Sindusk

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Everything posted by Sindusk

  1. There's a subscription fee. Small team is no excuse for this. There are paid developers on the team and it is quite literally their job to provide content for the game. If they aren't, why are they getting paid? I could single handedly provide an expansion-level content update such as Jackal's Return in the course of 4-6 months. They got a ton of players, an influx of money, and could easily expand their team to increase development pace. If there really is some future development, they need to tell us that. Every comment I see is "we have more to share soon" or "something is coming." Again, call me a pessimist, but I'm sick of it. Just tell the players what you're doing and set their minds at ease. It's so freaking easy to just be honest and instead it feels like a scam or con.
  2. Sadly it encourages zerg mentality. Players will all swarm to one side in order to profit off winning.
  3. Call me a pessimist but from what I'm reading here, it sounds more like just releasing stuff that was held back with minor tweaks rather than actual new content. It's been 2 months since launch and there's nothing major in development? That's terrifying.
  4. Basically, it comes down to economics. Players do not earn currency for playing on Defiance. Instead, they earn moon metal. Moon metal cannot be sold to Freedom, so that's not an option. So essentially every kingdom lives in a communist bubble where everyone is simply supplied with what they need... except sleep bonus. When you play on Freedom, it's a capitalist system and you can sell excess of whatever you craft to other players in exchange for currency. You can then exchange that currency for sleep bonus. This makes playing on the PvE side far more rewarding as you're skilling twice as fast pretty much permanently. You need to give sleep bonus incentives for playing on PvP. @BrokenSanitymade a great suggestion post addressing that. HotA wins granting sleep bonus and similar are great ideas. Check out that thread. Simply put, yes. This was tested in WU and supply depots which are easily spotted from anywhere on the map are very high activity PvP zones that can escalate rather quickly. Sleep powder is coveted right now. Non-priests need a way to interrupt casts. If that can be provided, then it will be a much healthier state between priest and non-priest. Priests are still better, but at least non-priests will have tools to deal with them at their disposal. This one bothers me the most. When the Battlecamp HotA was first designed, being a temporary deed which slowly collected moon metal was the intended play. Instead, the following adjustments were made that broke their original concept: They are removed after X days. They can be found from some absurd distance (100 tiles?) with a pendulum. They announce what sector of the map they are in when they spawn. The original idea was to make it so that weaker kingdoms would be able to attain moon metal steadily if they properly defended their battle camps. For example, just a week ago, Jenn-Kellon had 2 camps that were located just a few locals from the capital. These could have had fortifications installed to prevent enemy kingdoms from claiming it. Unfortunately, since they are removed after 10 days, there's no incentive for anyone to fortify a battle camp. Instead, the enemy came at off-peak hours and capped both at the same time, winning HotA and removing both from play. Beyond that, there was two days where I got a group together to go out and find the fourth battle camp as soon as it spawned. On both days, the fourth camp spawned, and the first one was 10 days ago and was destroyed. This felt awful because we got into positions to find and capture all the camps, yet were unable to finish the job since there's no message about a camp expiring either. The whole concept of removing the camp after some amount of time is the entire reason half the mechanics that were built for them are not used. It needs to be removed. The proper play for a camp is to have it be found in your territory, construct fortifications around it, place a guard tower if possible, then allow the enemy to trap themselves if they aim to claim hota. Stealth traps and so much more interesting ideas can be pulled off if these camps are able to just function as they were originally intended. Beyond that, a powerful kingdom can claim a camp, intentionally not claim HotA, and use it as an outpost for offdeed PvP. There's so many possibilities if they just did not expire. Beyond that, the rewards could be improved. Moon metal can only be distributed in so many ways. Something a bit more potent that affected the whole kingdom would be nice, such as a Rite-style sleep bonus reward that can be claimed in 24 hours or something.
