Mordraug

Members
  • Content Count

    2,724
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Mordraug


  1. Okey dokey, then, let's go there.

     

    On 10/22/2019 at 6:01 AM, Patreus said:

    *snip*

     

    Complete nonsense. Not to mention you failed to even bullet it properly.

    (1) The "wilderness feel" you mention will last 2 weeks maximum. Why? because "new players can be destructive" (your own words). Newbies (and old players starting over) will make a mess in no time, with terraforms and "roads all over". *snip* On the contrary, a separate new server will cease to be wilderness very quickly, because you will have more people in less space, compared to the many, already empty, Freedom servers.

    Flattened out, pre-terraformed land = wilderness feel... indeed.  And then you open a mine and it's full of old tunnel.

    (2) "People like coastal. Good luck on an old server": Nonsense "argument" again; Xanadu itself was yet another server that was not needed (not to mention Xanadu's many problems). Existing servers are full of empty coastal spots, not only in Xanadu but also in all other servers; and it couldn't be otherwise because ALL servers are pathetically low-populated. So who exactly takes over the coastal spots? The tiny playerbase that could fit in one server only?

    Check out (1)

    (3) "Clear rock layer": yet another nonsense. Have a tour around Wurm, man. Go to Deliverance and tell me how much of wasteland you will find still standing. I can recall 5 or 6 deeds on west coast, the rest is no man's land, I can easily find a spot and set a mining colony if I wanted to. There are a few old mines, most of them collapsed, and the rest is free for the taking. Pristine is full of thick rock layer you can mine and create your dream underground land.

    Because you know the land, have explored it for ages.  And "mining colony" =/= main deed for a new player.

    (4) The old-versus-new-players "argument" you tried is just silly. New servers will be full of old players playing a fresh toon; those will have a clear HUGE advantage against newbies. So the exact same issues with perimeters and whatnot will happen. I saw it happening myself on Pristine, back when it was a new separate server.

    They won't have you to deal with, great start.  And old players going in there know what they're getting into, that is a land of destructive newbies.

    (5) About the "market" argument you mention: Yeah, sure, none of the veterans will play on new servers; not even one of them. It will be a pure newbie community, so newbies will "have a shred of a chance at a market spot before the veterans take over". Seriously man, are you THAT naive? *snip*
    Your reading comprehension is about as advanced as your vocabulary.  "At least with a fresh server, the ones who catch on to mechanics faster will have a shred of a chance at a market spot before the veterans take over."

    (6) The Steam arguments doesn't really deserve any answer. Let me just point out Quality of Life doesn't need any new server; they introduced "QoL" changes in the past; some "purists" didn't like it, and the dust settled in a matter of days.  

    Once again, you were apparently frothing at the mouth too badly at this point to read and understand the statement before answering.  "QoL which would make loud purists shriek to the heavens can be applied without "ruining" OGWO.  Gives time to figure out how to handle that for if/when the merge finally happens."

    (7) What you call "Wurm classic" is dying already, and new Steam separate servers will be the final nail on its coffin. If you can't see that you are blind. Steam is popular, despite the fact it sucks. Freedom servers will be even more deserted, forcing the remaining oldies to either quit playing, or moving to Steam servers - if they can stand the Steam crap, of course.  

    If OGWO is dying, then why in hell would they use THAT as their model for the new endeavor?  To have it die again with the added bonus of Steam review death?  RMT-favoring, resistance to changes that would improve QoL, and having to cater to account-recyclers who would not see the status quo changing in favor of new players to keep their "market" are what killed it.  The new Steam servers could be tweaked around attracting and keeping new players instead of ancient accounts that dominate the markets over and over.

     

    Furthermore, none of you addressed the fact new servers will be on Steam only. Let's say new separate servers are needed (they aren't, but let's say I agree with you). Even then, why exactly new servers must be on Steam only? New players could just join the new servers via Steam if they want; others could join the new servers without Steam. Simple, and not restricting.

    TO SEE IF IT'S WORTH KEEPING THEM PERMANENTLY SEPARATED OR EVENTUALLY JOINING THEM DEPENDING ON HOW THINGS DEVELOP, OH DENSE ONE.

