sunsvortex

Members
  • Content Count

    1,132
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by sunsvortex

  1. We are adding in gunpowder to our server as well as hand cannons, crossbows, and the Arquebus. Once we get going adding in new assets, part of the look / feel will be that of the early settlers of the americas. Spanish type plate armor, era specific clothing, ect ect - 1490 to 1550 ish. Details - here
  2. Because ASE is built on a modern game engine where code is very modularized and they probably had modding in mind when developing it. BIG difference. Wurm has no modern game engine and there was never any thought about modding when / as its being developed, till now. Thats comparing apples and horseshoes.
  3. OK, I dont think every one quite understands the issue here. This isnt a debate about paid mods vs unpaid mods. IF you run a mod that isnt fully supported by CC then every time they release an update there is a risk that the mod will break... Now you can say this is true for a lot of modded games, and to an extent it may be, but not like Wurm. Wurm is an MMO that was never designed to be modded. Its not a true standalone game....its still a client server game. Without a base of officially supported modding tools that the devs can code around, woe to us fools that are going to try and do the modding. Itll quickly, depending on the number of mods and the extent of modding done, become a full time job fixing and maintaining mods after updates from CC have been applied. In order to limit this full time job, we need a base set of modding tools that are fully supported by CC. So if CC makes them, they should charge for them, so they can continue to make money from a one time purchase game, and therefore continue to support it. Rolf has allready stated that funds from sales of WU are going to support WO. OK fine, then lets get an income stream from modding tools going so that this money can be spent directly on WU features, not on WO crap. I for one wont much care for money spent on one game keeping a completely different one alive on life support.
  4. But then you would take the hit all at once, no telling how long it would take to ...if i understand you correctly....fast forward everything to where it should be given the last time you logged off. Especially if you were not playing for like a week or more. If your just wanting to Fast forward a bit , say between x and y number of days , irregardless of how long it has been since you last logged off, its still a big hit, but at least predictable once you have done it so that you know your going to be waiting for x amount of time while the server fast forwards. haha I never turn my machine off, lol, its been running for 2 months 24x7 now at least...
  5. Im definately not 100% sure about this, but as I understand it, even though WU is a standalone game...its still a client server architecture. Which, and this is the part im not certain about, should mean you can just log out like normal and the server will still run...there fore time still passes. Thats not to say it wouldnt be handy to adjust time, but, if you just leave the server running in the background you really wouldnt need to.
  6. Rack Space - its not cheap, but if you really want a good infrastructure with excellent DDoS protection and D&R its the way to go.
  7. Couldnt Resist -Witch Hunt 101 [media]https://www.youtube.com/watch?v=zrzMhU_4m-g
  8. Because if someone is going to take the time to make these tools, they should get paid for it. IF CC is going to officially support them, which means they have to continually update and modify the code, it adds to their workload....they need to be paid. Im a firm believer in paying people for the work they do. Moving to a modded version of Wurm is not a small undertaking, that they are actually doing it is rather wildly surprising. I like the idea, I think its a great idea to allow it to be modded and customized to each individual players wants/ desires, but its a lot of work. PAY the people that are going to do the work. They are actual people who like , pay bills, eat food, pay rent, buy gas, drink water from a tap and have to pay the water bill. If they are going to take the time to build and maintain the tools....pay them for it. Wurm is a business afterall. If they came out right now , today, this minute and said ok we have all those (Listed Above in OP) allready, you can download them here for 100.00 US -25.00 each, Id bet any amount of money that store would be near crashing with people grabbing those tools. 100.00 would be cheap for full fledged GUI's officially supported by CC. ID grab them without giving it a second thought.
  9. yeah umm...the armor is nearly 3 years old, it was stored for extended periods in chests,armor racks and took a lot of dmg from mobs over that time. I never had it imped, never needed to except for 2 pieces, and that decay/dmg is recent, which is why I finally got a new set of armor. Decay/ durabilty / something is broken and remains so to this day.
  10. Yes I know, I have been informed in great detail how it works. I also know that a Quest Builder would be a very handy addition, as everyone will soon see when they try to make them.
