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Everything posted by Actuarius

  1. Rules.. Rules.. Rules... Make bannable offences? How would a new player, many of which will never come to these forums, know these rules? The game allows one to do things, yet its enforced with a ban? This.. seems very extreme. I would say if the game allows you to do it then its allowed. If the Devs want some type of ownership of uniques to be made upon first sighting, then code it into the game. If some jackwagon comes in and "heals" the dragon while its being slayed, the issue is game mechanics.. Solutions could be: At that point the person healing the dragon should be targetable by others (if there's no game mechanic for ownership). Problem solved without banning, smuck gets killed. Or, a larger party comes in and steals your kill. Bannable offences should be left for metagame issues of hacking, harassment and IRL interference (doxxing, threatening [threatening real life, not in game toons]), etc. Exploiting game bugs which are marked by Devs for correction (non-intended coding issues) could be a tolerable offense to warn people, then ban (short term fix for a bad piece of code). Griefing rules seem to overwhelmingly permeate non-pvp games/servers/instances. Someone can invade your space but your restricted by game mechanics from smacking the crap out of them (in game), but they arent restricted by game mechanics from invading your space.. Heres a game-developer treatise on PVP I thought made an interesting read: Developer thoughts on PVP from Haven and Hearth But.. you know.. These are thoughts from some new-guy schmuck, it only matters to me. Take that for what its worth, which is 1-2 premium paid accounts. EDIT: Or make uniques only spawn in PVP servers. Giving incentive to cash in with extra risk. No ban needed with this.
  2. Glad to hear this - I would enjoy this aspect to. Agree on all points. This is definitely a thing, only certain development battles can be fought. Limited time, limited people, and all that jazz. Noting, however, that MMOs should evolve over time. Existing Metas need to change, ever so slightly, and new metas introduced altering the environment in such a matter it changes and forces adaptation (which.. should be fun? Understanding that sometimes devs get it wrong and will need to alter course, all apart of the evolving sandbox experience). My lack of understanding here - what the game of Wurm wants to become - an economic trading simulator? A survival game in a harsh environment? A building simulator? A kingdom vs kingdom pvp arena? It is a sandbox - but - it almost seems like separate sandboxes are emerging to satisfy these different play-styles - Vs - One unified sandbox with all the play-styles interacting with mechanics constructed that integrate them. EDIT: I'm biased, I want them all under one roof - and I understand its hard to pull off well. Just thoughts. I'm probably off, but like a broken clock I could hit the mark up to two times per day.
  3. I agree -sellers don't want to spend precious time traveling to deliver and buyers - the same - for buying. Its.. the perfect opportunity for a middleman service to develop, but it never did. In EVE middleman services for transporting goods emerged in several ways and is a great way to make money. In wurm.. it just never materialized and instead developers added game mechanics to remove the time it took to transport goods. And other mechanics were found to exploit: Alts one-time village teleport use. There are other possible factors why it didn't emerge - partly because one can just "make" the items themselves in Wurm, and it may be that making 2000 bricks takes less time (and skills you up) then spending time traveling to get the bricks from someone else. Here's the problem statement. Travel time in Wurm is time lost skilling/grinding. Raising ones skill-ticks is a higher motivator then traveling. Traveling almost feels like a waste of one's time. I'm not saying this is a bad thing, its just a thing. I just hadn't grasped all the motivators (and de-motivators) in Wurm's mechanics that emerged some behaviors but not others.
  4. It makes sense, now, why any market hubs (Club Market, Freedom Market) emerge and sustain themselves near Spawn areas. What wasn't apparent until now - with your post - was why this emerged. One-Time Alt-Spawns for existing players can be used to transfer goods to location. This is cheaper then using a Priest teleport too I presume. Making a new ALT costs nothing for a player. I've also identified several other very important (and non-logical ) needs for alts. Off-Line non decay storage and increasing the 5 copper limit per hour token selling is but two. Why emergent behavior emerges - almost always a result of some meta-game angle that isn't logical. After playing this game for ~2 months its becoming more and more apparent that multiple Alt spawning and use is a key to (?winning?) the economic game. Making a mental note here for anyone stumbling across this thread; you need to separate the notion the character in game represents you. Not doing so is a mental hurdle for many (including me). Toons in this game are tools - used by players to reach an end goal. If you tie yourself to the idea a specific Main character is you in the game, it will restrict your ability to maximize the environment. This includes purchasing/trading toons in game that have high skills in certain areas. It doesn't mean you are forced to play the sandbox by using multiple toons - but if you wish to play for any economic advantage, in production and logistics (delivering goods) it is a necessity. I'm also pondering the importance here for the pvp side. Advanced pvp toons are vehicles for fighting, but not good vehicles for economy (imping, cutting, mining, paving etc. priest restrictions..). If you truly want to start a new kingdom on Chaos, I presume you'll need some of these vehicles to survive. I am not sure it is viable to start a new deed on the pvp side with newer toons only. As I learn more I'll revise my thoughts on the matter, but this is definitely enlightening. Toons <> players.
