Sullen

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Everything posted by Sullen

  1. This is one of the main reasons I was so excited when WU was announced, and also why I play WU exclusively and not WO. Translation: Devs, one of the reasons I am not giving you my money in WO anymore is because of these loot distribution mechanics and metagaming/exploitation. I'd bet if you change this you would have more WO players and therefore, more money. =)
  2. Totally agree on any futile attempts at balancing it for PVP... I was convinced years ago that this game will probably never attract and retain MMOPVP players en masse with the current Wurm combat system... Not even mentioning all the meta involved to compete... My post was just showing interest in a server that was Epic in every way, with the exception of absolutely no PvP at all. Speaking of combat though, maybe I should start a new thread but I don't think I've seen anyone talk about completely reworking Wurm combat into something actually fun, maybe just start out using a system resembling combat systems that pretty much every other big MMOrpg has used over the past 15-16 years. (the obvious ones being WoW, DaoC, Eq2, GW etc) Whoever does that is going to be a Wurm-mod-rockstar I'd even like to see it done for PVE reasons, but I can imagine how important a combat system rewrite will be to Wurm PvP. The pvp community here deserves a major defibrillation. It's shockingly overdue. If anyone knows of a server that has all the features of Epic but only has a PVE community, please let me know, I'll check it out for sure!! Thanks again for reading. -Sullen
  3. I honestly figured we'd have seen this long before now, but I'm assuming there is a really good reason why we havent yet. I've been waiting for a server that features everything available to a WO epic style server on a PVE only server. So this includes, but not limited to, stuff like... PMKs Libila stuff (colossus, spells, mycelium etc) Eagle spirits and the other cool epic monsters Artifacts Sorcery Volcanos Valerie movements Ascension HOTA (a custom version that spawns monsters that won't leave the HOTA zone making it impossible to capture unless they are all dead, instead of just the usual lame PVP) I started playing WO when Epic first released, and after realising what When PvP was like, I went to Freedom and was disappointed to see how much of the really cool parts of this was being wasted on 5% of the player population , I always thought we could attract more players with all that on PvE, but that's an entirely different topic. So I'm assuming there is some really crappy legacy code that prevents us from doing it easily, has anyone pinpointed this, or is it just super crap code that would require major pieces to be rewritte? I'd be shocked if I'm the first person to look for a server like this, so it must be a mountain of work to do it. We can dream right? Thanks for reading, long live Wurm!!! -Sullen
  4. No need for elaboration I don't think. Thanks for reading. Sullen
  5. The very first time I played Wurm was when Epic released, and the first thing I asked my villagers was where could I find a champion horse? Much to my chagrin, there were none. And actual champion sized crocs would be AWESOME... fix all the champion sizes that got nerfed when they took away the 'state' colors like blue for slow, and green for greenish. Thanks for reading. Sullen
  6. I've always thought that if we can ride crocs, why not mountain lions and wolves. Most importantly, CHAMPION lions and wolves. Thanks for reading. Sullen
  7. +1 I've always wanted 'picture window's in mines, and 'skylights' in mines. Skylights would also function as traps in a way, although this would probably be the argument as to not implement them =( +1000
  8. I hear ya on the hermit situations, the 'counting' and achievements would still work on solo deeds, would just take a lot longer to achieve the same volume as it would be designed for catering to larger groups. You could also live solo, but travel to the local crafting deed for whenever you want to take advantage of the extra bonuses.
  9. This might help with decisions that are awesome and make PVE more fun and robust without changing or unbalancing the PVP mechanics. Seeing all the great long overdue changes that PVP is getting is awesome, and this might help the Devs make decisions when it comes to PVP issues and concerns. I'm sure there have been countless times that a Dev member has an awesome idea that will never see the light of day because it would cause issues on the PVP side of things... Thanks for reading. Sullen
  10. I posted this in the WU forum, but I felt like it might inspire people playing WO as well. All of my suggestions should be read with the understanding it is from a PVE perspective, trying to inspire new ideas to make our game more fun without taking into account that 'more fun' and 'balanced for PVP' are usually pointing in two different directions and causing unneeded drama here on the forums, I'm just dreaming here. Thanks for reading. Create a new system where settlements keep track of how many people have created each different kind of item on-deed. Give bonuses to people who craft on-deed. Such as, this deed has had 500,000 iron hammers created/imped on-deed, therefore, anyone making hammers on-deed get some sort of bonus, like higher quality, or better rare chances, or better stats or whatever. Items created on that deed will say that they were created on that deed when examining, just like who crafted it. Make bonuses for each deed be somewhat random, creating diversity and reasons to travel to different deeds, and give each player similar random bonuses and then all-encompassing bonuses for any player on-deed at the deed level as well. I think this will give incentives for people to create and imp on-deed in groups, like an extended achievement system with different tiers, like a bonus at 10,000 of an item, , then 100,000 of an item etc. This will give incentive for people to live together, and make it work for everything, like growing trees, or making charcoal piles, or breeding sheep etc etc. Ultimately at the highest tiers, you could implement my suggestion of the Diablo-esque item creation system. Thanks for reading, hope this inspires people with the time and talent to implement. Sullen
  11. Create a new system where settlements keep track of how many people have created each different kind of item on-deed. Give bonuses to people who craft on-deed. Such as, this deed has had 500,000 iron hammers created/imped on-deed, therefore, anyone making hammers on-deed get some sort of bonus, like higher quality, or better rare chances, or better stats or whatever. Items created on that deed will say that they were created on that deed when examining, just like who crafted it. Make bonuses for each different player and then any player on-deed as well. I think this will give incentives for people to create and imp on-deed in groups, like an extended achievement system with different tiers, like a bonus at 10,000 of an item, , then 100,000 of an item etc. This will give incentive for people to live together, and make it work for everything, like growing trees, or making charcoal piles, or breeding sheep etc etc. Ultimately at the highest tiers, you could implement my suggestion of the Diablo-esque item creation system. Thanks for reading, hope this inspires people with the time and talent to implement. Sullen
  12. Back in like I think mid/late 2013, imping into rares chance was nerfed. I'd like to see if go back the way it was. I guess it would just be the same chance to imp into rare as it is to create one. I see a side effect of this as well, being that the rare farmers will have an incentive to stop creating massive amounts of unneeded items in lieu of just imping a set of items instead. Thanks for reading, Sullen
  13. I've seen a server sell affinity 'cards' so you can trade affinities, which is creative, but not incredibly useful in my opinion. I'd like to see a way to randomly get affinities from stuff like this: Get fighting skill affinities randomly from fighting. Get sword skill affinities randomly from fighting with swords. Get carpentry skill affinities randomly from doing carpentry. Get gathering skill affinities randomly from gathering. You probably get the idea. I feel like affinities are one of those features in WO/WU that is underutilized because its tied to PVP, which is obviously a waste. =P Thanks for reading. Sullen
  14. I felt it was worth mentioning that it's a random system, so there is 100% way to create one, it just happens through normal play like the current rare system we all know.
  15. Sklotopolis - PVE

