Hammer

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Everything posted by Hammer

  1. The server opens in approximately 25 hours. We're all geared up and ready to go. (So to speak :)) We're still looking for more people to join up. Anyone with any availability is welcome to join.
  2. I like your assessment, Flubb. Thanks for your feedback. I'm not saying it's a perfect concept but I know a lot of people don't end up traveling very much because of the time commitment involved in moving from point A to point B, and doing so safely. I feel 50/50 on the ups and downs of being able to do it while logged off, but it would reduce lag on the server to be able to do that while offline. Xanadu can take hours to cross. With bad wind it's worse, which leads people to hop servers just to reduce distance, which puts extra stress on the server to load new terrain for that user, only to hop again. You need to border cross 3 times to reach certain points of other maps to reduce your sailing distance and cut off some time. Besides, on a normal day many people need time for their families, their job, their significant other and they can't travel across a large map in a reasonable amount of time, so they put off travel until the weekend or another day that they have a lot of time or cancel their trip altogether. The reason I mentioned being able to use this type of transport safely, is that Wurm often has weird days in which I get hit while traveling by mount. On the days that the server doesn't tell me to slow down at 10km/hr, I still get hit by mobs that shouldn't be able to hit me. If I don't get to a safer spot eventually those small hits lead to a death, even in high quality drake armor. I can see these types of issues leading to a passenger transport vehicle still killing the people they're carrying before they arrive at their destination. For that reason above all others, I suggest that mobs aren't able to attack the player being moved. If mobs could see the player as being behind a fence or something it would greatly reduce the margin of error with travel speeds and getting hit. Call it "safari mode". You're paying for a transport service so shouldn't protection be included in the fee?
  3. A 5ql pelt isn't going to break the game. It's next to useless against a high quality pelt. It seems like Jackal was difficult for lack of pelts. Why be so against having something that is only slightly helpful?
  4. wow, that's a lot of views for 5 days
  5. I agree. The height limitations added for bridges made other things more difficult/frustrating.
  6. @John the first thread you linked looks different from my suggestion. That guy wanted a method for modifying his wagon to accommodate more players and less cargo space. I'm not recommending we convert a wagon to a passenger vehicle. The second link looks to be similar but leaves out some important details that would make it viable. The third link looks like the person intended using the current wagoner to have a passenger spot. I think my concept is a little different. In any case, your main argument was that "we need more reasons to travel to each other" and this idea would provide you with another method of traveling to others. Ships would still be useful in their own ways since wagoners can't travel over water and bridges/routes take a lot of time and resources to construct. Travel by ship is still the only way of moving bulk across servers. Sending a single item by mail is still the fastest method to move one or two items across the map or to another server. The wagoner moves bulk, but is slow. An automated transport would give players an opportunity to make small deliveries on their own using their inventory, so sleep powders and other un-mailable things could be delivered by a player that otherwise doesn't have access to skills or vehicles that are required for other travel methods. Having an automated method for transporting players would give players another option for travel and not really make any other methods obsolete. Mailboxes would still be useful. Ships are still useful. Regular carts and wagons would still be useful since they would be faster and can maneuver or make stops/change course on a whim. I have a feeling more players would be traveling more often if they had some kind of automated way of doing it without fear of dying by mobs while en route.
  7. I don't follow the suggestions area much. This concept my already exist from another player. But I think it's a really cool idea. Essentially many players don't like traveling much because of how much time it takes and it's risky if you don't have a vehicle or good armor. I suggest that they use the existing highway methods to create a second type of wagoner that transports characters instead of cargo. It would be very convenient to board a train car (or similar vehicle) and pay a fee to transport your character to another settlement. I think a lot of the wagoner stuff could be copied into a new transporter system. The vehicle has a capacity for a few characters at once, where we can't be harmed by mobs while traveling. I think it has a lot of potential and could be a separate 10 silver item. It would make travel more convenient, safer, and no potential for getting lost while traveling. If we exit the vehicle while moving there wouldn't be any need to be able to get back inside. A point-A to point-B concept would be good enough if re-entering were impossible. Travel by ship would still be viable because of crossing borders and not costing players money for transport. No system would be broken or become obsolete by adding this feature. Thanks for reading.
  8. We're now accepting new and returning players. Check out the updated post linked above if you are interested.
  9. We're still accepting all types of players (especially priests). Anyone looking for a place to live is welcome to join up if you plan to contribute to the marketplace. Cheers.
  10. We are still looking for 2 or 3 more people. We're up to 20 at the moment. We have a few open slots. We always accept people bringing priests.
  11. Quick update: The server opens 7pm CET (1pm Eastern Standard Time, USA) The server name is Harmony, with starter town Heartland. We're up to 23 people, 19 of them ready to go in our Discord group. We are still on a continuous search for more priests. Leave a reply, a private message, or a pm to Yekrut in Wurm Online to inquire or join up. 😁
  12. The server names and starter towns seem to make a lot more sense now. Congrats! Can anyone officially declare how many starter towns Harmony will have, or is it only Heartland?
  13. the new servers aren't connected to anything or each other. skills transfer from pve to pvp and that's all. you can't travel between pvp and pve.
