Flubb

Members
  • Content Count

    764
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Flubb

  1. True to some extent/in the current situation, but if only it were that easy and people didn't also leave for other reasons aswell, then Jackal and Elevation III wouldn't have lost their momentum after a massive population spike upon opening.
  2. I don't understand it either to be honest strictly from the perspective you present. You say it yourself, Retro. It's ANOTHER spell - as in, the priest dependend high-end gear is already a "problem". As long as the extra spell is mutually exclusive to another of the current ones(And I don't see why it should stack with CoC), it would mean people run to a different priest for either spell, not to a third priest though. It would merely mix up the options and viability within the WL dieties, not create an additional thing to acquire on each tool. That is, if people go visit their local priest and not create alts to serve themselves only. And appearantly you don't need more than one alt? I feel like this reasoning is based on a premise that you yourself seem to reject. Obviously there's more nuance in it, possibly I'm unfairly conflating your own personal position with the feedback from the devs that you merely relay back to us, but on the face of it, it's a bit of a headscratcher. EDIT: To be fair, people will probably end up having multiple tools of the same kind, one for grinding, one for getting stuff done, from which I can understand it a bit more...but in principle people still already use different tools for different purposes, the proposal would mostly just increase the possible permutations to implement grinding vs. "efficient" tools?
  3. My situation is basically your story gone bad. Even as someone not particularly social except with the few people I pick to be social with, having been left behind in a ghost region due to more and more people quitting was what tipped me to leave after a string of other disappointments inflicted by the recent routes Wurm took. Had it not been for those decisions and my resulting perspective on OGWO's future, I may have not cashed out on the dismal prices you get in the RMT here now and moved closer to my alliance just for the sake of a virtual neighborhood. Instead, I'm now biding my time to see how Steam WO will turn out, hoping that player retention will actually be a healthy one in this iteration, because I don't see anything else really drawing me back to the game.
  4. Yes please god Hate to be a bit of a combobreaker with these funny affirmations, but would it be mutually exclusive with CoC? If it is, it could be something like "Artisans Dilligence", where the increase in time also increases the chances of success/effect of the action, however applicable. So it's not just some artificial time increase to pander to a honestly weird grinding meta, but providing an alternative modus operandi: AD only for more reliable skill ticks that are also larger, or stack WoA back on it to have a tool with better success chances (easier to imp stuff with for instance), but with overall worse ticks than an equivalent WoA/CoC tool.
  5. Nobody mentioning the date format in the title? Or am I just retarded for not getting why a patch note for the 1st of January 2019 (19/01/JAN) seems to have been posted just now? I am of the confuse, plz explain.
  6. Why this conflation of travelling and exploring though? Generally asking, not just you specifically and not trying to put you into the spotlight or anything. It's just a sentiment that I see often repeated but I can't really subscribe to. Travelling is a means to an end the way I see it. It can be exploring. It can be getting somewhere. It can be a mixture of both, or lacking either component completely depending on the traveller's intention. If I wanted to go somewhere regularly, does it even still count as "exploring" if I keep taking the same route along the same highway? What is exploring to you if not discovering unknown areas? If anything, skipping the areas you already know would be a possibility to go exploring directly, such as in Skyrim. Explore first, return at your leisure later and explore more around the area without dredging through the same mud again. Now that is fast travel, which I understand is more contentious and should definitely be more restricted than what is suggested here, but I don't see how auto travel negates exploring at all. Quite the opposite. I would have been more inclined to explore myself using vehicles/mounts instead of insanity teleport if revisiting discovered locations more easily was an option. Just trying to understand that mindset where manually travelling is so intrinsicly entangled with 'exploring', and what about it makes auto travel so prohibitive.
