Idlamn

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Posts posted by Idlamn


  1. Animals need a rework. We got all sorts of nonsense going on - mountain cows, mountain seals, mountain crocs, sea horses. All this just doesn't look good on the game.

     

    6 hours ago, elentari said:

    Not exactly true @Darkelf. Back on Desertion server for example on the Epic Cluster, the north part of that server is basically steppe with many horse spawns. Sail around those borders and you'll find an insane amount of horses that just wander out from the steppe into the ocean, eventually reaching close to the server border. 

    Somehow related, when I was the only person online on Serenity, I used to see those ghosts at sea in the distance. Creepy stuff... like the ghosts of players that were once active.

    lQvZ5dN.jpg


  2. 55 minutes ago, Finnn said:

    same bots would leave anyway after learning they cant swim a lot safely, jump, glide into air, run on walls, etc, wrong game for them.. should try wu as gm... and then return once they grow up to use ca-help and ask why did that troll - troll them, it's pretty simple game, if something kills you in 3-4 hits, you learn to not mess with it and seek other enemies;

    It's a radically different kind of playerbase - where they are used to interacting with 100s of menus (menus for all the types of instance finders, all the types of progressions, all the types of exchange tokens bla bla bla), but when it comes to interacting with the world without an arrow, and a helmet mounted HUD showing the target you gotta kill and it's exact strength level and how it compares to yours (like terminator) they are lost. Me personally and other players are the other way around - it's overwhelming for me to learn to navigate all those menus and disjoint systems, to the point that I just gave up on a lot of those games.

    In WO even as a noob I didn't day until a week or more in the game. Saw a giant spider, I took a nearby boat and floated away. Saw a mountain lion I approached it with caution (it has "lion" in it's name come on...). I don't understand and I don't like the situation that we need to tell players everything - "that giant spider is actually not a little spider and can kill you".

     

    Still, keeping the big menances deep in the woods, will also help with new players getting killed by mobs because they assumed the troll was some low level critter just because he was right outside the starter town like they are used to. This until they learn the way here. 

    Idealy it should be that as long as you stay on the big road and in towns/settlements etc. you might encounter every now and then some critter, but other than that you will rarely see them. If you go into the woods or in some abandoned cave there is a chance there might be trouble there. This way people can most of the time mind their own business without pesky critters, and people wanting to kill them will get the extra challenge of having to explore a bit to find them, maybe even track for them.

     


  3. What I'd like to see instead is less mobs and more meaningful encounters - more difficult but giving more skill xp. This would solve the issue with the server tracking so many mobs also. Right now it's literally an animal circus - cows, giant spiders, seals in the middle of the desert, crocodiles on mountain tops.

    And you bump into critters everywhere. People should have to go to the woods to find bears and such. Maybe once a week the server could calculate the appropriate places to spawn critters - out of the way and each in their corresponding "biome". And make them sparse. I remember I liked the low mob density years ago when I tried Freedom. Looked more realistic and less frustrating than the mob trains I got on Serenity. But now it's the same over here as well, mobs everywhere.

    Never liked the "boar area", "kill 20 bears like theire flies" sort of games. Currently this is the case with Wurm, and while I like Wurm combat, mobs are very easy and it's just a chore killing them in bulk. I walk in 40 ql cloth clothes, with some 60ql 2hander after me and 70 FS and I only have trouble with trolls, hell scorps and to a lesser degree hell hounds. I can even beat champ spiders fairly easy, which should be a giant scary monster!

     

    I also don't understand the need for new players to be fighting so many low level critters in the first place. Sure pelts, and fur for bed. But wouldn't it be more insteresting if they ventured in the woods for those?


  4. Also somehow related, look at Saga of Ryzom. When they were through with it they made it open source. It should be the norm when devs shut down MMORPGs to offer them to the playerbase. If not open source at least allow players to set up the game. In all cases where they shut down a MMO without giving players anything, players had to work hard to reverse engineer the server side logic as best they could. The client most of the time cannot be extended with new graphics and such.

