SirMuttley

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Posts posted by SirMuttley


  1. On 4/16/2024 at 2:29 PM, Brainzzo said:

    Most of these comments were from 2023 and most ppl are just complaining about being killed calling it toxic. I refuse to go off a old post. 

    Ah, the last post is *not* from 2023 so I'm thinking you just want to spin up a new thread instead of contribute to the one currently underway?


  2. On 3/22/2024 at 3:35 AM, Darnok said:

    If a new deed appears nearby for example around 100 tiles, players in area are informed about it in a similar way to receiving an mail.

    Anyone who does not like new neighbor has right to question location of new deed for the first 7 days, he can go to the token and select the "I oppose" option.

    As a result after 48 hours or after first logging in owner or resident, such a deed will be removed.

    After 7 days, deed can no longer be canceled by other players.

     

    Unfortunately there is no other way to defend yourself on a PvE server.

    -1 On this. I've always thought of deeding in Wurm as "Deed it or lose it", and in my mind there shouldn't be a way that folks can basically "own" a 100 tile perimeter for free.


  3. 1 hour ago, mysterydate said:

    The auction house will kill so many aspects of the game IMO ,, now we have people traveling by ship to buy and sell and we have wagoners to deliver and market places to go shop at ...what will the point of ships and wagoners be then ..i agree with the other players who say it will kill the uniqueness of the game ..i say its a mistake and that u should just add shipping NPC for easy selling to other servers and connect all the servers .that would be a fun addition. Maybe have a central area for each server with a large market area or something ,

     

    If it is done like some servers where merchants on deeds are linked to a central menu, folks can still travel all over to purchase items and use the wagoneer, there is nothing stopping anyone from doing that. But for those that don't have the RL time to travel across the map to maybe find something interesting it could be a great thing. It's just another play style option.


  4. I haven't been to Havens Landing on Independence in about a year, but the last time I was there it was a shadow of it's former glory and actually quite sad in comparison to how it was prior to the Steam launch. Opposite of Blossom, the mine had been cleared out so there was no iron available and the tree farm area was barren. Add to that all the junk scattered around it certainly had the look and feel of a run-down ghost town and new players had to venture out into the wilds to even complete the tutorial. Certainly not a great place to start if one was truly a new player to wurm. Heck, if I had spawned into that back in the day I would have given up after 30 mins and uninstalled. That said, maybe me or my play style isn't the target audience for the game?

     

    In contrast, I've played several WU servers that have awesome starting towns with the basic amenities so one can get the nails for a house/cart, some available trees, and farming plots. Some even allow joining the start town and having a house on the deed until an adventurer has enough skill or materials to venture out. Definitely a different experience and one that I appreciate.


  5. Generally the only time I sail is when I'm mostly afk and doing something on my other screen, especially when I'm cranking along at 8-9kmh. Other times I'll just point the ship in the direction I want and go have lunch or something. I'm not convinced this level of inattentiveness is what the devs are going for but it sure is what they get.


  6. 14 minutes ago, Sulcofuron said:

    I love most of the changes the new AH has brought, but the random difficulty in getting animals to 'breed true' seems unreasonably harsh on breeders.

    It's  harsh on non-breeders / sellers as well. I (am/was) just a regular player who doesn't slave away playing the market and grind my own skills and buy my silver as needed. Right after the AH update I held my nose and ground AH from 52 to 70 (horrible grind!) in order to breed some decent horses for my cart that might outrun a troll. I eventually got a couple of 4 trait drafts that helped, although the cart still barely outruns anything with any type of load. The past couple of months I thought I'd keep trying to win the lottery and get something better, but all of the foals I've gotten are actually worse then what I have. Frustrating to say the least. From what I can tell, if I want a cart that moves at a fairly decent clip I'm going to be playing the horse lottery forever, or spend $$$ buying one. Neither sound like fun for me.


  7. 6 hours ago, Stinboi said:

    1. Wu have seen better days, its just so few players that starting a new server you end up with 3-5 players if you lucky.

    The only WU server out there thats worth it is filled with old people taking over large area of land they prob use 5-10% of becouse it doesnt cost anything in upkeep, not to mention all the players there has played from the start so hard getting into, i was almost attacked for searching for an alliance.(im sure you know which server im talking about)

    I think it depends on someone's playstyle. I've had a lot of fun on servers with 3-5 regular players, as well as the pve server you mentioned. I think it's disingenuous to assume that because you didn't enjoy it, nobody will.