  7. Bring this man a fedora! Sorry, I couldn't resist. But I don't like parting on such a bitter note either, especially when an olive branch is being extended. I honestly don't understand why auto travel explicitly is such a problem, when portals on the other hand are okay, but my gripe is with investing time actively controlling a menial, senseless task which prevents me from doing better stuff, and anything that gets me reliably around that is good in my book. Though portals have an instant gratification aspect to it that even I understand the controversy about; I usually think of auto travel as a compromise around that. Good luck pushing portals in defense of manual travel though. I think I can see the doctriners build a second cross. Yours seems to be made from birch.
  8. Full Steam Ahead

    I'm glad there's some willingness to shake things up before presenting to a larger audience. There's an opportunity here to reinvent Wurm and truly innovate, but I think it's going to have only one shot. I'm afraid if this is just another server released with minor changes, SWO will just go the way of Jackal and Elevation III, and the crowd you're approaching now will likely be less forgiving about the shortcomings that make them leave after the initial rush.
  9. Actually a fair point. I'd honestly prefer instant travel. But now everyone is building a cross out of the most flammable of wood to stake me onto for even uttering that term. For what it's worth, one might be more inclined to "sacrifice" a game session this way, being able to at least play something else, or focus on an alt. It's about removing inhibition to initiate travel. Not to remove travel quintessentially. 10/10 comprehension for how analogies work. You're clearly at your limit and out of your league so I won't reply to you any further.
  10. I hear ya, but you need to do that only once and can be minimalistic about it once your stuff is safe and sound, and it's never an inhibiting factor afterwards. Also, isn't a deed with no pickup permissions for other people enough in PvE to protect your stuff? Unless I'm missing something, that's a quick, no effort way of protecting your goods. It doesn't look pretty but if you're not into building, it'll do? EDIT: A short insert. The quote below would make auto travel pretty on par with building then, I think. Having to travel to a location once manually is a fair compromise. If you only have to do it once, splitting it over multiple play sessions is a more reasonable goal, just like you don't build your hoses in one session. Imagine you had to build your house in each play session again. That's effectively how travel is. And for what it's worth, you can hire builders. Hiring an impromptu Taxi to somewhere is less of an option unless a priest is at your destination. Whatever you don't want to do, you can usually trade for it. Every single craft operates like this, nobody wants to be able to trade their pottery with weapons to some NPC, I think everyone is just fine trading real players for it. However, I don't see Travel being largely a tradeable commodity in this game in the same way, with comparable availability or feasibility. If you can think of a way to appropriately level these aspects, I'm all ears. The "situation at hand" is that people aren't taking the stairs either because you might aswell pee in a bush on ground level instead of going to the toilet at the 4th floor if you soil yourself on the way there. The problem with your analogy is that is extremely superficial and only applicable in the most abstract terms. I alluded to this with my following example by expanding upon your analogy to elderly folk. In "Wurm terms", these are the people who do not physically have the time to travel to a player they want to help out for 2 hours back and forth, and are effectively barred from it altogether. Your reply shows a striking lack of acknowledgement for this though, so who's the one "coping" with ignorance? 🤔 See my resposne to Alkhadias. If someone can take travel off my hands effectively, I'd trade for it/gladly interact with other players to facilitate it. I don't see a feasible way to do this, though, on the scale that is being discussed. Summon Soul is nice for the odd cases when you have it outside of Rifts and Slayings, which are usually stocked with priests, but most of the other times it's travel or bust.
