Nappy

Members
  • Content Count

    2,604
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Nappy

  1. WO Steam Discussion

    I think a better solution is to determine a way to take a deedplanner copy of a deed and reimport it into a server. The deed sizes for the old_location and new_location would have to be the same. Then once the deed is imported you would still need to terraform the borders to blend it in plus the mines would have to be rebuilt as well (perhaps the rock layer could be placed where the mine was so you simply tunnel in. I suspect there is a way to programmatically do this. If it's possible then at least server shutdowns to move populations together would be much less painful.
  2. WO Steam Discussion

    BTW - I encourage someone to do an extensive "test experience" session comparing a week or two grinding at 1 x on WO with grinding at 1x on WU. Personally I found WU was worse.
  3. WO Steam Discussion

    Well how about a WU DLC that includes all the stuff that WO has kindly withheld from WU? I am willing to reach into my wallet for that.
  4. Switched my Shares

    Thank-you Bdew, I appreciate the confirmation of what I and many others have said for a long time.
  5. Switched my Shares

    I believe this is called revisionist history. I saw the original video when he made the statement, heard it with my own ears and unfortunately believed it. Of course companies can change direction, admit mistakes and move forward differently, I get that. It would be just nice to have more honesty, transparency and trust enabling behaviors. It's those kind of behaviors that change people into net promoters (you know - would you recommend this company? Score of 9 or 10 out of 10 is a promoter). ~Nappy
  6. Switched my Shares

