Haseroth

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Posts posted by Haseroth


  1. It's a bit difficult to properly test changes as in most cases metas and such are found on the live servers during proper pvp scenarios which is why i was such a fan of the challenge servers being used as a way to properly test pvp changes, maybe we oughta bring back a smaller scale version of those


  2. lets take a moment to appreciate what sindusk is doing for the pvp community, i honestly believe that if he had not become dev we would still have no words from the dev team and the status quo would have persisted until the pvp community had completely died out.


  3. 1 hour ago, Cornchips said:

     

     

    Both of you need to take a hard to swallow pill, called "Nobody gives a flying pigs piss that you can't handle a problem like a normal adult, and politely wait for help instead of complaining and using terms like "I'M A PAYING CUSTOMER" and think you'll get suddenly better service because you threw that line at someone" 

    to be fair, 1 week is a long time to wait just for a reply, i often had issues with other services and companies and usually they respond within a few hours at most, if i paid for a service and had a problem and mailed support and they didnt answer after a week i would likely just refund everything and never use that service again, but the thing is other than lif there isnt much other alternative to this game, i'm not a super conspiracy savy person but it honestly wouldnt shock me if code club were fully aware of the semi monopoly they held and "abused" it to their benefit, with that they can afford to be lazy and offer sloppy service because they know people wont simply leave because there is practically nowhere else to go, this would not fly with any other product/service. Just my 2 cents though.


  4. 11 minutes ago, whereami said:

    I just want to take the time to point out one thing;

     

    While there has been a lot of discussion, mostly just about how everyone discussing here wants to kill Chaos as a whole, none of the players discussing in this thread have even played on Chaos for more than 2 or 3 years total. Chaos used to have at least 150 to 200 active players every day, but what happened?

    The Epic crew came over and started making changes.

    You allowed skill transfers from Epic which FLOODED the market with high-end accounts making them as worthless as woodscraps, thus causing the massive PvP requirement you now currently ##### about constantly.

     

    Maybe if the Devs would stop taking random Epic-refugees seriously and treating them like Vets that know the server and the differing way PvP works on Chaos, we'd actually still have some refugees from the old JKC and MRC kingdoms.

    Instead you've literally turned it into Epic and now, much like Epic itself, no one wants to play there...

     

    I personally did not stop playing because of epic changes being brought into chaos, so your reasoning feels insanely bias'd and it feels as though you are simply trying to turn it into a epic vs chaos debacle. Reason why i personally quit is because the devs had stopped speaking to us, the changes were bare and so far and few inbetween, it felt as though they had abandonned pvp. Not because i didn't like epic people.


  5. 2 hours ago, Sindusk said:

    Hey everyone. Depending on what position you come from, it's very likely that you'll have a different opinion on me being a developer for Wurm Online. I'd like to help clarify where I stand from every perspective.

     

    Wurm Online Players

     

    In the case you've heard of me, it's likely due to my WU mods or you know about my Wurm Unlimited servers Wyvern (Reborn) and Revenant. My servers run with a vast amount of modding and changes to the game, and it's reasonable to assume that I'd have an agenda to push Wurm Online towards how they function. However, that's not the case. My goal with my servers is heavily gameplay-centric, focused on content that is challenging and rewarding. Wurm Online is much more simulation-centric, focusing on realism and depth. I understand the difference between the two and you're not going to wake up and see Wurm Online all of a sudden become a copy of Revenant. My goals are to improve the existing Wurm Online experience. Long term, I'd like to dive into the combat, spell, and pvp systems of Wurm. This more closely resembles the gameplay-centric paradigm that my servers follow. However, to start, I'll be working on fixing some longstanding bugs that affect both Wurm Online and Wurm Unlimited players that have been bothersome for years.

     

    Wurm Unlimited Server Owners

     

    Much of the Wurm Unlimited community will know me for my mods. I've created ServerTweaks, Armoury, and Spellcraft. These mods are heavily used on several servers. It's not farfetched to think I would prioritize Wurm Online development over the modding community and abandon these mods. I'd like to think of this as an opportunity of the opposite. I'll continue suporting my public mods on Wurm Unlimited. Furthermore, I'll try making changes to the existing codebase that makes modding easier throughout several aspects of the game, opening up new options for server owners. Minor adjustments like improving client/server network communications to give more options make a world of difference. When modders have less limitations imposed on them by the technical details of the game, that's when you begin to see the best ideas spring to life.