  11. I'm gonna cut you short there. You cannot answer my question. You're just sliding off into hypothetical drivel that has barely resemblances with the situation at hand. FYI I usually take the stairs over the elevator. Speak for yourself. And actually, if going to the 4th floor is too exhausting for some folk, like the elderly, just having stairs is being rather exclusive, isn't it? I concede that "muh market" was a bit off a facetious reach there, it's true that not every "demand" equates market participation. However, I maintain that the general need for stuff being eliminated is based on your idea of an implementation that puts your arguments in the most favourable position possible, when nothing is set in stone and you could equally propose ideas for aspects that would appropiately involve gear and player made content, keeping the "Wurm spirit". So these arguments are pretty stale to me, because the way you present them feel rather shoehorned into your premise of not liking auto travel. Which is fine, you don't have to like it...or use it for that matter...if you lack the conviction to stick to it, that's on you, and you alone. I don't resent people for taking the elevator, as their choices don't impact mine. EDIT: To actually put forth some examples and constructive ideas in this direction, let's go over some of your "points" to illustrate what I mean with you shoehorning them into your premise. Horse traits and gear can still increase the travel speed. A sufficiently fast horse will already outrun all mobs and make combat along the way unneccessary, so that's a moot point really. However, I'd be all for being able to be attacked during auto travel, continuing combat as normal. So make sure your horse is fast enough and your alt well equipped enough. If a tunnel makes you arrive an hour earlier, however, it will still be made. If it's a 10 minute detour, I doubt it would be made in the current situation either. This is not really a good point to argue on, we can just pull numbers and conjecture about what people will do out of our bums all day, but I find it pretty elementary that highway based auto travel is more of an incentive to build infrastructure, not the opposite?! Your objection is that some decrepit little tunnel that has minimal benefit won't be built? I think we'll survive that. I dunno what to say about the high QL compass really. The benefit is so miniscule and just nice to have? But to really go and entertain the idea, what about "calibrating" pauses at each turn and waystone? A better compass will shorten the pause like it does the settle time. Suddenly a good compass is just as good to have for auto travel as it is for manual travel. It's about removing hurdles that keep one from aspects they actually enjoy. I'm already "not playing" that aspect you mention, because it's unengaging and a waste of time to me. The only difference between both scenarios is that in one I'm stuck at my deed with the next neighbor 45 minutes away, locking direct player interaction away behind 1) Packing up and moving entirely, hoping the new neighbors actually stick around OR 2) biting the bullet and being on a virtual road for most the play session. Or I just don't bother at all. All of these options are terrible though. Your appeal to "Just use summon soul" also flies pretty much in the face of Retrograde's insistence that "one toon is enough" because just about everyone would need a second toon to properly substitute auto travel to make every destination reachable that would currently be via highway. Just kinda funny to me. Incidentally, Summon Soul still has 0 travel time, so if it's available over a highway connection, it'd still be used over that. Wurm isn't going to unravel at it seams because of this, your doomsaying is pretty over the top. Offtopic continuation:
  12. Would be nice to have, doubt the dev time will be put into it and it's probably not worth the rather incremental improvement nor the "handholding" it provides that some folk religiously reject. The game really has a weird, unintuitive way of communicating your up and down angle though, making it hard to estimate inclinations visually, even after playing some years I still rather rely on scanning the edges with the mouseover and seeing the actual dirts they are inclined. Especially in dense forests. But for what it's worth, there's your tip of the day for maneuvering rougher terrain.
  13. You've just turned the argument completely on its head and missed the point. The real bottom line is that just because you enjoy these things, others should not be forced into it. If you like the random encounters, you're free not to use auto travel and will not begrudge you for that choice at all. No, it's a significant part for your experience. Other people like myself just sat on their deed crafting all the time because travel isn't a satisfying experience for us. I like (AKA take rather great offense on) how you're trying to imply that I'm being the unempathetic one with your first statement, which is quite transparently your very own shortcoming in this. I'm not trying to take your precious travelling away, where do you even get this from? Where did I say manual travel should not be an option anymore? Or what else even implied in my previous post that no one at all likes it? It's clearly you who should abide by the flip side of your first statement and accept not everyone is into the same stuff as you, rather than being a gatekeeping hypocrite. Basically: "muh MARKET" If you have to argue with complete conjecture and assumptions about an implementation that hasn't even happened, don't bother. Whoever said that auto travel cannot take traits and gears into the equation? Strawman argument. I'm already on an indefinite Wurm break, and insane travel times are precisely one major dealbreaker why that is. This does absolutely nothing to solve the problem though. Advocating for changes that would alleviate the problems that made me leave is the best next thing. So what precisely was the point of this imperative? Just a petty attempt to shoot down dissenters?