  14. Assuming the server is popular and has a steady flow of people, it would be pretty hard to monopolize any item or product. If you can get those items from elsewhere, then by all means, I absolutely support people looking to buy from the little guy. He needs business dealings as much as anyone. The goal of my market isn't to monopolize, but to create a marketplace of organization and higher functioning that has rarely been seen in Wurm before. I want it to be scenic and interesting to experience as much as anything to do with trading or exchanging money. Besides, players have been able to freely sign up to join the market, and profits aren't going to only one person. One benefit of having a "Walmart" style marketplace in Wurm will be availability of things that may be difficult to obtain elsewhere, all in one location. It's a little difficult to travel around a large server collecting things that you need within a short time frame. You could sell stuff at our market, just the same as anyone else. Where's the monopoly in that? I think large markets do more to support a large server than they could possibly do to destroy one. The key point being that merchants from across the server will be able to sell their wares at Wal-Mart type village. That will be supportive of every individual player and has nothing to do with a monopoly. If you plan to find sellers that don't have a merchant at the large market settlement, where are you going to buy from? P.S. I did consider naming our new market Wal-Mart, but I'm sure we can come up with something better and I don't want to be pulled into a legal battle. 😁
  15. I appreciate your feedback and I intend to duly heed your warning. Thanks for the tip!
  16. Here's a little update with things I have been keeping busy with: I've been spending hours designing buildings and the marketplace layout. I've been communicating with players for weeks to get roles filled. I've spent some hours getting discord bots set up with resources to keep our villagers informed and up to date. We have 23 people currently teamed up (including myself) Most major roles are filled but we need 3-5 more people as builders, bulk producers, archaeologists, and the other open slots. We will never say no to anyone who is a priest or brings an active priest as an alt. *update* We are still looking for new and returning players to take on a helper role for a while, then move to a more integral part of the market later. We plan to be the home base of a server-wide alliance. Any settlement is welcome to join up. It'll be convenient to have us in your chat, so anyone from other villages can easily check if our market has something available that you're interested in. We will have a discord channel loaded with resources showing which items are currently for sale that will be open to the public at a later time--probably during phase 2 of our market development when we begin selling our wares. The discord channel is set to open for our market villagers on July 19th so that we can become acquainted before the server opens. Anyone in our group that doesn't have discord is encouraged to get it so that we can more easily communicate regardless of whether we're logged in to Wurm at the time. Voice chatting isn't required. It's just a very convenient central hub for external resources and communication. Discord bots make things very convenient. Hope to see you all soon! -Yekrut
  17. I see your point of view but I think it'll have an opposite effect. The new servers won't have any benefit by being limited to a bunch of new players that have no idea what they're doing or how to survive in Wurm. By having several large settlements, new players will be more likely to play the new servers and stick around an established settlement, where they could decide to branch out if they like the game. I think starting an economy will be very good for players, but especially new players. Who's going to make their new weapons? Who will sell them traited mounts? If you are expecting new players to show up and do everything that the rest of us have spent months or years learning how to effectively do, then you'll likely be disappointed. I don't think we are shooting ourselves in the foot by creating establishment in a fresh server. I think it would be a bigger mistake to depend on new players to establish the server on their own. And if they don't want to join anyone or be part of any market/economy, that's their choice, too.
  18. I have a history in Wurm Online spanning several years and I have a plan for the new PVE server, Harmony. We already have at least 20 people signed up to join when the server opens. Introduction I've been planning this for any new server. I just didn't know it would take place on a new set of servers, but hey, I'm only human. I'm looking to put together a large market--THE largest market on the new pve server, Harmony, with the launch of Wurm Online on Steam. I've already been planning and preparing for weeks. I want to get everything as organized as possible before the server opens and I'm looking for more players to join up. What I want is for players who plan to play on the new server to sign up and take on a specific role. We will have regular small meetings to review and plan future changes to the settlement. You and I will discuss how you should use your role for the betterment of the market and I'll make sure the whole thing comes together in an interesting and organized way. We will find a project for you to work on, and you spend as much time on it as you can. I realized that the actual recruitment thread for the Steam server is probably being overlooked when compared to this section of the forum, so I created this thread as well. My thread has over double the number of views of any other recruitment thread in that section of the forum. This market is going to be BIG and BOLD. We're especially looking for more priests but other roles are available and we'll take any Wurmian interested in joining us. If you are interested or want to see more information, you can visit the original thread, which is being constantly updated and has a lot of interest and players signed up: Alliance info: Thanks for checking it out. -Yekrut
  19. Originally they said pvp would open a few days later but they have amended that information to state that both will open on the same day.
  20. I plan to create the largest marketplace ever seen in Wurm, and starting from scratch just adds to the challenge. Any of you guys/gals that don't want to tackle the new server alone with noob weapons and lots of death, consider joining up with our market settlement. We have a lot of people already but would happily accept a few more. The thread can be found here:
  21. Is there any reason why my map files would show "corrupted or old file type" when trying to open DP3 maps with DPMapAssist?
  22. I'm still trying to decide on an appropriate name for the settlement/market. If anyone has an idea feel free to send it to me in a message (Don't put it here where someone else could take it). We can further discuss this in the Discord channel that I have set up closer to the server open date. I plan to add everyone to the Discord channel on/after July 19th.
  23. Does this not work with Deed Planner 3? Every time I try to open a file with this tool it says the file can't be used and asks if it's out of date. I have made 3 maps in Deed Planner 3 and none can be imported.
  24. I have been using Deed Planner a lot recently. Is there any ETA on when bridges will be added? edit: somehow I got into the wrong thread. i'm using deed planner 3
  25. Steam server map please

    Do you have some way of making the map?