OinkMeHarder

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About OinkMeHarder

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  1. Wurm's main advantage over a more generic MMO is that it is purely sandbox. There are countless run of the mill games whereby instanced PVE and PVP can throw players together in a controlled environment where they can switch off their brains and play in a style that is not dictated whatsoever by the relationships between players/groups of players. Every dev-controlled instance of pvp that is forced into the game waters down the sandbox aspect that makes wurm unique. I would say even HotA is bad for the game - coaxing players towards a preset area with statues as incentives turns player into zombies who think that the only time of the week appropriate for PVP is when the event log tells them to.
  2. Sounds like a terrible idea. Just play on a pvp server.
  3. Why do we need a reset to change the topography of the map? We've had valrei events create craters/mountains before, surely a massive scale alteration of the landscape on the existing map is possible. I'm thinking along the lines of bodies of water being filled in, large hills being created etc. These could even have an explanation inkeeping with the lore of wurm, such as droughts, continental drift, fracking, or plastic pollution. With this approach, everyone could be kept happy. Terrain changes could intentionally miss major deeds and even alter the geography in such a way that creates new pvp hotspots and accentuates current ones. Example: The gods are enraged by a lack of player enthusiasm in RP and wurm lore. Elevation descends into an ice age. The upper 33% of the map is encased in a layer of ice (Seas are filled in, ground replaced with tundra). Wooly Mammoths roam the frozen wastes (pls). Example 2: A drought begins. Seas across 50% of the map dry up, leaving huge craters. Forests begin to grow in the new basins.