Arishok

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Everything posted by Arishok

  1. @Dranana1To be fair you mentioned three vertical, linear, theme park MMOs - but It supported my argument you need other players to play to the fullest - but not to progress. Now rifts, I concede, border on themepark, and there are viable opposition for inclusion in an open sandbox game. But here we are - rifts are still being closed by players, correct? I firmly believe the arcane should not become mundane. This is whats is happening in wurm, and that is what giving all players priest spells would do. That was the final nail for SWG - adding jedi to character creation. However, my position is the chasm between the value of the “market spells” vs the restrictions are too great. It is creating odd “must” have arrangements that I believe is making the Wurm experience less than it should be. I am unable to see a situation where that was intended. There so many unique systems that can be obtained simultaneously, and they all seem to be limiting one another's development by that fact. I understand @ChampagneDragoncomplaint - it would be total ###### to blanket gift what some have worked hard for. It would be betrayal in no exaggeration.
  2. By forcing players to rely on other players to PROGRESS is the cause of many MMOs to end. It only has “worked” in Wurm because of Alts. Is that the game mechanic intended? Players that can only do certain high value things - in a “classless” system - but cannot do basic things = Alts Runes could be cultivated to create a more cooperative and player interactive Wurm experience - from acquisition to application. As it stands, the most sought out abilities are locked behind a priest grind and is disparate from ALL other Wurm mechanics. I am not advocating for everyone to be everything all the time. I am advocating for priest to be less important, but still be unique - not impotent. I agree with Ether that the developers need to decide which type of MMO they want to continue. I disagree that the options are single player or bust. They already have a system that encourages team work - even from lone wolves - runes. Granted it needs to be further cultivated towards that end goal. The other system, priests, encourage alts. There are exceptions - but does it currently represent the INTENT of the religion system? Wurm has some of the most interesting and clever systems: Religion Sorcery Crafting Meditation Kingdoms They feel like they were created by different people for different end results. They are NOT in symbiosis.
  3. Runes. Runes are the answer. That replaces the priest's market spells altogether. It takes individual effort, and a team effort, and other USEFUL skill sets to accomplish. More Wurmian, and a more elegant solution in my belief. But it takes EFFORT to acquire the material, and specific chosen skills to apply them. Not just repeating the same spell over and over and over and hope it doesn't break something. As a priest... If I cannot mine... then I should be able to bring down a cave wall and collect the scraps. (disintegrate) If I cannot woodcut, I should toss trees about in a windstorm and collect the fallen trees. (tornado) If I cannot dig, then I make the ground shake and collect what rises up (earthquake instead of dirt). Currently, the are separate from the specific priests that actually need them. And I should have less control over the quality of what I collect, but have a way to collect ALL resources. If I cannot cast CoC, WoA, etc... then I can improve my items. And my priest actions should affect soul depth more often, so that as a priest, I naturally have some advantage in rune attachments just by playing my role. As a priest, I should be able to see things others cannot (better reveals, priest missions) or pass through portals others cannot (but can summon others to follow me). It should require less effort to be a priest, but more effort to remain one. Sorcery should be detached from religion. It should be blasphemy. I shouldn't be able to cast sorcery spell while being a follower or priest. I mean it is a really damned good idea, but it seems to be broken by what ELSE you can do while also being a sorcerer. Whoops, sorry, I was daydreaming there for a minute. Carry on.
  4. So with the stars return, the rainbows (aurora borealis on deck?) it reminded me of the attention the cosmos got last year during knights of seris event - would be pretty damned cool to keep pimping the heavens up and adding more “observable” content
  5. When sailing IRL I usually just drink beer. Doesn't sap stamina tho. I would enjoy sailing, hunting octopi, sharks, big blue mission whales - all while quietly whittling away at my never ending stacks of arch fragments. If that is somehow an unfair advantage- then I am at a loss.
  6. I am really confused as to why this is not an option. If I can buy another named account, and no one is the wiser, whats the difference? How can so many other titles offer this service, but not Wurm? What is unique in our situation that makes this so unfavorable? Opposition seems to be based on the preferences of the individuals NOT wanting to change their names. Their feelings of wanting to know who they are dealing with. Anonymity still exists the first time the rolled a character, and for most people, it still exists no matter how well you think you know the name on your screen.