  5. Updated with new offerings and reduced prices. Reduced Prices Targeted affinity pizza portions: 1 silver 50 copper -> 1 silver 70QL Blacksmithing: 1 silver -> 80 copper 70QL iron lump 64kg: 80 copper -> 75 copper 70QL iron lump 300x large crate: 3 silver 20 copper -> 3 silver New Offerings 70QL and 80QL silver weaponry is now available. 80QL Blacksmithing is now available. 90QL ores and lumps are now available. 85QL ore is no longer being sold. Tin and Silver have been added as options for ores and lumps. Chain smithing up to 70QL is now available.
  6. Started using the site and have some suggestions/requests/comments: Some form of "any X skill item" for requests. Instead of listing file, awl, leather knife, hammer, etc. it would be nice to just say "any tool" When making a new listing, it would be good if it automatically filled in your server and location for pickup. When listing a baking stone and mortar and pestle, marble was not an option. It would be good to pass through and make it so appropriate materials were available to relevant items. Sorting by tool/weapon/etc. seems less effective than sorting by skill used to create. For example, sickles, carving knives, and butchering knives are listed under both tools and weapons. If they were instead listed by the skill used to make them, it would avoid having two categories with the same item. Adding a note to item sales would be helpful. Some way of noting enchants or similar would be great. The default listings per page can probably be increased. 10 listings per page is kind of low. I'd recommend 25 or even 50. I'd much rather scroll than have to go to the next page. When marking a listing as sold, it should automatically fill the sold price with the one it was listed for. I'll be sure to post more as I think of them.
  7. Since then, I discovered that the simulations I ran in that thread initially were faulty. I never removed the shield taking damage on each block, so in the simulations that you see there, the shield takes so much damage that it inevitably breaks and is destroyed. This throws off the data by a lot. Maybe one day I'll get that program running again, update it to the latest iteration of the code, and spit out some new results. In short, the simulations for mining and combat back in 2016 were faulty. The casting simulations were very accurate, and you can see that in practice with the Grinder tool.
  8. The reason is because the server isn't targeted towards new players. It should be targeted towards skilled fighters and veterans of the game. People who want to take their skills and use it to push for something new and productive. When the original Jackal launched, the lack of transfer was, in my opinion, one of the main reasons for it's lackluster participation. People have been playing for years and years and have built their character and skills for a long time. To have that stripped away when engaging with new content doesn't feel very good. Some players don't want to start over, they just want new content. This concept is aimed at providing exactly that. New players should start on the original servers, and have participation on Jackal as a goal to strive for - not a starting point. Correct. The idea is that you'll need to create high quality smithing tools on Jackal in order to make a rare unbound cobalt item. It would need to be improved on the Jackal server specifically. If you take it back to the original servers and damage it, the only way to get it improved again would be to revisit Jackal and have it improved there. Cobalt veins would have low quantities in them, and very high difficulty (above gold). Each vein wouldn't be guaranteed to be very good or utmost, either. Getting high quality rare Cobalt gear should be a chase goal for players with high skill participating on Jackal, not something that should be expected. Whether that concept should extend to the trees of Jackal is up for debate. It's possible to make it so only Jackal wood can be used to improve items made from Jackal wood. It's just a matter of whether or not that's a good idea - and I don't know the answer to that.
  9. I don't see why not. This could be launched for Wurm Online with a marketing campaign. Then several months later added as DLC for Wurm Unlimited. This would make players of Wurm Unlimited happy (they would get all the updates from Wurm Online) and the company would receive revenue from purchases of the new DLC. Company makes money, players get new content, and everyone is happy. Expansion is exactly what the game needs.
  10. Skills would transfer seamlessly between Jackal and the main cluster servers. Any skill gained there would transfer back as soon as you took the portal home. I was considering pitching a possible different skill gain solution for the server which makes it tempting to play when you have unenchanted tools to start. The idea would be something like 50% increased skill gain, but sleep bonus would increase skill gain by 50% instead of 100%. This would make playing on Jackal without enchants more appealing while still making normal servers more efficient when you're min-maxing with enchants. In the end I decided it would probably just make a point of contention so I decided to leave it out. I do agree that some incentive to skill gain on Jackal would be nice.
