Nappy

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Everything posted by Nappy

  1. Read the threads where lots and lots of people are giving you their feedback on current game state. Your customers don't share the same perception as you, the service providers, do. More and more people seem to be voting with their feet too. Planned roadmap - Many times promised, never delivered. Sindusk, Ausimus and Darklords do great and fantastic things without a doubt. I have seen their work first hand in WU. What's lacking is solid communication. When is that coming?
  2. You are awesome! Thank-you very much. I will install it on my test server today. ~Nappy
  3. I need it for a specific project I am working on again. If it's a real pain for you I could just update the pieces I need.... I've finally invested the time and effort to code my own mods (as well as design them). ~Nappy
  4. I spoke to him (verbally) about two days ago. As Mark Twain likes to say, "Rumors of my death have been greatly exaggerated". @WalkerInTheVoidwill respond when he is ready to.
  5. Basically I would like the ability to let them drop tents anywhere, inside or outside of the kingdom.
  6. Very interesting. Is there a way to override that permanently? (grin)
  7. I am OK with not being able to drop on a deed of which you aren't a member. I am more concerned with being able to drop a tent inside or outside of kingdom influence. This is for a new server I am putting together. Eventually I will publish the concept and after that open the server. Like all my servers (DesV2 - DesV5 and InspirationV1) it is going to attempt some new things. ~Nappy
  8. Enhancement suggestion for sleep tent mod. - Take away the restrictions on where a noob tent can be dropped -- Option to drop anywhere off deed -- Option to drop at any deed of which you are a member Preferable to have both as independent toggles
  9. Thank-you for sharing this post. Road maps are what is needed here with the appropriate expectation setting that goes along with them. Sometimes people forget that a road map can be seen as very similar to a weather forecast. Today and Tomorrow's weather are almost certain however sometimes things happen. Next week's weather is way less certain and of course a forecast of what next winter looks like is likely to miss to have some real changes before it arrives. Agile road maps are like this too. Immediate iteration is almost certain, a month out less so, a quarter out even less certain and a year away is more about overall strategic goals then it is tactical reality. Agile is also about smaller and more frequent releases rather then long delays between releases. This allows the development team to change direction in a hurry when there is a real need to do so. Communication is around explaining how this works, clearly setting expectations around each timing block and then being very transparent and upfront about what is being done, challenges faced etc. It's also about guiding the discussion so that people can provide feedback, dev team can provide response and overall everyone feels like they've been heard etc. Don't get me wrong, this can be challenging to get started, usually because of lost trust on both sides. In the early days it can also be easily derailed if there isn't a real commitment to seeing it through. With time however you create raving fans, people who start singing the dev teams blessings because they see results rather then excuses. BTW: This isn't theoretical for me. It's what I do for a living. I usually am hired to take over a failed or failing project. Sometimes law suits are underway and in all cases the two parties no longer trust each other. In that world the only thing you can really do is show through actions that you mean what you say. It is a tricky walk for awhile however when it works it is a fantastic experience for everyone. For the people on Epic, WO needs to show that they have a future, that they've been heard and that there is a plan being executed with a listing of what's been achieved so far in the past (insert timeline) and what's planned for the future (again with clear expectation setting on weather forecast idea shown above). ~Nappy
  10. Not a question of lazy now or 5 years ago. I actually don't think they are lazy or indeed ever were. I think instead that they don't understand how to communicate, how to build up a community using communication etc. Instead they rely on silence and they fear sharing any info at all. People sometimes read silence as indifference, lack of caring and things of that nature. Look at this incident as an example. Sindusk made a comment about something that might be happening. Chances are that he has shared information he wasn't authorized to, or he is just speculating on something privileged that he observed or guessed. It doesn't mean he is right or that they haven't changed direction since he left the team. Due to his positive impression on the WO community when he was part of the dev team, his comment, regardless of correctness, did the one thing that no official communication has managed to do. It gave a community that feels abandoned and ignored the hope that maybe something good is finally about to happen. That's the type of reaction that official communications need to start doing again. They need to build a sense of anticipation, a belief that things are getting better and that wurm is the place to be. In fact they should be conveying a sense that you should bring all your friends here too because if you aren't playing wurm then you are really missing out. Instead what we get is gloomy silence, suggestions that the community needs to give them time, blah, blah, blah. Start showing us you have a plan, that there is treasure at the end of the rainbow and that wurm will still exist years from now. If you don't well at some point the naysayers will be right and you will have lost the community that you took ten+ years to build through inability to communicate the plan.