     

    4 hours ago, Wurmhole said:

    ALL player data would have to be wiped for security, so the server hosts would have to restore all the payers that wish to rejoin their server.  Fortunately almost everyone has their skill dumps locally, to make it a reasonable task.

     

    This is the biggest issue in Wurm's case. The characters are years of work to level. Then the bases, familiar lands etc. Keeping just the ownership name or something could work. Furthermore the character itself could be preserved in a secure way - only in-game related info - and later the server owner can give the character to it's owner. Or to an imposter hehe.

     

    4 hours ago, Camelrider said:

    Or just stop assuming the game is dying because a couple of staff members left? The negativity really helps nobody and is generally a bad look.

     

    It happens all the time for all sorts of reasons. I never played Warhammer Online as it got shut down, but I played Return of Reckoning and it was teeming with players (a year or so ago). Makes you wonder why, in those cases, they didn't just keep the game going.

    Let's say the game will go for another 10 yrs - would it really hurt if, after this disturbance settles and the game is running as usual, at some point the company says "Guys we know you love your Wurm stuff so much so we make a promise - if we ever shut it down, this is the solution we will have for our playerbase, instead of abruptly taking it away from the players like with other titles in the genre.". I remember there was a statement from the previous owner that they won't close any server if there are still even few players playing there.

    In Mortal Online the devs have taken upon themselves to not add cash shops and cosmetics etc like in other games to provide players with an authentic experience. They also decided to postpone subscription until the game is in UE4 and they have some roadmap stuff implemented. This shows care for the playerbase, that theire not just there to grab our moneys and dissapear when it's convenient.

     

    1 hour ago, Bearclaws said:

    I think 1/2 the staff got the @ss is a good thing, lets see what the new ppl do have to better then what we got in the last 8 years of the game cant fuk it up

    no worse then what thay did !!

    Nobody "fuk" ed up anything. The game has gotten decent updates over the years. Development staff is not that easy to replace. I think partly because the game technology is kinda old and that's demotivating to potential devs wanting to make a career.

    Moderation staff isn't as easy either. You can come across some nutheads that will simply ruin your game for the players. I saw this happening both with staff from community in other games, as well as with third party companies that specialize in this sort of work.


  5. 19 hours ago, Miretta said:

    and about the concerns for griefing: for players who want to harm others in one way or another, they will always find a way. That's why we have rules and GMs to enforce them. Limiting the games possibilities because of the "bad eggs" will result in a game that no one wants to play, because of making everything as inconvinient and difficult as possible to be as least griefable as possible...

    This is the case in Conan Exiles, to the point that bases looking like the ones in the trailers they provide with the DLCs got banned for land claim abuse (they were spread out like a village). This land claim abuse rule of conduct has been abused by many to destroy an enemy in PvP or simply get someone banned so they can be later looted. On a server I played it was a nightmare, people reduced their bases to little bunkers because they were afraid of getting wiped, and ultimately lost any desire to play because of the uncertainty of whether or not their progress will be wiped and the very restricted way you had to play to be safe.

    It's better to have the game enforce things rather than offload everything to GMs. They will get bombarded with a ton of requests and will have little time to look into matters deeply. This isn't like banning someone off a Call of Duty server, people loose hundreds of hours of progress.

    Important to mention Funcom offloaded the GM work to a third party. This is not the situation with Wurm. Still I think it's better to not overload GM work (as it is right now the response time is very fast and that's a big plus to the game) and overcomplicate rules for players.

     

    Maybe the solution to griefing issues would be to move everyone to Epic where you can cata grief strctures teehee ^_^

     


  6. Only one more exception:

    Quote

    In parallel with the development of the new player experience we will develop a way to track “quests”. I will need your help here, to make the ideas into reality

    Remove this part also and never mention quest trackers again.


  7. Quote

    In parallel with the development of the new player experience we will develop a way to track “quests”. I will need your help here, to make the ideas into reality.

