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Badvoc last won the day on January 18

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  1. you have the choice already of planting a low or medium hedge and can use an in game skill to keep any tall hedge at the height you want. Now hedges made into statues or new types of hedges that only grows to medium height I would be fully behind, but leave the current ones as is.
  2. Quitting again how many times is that now? Joking aside, I do understand where you are coming from to a point, Wurm is a funny old game where the early levels are exciting more so on a fresh server. The hunt for a little land, the trials and troubles of gaining the first few important items, the busy local as everyone tries to make a mark and then the same thing that happens with every new server launch people get bored. You have the Vets, long time wurm players who love the new land, fresh ready to make a stamp, but after a point a lot of them just don't have the heart to do end game grinding yet again and go back to old characters who are many many years old, I think of these people as the holiday crowd ( not a bad thing ) people who just need a break from their main and enjoyed the freshness of the new server, but like all holidays they come to an end and go home. then you have the newbies who at the start find the game hard to grasp at times, but as you pointed out have loads to do, then.... they get the "what do I do now?" I have had messages loads of times from people asking me what they should do next, these players likely are used to theme park games and its hard to adjust at times to the sandbox nature of wurm, you have to make your own content, what to do after building your castle or after reaching your set goal? You also have the "got to get it done crowd" players who play crazy hours , do crazy feats and just quite simply burn out. Some fantastic items and places made by these guys, burn bright but not for long. Then there's the types who I think stick around- the spreadsheet crowd people who love the numbers of wurm, the math the ins and outs of grinding them numbers, every point towards 100 another notch on the belt and then the laidback who find wurm just relaxing, pop on for a couple of hours here and there or when need to hammer the game to get something done, these players sometimes quit for months at a time and then pop back like putting on the favourite pair of slippers. The above is how I see it and is my impressions of the game, is by no means right just my personal views. With regards chat, everyday I log on even with the quiet times, I get messages from people I have met in game asking how things are, we catch up and then tend to do our own thing ( I listen to books / watch documentaries ) while doing some tasks , surface mining comes to mind. I also know a few of my friends chat via voice, its just too hard to text chat when grinding, don't want to waste the sleep powder now. You made fun of me the other night, due to me "jumping between projects" but that's how I have fun in wurm, I work on something for a bit and if it starts to feel like work or gets stressful I put that on the back burner and do something else, I have a list of goals I want to do and if it takes 1,2 or even 10 years to complete it doesn't matter, as wurm is my escape from real life and the stress I have there. After a tough day in real life logging on and doing a little "mindless" mining or digging is just the ticket, I don't have to over think things or worry about my DPS or HPS ( looking at you wow ) I can just relax, go afk when needed, grab a coffee and mine another corner down. I think the point I am trying to make badly there is no right or wrong way to play wurm. One thing I will say, you will be back, wurm is under your skin
  3. Apples and Oranges when Blizzard stop showing subs was when the take over happened not just because of sub loss IIRC, wasn't just about hiding numbers as they could have included the new china market ( was was complex mess due to local laws ) to boost how good the numbers were. I mean they still had at lowest point Millions of subs. A better example was a game called Asherons Call, skill based like wurm poorer crafting, no terraforming but better pvp and combat. dropped to sub 1k accounts between 7 servers iirc across mainly 2 time zones UK / USA It struggled on for years with a handful of players nearly 20 years IIRC, before losing the battle, the GHOST TOWN effect is very real and even going free to play didn't save it as new players left as fast as they came, it also have another problem same as wurm, the older players didn't want change, no change to adapt to a changing market mean a long slow death. The game was good, but a good game doesn't mean it will last or thrive. Wurm is a great game, but steam was rushed I know it seemed to take an age, but important things should have been done before steam, combat being the main one. But it is what it is, wurm dies I still Have WU to get my fix and I bet a mod would be released pretty fast adding everything from Online to Unlimited if the servers shut, so I am not worried.
  4. Maybe have uniques spawn and if not killed in x amount of hours, teleport someplace else? But with regards penning, without penning I bet many people wouldn't have even got to a slaying, as all pubic slayings I have went too over the years the "creature" was penned by some kind folks who shared and made it public. The system could be better, should be better but it is what it is.
  5. Is there a reason why this couldn't have been a NFI server only change? I never used bloods and used a coupe of runes I was given for free, but after seeing the feedback and the fact it seems this isn't working as intended anyway if peoples in game testing is right its looking to me like yet again the devs have dropped the ball. Or maybe you could have tested the change first, got some feedback and found the best way forward? PR is everything and from how it looks from the outside in it doesn't look good. When something is broken for so long it really does become a feature, I understand 100% why people are upset. Instead of spending time finding ways to rub your oldest account holders up the wrong way, why not fix the tutorial, the biggest complaint I have from seen from brand new players on northern as of late is how poor it is, it teaches new players next to nothing and if I am honest looks like it was knocked together as an after thought.
