Akuzic

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About Akuzic

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  1. Yeah, no, I'm sorry but this really isn't much of an improvement to me. Sure, the images actually kind of represent the game now, if you squint hard enough. But frankly, the direction it went makes me more concerned and frustrated than I was with the low quality push at the start. I was about 99% confident that the release of the rebranding at first was due to needing to meet the end of quarter goals, and the wurm team not having enough time to actually finish. For that reason alone, I was willing to concede that it probably did not actually represent what they were trying to go for, and that given time, a better product would emerge that actually sells the game for what it is. But now, there is no time crunch and the website still went in a poor direction. Or maybe there was an internal time crunch with a hard deadline, in which case, wow, that really needs to be reexamined because this is just not a good look for the game. Maybe I'm just not following, but why were AI Images used at all? It can't be that the team didn't have the ingame screenshots yet, since you had to have them to make the AI edited version. I totally get the idea of trying to touch up screenshots for a trailer, or something of the like, but when every single image is touched up like this, and honestly with rather poor AI alternations, it doesn't exactly give me confidence. The key difference, atleast for me, between this, and something like a trailer for a new MMO expansion (Think WOW, FFXIV, GW2, Whatever popular game you want), is that those clearly have a level of detail and theatrical performance put into them that I do not at all expect it to actually represent the game I'm going to play; its a show, meant to hype me up. But images on a website, for a small, niche game? I absolutely expect those to represent the game I'm going to play. And these AI images do not represent Wurm. You are right, everyone pretty much agreed the website needed addressing, but why go through the effort and make more work for yourself by putting up AI enhanced images only to concede that you are working on in game screenshots that you already had? Put those up instead. Then, if y'all want to take some time to make fancy touched up images or a trailer or whatever, you can do that without the pressure of having a low quality brand be on display. Instead we got what I'm really hoping are rushed AI alternations and not a representation of the type of work quality we can expect to be put into Wurm and its branding. Furthermore, I'm sorry, but there is just not that much text on this website that it would have been a considerable effort to spell check. Its a minor thing, and yes it can be fixed on the fly after it is up, but what does that tell us, the consumers, when the main webpage is updated and nobody took the time to spellcheck? I understand that changes are not easy to make, and there are alot of moving parts especially in a team environment, especially when members of that team are volunteer, and probably can't put in a 40 hour work week into Wurm, but this was very off the mark for me. Right now, this new website screams "cheap mobile game" to me; hell one of the first images on the main page is of the microtransaction store.. if I was a new player, I would absolutely be pushed away by it. There are two main focus points for Wurm's brand; its website, and its steam page. So far the website has been a complete miss in every iteration I have seen. Take a look at the steam page's images; they all look much closer to what the game is like; sure it's a bit embellished, but not to the point that it doesn't represent the game it is trying to sell. Why didn't the team use those images in the first place? The text is descriptive, and to the point; it describes the core concepts of Wurm in a simple way to hook new players, while not over-embellishing or missing important features. Why wasn't this text reused? Instead, we got this overcomplicated "rebranding", that honestly has resulted in a website that doesnt even really fit the game its trying to describe. EDIT: Actually, thinking about it more, thats a good point too. If this rebranding was so important to get new players, why wasn't the steam page updated? Does steam account for that little of new player draw? Anybody on steam who would play similar games has a chance to be recommended it, how many random people will stumble on wurmonline.com? Not to say that the website is not important, but steam is important too, and I'm surprised it was not even touched.
  2. Couple options, from NFI perspective if you are on Cad or Harmony especially, grind maps by grinding rare actions like mining, queue an action as close to every 20-30 (depending deed rarity bonus) seconds as you can and try not to do any actions inbetween. Can also try to spam regular rares this way, but its very RNG. Bulk items sell pretty well, Mortar is 4s/k, Support beams are like 7s/100, planks I think are 2s/k, bricks are 2s/k. You can forage and botanize for coin, some people seem to swear by it but I've always found it super slow, though maybe I'm just unlucky. If any public slayings happen, take you and as many premium characters as you can to get blood and scale/hide which you can sell for a quick bit of money as well. You'd have to grind it up and have a decent tool, but arch can be kind of lucrative if you get a lucky rare statue frag or a good rare tool frag. - Can prob botanize for a little bit to get like 50c -1s and buy a decent coc trowel/brush and a ~70ql trowel for good frags. I dont know SFI market as well but I would guess the same sort of stuff generally applies, but prices will be lower, and bulk items will sell worse because they are more prevalent within SFI.