    I have the feeling this is about GPS and arrows pointing you to the right direction. I hope I am wrong.

     


  8.  

    17 minutes ago, Toeol said:

    Last night it was noticed that a large quantity of staff/volunteer members had lost forum roles/permissions and were redacting previously made statements 

     

    57 minutes ago, Docterchese said:

    2. Most of the staff quit.

     

    My PC hasn't been starting for a couple of days and it's all bad news over here.


  9. What will keep people occupied for a very long while will be expanding the palette of building options: add the possibility to choose roof geometry, the possibility to have 2 water roofs and to fill in those triangles. Also windows, and multi storey tall windows. Add other embelishments with multiple variations. Also variations to the current wall sections (e.g. why not an arrow slit that instead of being centered is towards the right/left. Pack everything into a construction overhaul.

     

    In the meantime this seems like a quick win to keep people occupied:

    Maybe to add to this have the trim craftable from multiple wood types : >

     

    Another thing is procedural enemies like the goblin camps that were in progress at a time.

     

    Another idea is to not make skins just a matter of spending points for, but add them as a reward for a treasure map or whatever.

     

    Things like treasure hunts and atlasses are capitalizing on a core thing in the game, namely the vast world, exploration. It made sense to have added those at some point in time. I don't really know what holy sites is about so I can't say about those.


  10. On 7/1/2023 at 12:04 AM, Blacklotus said:

    I could definitely see a case made to have a right click option to change between this model and an empty model, same for the bookshelves instead of having two separate recipes for it.

    RMB -> Clear shelves

    RMB-> Fill shelves


  11. Also captured here https://web.archive.org/web/20230519053821/https://www.wurmonline.com/ by the way.

     

    With the scroll thing in the header you can select available captures from the past. It starts from 2003. I notice that the branding also changed over time.

     

    I also notice that the one that was just changed - the embelished Wurm logo - was around for over 10 yrs. The best period. The new logo is considerably worse IMO.

    The actual font for the Wurm logo has been around even longer. At least they kept that.

     

    I also prefer the old site (2010kinda-2023). It had a Wurmish theme to it. The ones before were just low effort, the new one, while it's more responsive, works better, doesn't really feel like Wurm. I refer here only to the theme, ignoring the content (which was disappointing to a lot of people).

     

    Even before was a background picture that wasn't Wurm. But other than that it's showcasing the actual game and not some other unrelated game engine and random fantasy art.

     

    And they should have added that dragon model as a bronze statue in game.


  12. I've read the text in the features section, it's kinda poetic.

    Quote

    As a woodcutter in Wurm Online, you're not just a harvester of resources, but a caretaker of nature's invaluable bounty.

    :") true...

    t5arCxn.png

    The grasslands at Mraconia Bay. cc @DaletheGood @notstupidbobb

     

    It does describe some activities in the game well (in a belletristic way), but a lot activities aren't mentioned and there is some unnecessary fluff here and there.

    Again I see that RvR is not mentioned... This game has the most advanced RvR I've seen (I haven't played Acheron's Call or DAoC). On Epic you felt like part of a kingdom and not some small guild. People went about their business but here and there there was kingdom business as well to which people participated to their abilities and willingness: from building and maintaining infrastructure like raider canals, walls, ditches, to things like scouting out raiders and even engaging them or actually participating in raids. Not to mention territory stuff on Elevation and other kingdom mechanics and PMKs.

    No mention of any of this... It mentiones guilds which are not a thing in Wurm.

     

     

    Also no mention of exploration. No mention of roads and infrastructure. Terraforming.

     

    All of those systems that work together in Wurm. I keep hearing people say that Wurm is a bunch of disjoint systems mashed up together. But this is not the case, all those systems actually work together. E.g. you get wood from woodcutting, turn it into materials for a ship, build a ship and use it for exploration. Of course the tools you use are obtained from blacksmiths, and additionally enchanted to make them faster. The woodland itself is either wild or especially grown nearby by a forrester (in theory at least). Then to transport you go on roads by wagon or use the highway system. Horses from animal husbandry can be especially bred to make the ordeal faster.

