golkar

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About golkar

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  1. A very simple system to implement and which would keep busy everybody 'forever' and make living in Wurm world meaningful could be as follows: - Reputation system with the King. - Allow every profession/crafter to carry all his best stuff to the King's shops in the capital in exchange for rep points (even better if no wagoneers allowed). For example: farmers could get rid of all the surplus crops, at the same time feeling they are doing sth meaningful. - According to Reputation level, you get a title related to the king (with some perks maybe) and/or, even better, a special item/station/whatever.. No need to be too flashy. For example, a small working station for that profession that would be getting better according to level. It does not look too difficult to put in place.
  2. Im the only one that feels stabbed in the back? The more i think about this situation the more pissed off i get. No wonder devs have kept this issue 'top secret' up to now, under a 'bugslaying' summer cover, in which I could clearly picture those hard working devs, understaffed of course, doing their best with their limited resources and time to keep 'small miracles' happening. Because that is the picture ive been always offered by the devs of this game, a 'guys this is all we can do with the meager resources we have'. And then out the blue, bang!, here it is, our secret project payed with your Premium money. But guess what?, this is a new project, nothing to do with you. Just keep paying our dev time with your premium, while the 'on-line' ship sinks, just up to the last min, pls. That is what a faithful crew should do, (actually that is what a good portion of Wurm subscribers have been doing for many years). That captain, who has been asking his hard working crew to fight on to the last. We can stay afloat boys! Telling us that he was doing everything he could, with the meager resources he had. Yes, that same captain was in fact building a new ship, just around the corner, out of our sight. New sails, new ropes... and new crew too! Since his plan all along was to abandon the old on-line ship under cover of night. Come on boys! Anyways you are an old and spent crew, i can do better with a younger and more naive one. Ok.. ok.. i will show some mercy. If you dont drown and make it ashore, give it a try with my new ship. You dont even give a chance to this game. Out of steam. Shame on you. .... REFUND US, is what you should do. For me, this changes everything. Im paying premium, so this game get better, the game im playing now, not to fund your new economic adventure.
  3. Alectrys, you are spot on, I just remembered I Changed the HOST file once in the past to be able to play the game. After removing the change I got updated, and the game is fine. Thx for help.
  4. In my case all sheep looks the same, no male textures. Also the new lambs use cow models.
  5. Since I came back to the game 1 month ago I'm having this issue. As soon as somenone wearing rings gets 5 tiles or so around me, I get an instant Crash to Desktop. Anyone having this issue or any idea how to fix it?
  6. I know farming is a core skill. I used it because it is the only thing I know the market prices. I think this only would have a positive effect on the economy since the 99 skill selling price should match the normal market price or even less, since the possibibily of having a buyer available all the time would offset the drop on prices . That way the player wanting to buy something will have no problems getting a seller. But my point is, this game has a lot of dead-ends, and there is nothing more frustrating from the point of view of a new player, that starting a trade he likes (one that will keep him in the game) and after a while checking wiki to realize that there is nothing to it, just a pure time sink. On the other hand, if he check wiki and see that after 50 he is in bussiness, I'm sure he will stay longer. To get a working economy the first priority is increasing the number of players.
  7. What about getting entitled to sell your stuff to the King himself, if you get to be really good at it. For example, a farmer growing wemp: -Skill 50 Farmer: 20c for 1k. -Skill 70 Crofter: 30c for 1k. -Skill 90 Master farmer: 70c for 1k. -Skill 99 Pumpkin King: 1s for 1 k. All the stuff should be transported to the server hub to be able to sell it. -Suddenly there would be an incentive to become a good baker, or to make good quality drinks. All those abandoned skills would become useful. In short, there would be a goal to look after while grinding. -Also an increased demand for transport ships, wagons, carts... -Top level players would be making some money (deserved after so much grinding) and hiring new players for different jobs. -Wurm roads and seas will become more busy , with wagons and ships coming and going. Have not given much thought to this idea, just checking your opinions.
  8. The update is that traders are doomed from the day they are sharing the silver pool with the deed tokens. I had to admit it is a good 'honest' method to get rid of them that, I dont know why, brings back to my memory the figure of Robin Hood,
  9. In the 7 months I´ve been playing this game, about 15 new people have given a try to Wurm around my area, all of them are gone. Retention rate 0%. What this game really needs is a realistic pricing system. Something like this: First 6 months: Full price. Months 6-12: 50% off. Months 12-...: 75% off. Here I´m talking about real money, not in-game silver. The idea is that many people would stay for at least 1 year looking for the good deal afterwards, and Im sure the numbers of players trying to get there would compensate for the cut on prices. Also, the low pricing after one year would make a lot of people stay premium even if they are not very active.
  10. To me this looks more like a 'botched' part of the game mechanics. If you want to create lava tiles on rock, fine, but if you want to expand to nearby 'non-rock' tiles, then it should take some time, so the player affected could react building walls or something. Also, the sensible thing to do would be warn the player in question with a message (Im talking about deeded property). As we all know quite well, things in Wurm take a long time to build, and time is money. So I would really appreciate if the devs pay as much attention to these 'fountains of destruction' as they do to the 'fountains of income'.
  11. you see the 2 tiles you got in the sand area, if it goes like me you will get one side of each tile raised by 4. A real mess.
  12. Some weeks ago several Lava tiles spawned on my deed, 2 of them took over 2 Wooden Plank floors on my docking area (are lava tiles supposed to appear in dirt tiles?). Yesterday the last one of the lava tiles was gone, but surprise!, not only they have converted 2 of my dock tiles into stone but they also raised one tile side by 4. So now i have an ugly bump in the middle of my docks that I cannot fix since it is rock. Is this normal game mechanics or a bug?
  13. About 2 weeks ago i experienced a sudden drop in Fps (about 40% down). While trying to fix things changing settings, i realized a few settings are not responsive anymore. Texture Scaling Hint and Bumpmapped Terrain have not any visual or FPS effect anymore, even though the settings file shows the changes. Any idea?