    Well if we look back at history, doesn't take much to recall that Rolf said all changes to Wurm would go to both WU and WO. While people may decide to try to change history, that was the reality he stated back when WU came out.
  7. What is the character name of the WS?
  8. Wow, I forgot about this old series on trying out PVP: Did a quick search using Google and found the following entries:
  9. Sure, turn them off. Turn off priests too while we are on it.
  10. Never thought of players as serfs before so not my intention. Truth is that players will do what they want regardless of designer intent however the design could include elements that would allow home servers to play a role in the fight too. Of course this means there has to be some reward element included for home server people so that there is something in it for them as well. I recall reading Rolf's original vision for the game. I remember it being like a life journal or career log where the player goes through progression from personal skill growth, to village life to eventually joining the kingdom combat and then eventually retiring back to the home servers after a successful war career. This idea is meant to extend on that vision, realize it to some degree and somewhat bridge the gulf that currently exists between hard core elevation and sandbox home servers.
  11. The answer to the home servers and PVP is to give them the ability to affect combat on Elevation while also being the kingdom islands they are today. The home islands become supply points for the main fight. Using Serenity for the home server example, could be any server. As an example, farm corn on Serenity, using a ship transport it to a depot on Elevation (open field combat opportunity). When the corn is transferred to the depot it is consumed by granting the kingdom's elevation combat troops a small combat bonus for a period of time. Repeat the cycle to keep the bonus. Have Elevation have a very rough environment so weapons wear out quicker. Make it so weapons made on Serenity and transferred to Elevation receive a bonus against damage (or perhaps have a special paste made that can be applied to weapon to do same thing - again only craftable on home islands). The key is to better connect the home islands to the fight while still allowing people who prefer living on the islands to remain there if they want to. Also makes the home islands a bigger target for raids (to cut supply of corn for example). The problem with the current home servers in my mind is that the job isn't done, the integration isn't complete, make it more relevant and more combat ops will happen.
  12. Started on a WU server recently with only crude knife, crude axe and a steel/flint. No weapons, no armour, nothing else that I can recall. Was pretty cool. Of course was also on a starter toon, not a skilled up character.
  13. Personally I would love to see the homeserver/elevation portal with no items stay until the next map reset that's planned.
  14. Well I was thinking about my inventory items specifically but thanks for the joking around - missed you too - grin
  15. Will characters forcefully moved to home islands be moved with or without any items that they might currently have on them now (Pre-new elevation map)?
  16. Instead of max deed count use a metric where the number of premed citizens impacts deed upkeep costs. For example only - numbers can be modified of course: At 10 premed citizens normal deed upkeep costs At 5 premed citizens deed upkeep is 3 times normal At 2 premed citizens deed upkeep is 5 times normal At 1 premed citizens deed upkeep is 10 times normal Also consider using same guidelines however add in number of drains to disband, at 1 citizen it takes 2 drains, at 5 it takes 4, at 10 it takes normal. This way you can still allow for kingdom expansion however you need the numbers to realistically support it. If you want to go even better then test for certain skills and if beneath a certain level across those skills then it's just an alt, so counts as half instead of a full citizen. Go even further and tie in last login, last skill gain etc and pretty soon you can have a true indicator of real players versus alts etc.
  17. It's almost a gasp moment, I find myself in complete agreement with McLavin here on this one. It really does support the group mentality if everyone gets reset at same time. The nice thing also is this is a time limited map according to OP so it's also setting a precedent for this kind of thing in the future if it works well. ~Nappy
  18. Why exactly is it so difficult to reset all skills to 1 again? Run a database query and set all Epic skills to 1. It only gets complicated if you are trying to have a skill level for Elevation and a skill level for non-Elevation servers. As far as item transfers just make it that you can't take boats across, only by swimming can you cross the border. This will eliminate 99.9% of the items people worry about coming to the server. For meditation just turn it off for elevation server only - make it so it does a simple check on user login if they are on elevation. If so then no meditation skills, if not elevation then let them have what they want. Seems simple. (pseudo code - If server name = "Elevation" then exit else turn on mediation stuff). Do the same thing to turn off tome effects, If on Elevation off, else on Similar logic can be applied for faith, priests etc.
  19. For the current population size (and even if it was to quadruple) I strongly recommend you go with a smaller map. Just like in real life, close proximity is what drives aggression/combat etc. DesV2 had a 2k map, same with DesV4. Both of them had less intense combat then DesV3 which was 1k. DesV3 also had at least 140 concurrent players online at all times over an 8 week period with population peaks hitting 240 to 260 players. This is far above what WO sees today. Even on DesV3 there were large areas of the map that were abandoned and not used with most population living on the front lines. If you want a combat zone then make one. Going too big is just encouraging separation and longer travel times, both things which reduce the intensity and likelihood of combat.
  20. I've been reviewing the old DesV3 anti-cheat code, the Sindusk version (which implemented it in a more calculation intensive way), the WU code and playing with a few different ways to try negating the ESP highlight capability. Along the way I've created a few new options that knock off some of the other things that people do to "exploit" things. I think there is a way, just have to run down a few different approaches that I have spec'ed out. No promises nor a particular rush for me on a personal level.
  21. This (the above) is the path to madness. Give the people of Epic a new Elevation map and then implement it. Make it small enough that people trip over each other. This will make combat happen. If you don't have the time ask the community to do it instead (thinking about the interesting effort TC made when they changed their designs, that was a solid community winning effort with lots of community involvement). If it turns out that 1 year from now you have an idea that leads to a new map two years from now then at least you will have a solid reason to have a conversation with your community about why a reset is needed, with good solid reasons. In the meantime you've given people a new map to play on, hopefully some engaging combat to enjoy and perhaps a much stronger community will happen as a result. The amount of work required to put a new map into place is trivial (this isn't supposition, I've done it multiple times). If you want to go a bit further to recreate the Epic 180 idea that's been bandied about most of that is easily accomplished with mods (I've written a bunch that get rid of things like altars, meditation rugs, hell horses etc so even that request is relatively small as well). I think people are most upset at the trivial things that they are requesting that are being made into these huge efforts when in reality the effort isn't huge. Unfortunately when WU came out it ripped open the curtain and made it possible to understand just how hard these kind of changes are. It's time to stop being the problem and instead start being an active and effective part of the solution.
  22. I think that's a great point you've raised. It's not important what Retro says or thinks. With all due respect to him and his position, at the end of the day he is just in charge of communicating the message. We really need to be hearing from someone more significant, someone with more authority and someone who actually makes the decisions. Where is Budda?
  23. You can run a very decent dedicated server on Wurm Unlimited for around $110 CDN last time I checked for a month. That's about 73 euros or about 9 premiums (at 8 EUros per premium per month). Implementation isn't a big deal and would take minimum time once the actual map is created. Using a tool like World Machine makes that relatively easy too. With PVP servers go small not big. Lack of space drives player interactions (just like in real life btw). If you want active PVP make people crammed together so they need to fight. At current or even improved PVP levels I would not make it any bigger then 1024 x 1024. ~Nappy
  24. It's not just the lack of attention, even more concerning is the lack of a shared vision. A shared vision is a much, much more powerful thing and with time and successful execution it builds upon itself. As an example: "Our vision for Wurm is to build up population by building awareness of the game, improving retention via the improved tutorial and improving game play including better combat and more engaging activities within the game. In order to make this vision work we need community engagement, the true kind where we brainstorm ideas together and come up with things that work for both PVE and PVP players as much as possible. Both communities are important to the games future success and both are in need of attention. While our main focus will initially be on PVE we have heard the strong voices of the community ask for at least something for PVP. We will be resetting the elevation map to a 1024 x 1024 map similar to Old Elevation. While this is certainly not everything we want to do with PVP it's a start in the direction that has been asked for. It will take time to realize this vision and frankly things will change along the way as challenges are faced. We will commit to giving you quarterly updates on where we think things are headed as the vision unfolds. Of course this kind of vision requires help, specifically your help. We are seeking: - Volunteer developers - Have you tinkered with mods in Wurm Unlimited? Come join our team, worse case help us reduce technical debt by fixing bugs, best case, design a new engaging mechanic that becomes part of the game - Volunteer ambassadors - Help get the word out about Wurm. Youtube stream, blogs, gameplay guides, anything and everything that can help people learn about this game - Volunteer greeters - Help new players at the tutorial site. Answer questions, explain the game, help them explore, tell them more awaits Right now we don't have the ability to thank you as fully as we wish we could, however we can offer you some recognition for your efforts - special "Volunteer Developer/Ambassador/Greeter" title visible in game, some sleep powders and a willingness to listen to your suggestions. Of course actions speak louder then words so let's get started today"