    Wurm isn't this game where you have a pvp set of armor that can be obtained from whatever tokens from getting kills in some arena. The same systems are also used in player versus player. It's all seamless.

    My point is that, I don't know how, but the game needs to be presented like this seamless combination of different systems. And I think (just an idea) this can only be done with an example video - from planting the forrest to navigating in the vessel made from that forrest. Or some elaborate diagram. Dunno... I think it would be better than just listing some professions.

     

    Lastly, I think instead of those placeholder images we should have gifs or short videos or even a carousel of pictures showcasing those activities:

    e.g. for mining: prospecting, mining entries, tunnels, veins. For pvp: kingdom banners, building defences, digging trenches, guard towers (territory), appointing offices, scouting, building catapults, trebuchets, rams, and lastly some fighting.

    I'd even leave the UI in.


  13. 8 minutes ago, Gerbold said:

    I didn't mean to be negative. But I'm looking at it and I can't... I'm sorry.
    If I didn't know the game, I wouldn't even look at it. A plastic logo that makes you think it's a children's game. A fairytale world on a website that is nice for Settlers fans. However, this is not WURM! It's not even 1% like this game.
    I'm surprised. We have a brilliant (I will shout again: BRILLIANT!) community here. People with various professions and passions. We meet in the game, because it's part of our world. We have programmers and graphic designers among us. A whole group of brave people. Also editing movies. If you manage to gather such a group of people, you can enlarge it.
    For my part: @Kirsten - just announce a screen contest (e.g. a contest once a month!), a 30-second video (after all, players make a stream) from real or funny situations.
    You've wasted your time and pissed off the community. I understand it's a business and you have to make money. But that's not the way... It's the beginning of the end. The new one won't come, and the old player will eventually get discouraged...

    Below: a beautiful moon in the game and an evening spent playing together with my son.

    sUSkTz5.jpg

    S3ghMda.jpg

     

    Now that I think more about it it's an old problem of Wurm. They don't do full justice to their own game. Just put in some screenshots with distant rendering, the sky, some room full of items, etc. They went for some generic fantasy art. There are literally 3D renderings of a farmhouse that is not Wurm.

    I haven't read the text. I am curious if it's an accurate showcase of the game that can lure enthusiasts in.

     

    16 minutes ago, Gerbold said:

    For my part: @Kirsten - just announce a screen contest (e.g. a contest once a month!), a 30-second video (after all, players make a stream) from real or funny situations.

    This is what Mortal Online 1 did (called a machinima contest back then, haven't heard this word anymore) and from what I remember they had something similar for the second.


  14. I like the new shop on the website. And the fact that we know how the reverse of Wurm coins look like.

     

    It's also good that we can see the news there and not have to go to the forum to see it.

     

    Also the shop in-game was, luckly, not the monstrosity I dreaded. It's actually kinda ok. The shop can also be a sort of alternate advancement - make money in game and get extra care for slots/etc. The main point is they kept things simple and seamless with the shop: no new currency (I already dislike that we have rift points, (loyalty points I can understand to some extent)), no endless pages and popups and bloatware in the shop itself. Just use your money to buy some fancy stuff/trader items/a few perks.

     

    What I don't understand is why the logo was changed. Put this thing back wurm_logo_forum.png.94464c88a9ab3cb04609

    (Edit)Beautiful:

    WRfXUc9.png

    I get the trend of simplifying logos, but it doesn't always have to be ultra-minimalistic. And why is there a monitor in the forrest containing a video of the game. A simple square would have been enough. Now I dunno if that was the old video, but what's with the flaming text and "BANG!! WURMonline (new logo)" - looks like something from Bollywood. Also the pictures from features are way off. Just use some in game screenshots (maybe passed through one of em AI software like Malena shown).