    Free bump for being, in my opinion, the best server for new players, the best mods to make casual play more enjoyable, perfect size map, great community, lots of players on at different times and being the WU that I continue to go back to. Party on! Sullen
  16. This is an important part of what I think WO/WU has been missing to take it to the next level. I'm sure the old "we can't do this because of PVP balance" bummer argument would be used, but I think it would take the game to a completely new level for a lot of players. How about a small chance to create a "Masterpiece" item, like a part of the rare, supreme fantastic system. Something like a Diablo-esque item system. Like a small chance to create a "Masterpiece" that has random item attributes outside the normal item's qualities. Maybe a hammer with greater durability, or lighter weight, or extra body strength when equipped, or boots that make you run faster, or horseshoes that make a horse even faster than the usual items we have, or a "yoke" that you use to create a special wagon that goes faster, or a "large sail" that when added to a Corbita makes it sail faster, or a sword that casts fireball when you hit something with it, or a large maul that looks like blood is dripping off it while its equipped, or a shovel that digs 3 dirt at once instead of 1, or boots that let you run faster, give more body stamina and also let you carry more weight, or set bonuses, and partial set bonuses, or items that increase your crafting skills (not to exceed 100 skill), or gear that increases the effectiveness of certain spells, like pants that make your heal spell better etc etc etc. The imagination could run wild, but its pretty much just a glorified Diablo-esque item system. I'd LOVE to see this one day, one can dream I suppose. I hope this inspires someone with the time and talent needed to pull this off someday. Thanks for reading. Sullen
  17. I've been waiting to see a server that allows the use of all the cool PVP-only stuff that WO has, such as: Libila priests Mycelium Lib colossus Sorcery items Ascension Valrei creatures (Eagle spirits etc) and anything else that only shows up on PVP servers in the current crap code Artifacts (and yes, custom artifacts, why haven't we seen this yet?!?!?! maybe even a small chance to create "Masterpieces" through creating items that are basically custom craftable artifacts with unique identifiers and abilities, see my post here about this in more detail: We can dream right? Thanks for reading, Sullen
  18. Thank you for all the hard work guys. Progress is definitely happening. I'm SUPER stoked to know that maybe we won't just see everyone in plate/drake now. Cloth tailoring needed some love for too long!!!
  19. Nice post, IMO these are good posts to point new players to. Just out of curiosity, this makes me wonder how the normal copper vein compares to a normal iron vein and normal stone vein, which is generally what I'd be mining at 65 skill. Party on, please post any more relevant data using that same skiller pick as your control. -Sullen
  20. This is another wonderful example of all the mechanics that can and will be tested with WU since it exponentially reduces the amount of preparation to perform a proper experiment like this. I can't wait!!
  21. If you plan on making a fan site/modsite maybe we can use this post as a list as they come online. I'm curious if we'll finally see more Wurm fan sites. I've had one in mind for a few years now, but the reason I've never done it is because of one of the rules that states any fan sites will be subject to Wurm's forum rules and their stance on monetization. Anyone else feel hindered by that ideology? Hopefully Wurm Unlimited will finally lift the veil of these rules and we'll see a proliferation of robust fan sites and reference materials. Long live Wurm, Wurm Online and and Wurm Unlimited. A lot of us are very excited about this.
  22. +1000000 Other than what you already posted, the first things that come to mind are some GM tools such as a GUI to spawn items quickly and teleporting to players, or teleporting via a coordinate. Oh and I'm grateful someone has the time to invest in this, I'm sure plenty of us would donate for your time investment if they prove to be useful.
  23. I'm with you on this one. Automation is certainly a major motivator for some people on whether they continue playing a game or not. A game like Wurm screams for automation. I have played UO for 18 years for this reason alone, there is a fantastic feeling after scripting out a mining macro or whatever you want, waking up in the morning or coming home from work and seeing how much you've mined. It doesn't mean I never mine manually, it just takes the tedium out if you feel like doing other things when you can be actively engaged playing the game. In 18 years, I've never seen macros break or disrupt an in game economy. This is a polarizing subject though, some love it, some hate it. This fact is probably the number one reason I'll be spending a considerable amount of time playing unlimited... especially if we can mod and have up to 100 players on each server... I'm stoked for Wu...
  24. +1^99999999 Almost anything would be better than what we currently deal with.