• Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Flubb

  1. Basically a different server. Different cluster even. But that'd go offtopic, it's new content and you'll have to read up on it. Or I explain it to you on my Xanadu deed where you can catch your breath and get you some gear set up, unless you're looking for a big village with many people physically present. If that even still exists at this point.
  2. I actually didn't know that. But it makes much more sense now and the chance is way more coherent with my experience in casting, with it being spelled out. That's an odd mechanism. So I can only get a "natural" 105 cast (without journal bonus) when doing a 100 cast on a 0 power existing cast? (Conversely for your example, which has a bit more slack) And if I improve a cast by less than 20 points, I diminish and possibly squander my chance to get an extra point because it's unlikely I get an even higher cast to exceed the 20 threshold from a now elevated baseline? Just wondering what this is supposed to do except introduce even more RNG dependent success into enchanting.
  3. I know you're trying to talk smack but that's actually a decent idea for new players. My first time I tried WO I gave up (sometime around 2010? Before the graphic update, for sure), because we had to get out of the massively overcrowded spawn area first, which is no fun with no gear, and the endless expanses of civilised land were just demotivating. Let (new) players be semi-random teleported to a place without deeds using a starter town token or NPC, chosen in a similar, but more lax way as the Rift locations are. Should obviously come with a significant warning that you won't know where you are, and consequently unable to retrieve your stuff when you die, but it should be fun for the more adventurous souls.
  4. Scout camps, it was literally in that same paragraph. Beyond that, doing what I'd been doing what kept me around without Jackal. Exploring areas I don't know via insanity teleport, working on my deed, working on road projects. These are things rendered moot on Jackal entirely. Doing archaeology is just an ineffective way of getting materials, and everything else resets in 6 months. That's fair, but the point is that many people were looking for something that they can use their already achieved grind to put in use for. That's why you righfully ask "So what's back on Freedom for you then?" Except for the Rift Camps, which sound like an interesting addition, there really isn't anything. That's where Jackal feels like a letdown. The slow gameplay is a problem to me only at the point where it is a lowkey competition with other players stretching over all week, 24/7. Competition is cool if it's encapsulated within a playsession, not when you have to worry about it all day. But that's just me. For some other points: Your subtle change of my quote: I can play, but it doesn't result in anything meaningful within that time that makes it worth it. It does effectively not result in anything that I can't be doing on Freedom aswell, because the one thing that makes Jackal different is systematically being gatekept. If you enjoy the regrind, good for you. I did to some extent, too, but I maintain the opinion that a simple new cluster would have done the same and is therefore a flimsy defence for Jackal. The point is not that I'm not happy, but that Jackal is mostly a rehash of a new server launch and even for something that is planned to be "incrementally improved" (Which basically supports the notion that it's underdeveloped at this point), it's pretty underwhelming. It's barely more than a new cluster, which leads back to my previous point. Most importantly. I think you're upset someone criticises something you enjoy so that you lose perspective here, as is evident in your sophistry of glossing over points in the same paragraph in order to "effectively" employ confronting rhetoric, changing quotes, making assumptions and dismissing criticism as non-constructive because it's not verbosely typed out, so let me reiterate the more significant ones: Jackal lacks content to really distinguish itself from Freedom gameplay wise to make the stay worthwhile, over just going back to Freedom. As I alluded in previous posts, this would be alleviated if the stay wasn't such a commitment, like being able to switch clusters on beacons. Just as an additional tidbit. Slow gameplay is one thing, but the current model will effectively have you travel around for hours eventually, doing literally nothing. It's simply not acceptable. I can use those hours building a massive house, or roads, or exploring areas for clues of former residents. Pressing X and waiting isn't gameplay, and that's what I mean with respecting our time. It's not 'what' we are doing in that time, but that anything is being done at all. This is something the game generally lacks in, but Jackal exacerbates it further. Which leads to the last, most important point that has somewhat of a rat tail attached: There's a bit to unpack here, but it means that your participation on Jackal shouldn't be an atomic transaction of "travel hours to the next beacon (It'll be eventually like that), destroy it, travel back". You'll probably say "but the journal" - stop you right there, also has combat goals with exactly that problem, so no points for you no matter how many wetas you breed on deed. This point encompasses the most griped at aspect of Jackal: The way crafting is rewarded. It's effectively not at all, despite being a fundamental part of this counter-invasion. This is a glaring oversight, as distributing work is the only way this can effectively happen. If everyone needs to dedicate themselves to fighting, they're all naked. I'd be happy to do armor and weapons and tools for people all day, hours long, but if I get nothing out of it, I might aswell do that on Freedom. Here's something "constructive": Check a fighters inventory when they're rewarded, every item that has a signature gives the crafter a fraction of the points earned by the fighter. For what it's worth, I could grind these things out at the spawn and sell them for horrendous prices as it happens right now, and use that money to buy skins from Jackal fighters later on. If I were a market person. As a pure crafter, you're going to be a loner again with no allegiances except to coins though, which just woefully misses the point of "explore new land together" for me. And nevermind crafters who send their stuff around, the teams need deed and base builders, too, and that's what I was stuck doing while others cleared the beacons around me. That's where I draw the line and see too many wrong incentives. And I simply don't care for your tone policing. Harsh criticism is still criticism. The "attack" is to emphazise how egregious the points I raise are to me, nothing else. Perhaps you could have used your metaphorical breath instead on this: What is it that keeps you around on Jackal except for the experience of the regrind?