     

     


  15. It's not really blobfish tier ugly. Apart from the vast landscapes, the game looks "neat", for a lack of a better word to describe it. Pleasant to look at?

     

    It's not uninhabited either. Because the way this game is people are very sparsely distributed. I remember running into this new player he was complaining there is no one around. I walked 1 minute to the highway and and my friend appeared in local (his settlement was there he wasn't just passing). It's not like Runescape where the map is tiny and there's 100 players at each bank. The game also doesn't have points of interest like some MMOs: e.g. the place where the cows spawn and players go there and kill them over and over for hide.

    I think this game would benefit from new players being made aware of this somehow.

     

    I am trying conquerors blade right now with some friends. I find the bloat of advancement systems and token systems and event systems and whatever systems, to be much more overwhelming than anything like Wurm. Things are simple here: you craft stuff from materials, any of those can be traded for silver/copper/iron/gold with no other currencies available (except rift points >_>), and the rest is activate thing use thing. There is not a ton of bloat to distract you from the actual gameplay.

    I might have been playing this game and got used to it, BUT... I also played LotRO before for a long time and nowdays I find it too overwhelming to play casually due to the bloat.

    I hope the new changes won't make the game interface more bloated.

    The combat itself is relatively simple - good armor/weapons => better results, good character attributes => better results, and the defend attack directions, other than that the character fights on their own. There are no abilities to learn to use, there are no armors/weapons to get from specific token you get in specific dungeon, for which you need a specific series of quests etc etc.

     

    At most is complex in it's way but not much more complex than other rpgs. But, honestly, for me this game is more straight forward than others and I prefer it this way.


  16. I remember there was this person who called knarrs canoes lol.

     

    Sad to see the traders go. It was a nice quirk. Maybe keep both in parallel so that towns won't be so empty? Or give us other npcs : >

     

    Btw..

    On 5/28/2023 at 10:30 PM, DemonaNightshade said:

     

    Alchemy_cupboard.png

     

     

    Love the idea with the portcullis and the tapestry.


  17. Don't get rid of Epic, please, I like my spot there.

    Make home servers more carebear, and make both way skill transfer somehow, so people have something to show for if they want to occasionally play on Epic.

     

    Resetting in this game is a bit daunting. I'd hate to see Serenity reset like Affliction did, even though it's not the active Serenity I played on many years ago. Once a year is too long, people will get attached. If it's some short term servers like a week or a month from where you get some stuff to show back home then yeah. But then again better do this in a way back on the Freedom servers.

    Maybe optional no-loot pvp or something, dunno.


  18. Can't wait to transform my FSB labyrinth:

    v1FzwsX.png

    To something tidier:

    On 5/5/2023 at 11:58 PM, DemonaNightshade said:

    food_pantry_reveal.png

     

     

     

    Also like the other UI improvements. When I started playing for real about 10yrs ago, after I tried a few times when the game was in the very early stages (characters translating and rotating around the world with no animation), I remember noticing a huge improvement to the UI. Made the game look more polished. This plus the addition of armor, weapons and animations made me actually stick around this time for the sandbox gameplay :)

    I think new players as well as returning players will get the same feeling as well.


  19. 5 hours ago, wipeout said:

    Glad to be of service now lets hope they get rid of the those too

    Once upon a time there were two ancient families who had agreed upon a border to divide their lands turning their family estates into the kingdom and empire, at one point in time a mysterious portal was found and instead of being fearful they send through explorers who found pristine lands untouched by anyone and thus set out to explore and colonize them.
    Years go by technology advances, disaster strikes, history is lost and countless lives are sacrificed but from the turmoil rises a free people who form their own alliance, an alliance of isles where the common man can own land without worry and fear of the big and powerful families hunting them down in their sleep.
    But with this peace came a price their habits of old were lost they found no more joy in using yoyo's as they had no one to hold competitions with anymore so instead sought out puppets to talk to and in time they grew crazy they envisioned traveling to jackal, they had feverish dreams of 10 story tall creatures appearing out of thin air only to disappear again but worst of all?
    It gave rise to a small group of tinkerers who's goal it is to make a mockery out of the years of work these free people put in, these people formed new houses aimed to control the lands of old only to rise and fall themselves faster and faster each with a worse dress style then the one before as if they had to outdo their predecessors and in time this curse spread to the free people they to now started to desire and collect weird oddities that the lands had never seen before.
    It started out simple, a single item someone said and they all agreed a single time was not that bad but then more popped up and people desired to hoard them just to look unique just to look different.

