syncaidius

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syncaidius last won the day on May 25 2016

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About syncaidius

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    Pristine / UK

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    Syncaidius
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    Cerberius

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  1. How is Wurm?

    Unfortunately that's because it is low. It's the lowest I've seen since 2009. Here's the premium accounts graph: http://jenn001.game.wurmonline.com/mrtg/paying.html Last year we dropped to 3k premium players and I thought that was low. Now we're less than 2400. At this point I think WO has corned itself. The population is spread far too thin to get the same experience you could have years ago and the solution to that is to close some servers, but nobody wants that (understandably) because they will lose hundreds of hours of work they've put into their deeds. Either way, I'll likely get flamed for saying this, but the devs need to start making drastic changes, to both the economy and the population spread, or the game is toast within the next 2 - 3 years. Over the past 10 years I've watched all of the features that kept the in-game economy healthly be stripped away. To name a few: Removal of wood/metal scrap failures - This one had the biggest impact on item value. Back then, when you failed to craft something, you really failed. Now we have mostly soft-fails. Reduced decay rates/damage Removal of inventory decay for most items Reduced tool damage Reduced deed prices/costs Reduced mail costs Breaking traders even more than they were in 2009/2010 That's obviously not all of them., but if anyone thinks the in-game economy doesn't matter in a game like this, they are either extremely ignorant or naive. Removing useful money sinks or features that ensure a certain level of item turnover, is not exactly smart, especially after each one had a negative impact on the in-game market. I understand why each one was removed/changed of course, but no alternative was added for many of them to maintain economic balance. The question I hear most from newbies is "how to make money in this game?". The only answer left in the game's current state is some form of "spamming bulk items", but as expected, not many newbies want to spend hours/days grinding on such items with their extremely low skills, so few of them stick around for long, if at all. The biggest hit of them all of course was Wurm Unlimited. While the idea was good, the execution was horrible. Before WU, WO was well over 6k premium accounts and still gaining towards 7k. After WU, it lost over 1000 players within 6 months. All in the name of a quick buck. Even to this day, I cannot comprehend why WO was not also released on Steam. The economy isn't the only thing in the toilet. PVP is too. Now, I've not done much of it, but I've been around long enough to know that before Epic split the PVP playerbase in half (and then proceeded to decimate it with countless bugs), there were far, far more PVP players around than now. Splitting a playerbase is never a good move (as WU has also proven). I absolutely love Wurm and despite all the above, everything else the developers have added in the last 2 years has been nothing short of amazing, but all of that is going to go to waste if the main problems are not fixed very soon. It sucks to see it die a slow death when so many things can be done to prevent its decline (and even turn it around). It really isn't going to matter how much extra content you add to the game, if the core issues are not fixed, it's simply isn't going to retain players. Marketing it in it's current state wouldn't help long-term, since it can't even retain many (if any) of the new players that do try WO currently. I know this is definitely not what people want to hear, but things like closing servers or significantly altering/re-balancing the economy are going to have to be done at some point. Even if that means implementing a way to copy-paste deeds between servers to avoid the loss of people's time and effort. I just hope it's not left until WO's playerbase is too low to recover, which isn't that far off. EDIT: I apologize if this sounds/looks like a rant, I'm just disappointed to see each year since 2015, the player count decrease in pretty large amounts.
  2. 2017 in review

    And the shields on the knarrs
  3. Valrei International. 050

    Glad to see this in after so many years. Great work!
  4. End of 2017 Map dumps

    Awesome! Happy New Year
  5. please close

    Done.
  6. Blackmoor Christmas Impalong 2017

    I'm already down as an imper, but my friend Blarster would also like to come to imp for carp, fine carp and leatherworking. Would also like to a room for one or two if possible.
  7. I think it's great that they've used Wurm as inspiration to create their own unique game instead of simply cloning it. It's common for players of a good game to start seeing missing features or things they think the developers got wrong, then feel inspired to make their own spin of their favourite game. Most of course don't make it past the 'side-project' stage, but a few like LiF do.The fact the LiF devs have played Wurm means they'll have a better idea of what to do and what not to do with their own game. They obviously arn't out to simply clone Wurm. At least from what I've seen so far. The entire games industry is built around taking an existing idea or concept and trying to approve upon it, or throwing something original into the mix. But, IMO the problem starts when developers instead decide "oh that game makes a lot of money, lets clone it" to get a piece of the pie, without even trying to make it different. Then we end up with a mess like on Android and Steam. LiF does not fit into that that mould (at least not yet!).
  8. Blackmoor Christmas Impalong 2017