  11. The reason they are not releasing the anti cheat is for a very red neon sign obvious reason. They dont want people learning how to exploit it. The devs cant prevent doom, but they can mitigate it by proper documentation of changes and by developing / Officially supporting a base set of modding /world building tools. GM's are not on my server, so they wont be in charge of jack. And no it doesnt take care of #2 even if they were, thats not even what I am talking about. A quest builder is just a GUI that simplifies the setup and creation of Quests. You do realize we are in the Wurm Unlimited section and not Wurm Online?
  12. Since there is no place for this yet and there are very large differences between community mods and Official Tools, might as well start here with the requests. *** There are no expectations of immediate results, we know they will take time, but it should be clear that a good base set of "Officially" supported tools will alleviate a lot of issues.*** 1. Spell Builder 2. Quest Builder 3. 3d Model / Asset Import Tool 4. Sound / Music Import Tool This I think would be a very good start combined with all the other items that are currently being developed. Again for those that do not understand why the above should be officially supported; it is due to one big reason -UPDATES. If these tools are officially supported the devs can code around them making servers safer from the impending doom any regular or ninja update could potentially bring. MONETIZE the tools. No need to do it for free. Doesnt matter if the tools are built by CC devs or the community, what matters is that 1. That they are created and most importantly 2. That they are "Officially Supported".
  13. Some Sound effects that were going to put in. Not a complete list but more than enough to get started with the overall feel. Night Time Ambiance Rain with frogs and bird 1,6,7,9,16,17,18 of this list 9 is a pretty cool one.
  14. It very well may have been he was adjusting durability, but the conversation was all in the context of decay rates. What i know for certain was that he was having a hard time with it. As I recall he got a number of things fixed quite quickly but had to redo some of them later on and continued to work on them for quite some time, several weeks IIRC. But it has been a while ago and I suspect he may have changed a number of things. As I recall much of it was about on deed items vs off deed items. Its just been too long for me to remember details accurately. A while after that is when the housing decay changes went in effect where the decay rates go sky high if the player that holds the writ does not log on for over a month and the building is off deed. Its kind of crazy high at that point. 80 QL stone walls come down in no time after that time limit. Dont get me wrong, I hope they do allow it on release, but if I had to place a bet, id probably go with it not being ready on release.
  15. I remember talking with ErikN when he first started adjusting decay rates a good while back. It was quite a process and even today I dont think the system works as intended as we still get big spikes in decay. I still have armor from when i first started playing -Studded leather -where some of the pieces, actually all but the chest piece and a sleeve are still in the high 70's QL. Allmost 3 years old. The entire armor set was 80 QL when I got it. I used this armor exclusively till 4 months ago. So there should have been a lot of decay by now if only from mob dmg and repairing.....but such is not the case. Will we be able to change decay rate upon release - I dont know - if i were forced to guess, Id say not, given what an exercise it was for ErikN in the past. IIRC - decay is set per individual item....but I wont swear to that..... its been too long.
  16. Server Info - Will be hosted on the following RackSpace Server 32GB DDR4 RAM Intel Xeon E5-2620 v3 2.4GHz1x 6 Cores2x 300GB 15K SAS4x 1GB NIC PortsDedicated Cisco ASA FirewallManaged Backup with two weeks of onsite retention2TB of outgoing bandwidth (incoming is free). 24x7x365 access to a dedicated support team and Account Manager who provide Fanatical Support®. As far as im concerned, these guys are the best in the business.
  17. Awesome. It sounds like there is a plan and we are headed that way. Cant say how encouraging and exciting it is to read this. That it takes a while is np, That were actually going to go down this road is just damn awesome.
  18. Just to build on what MD was saying -its going to be a very difficult transition as Wurm was never designed to be modded. However, the direction everyone is wanting to take it is clear and there needs to be some real thought put into "OFFICAL" modding support. GUIs that allow you to instantly change as many aspects as possible of Wurm to suit individual wants/ needs / desires. The big issue with modders doing these things is that when updates come out there will be an extremely high probability of messing up a lot of the mods, whereas if those items are "OFFICIALLY SUPPORTED" then the devs can code around them and then updates wont be such a danger to people running thier own servers or people just adding in mods. I personally would like to see a road map for modding going forward on WU. I know what Rolf has said, but I think the popularity of being able to use WU as a platform to build the game you really want to play is bigger than what he might have expected. Itll mean they have to rewrite large portions of the code...but lets face it....thats been needed for a very long time.
