Fearil

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Everything posted by Fearil

  1. Yeah, I am definitely aware of that problem, it just kind of spiralled, and separating it all into proper themes and different threads would be a nightmare of organization I haven't had the desire for, but I do appreciate the feedback.
  2. Meh, they need to update the staff page. I'll go check the announcement thread.
  3. HI! I just wanted to check in with you and see what you thought about new player retention? Mmmhmmm, I think you're right, it's kinda $#!7 and we should definitely do something about it.... Ideally, now we all together come up with some amazing ideas that the Devs ( @Darklords@Samool ? ), GMs ( @Pomona ) , and GCG ( @Krister ) vocally get on board with and can so easily and quickly implement that we fill all the servers again and we all live happily ever after... BUT... now we need to come up with those ideas. I have a couple, and whether or not you like them is your thing, but I'm just going to throw them out there and see what sticks. I also have a huge list of ideas, some good, some less-so. Check those out if you need some heavily disjointed reading that never really lived up to my expectations of a somewhat satirical, comedic, masterpiece. I also don't really know anything about what a good tutorial system for the game would be, so while that's obvious, I won't mention it further beyond simple reference. ONE: Starter Gear The starting gear for players is pretty lacklustre, imo. I'd like to see tools that go up to an upper limit of QL that effectively have no market value. This, mostly, to increase the speed and success at which new players can accomplish the most basic of tasks. While I wouldn't want to take away ALL of the satisfaction for doing you first actions in game, I think that is better than someone getting frustrated because staring at the timers (not exactly riveting gameplay) gets old really fast when they're really slow. Likewise, dying to everything is real bad. I mean, not as bad as when I first started the game with no armour at all, but it's still pretty bad... So, I suggest: Upping the starter Leather armour to 50ql and applying Web Armour at 25 power to all pieces (or perhaps just legs/chest). Make the starter tools 50ql (or at least 30ql) with WoA at 25 power. The addition of enchants to showcase the value and existence of enchants to new players. Toolbelt raised to 30ql. Longsword is probably ok at 50ql, but bump the Medium Wooden Shield to 50ql as well. Compass raised to 50ql 2 Ropes, instead of one. Pre-fill the bowl with water (if it isn't already, didn't check that) Give the new folks a big, heart-shaped, no-drop cookie, or something like that. Maybe a Wurm Burger with Special sauce (that doesn't decay on them) Make all of these no-drop, no-trade, with an option to discard > confirm discard (two level prompt to stave off accidents) for when they upgrade. Maybe some of the gear can stay on the corpse to allow new players the absolute thrill of dying multiple times trying to loot your own body, but perhaps not... Also, could be locked behind, or introduced in stages, in the tutorial. In this day and age, we should consider maybe having one of our lovely content creators voice the tutorial text. This would also make learning the game more accessible, imo. TWO: STARTING SKILL, CHARACTERISTICS & (tangentially) SKILLGAIN Starting skills at 0 also contributes to the extra slow start to the game. I really don't feel that there would be much harm in starting all skills at 10 to help reduce the repeated fails and timer agony. The current starting characteristics don't seem to be a problem in terms of how they give goals to reach in order to access other features of the game (piloting ships, riding animals, etc), but I believe this should come with a flat +10 characteristic increase. My sole reason for this idea is to give new players a slight bump up compared to legacy players that dominate in the PvP world. Sure +10 wouldn't fix that, but would allow them to become competitive slightly faster. Regardless of how bad that idea might be, let me just point out that all new players are severely handicapped compared to legacy players, and I don't feel that new clusters of servers are an answer to that problem. There is a power creep issue that isn't greatly discussed, imo, where new players are so far behind legacy players that not only have the toons, materials, and knowledge that catching up becomes that much more monumental, and not every new players can be a Cipaku or [Insert Relatively New-to-the-game Master Skillgrinders Here]. Anyhow, accessing the extra +10 skill on start could be locked behind completing the tutorial, whatever it looks like. The one thing I might recommend beyond that is to allow the riding of horses that have been equipped with a saddle straight from go. This would encourage either gaining taming skill or founding a deed (for branding and applying equipment to the horse); One of these is an active goal, one of these sells silver, no real down side other than the often heckled and scary-as-heck thing we call 'Change'. Finally, I strongly believe that a