Quiksilver

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Everything posted by Quiksilver

  1. I was cautiously optimistic in regards to this post from Krister...I really wanted to be positive. But now here we sit almost 2 weeks later...and aside from the breaking news forum drama with the Wurm personel)...earlier this morning when I checked, there was no update to this thread for over a week. @Kristerso what's up?? New website? Changes? Roadmap? Crickets...? /sigh This game should have the name and tagline Wurm: Prepare to be Disappointed.
  2. +1 Good post. This is the kind of communication that is needed. It would be amazing to see Wurm grow into the game it has the potential to be. I think one thing is more than clear, the player base is passionate about this game.
  3. Again, I have just as much invested in my deed as anyone else. I thought we were talking about saving this game, some real improvements that would bring new players in--and more importantly, make them stay. Isn't that what this thread is about? I never said merging the servers was the only way to do it--just that I didn't know another way to do it. In fact it was just a very small part of my original post...everyone gets so crazy just talking about an "idea". I have rode around Independence a lot...it has it's moments but it is a ghost town of a server and honestly not that great. Just logged in...33 players...amazing. Mayhaps the nostalgia of the 'old servers' is being romanticized a bit. This is a more 'needs of the many' vs 'needs of the few' type of argument. I was imagining a new 32x32 server but like Miretta stated, server lag is a major issue when too many players get online at once. I can only imagine how the hamster-wheel servers would be crying on lands of that size. You are right...terrible idea. I digress. I feel like the Wurm player base is its greatest asset and its own worst enemy. We do be toxic. The only people posting here (or playing this game consistently) are the hard core. Why don't they post stats about how many new players there are or how long they stick around? It's probably pretty dismal. Personally, I love how their first 'big improvement' was how to monetize this game more. I mean that's the big update? Come on...if that is the mindset of the people in charge of Wurm, it's done. This game is an 11 on a scale of 10 when it comes to potential, Can we please be honest for one teeny tiny second...Wurm does nothing 'well' from a technical standpoint. Player limits. Draw distance outside and inside caves (16 tiles wut?!). Ceiling height limitations on caves. Stacking items. Animations. Interface. QoL. The list goes on and on and on. There are a myriad of issues that need to be tackled before the in-game store will do anything to bring in profits. And can someone please tell me why they stopped updating Wurm Unlimited...? You have to pay for it and it literally has a better rating on Steam than free Wurm.
  4. The problem is--if this game continues down the path it is on, one day we are going to try to login and the servers will not be there. I've invested as much time and money (IRL) as the next Wurmian. I'm not sure what game you guys play because 'the charm of riding through open spaces' is marred by the deeds of players who no longer play or people who put 20 slope roads everywhere. Wurm was innovative in 2006...adding a canoe in 2023 for new players is not going to cut it. These ideas may not be 'cool' but something needs to change...in a big way. The problems I listed are real and any successful game has solved most of them. /shrug
  5. As hyena suggested...I think the server wipe isn't actually a bad idea, condensing the fractured player base over to large maps, 1 PVE & 1 PVP...fix and reset the economy. I wouldn't mind starting fresh lands, if they would let you bring whatever characters (including skills) you want over. I can't really think of a different way to do it. Honestly, the game needs it...it's been 17 years, way too many servers...they should merge all the players. I feel like there are 3 big problems: New players - learning curve. Getting casuals to commit. End game content. Number 1 can be handled by giving new players an expedited way to catch up (like 200 skill points to apply post completing tutorial)...as well as dun dun dun overhauling the tutorial. The developers should take notes from this... ...two things I would call out. First please make the journal meaningful! Make it step the player through building their first house. Change the journal to achievements or something--basically where when the player finishes it, they are able to 'play' the game. Second, you cannot play Wurm without the Wiki. Now, like everyone else here, it is our bible. But holy chit...again 17 years!!! Shouldn't this game be a tad more accessible than 'referring to the player ran wiki' to do anything...no?? Maybe just maybe, make the game a skosh more intuitive? You don’t need to hold our hands, but WTB some better tooltips or error messages! Literally rolling my eyes. Number 2 is kind of connected to the first one...but I think the Jackal servers are a logical solution for this. This would help streamers as well. It doesn't only need to be only combat related. Give new monthly content where players would have the ability to earn things (like a tabard or statue on the main servers) for completing an expedition. You could even start with the appropriate skills to complete the content (whatever it is). Maybe win a fishing tournament--find the lunker!? Something casuals and streamers could do but would also add to the 'hardmode' for classic Wurm players. Number 3 is a huge problem...because there is nothing for established players to do other than projects (which, I understand, can take years--is anything ever really done?). But come on, the rifts are a joke (weird times, Fo priests always win, 3+ hours to complete). And good luck killing a rare spawn. I have no issue with things like Dragonscale taking 6 months to make, but I gave up trying to complete a set. 25g to buy? Ok... Will you please squash the '10 players controlling the highest end content in the game'? Absolute joke.