    Steam itself is a DRM galore, not to mention the bugs. Nevertheless, I have no problem with it, as long I have the freedom not to use it.  You do have the freedom to not use it, stay on OGWO.

    If you guys like DRM, enjoy Steam as much you like, provided others still have the option to stay away of it. But Steam-only servers, if they succeed, will kill Freedom servers thus killing the freedom to play without Steam. You want new separate servers so desperately? I checked, the beers in my freezer are still the same brand. It's a mistake but ok, go ahead and do it. Just NOT Steam-only servers. And don't tell me they need to be Steam servers for some technical reason, because Samool and Rolf already said they MIGHT connect them to the existing Freedom servers in the future, so it is possible to have a new separate cluster not depending on Steam from day one. They just don't want to do it; they want new servers to be Steam-only. I tried to guess why they insist on that in a previous post.

     

    I can see why they want Wurm on Steam. Sadly, Wurm is dying, and they hope Steam might save it because it's popular. "More audience, more people joining, more money for the company, Wurm is saved". It's not that simple, though. The best Steam can do is to increase Wurm playerbase for a few months, probably 2 or 4 months maximum. Then playerbase will inevitably drop again, because the "honeymoon" is over. And the question is how much it will drop. What will keep people playing Wurm is the gameplay, not Steam. While disconnected from OGWO, tweaks like speeding things up could be added without "ruining" the original. Wurm is by nature a slow-paced game; I am perfectly fine with slow-paced gameplay, but most people aren't, thus you can never expect a huge playerbase. If I were to guess, I'd say Steam will not have a huge permanent change on Wurm playerbase. It will certainly increase the playerbase, but not too much in the long term. If that's enough to save Wurm, I don't know.

     

    Besides, you're clearly desperate to get a shot at the new servers and are just throwing a tantrum because you don't like the conditions to do so.  Now I can't help but hope that if the merge does happen, it means all servers becoming Steam-only.


  2. "Slurp-slurp"?  XD

     

    And thus endeth any attempt to take thee seriously.

     

    Back on topic:

    I strongly recommend hand-sculpting those Steam maps (And/or having a community contest.  There are different tools to edit heightmaps and some pretty glorious stuff can be made before seeding them with mapgen.  If said contest were held I'd gladly share a few tricks learned the hard way there to get cool stuff like mixed forests that feel natural).

     

    Reason to hand sculpt the maps:  More coast, demand will be massive and rather key to player retention.  Ditto on islands, but also proper valleys and hidden glens to cater to the smaller but still existent amount of hermits and inlanders.  Also mountain paths to reach the tops of SOME (not all!) peaks.  The new maps have to outright SHINE to be successful.  Think I still got one buried in old backups that I'm particularly proud of, inde-sized one.  There also has to be a mix of smoothed and roughed out areas, too much of either a boring or frustrating map doth make.

     

    On that note, PvP maps should have a ***relative*** "symmetry" and intentional choke points if you want some form of strategy to matter (and would also be conductive to developing new forms of gameplay).  No offense, dev team, but tap into the community brain pool for those.  We're better at map making that Code Club =P 


  3. Don't mind the guy, Samool.  You'll always have a small group of people who REFUSE to use evil Steam, because Steam steals your data, hijacks your soul, changes your beer brand, indoctrinates your children into the Flat Earth Society, and turns your pets against you.  And they'll make sure to make their voice loudly heard from Chrome/Chrome-based browsers while Googling stuff on a separate tab ^_^

     

    @Patreus:  I'll simplify it for you.  Why Steam?  Because having your game on Steam is the equivalent of tens of thousands of dollars of advertisement by simply having it there.  If you want access to the new servers, install Steam.  Your beers won't be changed in the middle of the night and your pets will still love you.


  4. 6 hours ago, Patreus said:

    So give me a goddamn reason for introducing new servers, under Steam or not.

     

    Bullet points?  BULLET POINTS! 

