sweatygopher

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Everything posted by sweatygopher

  1. It's not that that wurm players want to be far apart, it's that there's simply nothing bringing us together making us want to live near each other. It's a matter of benefit vs negative. A neighbor will disrupt your plans for different builds, etc, and possibly create drama. Meanwhile there's really no benefit to being close together, as you can simply mail anything to each other. The game needed a lot of changes to really succeed in that area, more multiplayer opportunities. Wurm has always had this problem of each player doing their own thing, and 1-3 players of each village literally better at everything than the casuals. Then the casuals quit, leaving only the 1-3 super grinders, and they do everything for the village. Still no playing together, as you will literally spend hours at a forge or whatever grinding away, effectively reducing the game to single player.
  2. What a disaster that was. Any other place would have just let everyone go after that. Listen, I love wurm... but they completely blew this opportunity. Imagine you knew over 10k wish listed this game, so conceivably more could try it on day 1. I think it took a whole week for those launch server issues to be resolved, and as you can see majority of people left that first week or two. Not to mention so many quality of life things should have been put in place for a mass steam release. If there was anytime to "change" things for the masses, it was for the steam release. Old players at that time were very understanding that steam would bring in more money. That opportunity is completely gone, and will never return. So many new players absolutely loved the game, my city had an average of 50-100 players at any time. I heard all the feedback. I posted about it in the suggestion forums, and nothing was ever done to address some of the quality of life issues.
  3. New world has an interesting read as to why they made pvp toggled. They found majority of players were fine but that 1% could really make players life hell by griefing. They found there was always one high level lingering around low level areas prohibiting them from playing. This is also my experience with open world pvp in about 15 or so mmorpgs in my lifetime. Kingdom games are worst because you have something to lose and a Zerg almost always forms as people want to stop getting bullied and want access to the good areas etc. in Wurm I know there’s people who literally didn’t log off the first week of steam launch lol. I knew I had no chance to compete this isn’t a skill based game. that said pvp in building games almost always fails on an mmorpg setting because of time to create vs destroy being so drastic. With small communities like this you’re often fighting your friend so you don’t want to actually destroy his stuff and at that point it’s just a friendly duel. If you take it seriously and destroy each other’s stuff then one side loses and usually quits because of time to recover. I think it’s really hard for small studios to balance pvp regardless. It becomes too much headache and players will find too many ways to destroy other peoples fun. Griefing is a real problem. It only takes one person on a game this small too.
  4. I just want additional recipes creatures isn’t necessary we hardly see anything but spiders anyway. plus beyond treasure maps no one leaves home. Give us more decorations
  5. Life is feudal failed mmo got sold to Chinese company and the dev studio is pretty much failed. rising world is the closest. as far as weird, oldie Goldie games - a tale in the desert dual universe
  6. I would like if we could have a book that records are biggest and smallest fish as well as Bait for each type that worked. simple request
  7. 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
  8. 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?
  9. 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.
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. 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?
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. 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
  20. 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.
  21. until the map shows where i'm at on it I'm not going exploring/traveling lol. Spent way too many nights lost spending hours upon hours trying to find my way home. No thanks
  22. I would love to see existing animals fixed for domestic purposes - chickens, pheasants, deer, and pig. Right now Deer are annoying because you have to tame them to breed, chickens eat way too much for their size, same with pigs. Pheasants don't eat at all, I kept having them just starve even in a 1x1 pen.