  11. Wurm Online: Jackal’s Return A Wurm Online Expansion Overview In Wurm Online: Jackal’s Return, players will once again venture into the lands of Jackal to fight the rift invaders in their home world. With a new design, players will have to work together to slowly push back the fauna and cleanse the Jackal landscape. The rift invaders have created outposts across Jackal which charge the barrier preventing entry to the central fortress. Once the outposts are destroyed, an assault can be made on the fortress. A successful assault will lead to Jackal’s armageddon phase, where players will be sent back to their original homeworlds and incur a moon metal meteor shower across all of Wurm. Jackal Returns Accessing Jackal Jackal portals can now be created similar to the PvP or Epic portals, though they require rift wood and rift stone to craft. Once created, players can travel back and forth from Jackal freely. Skills will transfer to and from Jackal, but items will not (with a few exceptions). Faith and currency will not transfer either. Jackal can be accessed from both the Southern and Northern Freedom Isles, making it the only place where players from both clusters can play together. Currency (iron/copper/silver/gold) will not transfer to the server from any cluster, because Jackal will have a unique currency system for players to create deeds and trade. Hazardous Terrain Jackal’s terrain is completely covered in fauna. This fauna is poisonous to players, and will cause damage rapidly when attempting to traverse it. In order to survive, players will be required to use a variety of methods to either remove or replace the fauna. Pavers can pack and pave over the fauna to make it safe to travel. Libila priests can use Fungus to create mycelium which will overtake the fauna. Fo priests can use Cleanse to rid the area of the fauna and replace it with dirt or grass. This will require players to move slowly across the map, making roads through the fauna to reach points of interest. Using jackal points, obtained through removing the fauna and assaulting outposts, players will be able to create deeds over areas which are fully expunged of the fauna. New Resources In the cave systems of Jackal, players will be able to find Cobalt veins, a new metal type unique to Jackal. The properties of this metal are between that of steel and moon metals. Any cobalt item created that turns rare, supreme, or fantastic becomes unbound. The trees of Jackal also possess similar special properties. Items created from these wood types will become unbound if turned rare, supreme, or fantastic. Unbound Items Completing objectives on Jackal (such as assaulting an outpost) will reward participants with a random unbound item. Unbound items can be any tool, weapon, or armor. Metal or wooden items will have a random material type. Unbound items have the special property of being able to freely transfer between Jackal and Wurm. This allows players to retain items they found for use at the start of the next iteration of Jackal. These can be improved, enchanted, runed, and modified in the ways any normal item can be modified. In addition, they increase the difficulty of any action performed with them by a small amount. This makes them less efficient than normal tools, but useful for certain skill gain methods. Priest Restrictions On Jackal, priests have less restrictions than in the homeland of Wurm. Since faith does not transfer, players will be able to pick a new faith and become a priest specifically on Jackal if they choose to do so. Each deity now permits it’s priests to improve a certain subset of items: Fo: Tailoring and all sub-skills. Nature and all sub-skills. Vynora: Carpentry and all sub-skills. Pottery. Magranon: Smithing and all sub-skills. Libila: Masonry and sub-skill Stone cutting. This will allow players to maintain the combat effectiveness of being a priest, while still being able to pick up a crafting trade to benefit the war effort against the rift invaders. Jackal Points Jackal points are earned through removing fauna and completing Jackal objectives. These jackal points can be exchanged for rewards directly, or used to place a deed and claim land on Jackal for the current iteration. Armageddon Once the final fortress is assaulted and destroyed, Jackal will enter an armageddon phase. This will cause chaos on Jackal for a few days before finally destroying the map entirely. The armageddon phase is not time-gated, and players can trigger it whenever they complete enough Jackal objectives to open up the fortress. It will be up to the speed and efficiency of players tackling Jackal to trigger this event. When the Armageddon phase completes, Jackal’s server will shut down and a moon metal meteor shower will begin across all servers in Wurm. The meteors that land will have 5-10 lumps of moon metal that can be mined by players who find them. After a week, the Jackal server will regenerate and launch again with a refreshed map. Content Reworks Heading into Jackal, an experimental combat system update and meditation rework will be implemented for Jackal. If these systems