  5. Sleep bonus is so important for grinding. Not sure if sleep bonus is available for Unlimited servers. Without it, it very well could be 12 hours+ grinding. I was able to reach meditation ~20 over the course of 2 days with sleep bonus for much of it. I didn't record the amount of time spent grinding mediation, as I was moving and doing other things, but I am 90% sure it was well under 12 hours total. This was Wurm Online Freedom Cluster- which is 1x same as unlimited? Hope that helps.
  6. Being able to mail items COD.. Reduces or eliminates market emergence. Trade chat is your market. I don't like this, but asking for removal of mailing items would cast you into the Leper's hole I'm sure. Were there more markets before mailing? or was mailing always a thing? EDIT: I've thought on this more - I don't think Mailing Items is a major culprit for low-market emergence, its lack of need to purchase goods, i.e. demand is too low - back to another one of my arguments regarding "not-enough" item sinks (consumption) being the main culprit for the low velocity of monetary exchange.
  7. What kind of Kingdom is Panda... The type to ###### and Pillage? the white Knight? Do you take super-newbs? Or do you require players to purchase established accounts? Whats the current active player count? If this type of convo is better via PM discussion on discord that's cool, just let me know. Not sure how much of your dress you want to lift up in the public forums. cheers.
  8. Hey boss - If your not doing anything with it can I have it? I'll promise to play nice for a day.
  9. ? You want some cool links bro? I'll send you some. If you have kids.. like.. don't let them in the room when opening. M'Kay?
  10. Actually.. Moot point. When he returns he will have to start over on Steam's WO servers - because that's where all the cool people will be heading.
  11. I will hold it for him and await lord zethrel's return.
  12. Mowglia - Whos on Epic? As far as I can tell, its you, Lowborn, and.. a few sheep? At least your not lonely.. who else is on Epic? sound off yeah? But yes, Epic DOES sound fun. I should really head over there. But know this, I'm a bit of a Wind-up merchant and enjoy a little drama and inter conflict with a bunch of needling. Its my way of showing love. Probably just the echoes from institutional brainwashing and hazing from my time as one of Uncle Sam's Misguided Children. Not everyone's cup of tea. And the problem.. On epic you can just spawn-whack me over and over once your tired of me.. And that just sounds like fun in and of itself - I'm definitely coming over!! I expect a warm welcome with red carpets rolled out upon my arrival.
  13. Can I have your stuff? Come on, no one said it yet!!
  14. I've got one FSB and the thing is a never ending pit. You seriously need multiple FSBs? Like.. how much crap do you have? Send a screen shot of what a full food bin looks like if your so inclined... I wasn't even sure it was possible to Cap one.
  15. Tournaments

    Lack of tactics in one-on-one duals. This.. is typical in non-twitchy MMOs. Tactics are more geared towards group strategy in MMOs. Silently watching or tracking another group and striking when you feel you have an advantage. I'm not sure of the fundamentals Regarding Wurm's combat sytem - it would be hard for me to say what the PVP (or GVG - Group vs Group, KVK- Kingdom vs Kingdom) Metas are. In a perfect set up there would be some version of rock-paper scissors that could change based on the environment of the fight. Maybe a Chaos or Epic vet can detail more. If I'm not mistaken second life type fights are twitchy? I'm not familiar with them.
  16. I'm not grumbling Just theory-crafting. I see so much potential for a bustling Anarcho-Capitalistic fantasy paradise with a few economic tweaks geared to create more inter-dependency on the in game professions. Currently, everything is set up for deflationary item pricing with a steady state coin/currency model. Way too much unemployment on the bottom rung..... 😮 There is absolutely nothing wrong with the in-game community, far from it, probably one of the nicest communities in gaming.. Somewhat odd.. As a matter of fact, I'd like to see more squabble and drama to spice things up! Cheers mate. -- Act.
