Nukacola

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Posts posted by Nukacola


  1. 27 minutes ago, ShinWolfardd said:

    Im new to WURM. I only started playing a couple months ago. I have experience in multiple Adventure, Survival and RPG games.. Including, Bards Tale, Battle Tech, D&D, Ultima Series, Ultima Online, Ever Quest, Rune Scape, World Of Warcraft, Elder Scrolls, Sky Rim, Witcher, Total Annihilation, Command and Conquer, ...... and many, many, others.... 
    My new experience to your game I can tell you I found that the low population of currently players seem to have a stigma to a jump button that are in many other games... While I understand that some people do not like a jump button... many people consider this a deal breaker when it comes to playing an modern game.  Next the way water works.. Mine Craft which is compared to this game in many posts clearly has a better scheme and design for the way water works... Seeing that years have passed since origination of water elements in games like Mine Craft and World of Warcraft...  this is probably a deal breaker for a great number of people also...  While I understand the concepts of player protections are a construct of not being able to jump over a fence...  I think adding jump commands to PVP servers would help retain more people, and if you improved the way water works and made in more like the way water works today in modern day Mine Craft I think you would retain even more players... Another challenge I have found as a new player is getting to 21 Mind Intelligence and 23 Body Strength...  While the grind to get to these land marks is a great accomplishment to be treasured, I can also see why non-premium members would not want to continue playing... I suggest allowing non-premium members to play up to 24 Mind Intelligence and 24 Body strength... so long as they log on to the game at least once per Real World Month... then progressively loose stats after that to a bottom of 20... no one should have to go below 20 once they have worked so hard and long to get above 20... Being able to ride a horse and load a large cart with crates is a majorly important deal in this game... and I can see why not having this ability would make players not want to play... have non-premium player able to do this would easily increase the population and over time would without a doubt increase premium memberships in my opinion.   and the last thing I will suggest is your character model sets for premium membership.. I think your pricing is a bit off for one.. If you look at most games today a lot of them are free to play with no progression beyond a certain level without premium membership like you have done... however, with those other games you can usually have 10 or 11 characters ... while I don't think 10 or 11 characters would be needed to acquire all abilities of WURM online I do think a minimum of 2 characters is needed and should be added to your premium membership plans... at least at your current price.. or lower your price significantly..  This is defiantly a deal breaker for many people.. I think adding more characters slots.. a minimum of 2 per account is needed to improve population on all server...  An idea for this to make it easier for you would be to add the ability for a character in game to create a clone of themselves that has the ability to resurrect just like a normal character but is only present in the world when your main character logs on.. so long as it is in a relative close range of you and lining you can toggle back and forth between your real self and your clone... but as you go on you can progressively add new abilities... so that one can potentially be a master sorcery and crafting master of everything and the other can be a master priest or champion of his chosen God...   If you do this I guarantee you will retain more people on premium memberships...   
    I enjoy the complexity of this game and appreciate all the time you have all spent developing it. I would like to see more  people to play along side with.... 

     

    You have some good ideas, but I’m going to have to disagree with skills progressively decreasing to 20.

     

    Pricing for premium could be cheaper for sure.

     

    If I understand correctly, you suggest having one premium payment to support at least 2 characters instead of just a single character? I think that is a good idea, unless someone explains to me why it is not.

     

     I don’t think not being able to jump was a major issue during the initial Steam release. Not as much as say the poor tutorial, lack of useable deed land, and hard to find livestock that was addressed by many players.

     

     

     

     


  2. 12 hours ago, Bottles said:

    All you need to do is advertise. Nothing else could be wrong

    At this point, it will take more than just advertising to retain new players. Sure, it will lure people to come try the game at least, but once they see all the abandoned deeds, clunky controls, poor tutorial, lack of horses and livestock, and other problems addressed by many newcomers in the Steam reviews, it won’t last long.


  3. The exploration update sounds good, but I have a couple of questions:

     

    1. How are these goblin camps and religious sites going to spawn in the servers? 

     

    2. Will the camps/religious sites alter the landscape permanently when they do spawn?

     

    3. Can you deed over them? 

     

    4. Will these camps/religious sites change locations periodically or be stationary in the same spot when spawned?


  4. 11 hours ago, Radircs said:

    Well Wurm have some fundamental problems for the modern market. One is that the design is player driven in nearly every part. No player -> no content - > no reason to play -> no players. It’s a downwards spiral in itself that stems from the "old" days of MMOs where the game was just the frame for players to interact and not the interacting object itself. In the past this worked great since well there were no alternatives, the market access was a smaller group but also more focused so it worked for some games.

