Darkhorse

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About Darkhorse

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  1. In looking at all the ore i have mined in the past days, i see the "ore crumbles to dust" messages, yet the tin ore has no damage showing. All 5 piles have 0.00 damage, yet mined several days ago. Do not know if this is specific to indy or to tin.
  2. I have played 7+ years now, off and on. I love the terrain customization. PVP is not my specialty, but the thrill of it is great (but losing all your stuff is horrible) Yakura here are some of your answers: dont play epic, when the fence is on n or s side only i think, yes, no, not needed as you can tell by color but yes, no idea.
  3. Maybe the Gonome has special powers to protect you 8)
  4. Hi Normally 2x2 are good for beginners, but 2x3 is a much more desirable from storage viewpoint. When you consider bed, bsb, forge, coffin, it gets full quick. With any server, if it is not on deed, it is venerable for theft. A stable (partial building) looks nice and allows for grain plantings to keep the horses fed (or work to get the horse tiles enchanted). I agree with the comment of combining the workhouses and keeping a separate storage warehouse. A cookhouse with 4 ovens (bulk food storage etc) may be a nice addition. Although a park is nice, a farm on deed is probably more functional. I hope this helps.
  5. (the only question is Zerobyte, the original wild terror who built the name, or the purchaser?)
  6. If the old standard prevails, all deeds and tower guards will attack, and if a player kills you gets a bonus of some kind. That may not be enough as there are not many towers on wild with the past wars.
  7. So, back to the original Topic. From what i am reading, EPIC skill grind is minimal. So you think this will not cause the skill imbalance to reoccur because it is easy to skill up? So if it is so easy, what is the staying power in that. Once you have achieved it, what is next. The question still remains, if there are no future challenges to tackle; why play. At least in Wild, you have invested time in gaining skill. That is a very important part. (BTW, it is very offensive when you say wild players all use bots and cheats to gain skill. I have never cheated and gained my 70fs the hard way. You have no idea what it takes.) Once again; How do we make Wurm a endless game, one which renews and continues to give challenges? At least a lifetime on a character may achieve that.
  8. One of the prevailing expressed reasons for players not going to Wild PVP is the overwhelming strength of the existing Wild players. New players do not have a chance. Epic was portrayed as a solution. Everyone starts out with fresh so new players can compete. This is a short term solution. If player skills are not also reset, it will soon have the same fate as Wild. New players will not go to PVP because of the overwhelming strength of the existing players. The Epic skills are also not eligible for transfer to wild (inequity because of the shortened "grind time" to obtain the skill). This is still a perpetual problem facing Wurm PVP and a solution is needed. One option is to set a "lifetime" to all premium characters on Epic. For instance 8 months of premium play time and the character is "reborn" (reset) to "0" skills. The timer would only run with premium time. This would solve the "overwhelming strength" issue on Epic, and keep the DREAM alive for new players to rise to the top. This essentially would allow a "revolving door" of max power moved around. After the reset, the 1st month of premium is free for that character name (non transferable). Note: No one likes skills being reset; but also no one likes the idea of nothing to do with your high skills (you get to play in your sandbox alone as in the case of Wild). I enjoy Wurm and would like it to mature to a more sustainable game. Are there any other productive options?
  9. As one of the relatively few who have played since gold 1, I understand the passion long time players have surrounding this game. This game provides friends and a sense of accomplishment. Surrendering and giving up is not part of the character set of one who lives and thrives on wild. However according to this post, Apparently being beat, downtrodden, and discarded seems to be the prevailing wind of the day. Remember; according to your subject: this is about being fair and respectful to those who have stood by Rolf through the good times and bad times. The situation as i see it. Wild players do not want to give up their "bought and paid for" items gained from years of investing in this game. (why go to epic and start over?) The fortresses of Kyara or defenses of HSB have not been breached. Much time and money has gone into their making. (again why go to epic and start over?) The desire is to PVP. Part of Wild's low population is due to the short term gains which Epic provides. Solutions: Are there any? From wilds players point of view, keep wild. From obvious economics, wild will close. The 3 can exist, if they each have their own draws. Freedom, non pvp. Epic, pvp but as it is reset often, new players can compete. Wild can be for more advanced fs players. Ideas? What about converting the central most "no mans land" between the competitors into a "lost world". Fast spawns of harder animals (elephants, wilder-beasts, bison, army ants? ) which tend to mob. This may draw the high fs players for the excitement, and retain a population. Drawbacks: free passage between wild and freedom servers. It allows wild players to take a break and still return. It allows freedom players a taste without penalty. (item movement between servers would have to be discussed). Perspective: Wurm is STILL a sand box experiment; the ultimate goal is to have Wurm be successful, for Rolf and for its players. This game has been a success because of its community. Much will be lost if Wild players are thrown under the bus.
  10. I think roads are important and i do enjoy a good road. They are also good for trade and commerce. I do not think even a 2 wide cobble is necessary however. It would be relatively easy to add code to prevent a cobble tile to be bordered on all 4 sides by cobble. This would help to prevent a 2 wide road, but would also prevent a 4 way intersection (which isnt a big deal). I am looking for a place to settle (yes Accura it is me, although on an alt).
  11. Hi I am restarting wurm after a long absence, and looking to move down there. As of yet, i need to get a sailboat for transport. From what i have read, most players are towards the center. Is this true, or are there other areas developing?
  12. When reading the initial post, i noted the first part "WURM ENDGAME". This key line has not been discussed. My first thoughts were this was a way to end Wild and reset. I still think this is the ultimate purpose. If one side doesnt have any artifacts, there is no Powers to draw from, hence the Light gets distroyed. THE END. RESET? thoughts
  13. All archers know making arrows is very time consuming, expecially to the ql needed to do nice damage. The loss to misses and not being able to find them all is a large loss. I would like to be able to paint my arrows, perhaps a bright color to find them easier. Perhaps a pattern on the fins to be able to identify them. Thanks
  14. The way it looks