  17. To clarify a point - while this post is about a specific idea - crop rotation, and more item sinks regarding food, ultimately, I'd like to see more consumption requiring more production. There is very little point in producing anything in the game. Technically, you don't need to eat anything but foraged material to keep from dying going hungry. It perplexes me why there is all this great horizontal breadth surrounding farming, but no use for all the different items produced. Wurm.. seems to have all this potential for a great life simulator and chooses to end up as a handyman's fantasy paradise - buildings and roads everywhere yet no one to live in them. Its almost as if.. No one wants to be required to do anything in the game - they want everything as an option - eating, feeding animals, sleeping, fighting, building, fishing, are all options - everything being an option results in no economy of purpose - no reason to produce for others. The immersion, at-least for me, is broken once this is realized. I would state, for new players coming into the game, if you would like to make Bavarian villages with ornaments and roads leading to others of like, join up. If you want purpose to live in the world other then to look at things, then, well, you might never find it. This isn't necessarily a bad thing - I'm more surprised that many (if not most?) want it to be this way. As long as the game caters to its majority I suppose its functioning as intended. It might just be, however, the games remaining majority directing the game is a minority in the gaming/sandbox community. Under-stably those who reply to a forum post may not be the majority - I suppose some sort of randomized poling would be needed to identify what the majority wants. Regardless - What Wurm has so far is "fun" or atleast has been fun. But its somewhat of a blue pill paradise - requiring imagination only to drive your motivation.
  18. One option not mentioned is the middle man - the flipper, the transporter, the fixer. That's the sort of role I tend to gravitate to, and I'm scratching my head as to why this hasn't emerged in this sandbox, yet so prevalent in others. This could also be a result of the low influx of new players, and the only players left are like yourself - chill pve Wurm players content to build on their deed. Somewhat sad this isn't the case but perhaps Wurm's just not the game I thought it was. Or more importantly - is not going to be. Cheers Finn, appreciate you taking the time to answer my questions. Its been a pleasure.
  19. Thanks for the feedback. It's taking me a bit but.. perhaps my idea of fun just isn't the same for the majority of Wurm's player base. My perspective is mine alone and that of a new player: Very little interaction between older players needing newer players for anything. I'm guessing most deeds are few in number don't need to recruit new players for any economic, or survival reason. The amount of survival and/or economic pressure to work as a group is.. Well I'm not finding it. Maybe why Jackal is enticing to many. This is important to know, as future development should surely cater to the majority, and not the minority. I really need to ponder more on how much personal time I want to invest into a game that may not be going in the same direction where my interests would lie. And this is completely ok; I am just having a hard time figuring out what that direction actually is for Wurm. Cheers!
  20. I read Selph's thread. No mention as to why he closed shop. What WU server is this you speak?
  21. Why not have a mineral depletion system for farm land? Slowly replaced over time or through fertilizer. Crop rotation would be a thing. Might be good to affect results for Forage/Botanize as well. Multiple different minerals could be depleted. Perhaps adding these minerals and vitamins to prepared foods too - vitamin / mineral deficiency anyone? Scurvy? Other Diseases? They didn't call the English Limeys for no reason. Meat sinks. WAY too much meat in the game. Thoughts on wild animals not dropping meat, or at min, reducing considerably? Boosting meat from farmed animals I'm also not keen on what the animal consumption rates for food are.. Perhaps this could be increased making more sinks for food items? Animal death - shouldn't animals die a bit.. more? The care for dynamic keeping animals alive - why is this in place?. Should this be changed? Preface: Noodling about the economy and lack of sinks. Maybe this isn't what the majority of Wurmians want for their game, and if that's the case, that's cool I assume because I want it, that most others do to. Is anyone against such ideas, and if so whats the reasoning? Not attacking, just curious. Different folks, different strokes tis all. Looking for ways to boost work needed. Lets reduce Newb unemployment rates.
  22. Quite curious on this. I know with Wagoneers the ability to do so has been ripped out of any aspiring transporter. I'm assuming the Wagoneers came about because no one ever created such a shipping service for bulk goods? Why is that? What were the hurdles? Certainly some sort of game mechanic could be developed to keep people from ripping each other off. (Insurance or Escrow accounts?) Also. Mailing items.. Why is that here? Isn't it more "Wurmy" to get out and travel to a market? These game mechanics seem to reinforce the hermit lifestyle. Never a need to leave your Deed.
  23. A ton of toons would like to see a screen shot of your tax returns Senior Prawn. Don't be shy. It ain't 1 iron either. PS: That rare branch you returned to me? Big Mistake. I found it can be burned in a forge, and will give a chance to make something in the forge rare. Your loss.