  19. Some quick notes on the hybrid pvp/pve system and other items of interest that have been discussed. The way this is planned is that no player can directly attack another, however your pets can. So while you cannot go up and start hitting on someone or shoot them in the face with a hand cannon, you can sick your pet spider on them. Yes spiders will be tamable within restrictions, along with every other mob in the game. We want to have people that have control over large amounts of mobs and can send these to x players deed and attack it. They will use the bash mechanic that trolls allready have and once flying is out we should then be able to allow jumping over fences. Nothing says run like a giant 5 speed spider (yes youll be able to breed traits in them ) jumping over a fence chasing you down and sticking a straw in your abdomen for a nice wurmian cocktail Pets will be the mainstay of pvp. Witch spells will only affect the surroundings, not a player directly with one exception. Some of the most powerful spells can cause death en masse for wurmians but these spells will be very difficult and very dangerous to cast. The reason for these powerful spells is that given the nature of WU and how updates work as well as the finite nature of any given server due to those issues means that there needs to be an end game of sorts. An end of the world type scenario that "could" happen. To counter the extreme danger that a witch or coven of witches can manifest, we will have the Zealot which will be responsible for hunting them down and mercilessly killing them. They will have specialized skills and abilities that give them an edge in doing just that.(Read up) Part of being a Zealot is that you are the only character that can directly attack another player, however, only if that character is a witch. Walls and structures will play a much more important role than what they do now in WO. Without walls anyone can send thier pets to destroy your buildings, farmlands , pets, npc's. Anything that isnt behind a wall is fair game and open season. Given that anyone can come by and see a deed thats got no one home and there fore not able to defend it against would be witches and ner do wells were going to put in a setting that says nothing on deed can be dmged except between x and y time. This allows the player to set up a time when he or she will most likely be online and there fore able to more adequately defend the deed. NPC's - yes were going to use them, and use a lot of them as they will play a part that will be unexpected by most players. They will require housing as well as a number of other items and will be able to be bred just like any animal. They will give bonuses to your deed based on where they are placed. As an example if you put one on a farm field, itll give a bonus to growth rate of the crops within a radius. Several type will be available and providing thier needs are met can have children. the child will grow over time to an adult and provide bonuses as well.They will also act as automation so you can put them to a task while you are offline, such as making brick, mortar, raking fields, ect ect ect. Why use NPC's? - because we need them for witches - here is an example. Once flying comes out a witch will need to make a flying potion. In order to make it they will need to boil the fat from a newborn babe in a cauldron adding other ingredients and tada flying potions. So where to get the child? from NPC's of course. NPC's will be used often to signal impending doom or as components for spells. So they are part of the Hybrid PVE/PVP system in that they will add value to your deed and loosing them will be a pain. If a witch decides they dont care for your deed and decides to set his pets upon them they will go after your npc's. Or the witch might sneak inside the walls and steal them (Only a witch can do this and only during the times you have set.) Mobs will have all thier defenses lowered as we want to use mass amounts of mobs and volume will be the name of the game. A player with 70 FS and above with decent gear should be able to wade through a goodly amount of mobs without too much concern, depending on a lot of circumstances. itll take some balancing but its where we want to go with it. So in short - no one can attack you directly but they can do so indirectly by having their pets attack you. They can attack your surroundings, but not you directly. Zealots "may" attack a witch and only a witch directly.A witch "may" attack a zealot directly. Everyone can attack a witch directly, but a witch may only attack a Zealot directly.
  20. Just a quick FYI -the forums (WURM UNLIMITED and all subsections) for WU cannot be seen unless you are logged in. If thats by design np, otherwise may want to give the settings a look.