  7. Well, these aren't current issues I am having, these are issues I have had in the past. Meaning... I churned through it to reach my goals, figuring ALOT out on my way. My wife did not. As far as asking a neighbor for help... there are no neighbors. It is far and few between, and there is no indication once a player picks the portal to a starter town - what is waiting. That is a good thing, but the experience is vastly different. Issue is, some players get stuck on an island with no money in the coffers... or no neighbors... or starter town with no basic items to help get your feet on the ground. While others offer better odds. Player doesn't even know that is something to know before teleporting out. In my perspective there is only two main reasons for F2P players in Wurm: - Test drive. The suggestion here was to give them MORE of the premium taste, and at a penalty if they choose wrong. If we chip away at what most of us are already paying for... then why pay at all? The bar is set really low to get your first month of premium. No real money needs to even be used in most cases. The trick is getting them hooked, like it did for many of us. So a F2P player can experience a great deal of the game, if that isn't selling them at the skill cap... then there is the problem: that experience. - Alts for players. No need for explanation there I presume. Forcing players to rely on other players to progress in a game always had led to failure. Creating a system that encourages players cooperation to achieve something that absolutely could NOT be achieved on their own... works. Given the effort vs reward is balanced. I want to move away from the deed bonus discussion as I am being somewhat obtuse, and that would be a separate suggestion on its own. Too often, when critiquing the low to mid range experience, the resulting advice is generally -- oh just do this or do this... its really easy. Possessing that knowledge is not what players have when they are in their first days and months. You hit on it in your last paragraph, Finn. This is the identity crisis. Are we all just racing to the "end game"? I am not in a rush. I want to enjoy the content, and the content I create, along the way. I want to taste my food.
  8. One mechanic that Wurm shares with Eve Online is buying premium with in game currency. So the buy in is that I could earn enough in game money to never have to pay real currency to continue my subscription. Once you are working down that path, the realization is the large time investment to reach that status. You grind your way through to that end and find you have experienced a large portion of game content! Preferably, the content or experience was such that you enjoyed the ride more than your free play goal. By the time players typically fall off, they are enticed to provide content by presence, and assisting the world economy by draining in game currency - where they otherwise would simply not play or subscribe - by being able to efficiently earn enough in game currency to burn. Both games, of course, diverge considerably at some point in that commonality. The potential exists in wurm for a free to play player to earn enough to premium, and for a late game player to struggle with both content and earnings. I agree with Oblivionreaver in that players will seek the most efficient way to achieve a goal... by themselves. I am afraid it would encourage more players to F2P box to satisfy their needs (just like priests) and/or try it and get frustrated at the experience. I believe cooperation in Eve, for example, exists in that a singular player cannot achieve great reward without other players. But the continued benefits directly affect the many who cooperated - and is completely out of reach for the single player. As an aside, the greatest rewards then can be taken away by the efforts and cooperation of other players. Given time, what can be achieved in Wurm that a singular player (with or without alts), or a handful of players, cannot? I am not yet certain that is a negative thing for Wurm, but comparisons - and more importantly expectations - are influenced by it. In your experience, is there any MMOs that have offered anything similar to what you propose?
  9. I very much support further analysis of the 0-20 experience. I don't have to be perm to make BSBs. But I do have to be perm long enough to be able to learn to make crates and even load them. Crates have a limit. But for a new player, a single BSB is a bottomless pit. BSBs start locked and hold a great deal. Ok - nice QoL for the new player. Now I am stuck where I first started - either I lose all this stuff, or I perm up and grind to 60 carp, with my low ql tools, and eventually make crates. Wait, that grind barely moved my strength meter. Ugh. Incentive to premium, sure, but a frustrating one, and one that a lone player might see as VERY far away. Of course the place I first put my secure BSB was clear of critters... now a week later I have wolves and spiders - oh hell a troll! I wish I could move my crap I worked “so hard” to get. I get it is hard. I expect that! But I would have preferred to make small crates at first - quickly realize I need better, more secure storage - then premium up to reach THAT goal. By the time I reached that grind, the “crap” I started putting in there would be better. I would also much rather see deed bonuses (harvest, crafting, quality, rarity) and even my religion (read: free choices) affect which play style I preferred. Takes effort on my part but freedom to choose A clearer path that aligns with my current goals. Consider also sleep bonus. Its wurm crack. Perhaps non-premium characters couldn't earn it through sleep. Most cant make a bed for a bit or even know it exists. Pop a few non-transferable powders (get em hooked) in the inventory. GL Help: Newb12: What is this sleep powder? Green-text: Oh let me tell you about our substance abuse problem... They could earn it all other ways - missions, purchase, downtime presents, etc. Apologies if I derailed.
