Wonka

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Everything posted by Wonka

  1. I don't know you, but sorry to see you go, although I totally understand why you are - the situation sucks. All the best, wherever your travels take you, and hope to see you in-game sometime if you decide to give it another go.
  2. Probably a Hetzner issue again, roll on AWS!
  3. Maybe that has more to do with how you put the point across than the point itself? Either way, +1, as the current system isn't doing what it's supposed to.
  4. ...says the guy who is a bit of a ###### ###### ###### ### ###. But we digress. Jonsnow, I'm not suggesting that there shouldn't be more options for finding a corpse, I'm saying that there are already multiple ways to avoid the lost corpse issue. They're not all easy for a brand new player to achieve, but then, they shouldn't be. Was your brand-new-to-wurm friend playing on Jackal, which clearly isn't intended for new players? If so, that probably didn't help - the problem is substantially less acute on the main servers. And I say that having had to bid farewell to several corpses on Jackal myself (pelt 1, you will not be forgotten!) it's never nice, but it's not supposed to be. This isn't a git gud comment, I'm saying that ending up in the situation of lost corpse with all my stuff is the end result of a series of decisions, with multiple ways to avoid that conclusion. Better tutorials or documentation might be helpful here, although I guess there's plenty who will get into this mess having not read any of the documentation anyway, and having skipped the tutorial anyway. I can see some arguments for tweaking the options slightly (karma costs, make corpses more visible up close, etc), but you're proposing a complete rip and replace overhaul of the system, because in your opinion, "... corpse retrieval in it's current form is junk"; I disagree with that conclusion, and not because I don't lose my own corpses from time to time.
  5. Basically, what Flubb has already said. This is taking a system that is reasonably straightforward, albeit with a lot of detail, and making it basically pointless by replacing it with a different, more complex, more powerful mechanism. The current cooking system works fine in that it gives you a useful boost if you choose to invest time and effort into it, but the advantage is minor enough that you can easily choose to ignore it if it doesn't appeal to you. It sounds like your complaint is that you can't get full advantages of the cooking system without putting some effort into it. Which is basically the entire premise of wurm.
  6. You're basically asking for a completely different game. I get it, wurm isn't for you, that's fine - you may well find that wu is more to your liking, I believe there are a few servers that seem to stick around, so maybe you'd be better off there? But most of what you're moaning about is stuff I actually enjoy. I LIKE that the end-game is up to me to create for myself. Most of the information you want (what a rare does, etc) is available on the wiki. I don't need to see massive change in 3 hours to feel like I've made progress - jackl reminded me that even with no skills or kit, just getting yourself a proper carving knife can feel amazing!
  7. WO Steam Discussion

    I suspect Jackal is starting to see some burn-out - it's fun to start a new server with new skills and all, but having spent the effort getting my account up to sensible skills (twice, after epic), doing it again from scratch gets old. At least doing it on freedom means I have ready access to the market for helper stuff (coc tools, PELTS!, decent weapons and armour). Having experienced toons around isn't necessarily bad - it can be really positive too. There will be experienced folks jumping over on day 1 anyway, who know how to turbonerd the game, and will quickly outpace the newbs. Exactly like happened on Jackal. At least the other folks on Jackal will get some skill back at the end, but forcing people to pick between clusters seems a bit rough on the folks who kept everything going pre-steam.
  8. maybe make separate suggestion threads for separate suggestions. And again, -1 to making wurm slavishly Real World Simulator.
  9. The whole waaa-my-corpse thing is just plain wrong. You choose to go exploring in the dangerous places, or you choose to stay home. If you go exploring, you choose whether to take all your valuables with you, or whether to just take the bare minimum. If you've only got an hour or so to play, heading off into the wild hinterland with everything you own in your back pocket is your own stupid decision, why should you not suffer the risk and consequences of that? Dropping a deed (or a newbie shack if you don't want to spend silver) is trivial, and every (pve) server includes a safer zone around the spawn. Also, you can create a team, which includes its own chat. Or use something like discord, if you prefer. There are player-made maps of Jackal emerging (I've seen 2 completely different ones so far, and I'm sure there are others). It's also entirely possible to navigate without a map. Y'know, by actually looking at what's around you. Jackal has had an olive season, so you should have some sort of compass by now as well, being the super-experienced player that you are. Perhaps, instead of bitching and whining about how hard the game is, try learning how to use the facilities that are already provided to you.
  10. Switched my Shares

    Yes, because why shouldn't they keep pushing out new content paid for by wo subscribers to the wu lot, who paid once for the game? wu should get bugfixes and nothing more.
  11. It would be nice to see an aspect of Jackal more targetted at the crafters, beyond 'supply the fighters'. Not sure what that could be, but there do seem to be some avid builders when I wander around the red landscape, and it would be good for them to be able to contribute more directly.
  12. If you're going to invest in something, a decent set of armour (studded leather, 80+ ql) and a good weapon (80-90 ql, nimble + life transfer + CoC). Ideally drop yourself a small deed to start, but you can just find a bit of space and build a shack (with a bed) and fenced farm to start with. Forage for seed crop and get a bit of everything going, but focus on cotton to start with (remember foraging while injured makes finding cotton a lot more likely). Settle near a tower or an open deed with templars to start with (or hire one of your own if you deed), and use them to keep you alive to start with - you can always move when you've got a better feel for things.
  13. The difference between most other games and wurm is that in other games there is grind, but it's mostly for either cosmetic stuff or serious end-game stuff. I.e there's a lot of game to get through before you really need to grind. Wurm is one of the few games where you have to grind just to do basic things, but then the endgame is entirely optional.
  14. I'm going to need someone to explain #3 to me, as I would have said March as well...
  15. While I agree that what attracted me was the lack of external direction, i.e. choose your own stuff, many people find the completely open world off-putting. I've seen brand new players in chat asking, "but what do I do?" so many times. While some of the journal goals could use some polishing, the broad thrust is good, as it's a middle ground between being told exactly what to do all the time and no direction at all: most of the goals are things you'd probably do anyway (to some degree, at least), and they do encourage you to try bits of the game you haven't before. I'd done only a little fishing before journal goals, probably wouldn't have bothered to try the new fishing without the nudge; I found I really like the new system, which I guess is the intention (or part of it, anyway).
  16. If you run it in windowed mode, you can just drag one window to the second monitor and maximise it. There's an option for that somewhere in the settings.
  17. It's not supposed to be real-world. Tree yield by age is consistent, you're just looking at the wrong thing. And please don't make burying more of a pain than it already is - we have corpses littering the place already!
  18. It really isn't, unless you consider being unable to go to every single rift unplayable. Literally. Dude. Like, schwaaa. I'm more of a casual these days, and my day job is more than full time. I get to go to a rift from time to time, and I'm fine with that - they come around to my evenings and weekends often enough that I don't get bored. If it's really that much of a problem, make rifts open on a much shorter timer, and automatically close after 12 hours (or whatever) if not closed by players. Probably want to reduce the land / tree damage a bit, tho.
  19. So, for most of them, no change to how much they get paid now, then?
  20. The issue with this kind of suggestion, I suspect, is that it makes the journal task trivially easy to complete, which is inconsistent with it being part of a high-level journal tier that has a valuable reward. According to the stated design goals, journal entries aren't intended to be something you can bang out in a week without insane dedication. My point above was that any proposed solution should involve a similar level of effort or rarity, just without the possibility of being screwed by idiots. I did see a separate suggestion from Flubb, which looked good, but seemed to involve some complexity. Or perhaps the right answer is just to replace the goal with something else. It's a tough one, which is why it's taken so long to correct I'd think.