  5. So I tried it again, committed this time, travelled 3 hours away from the spawn area. Some beacons around, rats to kill for pelts, all good for a while. But my opinion hasn't changed. The beacons got cleared out by the largest alliance, and unless I want to commit more time to brainlessly travelling around, I'm done here now. Nothing to look forward to anymore in this round. What I could do is pack up, and build a shack in the wilderness further inland. And then repeat this, actually pushing a front. Then I won't be stuck on a deed or wasting endless time that could be better spent picking lint out of my bellybutton getting to the next beacon, clearing it, and then we all go home again, which will successively take more time. And setting up over and over again is pretty dreadful without skills as each move will take a long time again to setup again. Just to hope noone else will close the beacon you went to before you, and force you to move again for naught. So deeds seems still pretty counterproductive, and getting anything of significance done on Jackal requries stupid amounts of grinding, and then a ridiculous time investment to do it. I got to close one beacon with my alliance mates, and that took hours into the night which honestly doesn't exactly comply with my life schedule. Perhaps the devs will some day respect to learn the players playing time, and compartmentalize the participation you can do in this new Frontier without expecting you have several hours time to achieve one little thing. This isn't even the first iteration of Jackal, it's the alpha phase at best, and I ain't paying to be your play tester. Back to freedom it is. I imagine the scout camps might be fun, for what it's worth.
  6. I imagine you can bargain for some sweet deals with that.
  7. Because the problem appears to be that corpses are not properly recognized as being on the bridge to begin with, so if you had a mechanism that could reliably tag them as "on bridge" for decay to be faster, you'd probably be very close to fixing the actual problem anyway. Pure conjecture, but I suspect this isn't as easily "bypassed" as you think it is. You'd probably have to accelerate corpse decay in general to address this. Which would also be fine, almost everyone's leaving them out and about butchered but unburied, wouldn't mind for corpses to disappear faster. Except for player corpses for obvious reasons.
  8. Switched my Shares

    Are we the toppings then? Can I be onions?
  9. Switched my Shares

    The "false information" alleged to is about your claim that key selling is strictly forbidden. A claim that you asked to be fact checked on, may I remind you. Keenan furthermore did not vouch for Gamethrill to be legit, but merely suggested that there are often misconceptions around the practice of key selling. He outright said "not to know their inner workings". If anyone is making a claim about their legitimacy, it's you with your "guess" - which is no more valid than Keenan's impression about perceptions surrounding key selling. That means the burden of proof falls onto your side. Bulk purchasing hundreds of keys from the publisher sounds a lot more realistic than buying it from hundreds of individual players if you ask me like that.
  10. Switched my Shares

    I really hope they really are as laid back as you say and we don't get some "corporate leadership decisions" down the line. At the same time, with some of the directions the team takes, one can be almost hopeful for any change of pace... Either way, I appreciate the transparency. Wurm had a pretty good run surviving all on its own. I'm surprised it lasted as long as it did, to be honest. Anxious about where this is all headed next, if anywhere, though.
  11. I went back and joined my Xanadian alliance, or whoever from it is over at Jackal, we're half a dozen of people but just closed a beacon ourselves. We had to travel several hours out from Camp Freedom though to have "free reign" over the region. I don't think it's a "unique hunt" settting all over again, what you're most likely experiencing is congestion from not having moved far enough away?
  12. Sounds like you found a potential villager to take away from Haven with you. You might save them from the same harsh lesson about densely populated areas in the process.