basic amount of skill should be gained for every relevant action. This could be a mere ten-thousandth (0.0001 if I understand numbers [not guaranteed]) of a point of skill. However, I do think that should should scale (.05 gain from 0-15 skill, etc, etc, 0.0001 at 90 skill). This is, in part, to get rid of what I've long called the 'useless work' model of skillgain where your actions, however many thousands, can potentially not count towards anything skillgain-wise. PLEASE NOTE that I have not considered how CoC, affinities, and caffeine would affect this, so the example minimum skillgain numbers I have given I would consider at an high net gain per action. Also consider that, as written, this would be a 100k action swing from 90 to 100 skill, which doesn't sound unreasonable to me, but tweaks can always be made: this is just an idea I think would help. I'm trying to give specifics to spark conversation and debate, rather than being stuck to any certain number.. THREE: NON-PREM LIMITS I definitely think the present game model requires certain limits to be set in order to encourage purchases of Premium time. No question there, however, I think the limits could be slightly increased. Being able to retain hard-fought characteristic levels up to, perhaps, 50 would certainly be nice in terms of allowing non-prem play to be more viable. Likewise, skills should, imo, cap at 50 for non-prem characters. No change to non-prem priesting (restricted), but all first-level meditation abilities should be either allowable, or not allowed. Currently Path of Power has a definite advantage there. I haven't given thought to how that balances against non PoP characters in terms of their path benefits, so it could be balanced like that for a reason, but my thought is that the PoP power is very strong to have for non-prem characters. Why not allow Path of Love non-prem characters to access Refresh, and so on? FOUR: AGGRO RANGES & STARTER TOWNS This is in part to increase survivability early on, and overall tweak the mob aggression mechanics. It's always kind of bothered me that wolves, bears, and other normal animal creatures are so suicidally aggressive. This includes the large rats and such. I think a way to increase new player survival rates might be to limit the aggro range on these 'hostile' creatures (non-monster, non-humanoid), or simply have them passive until you stay inside a 1-4 tile aggro range for over a few seconds; Effectively poking the bear in a literal sense. In addition to that, I would like to see a range around starter towns be devoid of all of the quite difficult (for new players) aggressive mobs. Think trolls, hell hounds, etc. Not a huge range, but I just think of the number of times that the area around Tapdance is just swarming with trolls. That could easily result in a very early quit scenario. Yes, there are Templars on starter towns, but those only work in the town, obviously. Anyhow, I think it would be a small tweak that would help new players. Increasing the function of starter towns would be nice too, but I don't currently have specific suggestions there. Perhaps a certain set of new player privileges and a setup in town that helps new players experience the game from within the relative safety of the walls, for a time. A protected donation box to help new players acquire gear. Other things and stuff. FINALLY: FIRST PREM BENEFITS I do understand that there are some store specials for new players. I do think that new subscribers to either of those plans, 10s+ or 1 month Premium+, should all be given a Deed Founding Token that would allow the instant founding of their own settlement. Perhaps also include that token as a separate purchase for new players only. Included in the Founding Token would be 1 month of upkeep for a min-sized deed with 1 guard, but not be allowed to disband until after that 1 month (to prevent potential abuse, fairly obvious, but maybe allow them to change the size/guard number at any time). Maybe throw a random skin in for shiggles. I just feel that expediting the process of getting new players into their own deeds should be a high priority with a low bar to entry. Yes, we want to associate that deeds will require a commitment, thus be accessed through purchase in the store, but otherwise, make it super easy. No, a deed stake isn't a big hassle, but I don't see why that exists in the first place. Yes, better than buying a settlement contract like it used to be, but I do feel like now it just doesn't need to be item based. Maybe just add it entirely to the silver shop, aside from this token for new subscribers? ADDITIONAL THOUGHTS: Make tents repairable and improvable. It's just SILLY that they aren't. Mail Changes - letters are free, or 5i. Seriously simple offline messaging should be better integrated right into the game in a free way, not a bulletin board on deed, not 1c. Make it so mail is quick and easy. Not everyone likes using these forums, or is into the habit of it (Pot, Kettle). Also, make single item mail also very cheap (5i), and bulk items cheaper. Remove mailing and trading restrictions on almost everything (perhaps not vehicles or potentially game-breaking things) Valrei (or Haven, or ?NAME?) Market: Server-portal to a central marketplace for all servers on the cluster (restricted from PvP, N/S cluster travel of course). Sure, there are a few good and functional player-run markets in wurm, but there are also a few crap ones too. Lets just have a central meeting space, as has been mentioned, for commerce and trade, and community (sparring grounds, racing, etc,.. aka fun community things:last man standing wave-based combat grounds, king of the hill area, etc, programmed on a timer like rifts). I'd love to see vehicles included in that market, but that might be a bridge too far. Which reminds me: bridges to server borders and plot course on foot/cart/wagon. Cross-server wagoners... I could go on. And will: Integrating a themed memorial garden into every server. Ok, not new player related, but... We have a lot of people who have loved this game, and other players, and passed on. I don't suggest a graveyard, but a memorial site on every server (or the aforementioned market server) that is permanent and tasteful in memorializing past players and staff who are no longer with us. Add a few nice assets to the game to do these proud, maybe. Think of, if you have them, a memorial wall or monument (or combination within). I think I'm looking for the word Cenotaph, sort of. Where I'm from (Canada) most every town and village has a war cenotaph (this is the closest one to me, afaik). I'm not suggesting a military theme and definitely not something styled after one shady old white guy, but something Wurmian of course. Alright, that's enough. If I think of anything else relevant to New Player Retention I'll add it in reply. I'm curious to hear the thoughts of me fellow players, and also the Dev team, because, frankly, too seldom do I see any Devs commenting on suggestion threads and the rest of us are left feeling like we're spitting into the wind. Cheers and Happy Wurming!
  4. Hello Olufus! Just a couple map updates for you. I've just completed a new section of highway starting at https://celebration.yaga.host/#1728,906 which heads straight NW to https://celebration.yaga.host/#1542,720 and turns left very briefly (3 tiles or so) to meet that intersection. It has been well graded for direct travel. There have also been some additions and changes around August Boar and Valrei's Insight. The branch heading southeast from the N/S tunnel continues to Thatcher's Deed, following the existing 2-tile road seen on the map. There is also a new link between the intersections at https://celebration.yaga.host/#1542,720 and https://celebration.yaga.host/#1365,721. The road continues from the first point east (through a tunnel) until it meets a SW diagonal line from the second point. Thanks for your continued work updating our beloved map! ❤️
  5. I'm happy to hear of the reaffirmed commitment to grow wurm with it's current playerbase in mine, as well as expansion. I reserved providing my own judgement in the previous website announcement thread for a couple reasons. The big one being that, like a game, the first launch will be followed by revisions and bugfixes, so I decided that a gut reaction on my part wouldn't be helpful, and the points I would have made were already present from more qualified folks than I. Following that thread, I'm glad that some of the more passionate and professional among us will have their input on making things better. That's definitely inspiring confidence from me, personally. Ultimately the announcement thread can teach us a couple of lessons about being objective and lettings new launches rest for a moment before totally poo-pooing in the most angsty manner we can conjure. I think we all need to remember the humanity of each other and treat others as we wish to be treated. Sure, there are a few who wish to be swore at and slapped around, but I don't think that community needs to live on these forums. In other words, I think we need to give GCG a chance to grow and rise to the challenge of managing and moving forward with our community. By no means does this mean pulling the wool over our own eyes, but being compassionate human beings can go a long way towards fostering the kind of relationship that will serve this community well. Take it from me, someone who struggles in the moment to keep their cool (and regularly fails), soaking the forums in vitriol helps nobody. For me, I'd really like to see discussion from the community on how to best help new players in their experience of learning wurm in specific ways. Rather than just 'fix tutorial' dive deeper and focus on the individual mechanics and experiences that people will encounter in their first minutes and hours.
  6. Yes please. Add option to bangers and mash to add beans on the side?
  7. Very good summary and I think overall quite fair.
  8. In this day and age I think it's a prudent thing to do this kind of thing. Too many companies will try dishonest practices if not help accountable, so good on you Emoo. 💯
  9. For how hard it is to collect, definitely needs a buff imo.
  10. The original post was from I first sold a set several years ago. It was expedient to refresh the post rather than make a new thread.