  6. Just waiting for someone to lock this thread because "no longer of any benefit to leave open" or it is "breeding arguments and negativity"...
  7. First, thanks to all the team members who have kept this game afloat all these years. Ima be real here, I don't know who is who or what you did for this game...but I do know working on Wurm is a labor of love. I was very slow to come around to playing Wurm...took me years to actually get into it. The new servers (NFI) is what made me a 'player' of this game. Starting over fresh with everyone--maybe a point of reference on getting new players into the game. Equal footing. At any rate, I know it is unfair to compare Wurm to a AAA game...with the budget and how old the game is, this is an uphill battle for the dev team and leadership. I do want this game to succeed, I would love to see the player base double or tripple and we could get some real progress on updates. However........... Next Steps for Wurm OnlineWe're poised to expand the world around Wurm Online. Our new website will not only host a marketplace to showcase the unique aspects of the game but also serve as a platform to broaden its lore and history. We want to make our game even better, and by raising the game's revenue through the new website, in-game shop, and marketing initiatives, we will be bringing more people on board to accelerate our development efforts. ........*sadnoises* Why...why...is the FIRST thing you mention about creating in-game transactions? I know this game needs money to develop...but holy ######, talk about trying to squeeze blood from a turnip. A marketplace will not bring new players to the game and it's just going to piss of the current player base. A fresh coat of paint (new website) may help get some new players to come back for a second look, but if the game is the same as it always has been, well...it's kind of like putting lipstick on a pig. There are a ton of ideas/opportunities for improvement and a hardcore dedicated player base to champion Wurm but this game needs sooooo much work! I don't even know...maybe find an angel investor to infuse some capital into the development first BEFORE asking for money from the players...? As of right now, I spend close to $500 per year (even at discounted black Friday prices) on this game with my chars and deed upkeep. I mean WTF...I'm not giving you anymore money. The only game that has ever changed my opinion of what post release development should look like is No Man's Sky. Take notes from them. IDEA: Maybe for new players, setup a tutorial where once they complete it...they get oh, I don't know 200 skill points to spread out however they choose, only able to raise skills to 50. So in theory if they wanted to start the game and be a ship builder, they could get 50 woodcutting, carpentry, ship building and tailoring right off the bat. You could even give them 'class options': Blacksmith, Carpenter, Farmer, Dyer--something where it auto picked skills for them. I mean a seasoned vet could raise a skill to 50 in day or two with sleep bonus...200 skill points on a new char is nothing and not game breaking (even for alts). Maybe if I scream: THIS GAME IS INACCESSIBLE FOR NEW PLAYERS! The learning curve is too steep and the game is to jank for new players to give it more than a couple hours. Even to this day I constantly mutter under my breath--I don't know why I play this f'n game. Constant frustration. My joke with my deed neighbor about Wurm: Anything worth doing is worth doing 3 times. It is a hard game with some odd magical charm. I digress. PS thank you for hearing the community about Traders. PSS please fix the weather. Why does it rain when it's sunny? Can fog please last more than 30 seconds?! I do not want a canoe! /rawr laksdfjljasdflkjalsdfjalskdfjasdflkjasdfl
  8. This is more an extension of this post that Keenan closed because it was no longer benefitting the community: I'm still a little heated about the Canoe update. And when I look at my mission tab, it just makes me more angry. Missions would be a great place to add some value to current, actual players. Honest question: what is the goal of missions? Do you want them to complete? 10% of the time, 50 or 100? Or are they just there as something to do? Here are some mission stats from my character: Completed Successfully: Lesson of Fo - 49 Lustrous Quills Word to help Magranon - 525 decent beeswax (14 minutes) Magranon's bright mystery of sacrifice - 29 Rotten Eyes Light need in aid of Fo - 225 decent white cloth sleeves (~2 days) Ones I participated in that failed: Jest from Vynora - 300 decent lockpicks Joke in aid of Libila - 49 Shiny Shards Celebration from Libila - create 43 Strange Devices Important lesson in honour of Libila - 82 decent planter racks Massive gesture of Magranon - create 100 wine barrel racks Paradoxical test in honour of Magranon - 150 decent hatchets Cadence missions that will likely fail (% at time of posting): Libila's gigantic enigma - 450 decent clay roasting pots (42%) Fo's first trip - 525 decent sights (37%) Lesson to help Magranon - 525 decent brass ribbons (2%) On Cadence currently, there are 155 people logged in (how many of these are alts?). When I look at the current missions I just wonder why the qty is so high, 450-525 required to complete? Not to