  10. Great update, I am excited for these changes.
  11. I agree there should not be any restrictive class implementation for Wurm. Changes to the deed system and religion in a way that would favor a player’s Independently chosen direction - without hard limits to change - would be better suited to what you are describing. I also concur with kochinac that priests are too much in their current state. Well thought out, but I believe that would negatively change how I personally see, enjoy, and play Wurm.
  12. Thanks, I was sure others have done something along these lines. What I am interested in is how much motivation is there to make this more... universal. Suggesting this as a player driven mechanic, and completely voluntary. Oftentimes any services that may be offered are hard to find. Even scouring items with my mouse it is still often difficult to find out what the village is even called. I hesitate to disembark if I see no clear indicators of anything I am looking for. I would even thumb through vendors once on shore - but wont bother if there is no place to rest, stash horses, etc. But something common to look for... like an iconic tower or the like. I believe a wagon at the end of a dock could be somewhat out of place enough. Beacons might also work for ports. But what about inland? Shop sign by main entries? A gate like structure? My hope is something travelers could grow to anticipate. A habit that deed owners employ - similar to naming guard towers by map location. Not all do it, but thank you to the players that did! As for the community maps, it is disappointing there is seemingly no consistency, but I have no desire to disparage what each map organizer has accomplished - as that is a beneficial role to all.
  13. So there are few things I have been trying to sort out about the way I like to play, and want to get a gauge on others thoughts. I like to travel, in fact, I prefer to stay on the move often. The biggest drawback for me is a place to sleep, convenient place to heat up food, or pray. Perhaps others have needs or similar preferences. Something that might be worth considering is a symbol system or other method to convey what a port or village offers. So a basic suggestion would be: Archery Towers - generally useless things In FI that stand out from a distance. Rename them: B/T/A/PM/M/W/x Bed - Trader - Altar - Personal Merchant - Mailbox - Wagoneer - shallow port Something to that effect. Smallest investment possible in time and resources but to convey what your deed might offer a traveler. And yes I would buy quality stews or whatever, or even pay to sleep - if price is reasonable. Another thing I had considered is cardinal ports on outside of each island. Perhaps an identifiable structure at each direction: Fo (north) Vynora (east) Magranon (west) Libila (south) etc. Port has a wagoneer, mailbox, and (dont know how realistically this is) connect to each other through highway system. An alliance could make this work I would believe. Even a warehouse system of dropping off goods, and mailing key for purchase price, etc. (heres to hoping for a rental system implementation) I would hope something like that might simulate a river system - which adds the effect of people migration - as well as ease inter-island trade. If it is too proprietary, like other places have been, I would only imagine it would fail miserably. Not sure if this has been attempted before, but testing the water on this idea. Thanks in advance for any feedback.
  14. Ok, I see. It is maybe 2-3 dirts above water. Turned up volume and found it all over the place at that height... just more pronounced over the road. Thanks.
  15. I can readily buy a high end account on any MMO. Wurm is not the least bit unique in this. Steam account sales is a healthy business. I wonder what will happen when certain people realize a single Wurm account can potentially sale for 4-5x as much as a loaded steam account with hundreds of games. Low capital investment. Account sale bans are just to keep it out of polite conversation. It does nothing to stop the practice in any real way - but does add to overhead for the developers in the policing. It would seem out of place the THIS is the true villain in this story - considering other highly successful, highly populated sandbox MMOs not only allow the practice, but also FACILITATE it! I have zero vested interest in account sales - but I have a fellowship interest in adjusting the curve from day one players to high end crafters and alt boxers squeezing out volumes of goods. I do not believe this is a hill to die on - there are more issues to address that would actually have a tangible effect. Account sales will end when there is no game to play - no matter what the publishers or players want to happen in the meantime.