     

    Wyvern Reborn/Revenant Players

     

    Most important to address is the existing playerbase on my servers. I have no doubt that there's some apprehension thinking that Revenant will no longer see new mods or content because I'm now spending time working on Wurm Online. That's a fair judgement, and it's not entirely wrong. I'll be slowing down slightly on Revenant due to Wurm Online development. However, what I work on in Wurm Online eventually leads to Wurm Unlimited and thus to my servers. I'll continue supporting Revenant and making mods for ideas I have that wouldn't fit in Wurm Online. I'm not going anywhere, and you'll still see me active in our Discord and responding to your PM's just like before.

     

    All that said, I'm looking forward to being more directly involved with Wurm Online and intend to put my best foot forward to make the progress you've all been waiting for.

    I'm happy to see you join the team, i always thought you were an insanely hard worker for your mods and servers i think your productivity levels might be just what wo needs atm especially for the pvp side of things. It's good to see someone who has some idea of how pvp works make it on the dev team, hopefully you'll be able to do cool things.


  6. 13 hours ago, Mordraug said:

    Re: Xanadu.... yeh yeh yeh I ain't staff but did toy a lot with the WU server setups.

     

    First off, between a 4k map and an 8k map, we're talking going from 16mil tiles to 64mil tiles.

     

    I ran WU, 4k map on a normal drive for a while no sweat (solo map, this is without adding thousands upon thousands of items and structures into it).  Tried an 8k map started seeing all the same Xanadu symptoms.

     

    Switched to SSD, tried again.  The Xanadu-sized map ran way better but the symptoms were still there, and my 8-core ain't exactly a potato.

     

    tl;dr, Java itself seems to struggle a bit with a server that size.  Can't do much about THAT.  The game's engine itself maybe could at some point but that's gonna take quite a bit of coding.  Long story short, if Xanadu's lag issues ever get fixed, smaller servers are gonna get one heckuva boost in performance as a result.  I believe a big part of it would be redoing and rebuilding the entire database to somehow getting the same processes done with way less queries.... sounds sooo easy but I really doubt it is.

     

    I'd like to hear from someone who's run a Xan-sized server on some overkilling rig, see if there's some minimum cap in computing power that needs to be passed, but I got the feeling that throwing a supercomputer at it wouldn't solve much.

    tbh if the devs were planning to do that they would have already announced it, as far as we know they arent planning to rebuild anything since they just dont have the manpower or logistics for it.


  7. It's waaaaay too late to bring back pvp. Whatever the devs to from now on is simply going to slightly extend the inevitable. Every month and year that passes makes the wurm engine more and more out of date compared to its competitor. Dev team has no desire nor the realistic funds or logistics to create a sequel by rebuilding a new engine from ground up, they already confirmed that.


  8. The devs were too incompetent and irresponsible to see the project they started with pvp, through to the end. Now they are washing their hands off of it and throwing the towel. I'm sorry to inform you that if you still have the slightest of sliver of hope that the devs might somehow bring a 2003 game's pvp back to life despite all the issues that are practically unfixable due to the game running on a java engine, then you might want to just stop now because you'll end up hurting yourself even more. 

     

    If the years and months of doing nothing and then dropping one or two simple fixes before sneaking back into the shadows whilst constantly promising grand plans for pvp, plans that they have yet to show to us despite the fact that they have been teasing them for literal years was not enough to convince you that there is no hope for pvp in wurm, then i don't know what to tell you. The best you would ever do is bring a few dozen old players back into the game, no matter how much advertising you do wurm pvp is never going to be popular simply because the game itself is so outdated. The devs would need to rewrite the whole thing on a better more modern engine which as we have been told is NEVER going to happen as it would be too much work. Almost all of the new players that the advertisements would bring, would play for a few hours or a few days, get confused and quit. Why would they bother playing this 2003 game with such an outdated combat system when they can just pop open ark, rust, wow lifmmo or so many other games. 

     

    You may not like what i just said but it is the simple fact. If it was not true then wurm would have thousands of players and it would be popular as we speak, it's not. I don't think i needed to remind you that. The pvp servers are deserted and the pve ones are beginning to be the same. Just at a slower pace.