  14. This rhetoric still boggles me. What's the benefit of forcing players into gameplay that they clearly avoid like the plague given the chance? If someone is setting out to go somewhere, what interaction do you expect them to stop for? Whose experience are such distractions supposed to enrich in this equation? It can take a sizable chunk out of a normal adults playtime to travel anywhere even on small servers, making it a huge dealbreaker for most people to do anything but sit on their deeds - and consequently not interact with the world at all. And that's what is currently happening. How exactly will this many times over requested feature make the situation worse than it already is? No, WoW is not an applicable base for a comparison to make your point because WoW requires you to go places to do your stuff, there's no player housing where virtually almost all aspects of the game can take place.
  15. Mewt

    No. I've played 3 years and saw more people go than come, until the neighborhood and even somewhat remote alliance was eventually so deserted that I saw no reason to continue any building projects because I'd do it for noone but myself effectively. I don't reckon this trend will get any better, any time, ever, disregarding any spikes in population some last straws being grasped will bring. If you're fine with chatting via global and exchanging some mail with people on distant virtual contintents, there are still enough people for that, and the game is dying a very, very slow death so that'll stick around for a while. Though even that is increasingly uncertain. But if you're looking for an active group of players (active meaning actually playing, not just casually logging in to do deed chores) to directly interact and cooperate with...well, I can't vouch that there isn't some last bastion of that sort of gameplay out there, in the ever so thinly spread population over all the servers, but you won't stumble upon them randomly by any chance and will have to open all eyes and ears on the forum to even find some candidates, and I'd be skeptical towards any claim that they're indeed all that active. Even finding a somewhat active neighborhood will require some proper scouting beforehand, if you don't intend to be so directly involved with any group but want some closeby players regardless. What I'm saying is: Don't just drop in and expect to randomly find what you're looking for, unless it's in mail- and chatboxes. That's just how I saw things going anyway. Wether it's worth your time is something only you can decide based on what you're looking for here, but I'd wager you're better off looking for a different game, or waiting for the steam release of this and ride on the wave of temporary player influx. I might even check it out myself, despite having quit the "original game".
  16. I just occasionally interacted with him outside of making the odd tool for him, but he casually lent me a full drake set to wear for the journals nonetheless, which he bought himself for his birthday for a 3 digit price. May not seem like much, but when people say that a generous soul has left the world a slightly worse place with its departure, I believe it.
  17. Because you're doing it on one person, which is missing the bigger picture. The premise of such proposal is obviously to lower the barrier of entrance to get more people playing at all, and even if all those people paid less individually, it's potentially more revenue overall the more people it can attract. A bigger player base in turn makes buying premium more lucrative as you're actually immersed in an interactable world where the freedom to skill whatever is beneficial rather than subscribing effectively to a singleplayer game. It's difficult to project how sucessful this method would be though and if it effectively offsets the revenue lost on individual players. If it's just done as a sleight of hand and not communicated elsewhere (which CCAB usually does), it will just hurt the businesses' health because if it gets nobody new in and only the existing players buy their dedicated toons for all tasks, it will be exactly as Finnn said - a short term gain and long term loss. The best moment for this would be with the release of Steam WO then, as the thread title implies. That being said, the proposal isn't bad and may work as part of a bigger overhaul of the business model (which I think will be prudent to consider for SteamWO), but I think it's incomplete; reclassing isn't something people will do often (enough), if ever, because in this system having multiple toons would be worthwhile even when you can't play them simultaneously. (I imagine Steam WO could have multiple characters tied to a steam account, but only one playable at the time. If Steam WO has 1 acc = 1 toon, OP might work there, but not in OGWO on its own.)
  18. Others have tested it for us though. (TL;DW: It's quite significant even on Google Fiber. Not dealbreakingly terrible but something to behold.) Besides, the pricing model is horrible just on paper, even worse than Wurm's, for what it's worth. Their debut catalogue is laughable even after they doubled it because of feedback. And the launch was riddled with way more problems than just people trying to use it with too little bandwidth. The "no service works perfectly for everyone" defense doesn't make a lick of sense on any level. It's a bad idea with a terrible execution so far, and we're all sitting back here watching the dumpsterfire while you're mad that we won't stick our faces into it to confirm that it is, in fact, scorching hot and melting off said face.