    I come back after a 6 month break for a look and the whole game has been thrown for a toss. - People threatening to quit - Home "safe" servers are not safe anymore - People displaced, questions abound The fix is even more bazaar, dump home servers for a new combined server, and stop home/wild traffic. As one of the late beta and gold 1 players, I enjoyed the safety of home and the challenges it presented. As time progressed, the village as a whole decided to venture to wild, where HSB still exists. I now enjoy limited pvp and consider Wild my home. Topic 1. Some enjoy PVP immediately, others dislike it. Still others have no idea and an introductory experience is necessary. WURM is a rich world with many things to learn, do, and discover. I believe keeping a open Penalty Free Path between Wild and Home is critical (ok, dont allow transfer of goods but no skill Penalties). This will allow: - a break from wild if needed - home players to temporarily experience pvp - eliminate a prime complaint about visiting friends - will allow helping friends on another server get a start (building etc) If you dont live on wild, your fight skills will generally be too low to provide defense assistance. - allows people to explore as this is one of the great things about WURM BEING LOCKED TO ONE SERVER IS MY #1 GRIEF. (Yes i understand the penalty, but still) Topic 2 My how memories are so short, perhaps those who are complaining were not in Gold 1, the time before GV. Much of the grieving and destruction was caused by freeloaders who played for free "because they could". GV was created to allow people to get a feel for the game. I do not like unpaying players on a home server. I do not agree with pay once and be allowed to stay on home server. If you want to play, pay or stay in the limitations of GV. For those who cant pay this month, ya sorry your character is on a pay server; don't expect it to be moved. I play on wild, i cant just stop by and log in (not even to say hi) without paying. This is the way it is. Rolf has a business. It is not unjust to require payment for participation. MY #2 GRIEF IS PEOPLE WHO DEMAND FREE (they don't own WURM) Topic 3 But finally, i come to the prime purpose of the post. WHY IS ROLF DOING ALL THIS? - Is it to expensive for servers for the player base? OK, it makes sense to combine home servers. This is management decision, but affects 100's of players. At least provide some recompense, Provide them a replacement HS/Village deed, maybe a free month premium. - This opens up a server for his future plans EPIC. OK. - But WHY THE SEPARATION OF WILD AND HOME? Something doesn't make sense. talk to us. We are participants of your wonderful game, but it would be most appreciated by your loyal player-base to at least have some information provided. Thanks Darkhorse