mention two of them are brass. Then you look at ones that failed...multiple had less than 100 required player involvement. Couple that with the fact that the beeswax mission completed in 14 minutes! I have no problem with missions requiring me to invest 30 minutes of my time to contribute. I also have no problem for a mission with a high QTY value (like sights) staying up for a week if it doesn't complete. Ideas--definitely not complete, I only thought about this for about 15-30 minutes: Remove completion status required to get 20 minutes of sleep bonus, if you participate you are guaranteed 20 minutes--instead just remove the bonus if it doesn't complete. Or instead of removing the bonus, just divide that 'additional' between the total number of people who participated. Where the function of completing a mission would then be only to get a new one. Or make it so failed missions only get half the sleep bonus of a mission completing successfully. Tweak the required number of required items to be more inline with the average server population logged in. From above just look at Beeswax vs sleeves vs planter racks vs sights/ribbons. Change the 'Rotten Eye' type missions to a chance to get the item when performing any action in Wurm. Usually I just ride through my mines or go in the ocean to complete but would be nice to complete by just playing the game. No? Make high QTY missions give 40 minutes of sleep bonus as opposed to 20. Encouraging players to craft multiple items. Personally, I don't like the 'travel from R11 to E25' to complete a mission. I mean seriously, do those ever complete? I'm not saying they are bad and I do enjoy the occasional horse ride...but they could be more accessible. Again these types of missions may only be convenient for 25% of the already low server population to complete. I for sure am not riding 2 hours round trip for a mission that likely will not complete. I'm not looking for free sleep bonus...it's work managing sleep bonus already. But the system is not optimized or really inline with current player base at all. It would be nice to know that when you invest time in something you get 'some' reward. Because right now when I look at missions, I'm like that's gonna fail. That's gonna fail. That's gonna fail. So why waste my time in the first place? If you want me to play more, *cough* buy more silver *cough*, maybe enhance an area that keeps me in the game longer...? Wouldn't that benefit new players as well? The only way they can catch up to veterans is with sleep bonus. I digress.
  9. I never post on topics like this because I don't think the devs read or even care what we have to say. It is so painfully clear you are out of touch with your player base. The people 'funding' this game do not want a canoe nor do they want traders to go away. This game has a steep learning curve and is not easy, the people who play Wurm are not casual. We love this game despite its faults...for the masses though, it might as well be called Turd. I give a lot of leeway to Wurm from having a small dev team, maybe even only one or two people--who I would imagine do what they do more as a labor of love. You could argue that is what makes it special, but this update is not it. It is just a waste of time and honestly spits in the face of people who have dedicated XX years of their time leaving their mark on whatever server they play on. I am truly left scratching my head. I cannot understand these decisions...there are so many great ideas (316k posts in suggestions and ideas) out there on what could improve this game and make Wurm 'more accessible'. When you search that forum for 'Canoe'--you come up with ideas like an archeology only boat or portable backpack version of a ship weighing 5-8kg (why not just a large barrel and require an oar but whatever) with a low draft level, under 5 dirts. Not to mention we already have rafts--maybe just convert those to the decay status and ease of creation like a canoe. All better ideas than this--sorry but true. Maybe--and this is just a tiny suggestion--you should go read this forum to decide what updates should go in the game: https://forum.wurmonline.com/index.php?/forum/15-suggestions-ideas/
  10. ...wow!!! With all the dev tools and community support out there, would it be easier to code a game using Unreal than Java? Someone Kickstarter this!!
  11. So it looks like gain is 4-7 times lower then before. I am seeing this behavior as well. I hit about 65 then took about a 8 month break from it. Started up again about 2 months ago; gains have been absolutely horrendous. Currently 68.1 skill, working on 1QL 90+CoC rugs. For the past month I have seen numerous 0/5 and 1/5 days (in fact today was 0/5). Back when I was doing mediation before 2/5 was considered a 'bad' day. Now if I get 2/5, I consider that an amazing day. According to https://www.dreamsleeve.org/wurm/grinder/ I should be seeing about 50% med ticks which, by feel, sounds about right. Now 20% seems to be the norm for a day if I'm luck. Something got messed up...maybe during caffeine update? I don't know if timelines match up, but meditation definitely changed in the last 6 months or so.
  12. Honestly, I am just sad when you kill a donkey it sounds like a horse. /shrug
  13. CoD to Valkrr or message me to arrange pickup.