     

    Now day’s there are more games out and games that offer both a interactive world and game on its own. Wurm still have a lot of charm and chances but is also vary unforgiving in the new player experience.

     

     

     

    When our group started the second time with the steam release (we played 2013 on elevation) we all rushed the 21 BC and 20.1ML for riding and cart driving since traveling is nice but when you have places to be you want to go there fast and the mechanic to do that is gated behind a characteristic value you can´t get as F2P player. Meaning your action radius is way more limited if you don´t get this.

     

    Same with our breeding we more or less started day 1 since again we want to have an action radius as big as possible and make interacting with our neighbors as easy as it can be. And we could do this because we were knowledgeable thanks to a past play time and we were a allergy organized group. It was quite easy for us to catch newer players and teach them some tricks it was ok that they leave us with some QL 50 gear (first week of the server so QL 50 were a nice start) since we had specialist in h who sink their teeth in it.

     

    What we did there was smoothing our early game experience and the ones of new players as much as possible since we know it’s the most problematic part. You don´t have safety since you don´t have a home you have no skills to generate this and then you hit the F2P wall before you have even figuring out the basics.

     

     

     

    Wurm need a lot of rethinking if it wants to grow the player base. Its nothing that is easy to fix or that is done with a single change it some fundamentals that are there that will probably alienate some of the player base if you lay hands on it but it’s also the things that hold you back.

     

     

    The devs will have to release a new cluster like the Western Freedom Isles on a different gaming platform such as Epic Games Store to really gain an influx of new players.

     

    The simple problems that were commonly voiced by new players that could be addressed with the new cluster are the lack of livestock, lack of usable land for creating a deed, and improving the tutorial based on steam reviews will make a big difference in retaining new players.


  5. 4 hours ago, Finnn said:

    I'll disagree .. donkeys were and still are quite annoying addition that doesn't fit anything, further ruined the mount balance, f2p players could just be allowed to ride regular horses and be capped on speed, bottlenecking them at some % of horse's speed instead of the mess we're atm(animal types, trait separation, impossible trait combinations); low skill and inadequacy to properly utilize fast mount makes much more sense around skill and the need to be premium for better experience.

     

    The donkeys are almost worthless now because the amount of new players coming into the game is dwindling. They would have been more valuable during the beginning of the Steam release, but at that time people were even fighting for cows to ride on.

     

    One of the main issues during the beginning of the Steam release was the difficulty in finding any livestock like horses, bison, hell horses, etc. Something that can be addressed if they plan to release in the Epic Games Store.


  6. Advertise Wurm on the Epic Games Store, release the Western Freedom Isles, and improve the new player experience.

     

    The donkeys and straw bed rolls were great additions but came very late to retain most of the new players from Steam.

     

    Wurm has another chance with Epic Games Store, but this time learn what failed in the Steam release of Wurm so that the Epic Games Store release doesn’t make the same mistakes.


  7. I think the merge is simple.

     

    Just allow people on NFI and SFI to sail to each other’s servers by boat. Allow the trade channel to display messages from NFI and SFI at the same time. Allow sending items from NFI and SFI through mailbox. Skills and items all transfer when crossing NFI servers to SFI servers and vice versa.


  8. With the significantly decreasing population growth on the NFI, I don’t see why merging NFI and SFI would be a bad thing. We are averaging about 400 players and alts included on all NFI servers at peak hour on Niarja.

     

    Unless there is some plan to advertise and entice new players to come to Wurm Online to increase the population five fold like in the beginning of the steam launch, merging the NFI and SFI could be one of the best courses of action to take to keep the current populations somewhat connected.