  21. Our group has finally solidified enough that its worth mentioning. Myself - Networking, Server Admin, Art - (16 years IT) Minna - Java Programming - ( 5 Years) Anon1 - Java Programming - (8 Years) Anon2 - Art - (5 years in various 3d modeling software packages.) Its a good mix of disciplines across the board so hopefully we can make this happen.
  22. The second new profession, the Zealot, is based loosely on a set of early British colonialists. During the settlement of the new world, a group of people seeking religious freedom settled in the north east areas of the Americas. These people, known largely as puritans due to their extremely conservative religious views settled large areas of the north east including the town of Salem. Conceptually Zealots use tracking to find witches Can see witches on their ingame map under specific circumstances. Can have a limited number of spells available (All of which are specific to harming, locating, protecting others from witches) Can use firearms (See Below) Can create gunpowder (See Below) Can incite a "Witch Hunt" Can create "protective Items" to place on deeds to help protect them from witches Gunpowder - Add Sulfur as a minable resource - create by combining salt,charcoal and sulfur. Crossbow - re-purposed bow mechanic - timers are slightly longer than bow but are more accurate at lower skill levels. Firearms - Re-purposed Bow mechanic - High dmg, very long reload timers, essentially a one time shot before entering into combat. Dmg is extremely high, skill will be to determine hit chance. Weapons of this era (late 1400's to early 1500's) were incredibly inaccurate over even short distances so skill in firearms will be critical. Examples Below Revamped Witch
  23. Working title in OP - Zealot - not going to have tracking bonuses per se, but will use tracking to hunt them down. Along with some other items. Were still working out witch. But zealot is next. One item of interest is using large nails to push into the witches footprint once you have successfully found them using tracking. This will cause dmg remotely and slow the witch.
  24. So the first of two new professions will be the witch. Conceptually its rather difficult to pinpoint a "universal" witch as every culture has them. Pop culture would also shape and form a large number of peoples mental image of what a witch should be, how it should behave and how it should look. We decided that we would probably go with some sort of specialization to try and cover the largest range of possibilities and allow the player to shape and develop the witch to thier own vision and liking. This is the reason for the sub professions in the graphic. After some debate we have decided to go a bit of a different route with the witch, taking out specialization as was previously described. Instead we are going to be using the quest system to allow for all the different variations of witch that people might come up with. Conceptually its all the same youll just use the quest system to find knowledge about spirits, angels, devils, demons, great old ones and all manner of creature between. Once you have found these bits of information, youll be able to make a page for your Grand Grimoire. The GG will be an item you construct from creating pages using papyrus and hides, and is a collection of spells you have access to. Witches start with a base amount of spells but for any further advancement youll need to start constructing your GG. Conceptually Witches can use a large number of skills and are totally playable in and of themselves. They are granted power through the binding of non corporeal entities (Spirits, Angels, Demons, Devils), The living and The dead. Witch spells use components and these are consumed with each spell cast. Witches can shapeshift as well as completely transform into other entities. Transforming is a permanent process and will be covered later. (Think -Turning into a Lich) Witches cannot create alliances, they create Covens. Witches cannot follow a meditation path. Normal aggressive mobs are blue to witches Witches may tame more than one pet. Witches use witchcraft, which is a re purposed combination of the religious, magical and meditation systems. Witches can enchant items, however the enchants are very temporary Witches can summon Constructs - think Pumpkin Head Witches can summon any type of mob, however they may or may not be under the control of the witch. Witches can bind spirits to living and non living things. Witches can be burned at the stake which if done, deletes the character from the game permanently. Witch spells, along with consuming components can also consume parts of the flesh causing damaging effects to be imposed upon the witch. The greatest of witch spells will have a flat chance of perma death upon casting. Witches can be directly attacked by any player, cannot initiate combat, nor even attack the player that is attacking them "directly". They can however indirectly attack a player if the player initiates combat with them. (More later on the Hybrid PVP/PVE system) This is the high level concept view we have been kicking around. Its definitely not all inclusive and youll be able to get more of a feel for the profession once the spells are fleshed out, which is what we are working on now; getting a decent conceptual list of spells ready.