receive positive feedback, they will be applied to the rest of Wurm. Combat The combat system has been tweaked to allow players to interact more with the opponent. The UI will now show the attack direction of your opponent. Special moves have been updated to be more potent against NPC’s. Their accuracy is now significantly higher than a normal swing. Effects such as draining the food bar now have a much more significant impact on the creature’s fighting ability. These concepts are applied to players as well. A well fed and hydrated combatant is now more competent in combat than a starving one. Creatures now become less effective in combat at lower stamina. As health and stamina declines, their combat ability declines with them. AI for Jackal creatures are now more advanced than standard creatures. They will use player-like behavior and target any mounts or creatures hitched to your vehicle first, leaving them heavily wounded before switching to the player. They do not focus on dealing killing blows to mounts or hitched creatures, instead opting to leave them wounded to cripple the player’s movement. Meditation Meditation is completely overhauled. Instead of requiring a 2 minute meditation at a certain location, meditation is now an option on certain objects. Players will activate their meditation rug, then use it on the object that’s relevant to their path in order to gain skill and advance. For example, Path of Hate will use corpses of slain creatures as their meditation target. Path of Insanity will use veins in mines as their target. Meditating on proper targets will grant enlightenment progress, which can be used to unlock the perks of meditation. Each meditation path has new abilities which are unlocked then upgraded. For example, Path of Knowledge’s Get Info ability can be upgraded to show creature traits when used. Path of Love’s Enchanted Grass ability can be upgraded to freeze the age of a tree, preventing it from growing. Enlightenment progress increases faster with more meditation skill. The progression has been reworked to be entirely based around enlightenment, with meditation skill being a factor only for the speed at which enlightenment is gained. There are no longer any skill level locks on meditation. Final Words This is a suggestion, not a news post. If you were getting excited, you can stop now.
  12. A large heavy sword almost as tall as a ten year old child. This is a very rare and interesting version of the item. The two handed sword has some dents that must be flattened by a hammer. Circle of Cunning has been cast on it, so it will increase skill gained with it when used. [60] Start Price: 1s Increment: 50c Snipe Protection: 1 hour No buyout.
  13. Naturally... With that much data it's hard to find trends, so here's that graph with trendlines enabled:
  14. I'd love to be able to see the affinity a food is about to give me. Would reduce reliance on third party sites by a ton.
  15. The action overwrite fix was done correctly and everything seems to work properly. Not easy to pull off considering the state of the Action class. Good job. The UI improvements are appreciated, but I think the more common concerns are not being addressed. Mainly creature spawns and priest adjustments. Creatures are still huddled around the northern coasts, making hunting sparse anywhere else on the servers. This is especially prevalent on Defiance. Priest favor regeneration was stealth nerfed with a recent patch and there's no word on whether it was intentional or a bug. Priest linking remains in a sorry state after an entire month, despite the changes being described as, and I quote: Are creature spawns still be worked on? Is the favor regeneration reduction here to stay? Are the tweaks from August 11th the final state of priest linking?
  16. From this press release (translated to English). This seems to be the only value mentioned in their press releases. GCG Investor Relations This is because GCG mostly operates off subscription based services and the higher this number, the better the company does. Adding encouragement for people to subscribe for long periods of time, forcing high subscription numbers, is much easier to sell from a business perspective than explaining how much money they made from in-game microtransactions.
  17. Prediction: Shield bashing has been changed in some way due to this.
  18. A max cast Wrath of Magranon affects a 5x5 area and can deal up to 13.7 damage crushing wounds with infection before soul strength DR.
  19. NFI timeline

    Please inquire about it, since the journal progression is locked behind rifts being implemented in the game.
  20. Shareholders don't see how much silver was bought. They see subscriber numbers.
  21. I have this question as well. Is there a way to reduce alignment on a WL priest?
  22. The current mob spawning situation on Defiance continues to be miserable. Players with low fighting skill are pretty much stuck there. I went through 5 of the major steppes and 3 of the major deserts yesterday and saw maybe a total of 100 mobs across all of them, mainly trolls and hell scorpions.