When I'm tapping away along in a tunnel I really don't think the kind of epic "welcome to Minas Tirith" style music makes sense. It creates a really jarring awkwardness that works against immersion rather than with it. That kind of music should kick in when you step into an 8 story stone structure or walk past a colossus or something.
  2. Delaying a release because you found bugs or aren't happy with the quality? Good work. The fact that bridges have taken several years longer than earlier estimates... not so good.
  3. Lots of reasons but ultimately it comes down to this for me - I have zero desire to wreck other people's stuff or kill them in this game. I wouldn't enjoy PVP even when I was winning. I should probably point out that I do enjoy PVP in some other games, but that I think PVP and MMO is basically a terrible design combo, and PVP + Sandbox + MMO makes it even worse, and PVP + Sandbox + MMO + very grindy skills make it the worst combination anyone's ever come up with. It will _never_ be popular, and Wurm will only gain serious popularity when it focuses on building on it's strengths... which is sandbox PVE.
  4. I sorta see what you're getting at here. Essentially, if everyone has their OWN trader thread, there'll be no further motivation to fight about it? In all seriousness though I largely agree with you. I think CC had no option really but to slowly nerf traders down to nothing over a period of 12+ months, at least after the first 30 days where the exploit of locking them up was discovered and there was no fix for it.
  5. Seeing flickering where the parapet is inside the arch. When this combination is built, one or the other needs to be slightly offset, or a shader with an offset applied (-1 or -2 would probably be more than enough!) to put a stop to this. Alternatively, the parapet model could be made marginally narrower. In addition, plain stone arches still have a wooden frame inset as per image, and would look better with a brick arch
  6. Outer ward complete. Up to raising Nightfall Keep another floor now.
  7. You need to either log into a steam account via their web page or via the steam client, and that first page gives you those two options. Need a steam account to vote
  8. I would just like to say that Sol is the wrong colour. If it was really white and that diameter in the sky, the planet Wurm would be molten. To be that diameter it needs to be yellow or more likely orange or red.
  9. Boats should get +1km/h to base speed per 10 or 20 ql, and cog + corbita should get +1km/h base for ever 20 depth of water they're in. This would Solve EverythingTM. Rationale: Higher quality designed and built ships in the age of sail were massively faster than their contemporaries, and larger ships are faster in rough seas (tons of evidence for this) because their higher sails get less interference from the wave toughs. True story.
  10. I top it up in the last week, never more than 2 months. I know more is better value, but I honestly couldn't tell you if in 3 months time I'll still be actively playing or just maintaining my deeds while I do other stuff again. New features are added too slowly for me to be sure about 3, 6, 12 months ahead.
  11. You really shouldn't remove old functionality before the new is ready. That said, I write shaders all the time, are you guys stuck on anything? Tinting the resulting look is easy, are you stuck trying to make or vary wood patterns or something?
  12. Further, to reduce grind and repetition I would remove or minimise the function of "improve" (I know, controversial, hear me out) and make maximum item quality be dictated by material quality and the build process, which should be more interactive and interesting than the current system. I would consider adding complications and solutions like Vanguard's crafting system had. Those made it interesting IMO. Then the best possible Improve session could increase quality to max 10% over the base or so, allowing repaired items to be renewed. Yes that would mean you couldn't keep imping that sword you made when you were a newbie, but with the NPCs around I described earlier, you would probably GIVE that sword to one of your villagers and make a new one. Way more rewarding. Expanding on the 'smart NPC's point earlier, I would make it so you could train NPC villagers up in stuff to half or two thirds your level, and that they could assist you in tasks or complete things you start. I don't see much gameplay value in the repetition required to construct big stuff like towers or large buildings. Witness how much more fun these became when the crafting interface was added... this cut the clicking to 1/3 or better. Edit: and another thing! Skilling up would ALWAYS happen by actually making stuff you actually need. Grinding shipbuilding by improving oars then small tackles is the most broken thing I've ever done in a game. You should get skill in shipbuilding by... building ships. No exceptions.
  13. And here is why you shouldn't visit yet... I believe there is no way off that pretty grassy plateau alive, and no way to get that corpse back or anything from it. And that's where you land (if you're lucky), if you fall off the mountain crest to the east
  14. Shot of the outer ward under construction, taken from the peak above. Ruins in the top left are from the now defunct "cartographer's vantage". The high iron fences and high stone walls mark the deed border. Still a fair bit of dirt to level the rest of the outer ward!
  15. Aerial photograph of the bay to the north, folks building there may find it interesting....
  16. I think the three core things I would do with Wurm PVE are: Add NPC villagers. This would be a ton of work (take me months) but would actually bring the game to life. I would give them basic needs, like sims but a little more, and let them learn skills, take orders from you etc. They would take over a lot of the repetitive stuff, and the player would be recast in the role of Lord or Lady of the manor. Replace the java client with one based on Unity. You could use all of the existing assets so this would actually be less work than most people imagine. Completely rework the newbie experience and UI until normal people can get into the game And then you're ready for a steam release. The above is actually sort of the blueprint for the medieval game I one day would like to make. Have my hands full for now though. Regarding PVP, I would need to completely rethink it. Full loot PVP in a sandbox MMO is just... always going to lead to epic frustration and crying and I don't see either a way around that or a way to make that actually fun for players.
  17. I spread it out in stages, there's an archived thread on its construction in here somewhere... Overall it was spread over 6 months I think, with lots of breaks. I was developing Ascent up to 18 hours a day for much of the time so slow going on the old keep. Edit: Original construction thread is here
  18. We are now IN the top 100 on Steam Greenlight! If you haven't already, please consider checking out our greenlight page and voting (not asking you to vote yes just to look and judge for yourself) Regards, Shiraek
  19. Looks WAAAAY better IMO! Well done wurm devs and artists!
  20. Note: Do not attempt to visit yet. It's _incredibly_ dangerous with any fall from the last half of the last road section being both guaranteed fatal AND guaranteed near impossible corpse rescue. I've also closed off the last cave tunnel with a guard hut for now and closed the hidden entrance to the first one to the public as well, mostly because it just isn't safe. In fact, the way to get to the first tunnel is totally wild, tangled, easy to get lost in and packed with hostile creatures so hugely dangerous to anyone without a horse, good gear and 70fs. Later on though I totally want to open the whole area to the public, probably once the keep is complete (it will remain desperately unsafe until it's complete) and I've got some fences on the critical bits of road.
  21. A few months ago I decided I wanted a new challenge in Wurm, so I picked the highest, most difficult to climb mountain anywhere near me and decided to settle on the very peak. The way there requires you to follow natural hills, find a secret entrance to a cave tunnel that climbs upward inside the mountain, continue around a natural plateau and then through another gigantic cave tunnel climbing up and up, to the final ludicrously steep and winding road that ascends to the very peak. Having eventually deeded the mountain peak, I have now completed a road which winds all the way to the very top (last section of dirt is equal in height to the rock peak underneath it) and begun construction of the 3x3 watchtower known as Nightfall Keep. The keep has only one complete floor so far: But as you can see the view is already jaw-dropping! East West South SouthWest