  3. So would you only be allowed to choose certain skills and not be able to use others? How would that work if I took off, say, yoyo? Would I just not be able to use a yoyo? Or same for a pvp skill like thievery. Honestly, the fact that we are stuck with exactly 138 skills, no more no less, is a very silly system, and one worth finding a technical solution around, if we want to add more skills. Sure itll change how food affinities are calculated now, but its worth a one time change for the overall health of the game.
  4. Is the casting diff still 90? Might not be worth bothering to enchant them as a bundle if so. Seems like a really weird implementation; maybe they copied some code over from arch frags? Seems to follow that same sort of process where you need to right click and combine each one. Also very confused why they let you add rare arrows or enchanted at all, instead of disallowing it
  5. 90 to 95% of a job in coding is actually thinking out the solution, just as you said; the actual implementation is pretty easy. Especially for simplier features that would not interact much with others. I completely understand that the development team is small, mostly volunteer, and busy, and would never expect things to be added within a week. Even a month I can imagine would be tight for them. But these are features that have been asked for, and been added as WU mods, for years. They are not difficult things to add. Here, lets use waxed food as an example; I'd say that's more complicated than a skin, but not quite as much as reworking the entire action system. - There's really three steps in here; Waxing the food, making sure you can eat/cook with it, and making sure it doesnt decay on deed. All three of these pretty much already exist. 1) Add a new interaction - wax + food item to wax it. You can use the same code you use to wrap items. Check the source ID to make sure its beeswax, take off lets say 10% of the target item's weight off the source (disallowing if theres not enough wax), and wax it. To store it as waxed, add a new variable to your items called isWaxed(). Or maybe you dont want to store it there because of how many items there are; use the auxdata to store it where you store all the other food states. You wont need those anymore, since you can't cook with it anyway. 2) When you would taste, cook with, or eat the food, check its aux data; for recipes you have to loop through all the ingredents anyway, for eating you already have various checks you can mimic like if the temperature is too hot or if you are already too full, for tasting you can add a similar check 3) for decay; you already have this kind of code with wrapping. Check, is the food waxed and on deed? Set the decay multiplier to negative. Now it wont decay on deed. If its off deed, can either have it decay like normal or like wrapped or something if you dont want random waxed pizzas piling up Now is it likely that easy? Probably not. I'm sure there are quirks about WOs code that I'm just not privy to. But given that I came up with a somewhat viable looking solution in about 30 minutes of perusing through undocumented WU Code, and its already been done multiple times over multiple servers on WU, I find it difficult to believe it would be that big of a task for the WO team. Why is it not done? Who knows? I fully admit that the dev team is small, and does not have enough time. Maybe they didnt think it was a priority. Maybe they have some random quirk about it that they dont like and think would be bad for the game. But given they never comment on these things and now we dont even have a CRM that can stay silent on it, we never will know. But I'm pretty sure its not because its too difficult to add. Ultimately, these kind of changes are what bring life into a game. Reworking the action system, or adding a new complex system for a skill, are great and all, but its the smaller content packs that actually drive the game, and that type of content is sorely lacking from WO. The other half of this, of course, is that Wurm should absolutely not have such a small ,volunteer dev team. Maybe this is just me, but any games I have been involved with in the past that have a similar dev team, and a similarly very slow work rate, are volunteer projects that are either a one time small payment, or are completely volunteer based as they are fan projects of other games. Wurm is a game that is asking to have slow, volunteer based development, have an expensive monthly subscription, and also want me to shell out money every now and then for microtransactions. The amount of money this game can ask for is on par with what I would expect with a modern, fully managed MMO, not a small lil volunteer project. That, which is entirely the fault of the management and not the development team, I find equally if not more frustrating, and kind of insulting.
  6. There are some things that I absolutely understand taking awhile. Completely revamping the action system? Introducting an entire new skill, or revamping an old one to the point its basically a new thing? That I understand taking time. But there are frankly a ridiculous amount of suggestions people have made over the years that would take comparatively very little effort. Waxing food and preserving corpses; two simple things people have suggested over the years. Why do we have an incredibly complicated cooking system, if there are like three foods that are worth it, the rest are objectively worse and more complicated, and they all decay so fast you cant use their models as decor? Countless decorational items and mobs have been suggested, that would be incredibly simple to add. And I know they are easy to add, because they add one every month locked behind a paywall to try and get more money out of players. Small things like that, that have been repeatedly asked for over and over for years, I have hard time believing are not done simply because it takes too much time, or effort.
