sweatygopher

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About sweatygopher

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  1. It isn’t about being poor as much as it’s about demographic. The price is in euros and this game attracts people from all over the world and the conversions can be priced high
  2. At this point wouldn’t you agree that the multiple failed attempts at reviving pvp, that the time would be just better spent focusing on improving pve? Why bother to continue dev time on pvp when you’ve got what 30 actual players?
  3. I think what's limiting them from making the FTP more rewarding is the pvp side of things. It's really easy to grief with FTP accounts.
  4. While I agree, I don't think wurm could do it any other way efficiently. Although honestly it feels like this should have been rolled up into the archeology profession as treasure hunting, which is digging for clues of treasure. Would make sense. Anyway, I would say it rolls in quite nicely with the existing game. I have to do these tasks here and there, get a map, and I save them for the weekend. Works out great for a side distraction. I think some people want to do just treasure maps 24/7 and that's not really what they're meant to be.
  5. The four that come to mind that could benefit from MOI rolls - Woodcutting is an obvious no brainer. Fishing. Drops on Monsters (not animals). forestry (gathering from trees/bushes).
  6. I just experienced this with a guy I recruited. He was playing all day and then finally completed a large cart only to find out he can't ride it unless he goes premium. His exact response was, "Welp if I come back tomorrow it'll be premium, otherwise have a nice life." I think the current model needs a complete overhaul and to make the new user experience more friendly. Wurm is a fantastic game for people who just want to chill and build stuff. A lot of the players are also from other countries, and the currency wurm uses is EURO which is incredibly expensive for some.
  7. simple equation of time to make, vs time to lose. Griefing while not online. Players who no life and are way stronger. would always lose to groups. also in today's day and age why would I play wurm to pvp? The graphics suck, the combat is overly complicated under the hood, and ultimately just comes down to time spent playing. I play this to chill and relax, build some stuff, role play, and go to bed peacefully at night. When I want to cut some heads off I play chivalry 2. This questions is dumb. It's like going to The Sims 4 forum and asking why people don't want the game to have pvp. It's The Sims. Sorry to say it, but Wurm Online is The Sims Medieval. Years ago when these graphics were state of the art, and MUDS were all the rage I wanted pvp in Wurm. Now? I am old and just want to play The Sims with my village mates.
  8. The only way this would work is if people could respec when they want, but I don't believe the benefits justify the effort to code such a system. Maybe in another game, Wurm 2?
  9. So one of the things that's always irked me is that I'm always eating pizza. I am digitally sick of it! I was thinking, how to fix this? It's just so beneficial I can't see myself stopping! Then I thought, what about when the season changes, you get a craving for a new food? Eating this recipe/food will provide significant benefits towards your nutrition/etc more so than other foods. The cravings could even be centered around dishes that use what's in season.
  10. I guess what i'm trying to say is rock what you got. This game is basically medieval version of the sims. You're going to spend the majority of your time on a deed, alone. Or with friends... Building a town. Content updates are too far between and few that you can't really rely on future growth of content.
  11. To make beverages useful and used more frequently beyond just niche cases of alcohol and caffeine beverage affinities should stack on top of food affinities.
  12. I wish they could somehow make other foods more useful. Right now you fill up on meals and then eat some pizza. Maybe they need to cap the bonuses the more you eat the same thing forcing you to change diet
  13. Alchemy is a skill that needs added/fleshed out like cooking. Potions for cure disease self cure diseased animal protecting animal from miscarriage Eternal life (animal ages slower for a set amount of time) Potion that prevents animals from aggro Inc. on you instant death potion( for lolz) poisons for blades and arrows Temporary invisibility (short) prevent fall damage breath in water (regain stamina while swimming) cure alcohol faster climbing faster swimming Max weight increase additional action timer haste Absorb trait (transfer) potion for preventing caffeine burn on sb embue weapon effect potions/ointments trap rune effects (transfer) trap enchant effects (transfer) really a ton of potential and let’s face it we all want to mix animal parts in a witches caldron and make potions
  14. The reality is those that love this game will keep coming back, because it's a niche game and nothing else like it. So why try adding treasure hunting? Or new features in general. What's there is already enough functionality for me. I just want more of it. More decorations, more clothing, more tool variations (aesthetics) more weapon/armor(aesthetics only) for variations, particularly in the later parts of the skill development to make grinding more interesting. I think the biggest problem this game suffers from is once you've hit about 40 in a skill you've effectively unlocked all the game has to offer. There needs to be more things to shoot for in the later part of the game. When this game launched on steam it had tons of players, and most of them binged the crap out of this game 300+ hours each at my village. Just wasn't enough late game to keep them there. They loved what was there, though.