  16. I would prefer the option of plain covers (or leather) that could be dyed - like the flags and banners. Freedom Kingdom swag is... well... I am sure someone did their best. I am not so willing to surrender the PMK uniqueness just yet. Having said that, if there is no plan in place to get that war raging again - then it would be a waste to let that feature rot.
  17. I have experienced random wave lapping sounds on highways. I can reproduce the effect regularly now on my deed. Approximately 40-50 tiles from water.
  18. New update will drop it in the boats inventory - presuming I understood retros stream yesterday.
  19. I like the idea of this a lot. It would make building a much more enjoyable thing. And almost intuitive. it would have to be switchable. I too often drop things in the wrong places - even more so when on my trackpad.
  20. This is the most wholesome, puritan, and “safe” MMO I have ever played. Despite that, I have accepted this and still enjoy playing. Yes I would support a change to the “rags” we wear, although its my default outfit. Unicorns are as much immersion breaking about as much as standing around in the buff handing over all my clothes so it can be improved by a few numbers. I find most religions who take issue with skin also take issue with worshiping false gods. Developers make the structure, players make the culture.
  21. I previously advocated for a hunter server, and I have been able to travel much more since then, my views have changed. There are mobs EVERYWHERE. The smaller islands have significant concentrations. There is 250 hunter mobs for every online player on Indy on average - higher during low times. I would be numb after 250. My gear would be shot. I might just suck as a hunter, but I cannot reliably hunt for particular beasts. Its a crapshoot. Sometimes I LIKE that... there I am... gutting a croc... oh hai troll... where the hell did you come from?! I have camped out a corpse to see it they actually did attract some predators. Maybe I am not being patient enough... but really why wait... just keep moving - they are everywhere. If I hunt deer... check the woods, check the water, check a few inches of grasslands, check the tundra... nata. Goblins are cute. Heard they attack in groups? That would be a new experience. (I AM happy the spawn rates have gone up on them). I can regularly find crocs in the desert, and all manner of hell creatures. Reasonable enough. I keep expecting to see more at waters edge, or near marshes. One time I sailed up on a manmade island... approx. 50x50... some 30 crocs were on it. Was fun. There was deed loot there! I can reliably find cows, and unicorns in the woods. Spiders, spiders, every where. I only want to see more wild horses when I am walking. Other than that.. they make sense to not find too easily. Sheep and bison... these seem reasonable to me. I can reliably expect to find them on a steppe - unless it is overrun with the burning ones, or crocs. Clear them out... come back in a day or so... sometimes less = sheep and sometimes bison. I presume the healing resistance changes are affecting my hunting experience now. Definitely have to think it out before diving in on some heavier hitters. Before that, I could just barrel roll right through a cluster of whatever without much pre-thought. Either that or some other stats have been adjusted I am unaware of. TLDR; Maybe I just suck as a hunter and it has all gone over my head. I don't want a hunter server, I want the animals to behave differently. I want to learn HOW an animal behaves, and hunt it. I hunt this one for sport, this one because it has the tastiest hooves this side of the Inner Sea, this one I run from and hope to survive. I don't want to have a sword fight with a pig -- I'd rather just slaughter it. I keep expecting other docile animals to escape while I am killing its friend, but they wait in line instead. Now, I accept this is not a hunting simulation - so, I do appreciate that it has to be faked instead. But, as it is, it just doesn't FEEL right. I would not like a hunting server if the experience is the same.
