Gevard

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About Gevard

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  1. This game needs new players so badly, i dont get why people be like " this niché game is for niché people dont make it mainstream, new players are bad somehow " I've shown Wurm to my friends and they were like " what is the appeal, this doesnt look fun at all " and that's it. it doesnt appeal to mainstream. where is the fun? if you've played it for a time you discover its fun but this is nowhere to be found on the surface for others to see. Also it's not fun inherently. you have to wade through so much difficult stuff because reasons. I'm a new player i wanna go explore -> a hellhound killed me. No exploring i am too weak. I wanna go dig a mine -> no bueno it takes soooo long I wanna go build a house -> this spot is already taken, please travel for miles on end while also avoiding spiders and no, just avoid anything. good luck. I wanna join a deed and not make my own thing? -> this is possibly where people start to stick when finding a deed welcomeing them. This is how i got arround. and i dont know how i stayed around tbh. On some new servers i grinded out weapon smithing and boy was it bad. i mean i snorted sleep powder like no tomorrow and was one of 3 highest weaponsmiths i guess. but competition was fierce and once i started to not "no-life" i was falling behind so hard, but i made arround 5 gold and also spent stuff on sleeppowder and so on and so forth. i totally got my enjoyment out of this but i wont ever do that again. and this also made me leave because why is everything such a grind. how are new players supposed to grind through this. combat is sooo sooooo unforgiving so you need good weapons and armor and possibly lifeleech enchant. because you dont get healing suppliy items easily, because why? why is this such a grind to do anything. this game offers NO easy fun. you can have fun once you start buying "the right" stuff or joining a deed and leeching off of them until you can contribute which maybe take years. <- this is what i actually think. and even then if you die once your shiny enchanted stufferino is inside a body bag guarded by whatever killed you. also good luck finding your corpse if you didnt remember to lay out and plan your adventure because haha hahahaha. where is the corpse? didnt remember where you were adventuring? oops. dying and losing stuff is so easy. getting said stuff back is sooo sooooo hard. why play? where is the fun in losing everything because you didnt know the game wont help you navigate in your most troubled times. there are soo soo many ways people can say "this is it, this was the last time i let this game devalue my time" because dying isnt only making you remember where you died and possibly lose your stuff (without helper priests) but you also get to enjoy skill loss TM. hmmm remember the grind for weapon smith you did, you grinded a whole week for +x skill? is gone, gg. but you get it back 3 times as fast. wink wink i get it, i get it. just git gud and not die. but is this fun for new players? i remember not knowing priests couldnt do certain tasks. "why play priests?" was my first question. priests can cast spells. oh cool, but somehow this is an even longer grind than weapon smithing. fun. then priests can link up with other priests and use them as batteries. which to me sounds realy fun to play a battery char. i thought pay2win was bad. but somehow batterypriests are fine. and dont tell me people just wont play 6 chars at once. i did it and it sucked. i hated every minute of it because it was soo good. i could actually start casting faster or mine shafts faster. it was a rush. but is this fun as a new player to be told "just dont multibox" but also " this is the most efficient way because not enough people " batteries are your friend. i have many issues with this game and frankly i dont know how to fix them or even if my feedback was good. but i know the entrybar for new players is just too high for most to stick arround. just try to get a new players perspective. everything is hard as can be you cannot settle easily if you die most of your "new" gear is gone and possibly guarded by a gulag-boss building is not fast getting tools is not fast getting a boat is very not fast getting somepalce elsewhere is a burden try riding as a new player try controlling a cart as a new paly try telling people why they cannot do it and how to get there fast. generally try to tell people how to grind faster. most of the time you only know whats happening because you know how the game works. not because you can tell by animations or field of view or logic, there is this thing. Wogic. Where did it came from? why is this acceptable. try telling people they cannot make a farm, sow crops, and harvest in one playing session. explain cooking and cooking skill bonuses and how to reliably get them and then also cook for others to reliably get them the wonders of smithing and why jewelrysmithing is its own thing and has nothing else to it and also wasnt incorporated into other smithing skills. dont get me wrong, i enjoyed this game for what it was. i enjoy complex systems and then finding clever solutions. but some of these systems and mechanics wurm relies on just seem complicated because they once were complicated and changing this to allow for a better flow for new players gets blocked by old players who are like "nyah, it was hard for me, it shall not be easy for others, they shall suffer as i have sufferd, mnyeh" *i forgot about meditating just imagine me saying everything again but this time with meditating. ultimately would you play this game if it were not for your connections you made or nostalgia?
  2. i think WS should be overhauled, it just never fit the whole parent and subskill system
  3. awesome merchant, got a lot of good and highquality coc tools. surly will shop here again
  4. I currently have nothing in stock. I can create any Weapon on request, prices are: Large Mauls are +20% 60ql 1.0s 65ql 1.5s 70ql 3.0s They are always made of iron unless you supply the material of your choice. There will be no upcost. You can also send me your already finished weapon for an imp to the desired QL. The imp costs less for each QL-milestone on my pricelist. If a 20QL weapon cost 20 copper and a 10QL weapon cost 10c, then the imp from 10 to 20 would cost 10 copper. When imping if it changes rarity the total cost of the imp changes: Rare 12s Supreme 50s Fantastic 1.2g
  5. Closed

    think 10 tomatoes for 3s is a bad deal
  6. LT casts are good for your soul.
  7. I think creatures should have the same movementrules as players. They can go up and down x slope and that's it. They should also suffer in movementspeed from terrain and such. like walking on tar makes them slower for example.
  8. realy if you dont prem you lose out on many things. you wont be able to kill a troll with 20body stats, fighting, weaponskill, weaponql etc. as is with most things, you will also be unable to build large buildings, or a smelter for example.
  9. like something that cant be done afk is killing mobs. How about traveling and getting some temporary bonus which gets used up in killing mobs? could be anything as reward realy some minutes sleepbonus, some copper, rarely moonmetal. i dont know
  10. its true, i wont touch medidation ever again
  11. every skill has this sweet spot thing right? i dont understand it tho. also how is it intresting? this should be more publicly known that if you imp something abouve your skill you get higher gains.
  12. yeah the skill is just so bad nobody will pick it up and instead pay silver for it. now if i need an enchanted weapon this early. i can buy that. if i need enchanted tools, you'd guess it, i can but that. being financial fluid and not limited in what i want to buy is like a good experience for me. simultaneously WS was a ###### experience. i mean look at channeling and priests. i could never fathom doing that because it limits me in too many ways. yet enchants sell crazy high. i think if there would be no profit nobody would do it.