Azzerhoden

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About Azzerhoden

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  1. +1,000 . Tremendous ideas!
  2. I've spread the word to my normal group of guildies, and the feedback has been: 1) Graphics, from a self proclaimed graphics snob. I don't understand this myself, but ok. 2) Combat. From the videos I've watched on PvP, and from my own experience watching others fight mobs, the thrusting motion over and over again, yeah, I kinda get this argument. From other sadbox fantasy games out there that utilize weapon range, sprint boosts, jumping, etc, I can see where this game would not appeal to them. If you were a top-notch PvPer in something like MO, or Darkfail, trying the same in Wurm would be aggravating. For myself, knowing how much of a hinderance lag can be for slow access players, combat that requires that type of timing are unplayable. 3) Bad Reputation. I tried Wurm back when you had to build a fire in the tutorial, and after failing several times I wrote the game off (someone has since told me that old tutorial is a running joke now). Bottom line though is that my bad experience kept me out of this game for a very long time. Now that I am playing it I'm kicking myself for not giving it another go sooner. I am sure that with some targeted promotion Wurm would draw in a bunch of players. Let me give you an example. For the game Life Is Feudal, something like 150,000 players purchased the right to play an alpha through steam, paying around $20-$30 dollars (or euros, don't remember). I did. Hell, go search my posts and you'll see my name in gold as an early adopter before the alpha was launched. That's how deserate players are for a sandbox fantasy MMO. Even when that game launches its MMO (if they do, all they keep talking about is the 'Your Own' version), it will be years before it has as much depth as Wurm does, if ever. There are other 'in development' fantasy MMOs on steam that players are throwing money at as well. These are players that Wurm should be going after.
  3. Hmm, actually, as a new Wurm player I am only interested in playing on the Epic server. As a brand new player wandering the lands I quickly met with a complete stranger, who went out and gathered some helpful resources to help me get started. Now I am part of a group who patiently answer my questions in chat and who also make themselves available should the need arise. I've played pure PvE games. I quickly become bored of them. There's no risk, and the accomplishments are hollow. I like the extra danger that a pure PvP server forcibly inflicts. I like that anyone not an ally is a potential threat. I like going out hunting and having to watch local, of having to be aware of my surroundings, and of having to evaluate everything I hear or read with various levels of critical thinking. The risk only exists because the loss (in terms of time and/or purchased silver) is real. Take that away with land that always gets wiped every few weeks, and the PvP becomes pointless. Hell, I can get all the free, pointless PvP I want in Planetside 2 and a host of other games.
  4. +1 It's a fairly simple argument. If the way to work around the characteristic penalties to being a priest is to "depriest - grind - repriest", then it's a bad design. The initial thoughts behind adding the nerf were probably well intentioned, but time and game play need to be re-examined to determine if the desired goals were met.
  5. From a new players perspective, I love it. I only spent a day in the Freedom - Glasshollow(?) area, and frankly the developed nature of the area was not appealing. Helpful for a brand new player to learn some mechanics, but overall the sense of 'brand new game - brand new world' was missing. Jumping into Elevation though - very wide open - frontier feeling.