     

    • People like the wilderness feel. Unless you go into deep Xanadu, ain't no such thing.  Old terraforms, fences, roads all over.
    • People like coastal.  Good luck on an old server, specially if you wanted a blank slate.
    • Clean rock layer.  If the surface is a wasteland of old deeds, it's no better underground and newbies don't know the first thing about mining warnings.  Don't wanna lose them on day 2.
    • New players can be DESTRUCTIVE in their innocence, which would lead to:
    • Old players hating their guts and making no small secret of it as new players start digging up their perimeters not knowing what a perimeter is.
    • Let them create their own market.  At least with a fresh server, the ones who catch on to mechanics faster will have a shred of a chance at a market spot before the veterans take over.
    • It'll give CC time to figure out how to keep the RMT out of the Steam version and not risk running afoul of Steam policies.
    • QoL which would make loud purists shriek to the heavens can be applied without "ruining" OGWO.  Gives time to figure out how to handle that for when the merge finally happens.
    • If SteW (what I just decided to call Steam Wurm), with the extra QoL and new maps became popular enough, there'd be the option of keeping it separate and calling OGWO "Wurm Classic", a place where the Doctrines of Wurm are followed to the letter while SteW'ers have all the fun.

  5. 2 hours ago, Tenniel said:

    By creating a split with WU, that constructive relationship between WO and WU will end, at the cost of WO.

     

    Trudat, would be sad but not unexpected if modders started to find ways to mask their code so that CC can't use it.  That aside, new mods would be for the old code, making them gradually harder and harder to include into WO's code.


  6. 17 minutes ago, bdew said:

     

    So you see no problem with alienating people and breaking promises after they already paid money for a product? How can people trust their "new" steam release when they are abandoning their "old" steam release that people already payed for? How can players of that new version trust CodeClub to not abandon them a few months down the line when they realize that steam isn't bringing them the money they wanted to see?

     

    ^

    Not getting rifts and Challenge, that was expected as it was part of <the promise> so to speak.

     

    And another thing to consider, CC.... WU will eventually be far behind enough to become "Wurm Classic" *hint nudge*.


  7. 14 hours ago, Retrograde said:

    I prefer the idea of blueprints as well, selling the starter material allows the crafting element to remain. 

     

     

    Not even selling the materials, I'd prefer making use of existing currently "useless" materials.

     

    Say for example:  Trimming armor (sorry art team).  Use gold and silver which aren't THAT used, slap some jewels into the trimming, make them require emerald/diamond/ruby/opal.  Could use the same art asset with some modification and sell a second recipe for trimming armor but with STAR gems which don't see that much use beyond sorcery.  Down the same line, have armors made with the "meta" materials (iron, steel, moonmetal) but in "ornate" versions to involve some brass and such into the mix.   Same concept can go for weapons, as well as craftable shoulderpads and masks.  And need I say barding?  (If someone likes the idea, suggestions' forums could use a revival of this topic with more detailed thoughts).


  8. 8 hours ago, MrLighz said:

    so - giving Updates to WU wouldn't inspire you either - you would only go back to WO if the Mods you want are inserted there?
     

     

    Some WU players still have a foot in WO.

     

    Either way, I'm not worried.  We got rifts on WU without CC, bet at least one server mods jackal into it.  But I've said it before and I'll say it again:  What mostly keeps me away from WO are the Doctriners.  Try not to scare the new players away.


  9. Eh slaying raffle lists on Sklotopolis are generated by unique Steam ID's, and we generally pass 80.

     

    And I'll speak for myself at least:  Stopping updates to WU isn't gonna inspire me to switch to WO and give CC more money.  If anything, any money thrown at Wurm will be directed toward those putting in the mods I want.  #JustSaying.


  10. 20 hours ago, Neville said:


    I very much disagree with account sales being prohibited. It would destroy the entire community. PERIOD.

     

    I strongly beg to differ.  I've seen and been part of the following scenario:

     

    An alliance of new players coalesces (previously friends, coincidence, mix of both, your pick).  They all start leveling skills, but seeing the amount of grind involved, they each pick their main role.  One's working heavily on smithing, one's doing carpentry, one's farming up a storm, one's putting tons of effort into an AH setup.  Even better, they got a Fo priest who'll eventually have Genesis to help speed up the stablemaster's breeding program. The smith may or may not be doing his own mining, the carpenter will need to cut wood or find a woodcutter.

     

    They eventually start reaching goals.  The carpenter and the smith are pumping out Q40!!! tools!  One of them travelled all the way across the server (Gasp!  Servers feel yuge when you still get easily lost) and met a decent weaponsmith who promises to improve their sharp sticks into something that can kill.  The cooks will soon have meat! 