  8. 2 hours ago, MrCak said:

    Unlimited was a failure for a reason, whether you agree or disagree the development was halted for a reason and that should be a large indicator of it's market viability. 

    I think maybe the "failure" was that WO lost players and the company didn't have enough developers to support WU. Its a bold assertion to say WU has failed, when it fact it lives on even with being (purposely?) hobbled by the company. On a personal note, I have played both and am currently enjoying the variety of WU more at the moment. 


  9. 2 hours ago, joedobo said:

    I'm happy to see that WU comment. There is so much potential that can be tapped for so little cost.  I almost want to go back and start molding WU again as a refresher. But, like others, I'm not sure if Krister is serious.

    Hopefully the comment is that WO gets ideas from WU. Given the direction that WO seems to be going I am not convinced anything positive would come of WU "improvements" and I think WU continuing to be ignored might be the best thing at the moment.


  10. 4 hours ago, Darnok said:

     

    In any PvE game player fights against environment, natural forces, mobs or something like that.

    What you propose is a game for building decorations. While I understand that there are people who want it, this type of gameplay should not be called PvE.

     

    Huh, I think you misread my comment. Please try again, then come back and explain where I said anything about off-deed pve. Also include how you determined I somehow don't leave the deed.  I'll wait.


  11. 1 hour ago, Darnok said:

    Starting in middle game, if mobs would attack deeds  from time to time and player has to defend against them, it would not only be more interesting, but also more difficult for players who only want to grind.

    The faster you level up your skills, the more often and the stronger mobs should attack your deed. It would be some kind of interesting change.

    Mobs should be able to destroy fences if player is online. Then in PvE building stronger walls would make sense. At the moment, simplest fence is enough which is boring, because rest of walls are actually only decoration in PvE.

    Not something I'd enjoy in wurm, but it's not a bad idea for an opt-in maybe? So you could have the random mobs attacking your deed to "make the game exciting" while I could continue to ignore the mobs outside the fence and enjoy the game my way. Seems like a win-win to me.


  12. 25 minutes ago, Damascus said:

    Just look at Haven on Inde they have spots for players to build , most turn into junk yards after awhile and ends up dead with few a few players who may show up in local .

    Back in early 2020 when I started (again), Haven was awesome. Lots of players, lots of activity, lots of helpful advice, and a place to be and skill up as a new player. It's one of the main reasons this 3rd or 4th try at the game stuck. After the steam launch it was abandoned by not only players but staff that helped clean, repop the nodes and trees, etc. It's sad to see the abandoned state the village is in now :( 


  13. 1 hour ago, Tukodama said:

    Your posts clearly come across that you are a bitter vet, hate the steam release and the NFI cluster.     

    You come across as someone who hasn't read the thread, has an obvious bias, or is someone who discounts the years of playtime prior to Steam. That said, there is nothing stopping you from making your own curated thread to spin the numbers how you would like them spun.


  14. On 8/21/2022 at 9:35 AM, Idlamn said:

    I just thought of a way they can do that with perimeter: in the perimeter area build a 10 tile long house. Hmmm.... : >

    I suspect this would work out in the middle of nowhere (away from any deeds, highways, or roads), but it's an obvious and easy "griefing" support ticket otherwise.


  15. 6 hours ago, Lisimba said:

    Even just putting the literal current map in Yaga would help. Indexing named things could come later. Just the ability to zoom and pan around the map is of great value.

    Download the map and do that then? Or are you asking/expecting Hugh and Skyfox to do it (and maintain that instead of their existing process)?


  16. 1 hour ago, Badvoc said:

    A merge rightly or wrongly will imo, reduce prem accounts as people mothball accounts not needed, and play with just your "main set of characters".

     

    Its quite the clever model when you think of it, people get attached with deeds and toons, but also wanted to be apart of the new cluster hype and got attached there, now you have double upkeep, but if you merge, yes you will keep the deeds, but do you really need 2 sets of characters, or do you just cherry pick the best and let the rest mothball.

    Or, like myself, because I've decided I am no longer going to pay or skill up a duplicate toon/deed they lose the money anyway. More actually because I do prem multiple toons on my "main set of characters" and the lonely NFI ones are going to be mothballed indefinitely. I do see that some folks may decide to pay for duplicate accounts/deeds but I wonder which group is larger and has the most impact on company finances?