  11. Agreed. Let's see, what would be reasonable? We only started asking for a plan about two years ago. I think there was another group asking a year or two before that. Perhaps if we give them another five years they might feel inclined to share?
  12. It turns out that SortMod is taking the credit for exceptions that happen to the client even when SortMod isn't the cause of those exceptions. This makes it appear to be unstable. I believe @WalkerInTheVoidis working on an updated version that prevents SortMod from taking undue credit for exceptions.
  13. Not half a year. I think closer to two years. However sometimes a lack of concrete answers can indeed lead to concrete actions. Actions like refusing to resub characters and letting deeds disband. For all the discussion here that is often around what can the players do to improve player retention, the reality is that the biggest ownership of this topic rests with the people who control the game, the administration of it and the support of it. If people in a "Community Relations" role are unable or not permitted to give clear answers that keep the community focused in a positive direction then eventually the players take things into their own hands. The more vocal ones speak out (and are often ignored (which in itself is a failure of the community relations role)). The quieter ones, or those who give up, just leave. ~Nappy
  14. Based on the extended downtime (and the end of the month) I suspect the server has shutdown. I would like to thank @Milo for hosting the server. I enjoyed my time on the server. I was surprised to find myself playing on what was initially a 1.3x skill gain server in WU and the initial challenge of starting with very limited stuff, a random spawn and very nasty mobs got me back into playing Wurm. The map was very unique and well designed. Without a doubt it was my absolute favorite feature of the server. I only wish I had captured a few more screen shots so others could see the incredible map that you handmade. Thanks again. ~Nappy
  15. Server down? I can't find it in the list in order to login for daily prayers.
  16. Lately I have been working on creating/programming some new server mods and also creating some new maps using World Machine and this has been a real PITA everytime I create a test character or start up a new server. I was thinking my first client mod might have been an additional button on the initial tutorial screen that says "Exit tutorial". I wonder if someone with more experience with client mods would be willing to take that on especially if there is now a command that the button could easily reference to shut it off. The neat thing about such a mod is it's more likely that experienced players would have the mod and use the button while the less experienced would likely not have the mod and therefore would have the tutorial experience that is likely desired.
  17. Good catch. I hadn't reached the point of doing extensive testing yet so thank-you for doing it! ~Nappy
  18. I should have read Ago's & Cuddles and Ayluin's comment earlier, would have lead to a faster result. Just needed to add to my class. public String getVersion () { return "MyMod Version 1.9.1.7"; }
  19. Is there an official way to specify the version number of a created mod so that it appears in the server console on startup? As an alternative to just outputting something like "NappyServerMod_v1.9.1.1" using output commands. I feel like I read something about there being a proper way to do this using modloader but I can't find a reference to it anywhere. ~Nappy
  20. @Cuddles - That was absolutely fantastic! The earlier parts of the video would have significantly shortened my learning curve last week had it been available then. The later parts of the video gave me some more background knowledge that I hadn't either encountered or thought about yet. Thank-you very much for creating this for people to watch! ~Nappy
  21. My reasoning behind this was that if you lost a longtime bs player then while they were still considered active you could get close to their ql from the bot however once they were gone longer then active period then the max ql from the bot would also lessen. This should have the overall impact of allowing remaining players to not have to compete with a bot while they imped up their skills to eventually be higher then the bot again. Also would give them a market since no other higher source would be available. Perhaps having both configurable options would be better?
  22. Consideration for an option. Make it so the blacksmith can only imp things to 10ql below the maximum blacksmith skill of any active players on the server as an example. Perhaps active player is defined as someone who has logged in within previous 10 or 30 days. I think all of the options you have proposed are good ones. Each server admin can decide how to use the mod to best fit their desired server experience provided the options are configurable (and yours tend to be) ~Nappy