  22. I liked that. The "crisis" is just an obscure reference to some comments others have made recently - not worded clearly on my part. Just the concept of Wurm not exactly sure of what it wants to be. We can be whatever we want, sure, that is what I am doing. No plans on changing any of that. First I wanted to be an inn-keeper and ply my guests with cold brew. Playing with such a large group of rugged individualist - never really seemed to take off for me. No place, except maybe sorta Havens Landing, drags people regularly through an area. The players are so damned generous anyway! Free beds for all! All is well. Ok, maybe I will become a hunter! Get a cool hat and everything. As much as I tried to make that work, I just drag myself across the map long enough and have crates of quality harvest. Until I run in to a beast that hits back harder than I like. I am bait, and my polearms the hook. Cut, slice, head back to camp. The only thing you really seem to hunt and seek are uniques. That seems to have gotten... intense. A REALLY awesome player recently climbed the whole cliff face of Maple Island to retrieve my corpse. I carry everything, of course. Everything. All my awesome hammers, and saws, and mallets, and 3 axes, and... so on. Bought most of them... was preparing to start over, but dude saved my ass. But that is my point, really. To bring the masses to PvP, I believe you bring PvP to the masses. PURPOSE plus LESS/NO Loot loss. There is room for fun, open loot, "I will mug your ass for everything you carry" PvP, - AND - PvP for fun+purpose, that numbers matter more than skill - but you go back to your deed all safe and sound... with your hammer, and later I can ride down to ole billy bobs farm to look at his new foals.
  23. Ok... piling on. Travel in and by itself is not much of an issue for me. I casually toured all the PvE starter towns (only 3 on Xanadu - had visited the others before). As long as you are prepared for travel, and a chance at crap wind - really not a big deal. Biggest issues with travel - Sacrificing skill grind during transit - cannot skill ANYTHING while commanding a vehicle. Wasted time - why leave? - Time required to set up a "camp" (read: 4 walls and dropping a bed). I can carry 3 "camps" in a large crate and a pocket of nails. Takes me about 20 mins with "decent" carp and mallet skills, but I also have a 70ql WOA mallet. I bought that - because of how LONG it took before. - Mob concentrations are excessive in certain areas. I get that it is a boon when I want to harvest animals or skill my fight/butch/weapons skills... but... if not, it is a drag, not a fun challenge. I have read the posts over the years addressing mob ai, spawn rates and disbursements - and have gained a lot of insight in realized the developers have done the best they could, or even implemented some neat modifications. No matter how you shake it - it just doesn't feel right. - Where am I going? There is no method to know if the a town in an area offers beds, food, imp service or anything else I might want. No way to know but Hey Global. Haven's landing is not complete. The stables don't make sense, the land is getting worn out, carts galore, 2 buildings crammed with stored items, new players don't understand the communal fields, cant bontanize/forage, cant repair items (loom/rugs getting worn down), the apartments look like tenants skipped town, empty buildings, too spread out, and no clear visual lines (walls) of where HL ends, parts of the terrain are just blocked off. If there was any moderate to major influx of players - HL would probably not be as positive as one might imagine. Starter towns either have everything you need, or is just a mailbox and templars. The issue I have with that, is when you are selecting which server to go to, there is no way of knowing what is available to start out with. Either I am going to struggle needlessly for the next few weeks - either overcoming or quitting - or I am going to have access to everything I need, and only need to build a house to store my crap. Why do they exist at all? Allow renting. Allow parceling. How many players would rent - for the freedom of choice - rather than becoming a citizen at the mercy of whatever whim the mayor has? The opposite is a commune. Gratitude can be a discomforting expense. I'd rather pay my way than be beholden - but have no desire in being king of the token - and I'd like to do it AROUND people. It feels like you either dive right in to Chaos... or you struggle to get your feet on the ground in the Freedom Isles, and Chaos is just some far away death vacuum that no one plays at, but no one is confident to go. I worked so hard at getting this one quality hammer! I needs it! I cant loose it in Chaos.... what could a single player, or small group do in Chaos (reward) that is worth the risk of losing my cheap ass, yet hard earned gear? I mean isn't that what Freedom isles is mostly made of? Single/Small Groups? I think the conversations surrounding the identity crisis is where its at. I can be a hunter - but I cant really. I can be an innkeeper - but I cant really. I can be a merchant and resale others goods, but I cant really. I can be a soldier, but I cant really. I can be a sailor, but I cant really. Anyway, I cant think of an MMO that has EVER inspired my imagination like this one. But the winds drop out of my sails too often. Here's to hope. Love you all.