    In time that single item grew to be a handful and then some people started to rise up against it, at first it was among themselves talking about how they did not like the direction that others were going with this new craze of wanting to cover themselves in weird new clothes.
    But they stayed silent and then some more came and more and the silent voices started to grow louder like they had done in the past they started to talk about it more asking to not go further but once again these voices were ignored and mocked, people were laughed at when they told others they would set sail and not return, they were mocked when asked if people could please not dress like that. All that this did was make the voices louder and louder and now they fear for the future.
    These people were content with the way their fashion was going but seeing this new trend makes them scared of the future as stories of old, stories of faraway lands and ancient texts speak of similar trends that lead to downfalls of their kingdoms and these people do not wish for that to happen to their beloved isles.
    These people know from the stories of old that those who rose up against that same direction where mocked and laughed at and even shunned away banished by those in charge only in time to watch it happen and watch the collapse of their worlds and it is through these stories of old that those who remember hearing or reading about these stories are now standing up against those who are blind to the truth.

    Will the day come where the isles are plagued with a fashion sense that makes no sense and the world is left barren once again just like countless others before it or will the people of the isles stand up and pray to their gods and leaders to make the choice to preserve the fashion sense and image and culture that they have created over all these countless years.

    No one knows the outcome of this saga but based on the stories of old it does not bode well.

    It's actually a common theme, people often get mesmerized by the promise of something better, rebel, and find themselves in a place far worse than before.

     

    What the clown cosmetics promise those people in Wurm? I don't know, I can't really say "you think it will give you this but..." because they don't give anything, it's just an idea that doesn't fit Wurm. Maybe I could say "Wurm will be successful because Aion was succesful and it has bunny ears, but...", however I don't think even the people defending them so much actually believe this. And the part of the player base that can't live without them - like a well known figure says: "Cmon, man...". There might also be a small number of people who think a circus of weird looking things is exciting - but for most people it's annoying and tiresome and actually boring.

     

    Skins in general, but more specifically circus ones, are the hubris of the gaming industry - it's a necessary evil for some games to get their earnings (especially in the f2p model). Wurm doesn't need this as it doesn't earn anything from it. It's literally throwing away the baby and keeping the bathwater.

     

    It gets only downside of breaking aesthetic cohesion which in turn makes the game less appealing to new players especially but existing ones as well. Breaking aesthetic cohesion also sends the message that there is no longer an interest in the game and it's just drifting around.

     

    3 hours ago, Tor said:

    Yeah, lets laught and riducle all those that didn't paint their head pink. That would make you relevant

    The fact that some people care this much for those clown cosmetics worries me. In most cases it's just the lack of arguments, I think. There's some person on this thread who was making the claim Wurm is a cartoon game...


  20. 2 hours ago, Etherdrifter said:

    It's a seasonal cosmetic...

     

    We have magical snowmen that give away snowballs - are those against wurm lore or are we assuming that maybe a little seasonal fun is worth it?

     

    I've seen PMK graphics that look more out of place than a pair of bunny ears.

    I had non wurm friends comment on how odd the snowman looks. But at least that one is not wearable with day to day gear or a skin, so you won't see if all the time.

     

    2 hours ago, Dao said:

     

    this thread has been removed from

     

     

    -----------------------------

     

     

    We definitely need a few more words about trust and the importance of community opinion.

    I made this thread just to suggest removing the ears before Easter. Now it's pretty much a discussion on the kind of cosmetics.