  13. I tried playing on Epic casually, but this drove me bonkers and I left. Well, mostly because why bother with Epic except for goals, but this, too. +1
  14. This is still pretty cryptic to me, as I don't know any way of seeing those skillcheck rolls. Is there a general rule or formula to optimise these odds by? Your skillcheck roll is between 0 and 100 afaik, but it's not like just going for the most difficult action will will be more likely to result in a skill gain because the roll was low - there's also the "50% rule", at least in creation, that implies the best odds to grind with is 50:50, so it can't just be "make it more difficult"? Or is the "50% rule" only viable because successful skill rolls on failed actions give substantially less skill gain, so it's just a compromise between "as much difficulty as possible without constantly failing and getting just a fraction of skill"?
  15. People enjoy the landrush, the fresh market, the possibility of "catching up" if you're new, and some perverted individuals might be so bored with Freedom that they want to start anew - all of which could be implemented with simply opening a new cluster, as Angelklaine said. Save for the beacons, slightly more hostile environments and cute giant insects to ride, there isn't substantially more to Jackal than to the "vanilla" game though, and that's a pretty valid concern to criticize Jackal in its current state for. And I do plan to play on Jackal and despite my rants, I mostly have for the last days, because I'm a stubborn bastard and despite Jackal's flaws, I see the fun potential, but it's there for all the wrong reasons right now.
  16. the "20 points" I mentioned aren't hyperbole or anything by the way, I've been told by CA that this is the requirement for the goal specifically as I ran into the problem myself with only being able to remotely participate when arriving late to one Rift. You still get random rewards, but no goal point. Just an FYI.
  17. Fact check me, but the camps also award Rift points, yes? Could the goal just be changed to "earn a total of X Rift points"? Seems like a more organic way to go about this, while also rewarding high caliber participants in Rifts to get a bit more juice for their squeeze and making attending Rifts fully actually worth it, as opposed to goal seekers just tagging a Rift with 20 points participation and then sodding off again. Then again, tagging might be a bad thing...just throwing the idea out there. +1 to having camps count to the goal in some way though.
  18. Or allow Beacons to be used as a way back and forth, since those are "cheap" already and need to be built anyway. I don't even know where to begin to get Rift materials, I have yet to see a single corruption beacon if that's where it's at, and it's not like I didn't just sail around for 3 hours. In any case, down the road we all have to move away from the spawn and spread out, and if getting from and to Freedom takes an hour or 2 one-way...that's just a coffin nail for anyone who wants to pop over to Jackal casually without giving up their existence on Freedom, so if there's any way at all to alleviate it, I can see myself giving Jackal another shot in this iteration.
  19. Conceptually no. But the developers have proven again how incompetent they are in designing a satisfying PvE experience, because as has been noted previously, there is no frontline. If beacons had to be chained, it wouldn't completely defeat the idea of "pushing a frontier". If spawns were more substantial in the corruption, there would be less of a bottleneck in certain resources and opportunities that are crucial to develop both your skills and your gear. If people had been spawned randomly with some way to return easily to Freedom, or at least spread out in different starter towns, there wouldn't be so much bottlenecking with animal spawns and deed and project spaces. If lodestones were easy to build (or at least possible to build at all in the earlier stages), we wouldn't have to travel half of our playtime to get anywhere to begin with. Right now all I can do is bumming around, stressing over how I can't get anything done here without dedicating all my free time to Jackal only, which is just not even an option physically for me. Because you have to travel miles and hours to find mobs, either to get some fighting done or get important resources that may bottleneck your characters development severely. I tried to join up with a larger deed, but it seems people are constantly unavailable and if they do something, they do it while I'm offline. And I can't be arsed to spend what little playtime I have sailing half an hour anywhere from the lodestone, and I hate the idea to give up on playing on Freedom completely, but that's the only viable option. All the time ever since this launched, I remember @Angelklaine's words about this...can't find the quote but it was along the lines of "You'll better blow our minds with this or it'll be dead in the water." Well, consider me unblown. I really wanted to this to succeed despite how much it flies in the face of what has been wished for over years, but when you get into it...it's even worse. I completely and utterly resent the notion that I basically have to give up on Freedom to participate in Jackal in a way that doesn't make me feel like I'm wasting my playtime completely with rowing a boat up and down a lake that has no spawns safe for an isopod for 3 hours looking for anything at all. I still see so much potential in this if they stuck more true to the original codename in what kind of experience they're trying to go for with this, but none of it is being tapped into. I'm watching the further development. From Freedom though. This juice ain't worth the squeeze yet. Not by any stretch. If this was supposed to appeal to the established players* in any way, shape or form, I can't think of a way it could have missed the mark harder. *this doesn't mean there are no established players that don't enjoy Jackal. But they're enjoying it because they are willing to give up on Freedom during this time, so imho they aren't viewing this as "established players" but as a chance to start out fresh. Which is fine. But not everyone is both established and willing to go back to square 0, and that's my point. And there it is, my whole gripe in a single sentence. Jackal is not substantially different enough from Freedom to justify giving up your entire existence there unless you want to punish yourself with regrinding everything. And for some, that's fine. Gwyn, who had taken me in while I dabbled about, told me he lieks the landrush scenario, while I detest it. That's fine. There are different tastes. But it gives me the impression that the people who enjoy it, enjoy it for reasons different to what the devs had conceptualized. Unless it's really just regrinding packaged as "content", as Oblivionnreaver aptly pointed out.