  19. Except there's no "turning" involved. Because we get half baked stuff that noone asks for while simultaneously having ideas we do like shot down or ignored. Your example is a great one for why they should listen to feedback as Retro claims they do, but we get little more than reassurances and apologia, none of which encourages hope for CCAB not derailing further into the strange visions of gameplay they have pursued the past months.
  20. they are quite easily overlooked after all, since they are dwarfed even by the current playerbase left on other servers... is this your standard? Are you happy with serving less than 20 people, when the server started out at almost, if not more than 200? Jesus Christ, I'm calling Cameron now, hope he's up for a diving trip. If the staff is complacent with such a result, you truly suck out any hope of us that this game will ever realize any of its potential.
  21. Ah, but I reckon we should subsidize Wurm despite the massive shortcomings we see in it? That's what your first post ending in "you gotta pay up, hun" awfully sounds like. And considering it sustains a failing business that can already not pay all of its staff, that's pretty appropiate to say. Eyesgood wagered that it could have more people stuck around, and as Lisimba reiterated, this results in more overall financial support. We don't need your condescending anti consumer rhetoric thinly veiled as an economics 101 to figure out that it needs money to continue. Nobody here has a functioning crystal ball to know wether Eyesgood's wager would have come true, but we're not blind to the fact that current modus operandi is failing, so spitballing alternative routes is the best we can do. Or at least give honest feedback to what would make the game worth the money. Because ultimately it's not our responsibility to make the maintenance and development financially feasible. You may be fine with CCAB running like a charity and a business at the same time, but that's a (quite frankly low) standard that most people won't adhere to and just play something more worth their while. Staff is already not being fully paid in the current status quo that you defend. Practically it sounds like you're the one expecting them to work for free, if you want things to continue as they are.
  22. That's simplifying things by quite a lot. I had repeatedly alluded to my thread about censorship being removed as pretty indictive of your zealous moderation, but you kept harping on the initial incident where a post of mine was "removed for moderation", without a single acknowledgement of said thread and the general trend it attempted to address. This spanned over several messages, and now you're tellling me "Oh, I was gonna get to that, but you cut me off suddenly"?! No my dude. I gave up on trying to steer the conversation there because I couldn't stand another canned, obtuse response about something that I had well moved past from. You're trying to drop the ball in my court but I'm not playing that game. You wish to do this via PM for narrative control, and this is exactly the problem that made me give up on the issue to begin with. But whatever, we may have talked past eachother because the convo was heated and long and you're clearly pressed for time to answer elaborately to everything, so I'll leave it at this note: If you're genuinely interested in engaging with the clearly pervasive sentiment that people feel censored (and "it's our rules though" is a petty objection about semantics that does little to dispel that notion), unhide my latest thread or start your own to adress this. Everything else just seems in bad faith at this point and honestly not worth engaging with. This is all I say to this, lest it derails this thread, which is about the game, not the moderation. The point is that one may not want the "adventure" part to begin with and given either option, they'll rather stay on their deed, leading to the exact isolation that you try to combat with being so strict about any sort of fast, or at least convenient travel. And while I was a Xanadian, I had travelled around smaller servers, too, for some events, and it was still dreadfully long just getting from the border to a public slaying for instance. The travel time is disproportionate to the things you actually want to get done whereever you go, and it's a huge hindrance for anyone on a tighter "time budget". I must reiterate, this isn't a "make it easier", or demand to cater to people who don't like Wurm, but I'm not the only one telling you in no uncertain terms that even people who like the game don't have the time for it or cut the experience short in ways that make it moot as an MMO. (AKA staying at home) I agree with your "exclusive zone" theory to some extent, I've noticed this effect when playing Oblivion after Morrowind. However, Morrowind struck a good balance with fast travel at designated locations, rather than free for all time skips to anywhere. I think a starter town portal network across the cluster would reasonably approximate this, though personally I'd still find travel times from a the center of a 8x8 server to its outer coast a bit unreasonable (since in this scenario, you won't neccessarily have a horse or boat) depending on what I want to do. And most things in the game currently aren't worth it. Being on the road isn't enganging either. I think what Wurm should best do is cut out some of the travel using portals, and make what's left of it more engaging or convenient; -more engaging with better combat against mobs, perhaps introducing mobs with loot (highwaymen and bandits?). -more convenient with highway based auto travel. But that's an improvement direction for PvE and I already said my peace about that, so take it with a grain of salt.