     

    Then they meet this new newbie, Bob, and give the guy an invite as Bob lives nearby and happens to be pretty cool.  Bob, being cool and all, is also a bit impatient AND would like to help his buddies.  Bob has lots of disposable income and starts buying accounts.  Within a week he can crank out q90 tools, weapons, armors, crops, wood, ores, 5spd horses, ships, vehicles, and all sorts of furniture.

     

    Bob's alliance now has all the bling they could ever need.  They offered to pay Bob but he would have none of it.  Now the smith is just some dude with a forge, the carpenter is just some dude with a mallet, the AH guy just needs to grind a bit more and redo his pens.  The Fo priest will have to wait for the next rift to have something to cast on (injured people).  Alliance members start to recede into their own deeds to just work on their stuff as they no longer need to be covering skill gaps in the alliance to help each other out.  The alliance has become a chatroom.

     

    Bob's a great guy, they're all still friends, but the concept of a "community project" has flown out the window, and the "village" is now just an area full of telepathically-linked hermits.

     

    By the way, the smith had figured he could make some coin after he hit q50 by selling cheap tools to other nearby newbies as there were no nearby veterans.  The whole market is gone as Bob, having spent all that money on veteran accounts, feels that it would be a waste to not share their skills with every newbie that passes.  The smith is now mostly playing Eve.

     

    (FYI I was the carpenter and the smith.  After we got our Bob I became quite the hunter and wanderer, basically a mobile hermit.  And while my account eventually did get to stand up to Bob's collection, 99% of the time it worked in my own benefit.  The other 1% was when I stumbled on some lowbie's deed and caught them struggling with something I could assist with).


  11. 1 hour ago, Ekcin said:

    But again, and even if I am too insistent about: It is crucial to raise the visibility and publicity of Wurm to a larger audience, best a ways larger than the steam community. As repeatedly said, mags and portals around Linux, Mac, and IT/PCs in general would be the target. I don't know whether it is possible to add the Wurm launcher to one of the Linux repositories, or even better the game section of some Linux distros, best something like Ubuntu or OpenSuse. 

     

    Wurm on the repositories is an friggin' great idea.  @Rolfy'should look into that one.


  12. Addressing a couple of points here:

     

    Re priest restrictions:  Everyone can cast on Sklotopolis, yet very few of us will even reach 70 channeling as it's one of the few grinds that's still very WO-esque.  Hell, mine hit 70 and I buy my enchants so no, they didn't hit "irons".  Another option for WO/WOSteam to be more fun is give some but not all spells to non-priests.  Heals and Refresh for Fo, don't ask me about the other gods, never really played them but that's the gist.

     

    Re advertising:

     

    -  Actually go ahead and advertise it for what it is.  ADVERTISE IT AS AN OLDSCHOOL GAME.   There are people who actually look for specifically that.

    -  Other games let you terraform, but otherwise are some form of Minecraft where once you got 100 "woods", you click "make 100 wood 'blocks'" and instant materials.  ADVERTISE THE DEEP CLASSLESS SKILLING SYSTEM.

    -  FOCUS ON "HOUSES ARE NOT TEMPLATES" aspect, many attempted "wurm killers" are pretty good on paper until you try to build.

    -  Make a very clear point about PERSISTENT WORLD.

    -  Get your streamers from those games.


  13. 1 hour ago, Legios said:

    Yes, being able to ride a horse right out of the bat will HELP a LOT! there have been WU server where the moment I realized I was dumped in a random place without even the capability of riding a horse and I just alt F4 and try again lol.
    No idea what that hammer is though lol.

     

    The actual hammer lol... stumps too many players re:  use mallet to make small anvil to make hammer to then start smithing your stuff hehehehe


  14. Google "Doctrines of Wurm".... it'll save you some frustration dealing with the "elites" when making future suggestions.

    On 9/19/2019 at 10:53 AM, SmeJack said:

    You just insulted people who disagree with you, on a personal level making assumptions about their lives or alleged lack of... then complain about bad attitudes

     

    👌

    Wonka was a bit of a ######, to be honest.