  6. Love it! Could it work like a bit like archaeology? where you track different tiles over a larger distance to find a "hidden den of creature type" Then you would have a choice (depending on the difficulty of the creature) to disturb the den and fight it / charm / tame or call in friends for the harder ones before disturbing, the den would stay "active" for x amount of hours before de spawning, sometimes you would find a empty den and maybe sometimes could find a double spawn? But love your idea, would a great use for the tracking skill.
  7. Another fantastic idea, You could buy Affinity skill points from the marks store or gain extra points from using a skill randomly like we can gain affinities now. At character creation give players x amount of points to assign anyway they choose, could even have a "reset option" that costs marks if a player made a mistake? very nice idea and with some fleshing out could be the way forward big plus 1
  8. That's a fair point but and something we discussed in our group and everyone pretty much agreed if you felt strongly enough to ignore someone for what ever reason, you wouldn't want that person to interact with you anyway, add to the fact you tend to get multi answers to a question anyway, sometimes 3 or 4 replies not really a problem and now with help merged plenty of CA's on most the time and the most helpful people don't tend to end up on peoples ignores lists anyway. you could even say not being able to ignore a person who you don't want to interact with could drive players away from help, as they avoid that player on there meaning less players using help and less players around to help? I know of one person who was very active on help before the merge wont use it now for that very reason, The slight downside of knowing you may miss the odd answer it was felt would be a risk worth taking and at the end of the day, it would be the players choice to decide which way is a better option, to just Ignore the person or system ignore. I decided to make this topic as a suggestion as I have a forum account and am very interested if there was a underlining reason with the devs why it was this way and some of our group don't visit the forum. I am of the view if the advice given by the GM team when two people don't or cant get along is to ignore said person, it should have an option to ignore on all channels even if that means having the means to choose , maybe in a settings tab how much you ignore , maybe an extra setting to cover Help? I think that would be a much better system for in game. interesting subject and I went from your pretty much your stance ( I raised the same point missing questions ) but after ours groups debate changed my views completely. Thanks for your reply,
  9. I understand that fully, but is there any downside to ignore covering all, even if its just the fact the person doesn't want to see a name or have that person answer questions, what harm does it do to have ignore cover that tab? More so when a GM's first response is to tell players to /ignore when groups cant get along I use help so little anyway now doesn't really effect me, Some of the debates are a pain as answers can get lost, but after chatting to a couple of people on the NFI this subject has come up more than once and I cant think of any downside at all and only pros to changing it. Would it be better if people felt a person was winding them up by "long winded replies or trying to cause debates" after each answer to keep reporting that person causing more work or staff or a simple /ignore covers everything? If theres a reason why its not a good idea, open to having my mind changed on this, but I really cant think of any?
  10. and if there's a group of people who finds a person or persons a problem in CA help is it all there problem? But again you didn't answer my question, is there a reason why it can't cover the CA help, I know fully what CA help is for and I have also seen CA help with mods on ( better now for that since the merge ) But if I for example ignore person A , that doesn't effect anyone else at all , just means I wont get any answers from people on ignore in the chat channel and since the GM advice 9 times of of 10 is to ignore people who are causing you grief / problems in game, and they tell you to do this to have no interactions with said person why cant it cover all channels ? Very interested to know the reason behind it. Wont be because of multi answers to questions, that happens already and you cant ignore mods, so I cant see any downside for it, unless I am missing something?
  11. Indeed, but anyone can answer, including the person you have ignored on other channels, I am just wondering why cant Ignore cover all the chat, I see no downside to allowing the people who don't want to have any interaction of any sorts with the people on there ignore list, why should I have to stay away from a major channel in game due to trying to avoid a very toxic player? If theres a good reason fair enough, but I cant see any downside to it.
  12. That's great. May I ask is there a reason why Ignore doesn't work on CA or why its felt its not needed there?
  13. I only have ever had 1 person on ignore, CA is an important tool and it is the one tab you really cant avoid, more so if you need help with a question. Merry xmas to you and your family and I hope you have a great new year!
  14. Your last post was to ask the forum team, to remove all off topic content from this thread, which they did. Maybe you should take your own advice and keep it on topic? SO since the staff have cleaned up the thread once all I have left to say is:- Merry Xmas Platyna.