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Posts posted by Nukacola
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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.
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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?
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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.
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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.
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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.
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When they announced last year’s black friday sale, it was on Nov. 20th, so I would assume if we don’t hear anything by the 20th or a little later then it won’t happen.
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+1
I think the small cart model would have to be changed slightly so you can sit in it, should be easy.
The speed would probably be slower than the large cart with horses/bulls.
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+1 for rideable bison.
In addition, I also think allowing bison to wear gear to increase speed similar to horses should be implemented.
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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.
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If it does happen, I bet most old players who play on NFI will revert back to their toons from the SFI.
If there are no plans for attracting and retaining new players, I’d say merging is a not a bad idea if things continue as it is.
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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.
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I think it would be better to connect Defiance with the other servers. I’m seeing Defiance head towards Chaos population levels at this point in niarja.
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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.
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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.
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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.
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I’m not sure what good creating another new server will do, as it will further split the community apart.
However, I do think keeping the NFI and SFI separated in the long term is not good for the game at this point.
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The only reason I continue to play is because I purchased a year's worth of premium on Black Friday. I will consider quitting for good once that runs out.
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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?
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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.
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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?
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It is a shame that this straw bed was released this late, it should have been implemented before the Steam release.
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As the title says, Give all priests the ability to cast Mend.
I don’t understand why only Vynora can cast Mend on items/tools that can’t be repaired regularly.
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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.
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There is no doubt that connecting the NFI to the SFI is in the works for the future.
Plans for population growth?
in Town Square
Posted
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.