  7. I don't really get, why are people mad about the new quickbar thing? It seems cleaner to use than the current system, not sure why its a bad thing to have a better UI. There are alot of things that make Wurm very unique and fun to play, but I don't log in every day and think "Oh boy, I'm excited to fumble about in menus to do the actions I actually want!", instead I log in, try to do things, and get frustrated by the quirks in the UI, like dismounting a horse on overaged trees but harvesting very old ones, or flipping through my toolbelts/scan my inventory to get the item I actually want to craft with.
  8. The exact equation iirc is anything above 0.76953*skill + 23.047 - was your action timer the same? It works by doubling your timer up to a max of 30, so if it was over 15 seconds then it wont work as well for you
  9. I'm sorry, I dont entirely understand what you mean I agree there are definetely more things floating around from the treasure chests, but wasn't that the point? Imbues are still pretty valuable atleast on NFI, fully imbuing a tool will cost you a good amount, and they are a rare, randomized drop from treasure chests so trying to gather a number of one kind is going to take you a long time. But it makes treasure maps feel like they are actually worth doing, and gives some actually usable loot out of them. I actually think they were really well done in this regard. There's loot that's valuable if you are just starting out (Gems for early priests, good ql leather, good ql paper), there's loot that is valuable even for long time players (imbues, sleep powder, free upkeep money), and there's some cool vanity items that you can get if you are lucky. Granted they aren't perfect (nobody needs 17 halter ropes, I'd love some fragments besides dioptras), but its good enough in my mind. I also absolutely agree that dragon resources should be very rare; they are the end game of Wurm, and should be designed as such; it should not be an easy path to get a full set. My point is that I would like if there were more than 1 method to get access to that gear, not that any future methods should be easier. Uniques to me always felt odd in this game because there is this community aspect of having a public slaying and bringing everyone in for a big event or whatever, but by doing so you basically eliminate your scale/hide drops. I also agree we definitely need more steps of gear in between what we have now. Runes are great for this with tools; getting runes and applying them takes high skills, but not absurdly high, and provides a good goal. Same with arch tools having runes. We need something similar for armor. Right now in PVE the armor types are close enough, especially with metal types, that there is no reason to use anything else, as any benefits it provides are so minor its not worth your effort. There's a reason most people run around in iron chain or studded. Add some potions or runes or whatever I can slap on my armor for bonuses. Add a reason to make armor out of "better" metals like steel or bronze or whatever, 1% damage reduction is just not worth it.
  10. The problem is that intermediate level gear is really easy to get in comparison with top tier dragon gear, and you are disincentivized share dragons in public slayings because you get basically no scale or hide from them, so all the scale/hide gets hoarded up. The solution isn't to just give people free dragon gear because yeah, that takes away a huge end game goal in Wurm. , the solution is to provide an alternate source without relying on the actual slayings. Finding imbue potions in treasure chests was a great start. It shouldn't be easy to get, its supposed to be the best gear in the game; but there should be a tangible way to work towards it that doesn't rely on getting in with a hunting group or bringing 10 alts to every public slaying for a few years.
  11. +1 maybe let it climb higher slopes on sand for navigating bumpy deserts
  12. This is pretty fair. Its already a good time sink if you want to pay prem ingame as a new player, and im betting its harder on SFI given how much more materials are just laying around there, though maybe I'm wrong, idk its market as well. Maybe maps would be better on SFI? But might be hard to sell if you are on a quiet server. Though honestly I could see them wanting to do it anyway to encourage more prem sales
  13. I love this, totally agree. Some sort of understanding of what Wurm is actually like, both at the start and as you get established; that being less about actual game mechanics, but more the mindset of the game, and how it actually feels to play it. I also agree that given that NFI/SFI Merging is contentious at best and probably will not happen for a good while, its a very important decision that people should treat carefully, since starting over is never fun, especially since you can't use the same name.
  14. Honestly as a new player NFI's economy isn't terrible; 70 cast enchants are 25c each which is very affordable, and a 70 power cast is good enough to start with, you dont need to splurge and get a 100 power cast if you are just starting. The random rares you will get while digging clay or foraging or whatever help pay for some of those. The insane prices of actual rare tools is a double edged sword, since they are way more expensive to buy but also sell for way more. Prices are of course lower on SFI, but the entry level stuff isn't so high on NFI that its unachievable, and conversely random rare stuff does not sell for as much on SFI from what I've seen. There are alot of reasons you could argue for each cluster but the economy for a new player is pretty good in either case.
  15. Holy Crop Ready

    [18:41:46] As the Holy Crop ritual is completed, followers of Fo may now receive a blessing! Thank you again everyone for the help! ❤️