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About Darnok

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  1. +1 Goblin Camps! +1 Cartography! (shame I can't vote twice) Long time ago I described idea of bandit camps that would increase their level if players didn't destroy them for too long... are goblin camps going to level up or just move to another location? Could use some traps development for PvE use
  2. But why? This idea takes nothing away from anyone, on the contrary, it adds a new style of play. Players who want to play as before (now), i.e. live in separation and have access to a large space and resources, will still be able to play like this, but groups who want to create communities will be able to settle in one place and limit access to resources a bit, in return they will receive bonuses.
  3. Adding a bonus/boost for deeds that touch each other should change the attitude of players and naturally create villages and cities. The size of bonus may depend on size of deeds and their numbers. In this way, security and privacy (private deed) will be combined with advantage of being part of a community. Architects from Wurm will probably come up with an application for perimeter spaces between deeds... roads or shared warehouses with an interesting design. Edit 1: Types of bonuses: 1. Lower upkeep 2. Higher skill gain 3. Higher chance of success when crafting / constructing / upgrading items and buildings 4. Higher chance of success when casting spells 5. +1 CR for deed residents, even when outside of it 6. longer life span for animals 7. plants and trees grow faster 8. faster action execution without changing to skill gain The owner of deed selects bonus that his deed receives in a similar way as he chooses the title for himself. 9. Random - once every 7 days one of above bonuses is drawn, but it is 20-30% higher than bonus selected by player.
  4. A gate guard who will guard the entrance to castle/deed and stop players who want to open lock on the gates. I still believe that lockpicing should be allowed on PvE servers for every crate, container, door, carts and boats. But if a player hires a guard, he will interrupt the lockpicking actions for main gate. The guard/keeper would be the NPC player hires for silver. This NPC could have an upkeep also in the form of silver or food. The ships and wagon should also allow you to hire this NPC to stop attempts to open their lock. Additionally, NPC should have 2-3 slots that can stop item decay. So that the owner of the ship/wagon, going on a long journey, has opportunity to store a small number of very important items and that players do not complain too much about new upkeep and silver drain ;-) Passing by to see new updates ... well... see you in 2023 :-)
  5. One of my ideas was bandit camps, so such a camp at appropriate level could spawn NPCs that would attack players deeds, if on deed is character with skills above a certain skill level, I suggest 40 or 50, but it depends on how much more difficult game you want. An attack can only take place when a player from a given deed is online and for free accounts that can be reset after death it would be a real threat. But game would be completely free to play, because it would only be up to the player how much he wanted to risk.
  6. If character is very close to wall, you can see other mine tunnels near by.
  7. New maps attract new players, because discovering new areas is interesting, and traveling along roads created by other players does not make sense.
  8. You missed part of idea "Make PvE harder, add more threats so that players would die more often. "
  9. Wait I thought a large text appears in the center of screen that reminds player week before premium expires??? Additionally, you can add a status that would inform player what type of account is currently valid for him. I think I had a similar situation and I didn't die, character just logged out during combat and mobs that were fighting with me were also alive. edit: Additionally there may be a mechanism to reward premium players in such a way that a character, even after premium expires, does not reset their character to level 1. For each year of paying premium, player will receive +10 level, to which they will be reset. So after 10 years you will not lose anything, because protection is up to 100 skill level. After 9 years of paying premium, if your character dies as a free account, your skills will drop to the minimum level of 90. After 8 years, minimum 80 skill level... etc.
  10. Permadeath is an interesting concept, but I think a skill reset to level 1 will be enough in this case. Everyone is biased, so I would suggest experimenting and adding a third type of account - free with no restrictions, but with the disadvantage of resetting skills to level 1 when character dies. Advertise Wurm as a game that allows the player to reach max level even on a free account and we will see which type of free account will be more popular. Very gladly, but after update with improvements for PvP I suggested
  11. The free account currently has a max skill level of 20, so what's the problem? 20 levels from zero can be acquired fairly quickly and the character would not be deleted so your deed would still be yours. In Diablo 2, players had the opportunity to play characters who could only die once and many decided to take such a risk, because for them it was a challenge to get as high as possible, and this fact alone encouraged them to play such a game. Why would it be any different in Wurm? Only some encouragement would be useful, for example, for those who cannot afford premium, if they are not on deed they could get more often inspiration that drops silver and there will be many willing to risk losing skills for silver
  12. This is a great idea. Thanks to this, the game will give the same possibilities for free characters, but when the character dies, their skills are reset to level 1. Hundreds of gamers who are willing to risk will come to Wurm, when they reach a higher skill level, the risk will be so great for them that they will rather pay than lose skills.
  13. Remove skill cap and other limits on free accounts, but make free characters mortal, that means if they die even once, it's over, player has to start from level 1. Make PvE harder, add more threats so that players would die more often.
  14. I know how it works, over a year ago I started leveling WC, but saw what ql logs are selling by some advanced players and it discouraged me from leveling this skill further. Playing one character, I had no chance with someone who played with few alts and one alt only cut trees all the time, and others did other jobs. If quality of the trees were a limitation, even very experienced players would not be able to sell high quality logs too quickly, because the game would restrict such a player and the fact that he had a higher skill level would give him nothing. We would both sell logs of the same quality.
  15. Devs can always add DLC with new races and maps. Only characters of a given new race can start game on a new map, but anyone can swim to it on PvE servers. Simple and would probably pay off.