TheTrickster

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Everything posted by TheTrickster

  1. This is becoming more and more apparent - that you simply don't get Wurm. A very small minority of your suggestions fit Wurm. The others would essentially destroy the nature of the game and ultimately kill it off.
  2. Soap would be an interesting addition and would give more uses for fat, lye, flowers etc (honey?) but seriously doesn't need a whole additional mechanic to worry about. If there WAS going to be an extra mechanic, make it something completely opt in. For example, bandages have been suggested before - something that is more effective at healing than basic cotton. Take a square of cloth and boil it in water with some lye soap to get a sterile bandage that is better than cotton for healing. Or better yet throw a healing cover in the soapy water as well and get a healing bandage that both immediately reduces the wound and accelerates healing. Use soap to wash diseased animals/characters. Heh - PvP application, a player who has recently washed with soap is harder to track. 😁
  3. Should be a receiving catapult at the other end. You know, to help with deceleration and prevent injury. Or maybe a net trap. (I had to double check who was suggesting this. 🙂)
  4. Sorry, I seem to have become lost. I thought this was a forum for Wurm Online. Can anyone point me in the direction of Wurm discussion?
  5. It's a mixed bag and it depends on the WU server. QoL updates and bug-fixes are actually doing better on some WU servers than on WO. Funny, WO to me has always felt like a pre-release version and not the full version. The UI update in WO is probably the single biggest notable difference - and thanks to the way WU has been released that is not something that can really be updated in WU without some pretty fundamental changes. I do get why that would keep people away, as the UI immediately sets the two games apart.
  6. I totally get this, but the flipside is that when people stay away due to "lack of players" then they are helping to create the lack of players. In the wise words of another "What you are doing is the opposite of helping." That is not meant as any kind of rebuke, just observing that the phenomenon is self-perpetuating. You could get 10 people log into the starter spawn location at the same time and they would consider the server nicely busy. Or they could log in at different times over a few days, never interacting but each poking about for a few minutes and leaving the "dead server". It is a vexing issue - the WU server I call home has an amazing map, a hugely wide variety of environments and locations, a bunch of unique content and game play, established starter town infrastructure and a small community that cares, but a lot of it feels wasted because players won't stick around long enough to interact with each other and grow the population. On this WU server players tend to be active in chat but generally each working on their own stuff, with some exceptions. The thing is, this is exactly the same as my experience on WO, only on WO it is even quieter. This is probably unfixable under the current paradigm, as the WU and WO have well and truly forked. If somebody were to develop a FOSS game of similar style and function but updated , I expect that there could well be a WU exodus.
  7. Think about this with some RL logic for a minute. A crate, whether hurriedly slapped together out of crappy materials or lovingly crafted out of ancient hardwood salvaged from beneath a dam lake, is a crate. The quality affects its durability but does not effect its size or capacity in any manner. I know wogic is a thing, but let's not abandon logic and start introducing wogic on purpose.
  8. The multitude of WU servers works against all of them. It means that population on any given server at any given time is low. I played on two of the most popular servers and apart from once seeing a cart pass me at a crossroads, I did not see another player or even signs of recent activity on either of them. People think they want challenge, so when they are well established on a server they lose interest and leave. Conversely, they only THINK they want challenge and when a server provides that they get frustrated and leave. As to new content, despite people thinking that is what they want, when it is provided they say it is all to much to keep track of and they leave. Essentially WU's nature has conditioned its players to treat servers like a buffet, try a bit and move on. Players then are not really playing WU so much as forever sampling it, which eventually becomes boring so they stop. This is my theory, based on being on easy servers that were almost empty and being on challenging servers that people complained about the challenges until they overcame them and then left, leaving them almost empty. I am not particularly active right now, but I love the server I am on and I have no intention of quitting.
  9. Yep. Look at the latest skin. The result is actually a different (although related) item. It should have been a new item ("tall brazier" or something like that) with a basic design and then have the skin for an ornate design. The thing with these kinds of items like braziers, lamps etc (chairs) is that mostly people want sets of them. Putting it behind a skin in the silver store for something like that feels predatory. Contrast a skinned weapon which you carry around, or a skinned fountain which is a centrepiece item.
  10. Should have been a new item rather than a skin. Or better, a new item, with a skin for it as well.
  11. Oooh. Hen Barding. 😁 To protect it from the Killer Rabbit of Caerbannog.
  12. Stuff is quite easily protected from theft without a deed. A deed provides a lot of other benefits that have nothing to do competing with other players. Reduced decay on buildings, reduced decay on materials, improved rare rolls, highway linkage, branding so you can use saddle bags - off the top of the noggin. Like I said, some players don't grasp the essential non-competitive nature of Wurm PvE.
  13. Nope. If you want to PvP - go play on a PvP server. If you want your signature on something - make something.
  14. Wurm PvE is fundamentally non-competitive. The landscape has effectively infinite resources and most of it is empty land currently unclaimed by anyone. Some players don't seem to fully grasp that.
  15. No, not everyone wants to get rid of it. There is often some talk of trying to protect it because it doesn't spread like other terrain. I am not a fan of resource nodes, but it would certainly make sense to have some particular marsh-related resources, and since the terrain is not often travelled and difficult to travers, there would be no harm in making them particularly good resources.
  16. No, that is still very easy to manipulate and abuse. A little more transparent, but still open to manipulation
  17. Firm no. Because and "Your reputation is your own" is enough of a license for cyberbullying, it can only be made worse by actually providing tools for it as well.
  18. No, Please no. Hell no. If you don't want people on your deed in pve, just fence it and lock the gates.
  19. Well, I do totally ignore pvp and just play as usual- by playing on pve servers.
  20. Hmm - have you been reading about a particular WU server? The one that does have magic scrolls and dwarves?
  21. Except people are merely answering the question that was ask of them regarding their own reasons for not playing PVP. It was an honest and useful question and people are giving honest and useful answers. I don't think accusing people that they "want to give PVP a bad rap" is helpful. I think pointing out that people could play PvE on PvP servers is helpful, but I think many (myself included) would need to be convinced that they wouldn't be caught up in PvP (e.g. like being unable to trade/chat/whatever with someone who is "enemy"). Also "relatively safe" sound like it wouldn't be truly PvE.
  22. I thought I had commented on this, but apparently not. I voted no. For me, it has nothing to do with WO development at all. Several WU servers have been heavily modified at the code level (i.e. not just prepackaged mods) to fix bugs and provide solutions to known problems as well as QOL improvements as well as introducing creative custom features. To restart WU development now would create yet another fork into a whole other "New WU", which would be incompatible with the modified servers so of no use to those on those servers, anyway.
  23. Well, there we go. That issue of bidding in good faith and not knowing. For what it's worth, while the delay could be interpreted as artificially raising the price it could also be interpreted as "ignoring bids" except if no further bids were incoming for a few days that prompted Bipolar to reach out. Again, not a great way to handle it, but not necessarily attempting to manipulate the auction for a higher price. While I do get that the effect of ignoring bids rather than rejecting them does indeed increase the price, I don't believe (and yes, that is my subjective assessment) that this was the intended goal.