  20. Damn rift digs. Making holes everywhere. Especially into people. But yeah, it's super cheesy. At the same time it will be impossible to get stuff done with Rift beasts around and no guards to take care of them. If freedom influence only had weaker mobs, that'd work. Or if invading Rift mobs were weakened by the beacon to make fighting them feasible. Guards seem fine as long as we have to build the towers ourselves, but no guards at all sound a lot more interesting and fun for what is supposed to be a harsh PvE environment. Right now, with everyone is clustered around the single starter town, locking their stuff up, building their deeds, roads are not being made safe for a few insane individuals...from my impression, people treat this as though it was another cookie cutter sandbox server. This isn't a landrush like it was a new, permanent server, and your deed right next to the starter town has no value here. It'll just be disconnected from the actual action first. This will get a lot of hate, but deeds feel overall pretty misplaced as a concept as the silver commitment you make to found them are a strong disincentive to actually move the "Frontier" this is supposed to be forward. Only thing they're good for is better permission management, because micromanaging every single "ally" to your particular cause is pretty stupid, so they could be easily replaced with groups/"permanent teams" that can be managed just like citizens and allies under permissions. Unless you want to deed up every single outpost, it'd be the same as it will probably pan out now. At least a more flexible deeding system that's also not a massive silver drain should be considered.
  21. Lodestones on Xanadu

    Got one at Windspears, too. Pretty much in the open between my wooden tower house and the stone walled chicken pen, a stone throw away from an inn with beds should you not log out on Jackal to get sleep on Freedom; that's how I roll through Jackal at the moment. Deed's marked on the community map and is located in G18.
  22. You can build and maintain your own equipment, rather than it dropping into your hands from thin air. Instead of random stats that you decide are just right for now but don't care about them otherwise, they have your or someone else's signature who actually spend time making it, runing and enchanting it, perhaps you want to give it a name. Every item is like a personal artifact, even if it's "worthless" on the grand scale. I still have the "Aegis of Windspears", a 22QL large metal shield made of steel, gathering dust in a chest because I figured out shortly after that they're kinda moot in PvE and choosing steel was kind of a hassle anyway (not sure if shields could be made of iron back then). But it fondly reminds me of the times I started Wurm and didn't even know yet what I want to do in the game except explore its possibilities. Yes, you can craft your own items in other games, but it's nowhere near as involved as in Wurm, because you don't discard them with the next tier, but rather as your skill rises keep improving the same old butchering knife you gave a silly name when you first made it with 3 whooping QL to grow with you. Every other MMO forces you to treat your items and equipment as something that must be replaced eventually, but here they are allowed to gain at least some form of sentimental value.
  23. Looks like it was taken with a camera by a Weta doing the boomer move where they have their thumb on the lense.
  24. I totally concede that the information is scattered and it causes a lot of conjecture, but in this specific instance I fail to see which "current info" the "no progress" notion is supposed to be based on when a 3 old forums post directly coming straight from the dev blog contradicts it? I kinda share the notion over a "proper hunting server", but on the other hand...the ideas forwarded for it never had something like the lodestones to facilitate travel to it, and if I had to sail over there everytime, it would in turn have me turned off. I just wish that older accounts got something for their skill, even if was only a 3x buff until you reach your "old potential". But I'm saying this before I've actually been on the thing, so perhaps it's just fine with how fast you can skill just by the flat boost everyone has.
  25. There was only one recipe on Indy yesterday and it involved Rift materials, so I'm strongly guessing no portal without those. The recipe becomes available server wide appearantly though, as I had it on Indy, but no longer on Xan where the Rift is to start yet, so you could theoretically buy the materials to avoid rifting.