  23. I take it it was his of saying that staff are being censorious. I wasn't exactly friends with Gladys but that post was pretty innocuous, removing it is pretty ironic and not exactly a good look. It basically confirms what he said. Then why does everyone still feel like walking on egg shells when dealing with you guys? Nevermind, I tried to open a dialogue over the censorious practices here and the thread was simply removed and never even acknowledged in the PMs we had following this fallout, I expect this to disappear into the nether aswell. Remember what they say about cutting off a man's tongue though.
  24. I can sail 2 hours on Xan without seeing a single soul in local, in the games current state, this is a completely moot argument. And even so, you just sail by those strangers, maybe waving once, but you don't engage with them. What are you trying to do, force people to mingle with others on the wayside rather than the players they actually travel to? Your strange vision of how people act reminds me of your apologia in the Rite goal topic. This isn't how it works. This isn't how any of this works. Who's thinking of these ideas? Either way, this insistence on "adventure" is just another example of how stifled Wurm as a sandbox game is, because setting out on an adventure is a conscious choice a player should make, not something forced on someone trying to help a remote friend out setting something up. You guys seem to keep whipping up some specific ideal of a gameplay experience that should be integral to the whole game and that everyone will enjoy it. And in this instance, it ends up having most people, especially on Xanadu, homestuck because it's not physically feasible to accomodate your proposed idea of a "game" into a single play session of humane and reasonable length. Fast travel won't remove adventuring for those who want it. Without anything of the sort, however, you force it on everyone who rather spends time with something they deem more meaningful than autowalking with occasional breakes to let your character whack a troll. (If you're not picking up on it, what I'm saying is that combat and general interaction isn't exactly "adventurous") And even if adventure is supposed to be so integral that riding a vehicle for hours on end until someone may have to go to bed for their real life jobs and responsibilities (that one seemingly mustn't have to feasibly play this game the way you envision it), it's quite irritating that logging out on the road still deprives you of any and all precious sleep bonus, severely disincentivizing the whole endeavour again. There are some mixed messages here, and I can confidently tell you that missing out on sleep bonus if I set out on something has stopped me from going anywhere on more than one occasion. The things I would leave the deed for are generally not worth the extra SB I would have missed out on. I have several skills in the 90s and almost hit 100 carpentry. Ask me how achieved I feel having virtually no benefits for it other than making bigger numbers on items. The novelty wears off quickly when you imp an item to 98+ QL over several hours, if not days, one or two times. The passage in bold is a complete oxymoron when it comes to any "sense of achievement", at least in context of the games current state. I'm not sure if you're strawmanning the opposition in this thread with your reference to casual players or if that's just another canned response thrown out, but nobody (here) is against the grind. But I'm against a grind without any purpose. That purpose doesn't neccessarily need to come from the game, but as illustrated in my first post, without the players to sustain an environment that makes setting up such goals for yourself worthwhile at all, there is no journey except a very lonely and moot one. The stance you present would make sense if Wurm hadn't terribly failed at player retention as much as it did on developing further in its quintessence. I used to respect the hard lines you guys drive about core parts of the game, because at least this gives some semblance of stability, but in this regard it strikes me more as stubborness and failure to adapt to a new situation in which a previously feasible idea no longer holds up to scrutiny.