  11. To be honest @Etherdrifterwhen i re-read that myself I lost the plot. I think I was thinking of how natural forests tend to open up as trees mature, sort of like the mechanic we have currently with Oak and Willow killing off trees within 2 tiles. My +1 probably means that oak and willow would be 3 tiles, maple, walut, etc being 2 tiles, where pine and cedar would remain as they currently are. This might help make certain forest types more valuable to manage due to slightly increasing scarcity. I do like your idea, sort of like specialized biomes of different types where certain species become more dominant. A nice set of parameters to generate these biomes could include: altitude, distance from water, sand/desert, tundra, and so on. Certain areas close to lots of rock, or overall soil depth in general, could limit max attainable age before dying off. I live in Nova Scotia, Canada, and my part of the province definitely suffers from a lack of soil depth which results in big, mature trees being few and far between. The recent hurricane of last year certainly highlighted how soil depth can result in the whole tree, roots and all, can be tipped over relatively easily in those conditions.
  12. Bucket Helm skin sold, TYVM!
  13. Festive Light skin sold. TYVM!
  14. Thanks @DaletheGoodthat might be a good idea to further categorize them and either set them up as a series of individual posts or one reply per category. It became a fairly daunting task, and the list grows daily. To be fair @puncherthe post did kind of belong here in the first place. I do recall posting a suggestion about having skinned items be classed as decorations so as to not take decay when displayed on deed. It went in the next week at maintenance, so either it was a heck of a coincidence or this forum is read. I'd like to think @Keenanand I were as one for a brief fleeting nanosecond of interwebinal consciousness.
  15. Stability (he writes after the 2nd client crash in an hour), followed by ease of use, but with some depth, as mentioned as the gold standard. The newer Paradox Interactive games, while a completely different type of game, showcase this, in my mind. Particularly Crusader Kings III.
  16. Simply telling someone who is trying to make a legit suggestion about how the game can be improved probably shouldn't be rebutted with 'go make your own game' imo. Yes, Wurm has challenges, but a lot of those challenges tend to be self-directed in a lot of ways. Yes, this is a big plus of a sandbox game, but we also have missions, events, etc, that offer varied challenges at different times. Leaning on that for those who wish to work towards goals wouldn't be a bad thing. Sure, there's the journal, but some of that is so far out of reach, and not repeatable, that it doesn't really fit with a more traditional quest system. Same with Rifts. I honestly can't be bothered most of the time to travel to a rift because it doesn't offer anything new to me, and the points don't motivate me very much. That's just me though, I know folks who really enjoy them and I wouldn't suggest changing them further. However, there's no reason there can't be other varied challenges for different play styles. I definitely agree that grinding skills is not my favourite way to spend time, let alone a whole buttload of time. I've long thought that each action should reward in a skill tick, even if it's a micro one. Definitely big areas that need addressing imo: New player experience and retention, gameplay intuitiveness and ease of usability, dynamic events and challenges, and certainly like many have said customer relations/social media presence. I'd also add OPTIMIZATION to that list, because I feel like the client is less stable (for me) with every major update. I BSOD with this game so often, and with no other apps, that it's really frustrating. If I had my way, which I wouldn't but nevermind that, the development schedule would go into maintenance and bugfixing for several months before any more features are added. There are so many little issues that need addressing, and I feel like a general cleanup of small issues would go a long way towards firming up the foundation.
  17. HUGE UPDATE In text size only. [15:55:23] Madnath giggles as you throw a chestnuts at him! [15:55:36] Madnath glares as you throw a snowball at him! [15:55:46] Madnath screams as you throw a snowball at him! I took it upon myself to follow some consensus here and NERFED MADNATH. I mean, I just couldn't wait for the devs to take action on such an important and meaningful step that will ensure the happiness for all players. Sometimes you have to break an egg to make an omelette, it's said. However, I think the plan may have backfired somewhat... [15:55:51] Madnath deftly catches the snowball. The AI at the core of the MADNATH quickly adapted, phased it's shield modulation, and defeated my measures. 😲 I'll keep trying. 😪