     

     

     

     

     


  9. 1 hour ago, DemonaNightshade said:

    So I do apologize, I have had a very busy and stressful past few days IRL and have not been online much in general. I have not read through the many pages of comments yet. Just want to show that I am here and will be looking through it. On one note: I think a lot of the speculations are making people get more freaked out and that's spreading to others. Things are getting blown way out of proportion and won't be nearly as big a deal as everyone is making it out to be. It's not going to be overly complicated or make your current stock completely useless, and literally nothing is changing with the "Care For" system (which I said the first time we mentioned the Animal Update a few VI's ago, and noone believes so they continue to freak out over it). If you need reassurance, keep in mind that I personally base 90% of my gameplay around pet and animals, have only 54 animal husbandry, and do have a horse market myself, and I am not worried and am in fact extremely excited for this update to go live. I also have many pets (champion and named critters) that are extremely sentimental to me and many that I have had for several years since I first started playing. I literally cried when my first named pet died when I crossed servers, I'd had him for 3 years. So, I have many of the same situations that people are worried about going on for myself, and with me being very sensitive I'm one of the most likely people to be extremely effected by anything bad happening to my animals.

     

    Will current 5 speed horses/hell horses/bison become slower with the new update? 5 speed horses go around 25km/hr peak without horse gear. 5 speed bison go 18km/hr on a wagon. I am not sure what a 5 speed hell horse peak speed is since I’ve never rode one before.

     

    We appreciate your response.


  10. 42 minutes ago, Delone said:

    This all sounds so needlessly complex, hopefully the reality of it in action is not as bad as it looks. At the least, it's looking like breeding without using a Fo priest, as I currently do, will not be a valid option any more.

     

    Current speed traited stock should not get any slower with these changes, if the traits they have remain, so should the benefits from them, and adding particular traits to them with ongoing breeding should have the possibility to make them faster. If it works to actually slow them down, this is not an update, it's a straight out nerf. Can we get an answer as to what the actual effect will be on current 5 speed trait horse stock?

     

    Going to be so sad that speed traited horses are going to look like the hot blooded model, they look positively sickly in the preview :(

     

    Can we get some transparency in this whole points system with a working list of what the traits are, their effect, and what their point value is? IE at 50 AH, is it even possible to breed a horse the same speed as you can now? Or will it require more just to get back to where we are now?

     

     

    I am wondering the same thing, this was not addressed clearly at all for such a major change to AH.


  11. I am not sure if we really need 23 new traits, I never met anyone personally who had issues with the number of traits currently.

     

    The new items, horse shapes, and in game wurmpedia changes are a welcomed update to the game.


  12. The devs are in the right direction with the upcoming changes to enhance the new player experience, but it is way overdue. Changes like the straw bed and donkey will help retain new players to the game.

     

    Maybe keep at these changes and release into Epic Games Store, coming in the market a bit more prepared than the Steam release?


  13. 9 minutes ago, Russwoods said:

    hello 1st of all I want to thank all of the devs for the great work they do, and making Wurm a great game, But here is my beef, I play on steam on the Cadance server, before we add new animals to the game, how about fixing what is wrong 1st  on that server i travel over 3000 tiles just to fight any critters ( either low or no respawn areas), and cannot find any Bison. Wild horses or female sheep in the wild. If i want them i have to buy them at a high price from players, So from my point of view the new addition of a Donkey would be the same. and what would their purpose be. I mean let us be practicable would they carry extra supplies as a pack animal / pull a small cart/ let noob ride them. just saying it is wonderful for the new animal but i would love to see more wild horses and sheep and bison, before got more of the same, having to buy from players if we want them

     

    It is still an issue even in Harmony’s lower population levels.

     

    It has been this way since the beginning of the steam release and not a lot was done to address it. 

     

    You can’t find any wild horses or bison in the steppes or anywhere in the wild.


  14. If only the donkeys came earlier before the steam release day, it would have helped out the potential 1000+ new players which is now lost.

     

    This was way overdue. Why is the dev team suddenly changing their ways and releasing very late changes to help out new players?


  15. 5 hours ago, Smwoodburn said:

    i think the lack of merchants and demand for what everyone is selling is due to the drop of 4 new servers that arent even able to interact with SFI servers it was entirely unnecessary and caused SFI to lose a TON of population what a waste of time energy and space. in my personal opinion.

     

    This is partially true, but eventually the NFI and SFI will merge. From what I experienced with merchants, is that often times their wares are more expensive than what people offer on Trade chat. Also many players don't like to leave their deeds and spend time traveling, which also contribute to dead marketplaces.

     

    Most of that population lost on SFI is just old players switching over to NFI, they will eventually come back when the merge happens. It was in Code Club's and/or Game Chest's interest to merge the sever clusters at some point.