    I'll be there! I'm good to imp for BS, jewelry and chain smithing. Can also do carp, masonry and 73ql ores/logs if they run low. Can do pre-imps up to 50ql on weapons, plate and fine carp if there's a backlog. In-game name is also Syncaidius. Will bring a large crate (or more) of 70ql+ logs too.
  9. Slow change of focus

    That is great to hear! I've yet to see another game dev that can stick with a project as long as Rolf. MMOs are a huge undertaking, especially for such a small team, but Wurm has outlasted many of them over the past years and Rolf should be proud of what he has achieved so far. It's had its ups and downs, but there is no other game like it. I hope you enjoy your time away from Wurm@Rolf, but most of all, remember to keep feeding the server hamsters!
  10. [Poll] How long have you been playing?

    I started in June 2009 on JKH, about a week before Independence opened. That was probably the craziest week I've ever had in Wurm. Someone told me a new PvE server was "opening in 2 days". I had no boat, no shipbuilding but was sure as hell going to get to the "new server" somehow. Lots of keels died (back when failing actually ate the whole keel) and someone gave me a mooring rope. I finished the boat literally hours before inde opened. And that was the easiest part. I died so many times I in the first few days of inde i stopped counting pretty early on. There were no roads to stick to, no guard towers, and very few deeds with guards. But that was one of my best weeks in Wurm! My first deed was a size 5 homestead which cost 10s to buy. Wurm had papers for different sized deeds before the resizable deed system arrived. Unfortunately that was the only pic I took of it. The spot was awesome though.
  11. WSA: Hitched Aggressive Creature update

    While I do think something needed to be done about hell horse carts, I don't think this was it. The timing is pretty bad too. Instead reworking the whole hitching + animal system would be better to give us more alternatives to horses and at the same time solve the overbreeding issues that Wurm repeatedly runs in to. Over the past 5+ years its been a repeated cycle of too many horses then adding something to kill them off. Then people breed more to counter the nerf, so something else is added to kill them off. Why not give other animals useful advantages (and a trade-off for each) instead? Give people a reason to breed other animal types besides leather, meat and skillgain. A few examples: Bisons being really good at pulling stuff at good speeds, but not mountable (similar to now, but more speed!) Bulls being good at tanking damage when mounted, but really slow movement Horses being fast when ridden but unable to take much damage Hell horses doing what they already do now (fast but love burn you if not tamed) but perhaps also make them suck at pulling carts/wagons Crocs - slow but can carry rider across water, take considerable damage, etc Bears - Good all-rounder but not great at anything Sheep - Can pull small carts a bit faster than a player, suck at everything else Those are just examples of what could be done. I'm sure there are hundreds variants and setups but for the love of <insert wurm god> make them all more useful, mountable, hitchable and most of all let us fit equipment on them all. Something like that would obviously effect PVP pretty considerably, but wouldn't more options in terms of mounts be a good thing? Especially if they had decent pros and cons. I can't speak for PvP players but again, this was just a suggestion. But in terms of the topic, the nerf basically made hell horses useless (or close to), which puts pressure back on to horse breeding. So the cycle starts over.
  12. Weekly News #32 Cooking up a storm

    Looking great! Awesome work so far.
  13. How long in advance do you pay deed upkeep?

    I usually keep them at 3 - 4 months minimum out of habit. You never know when you need a few weeks break.
  14. planting large anvils

    +1 Too many times I've put out a high-ql anvil for public use, only for it to go walkies a few hours later. Sometimes I miss the 50kg anvils... newbies didn't get far with them.
  15. Rift #WhoCareAnymore

    The community part is mostly the reason I go to slayings/rifts/impalongs. Just wish I had more time. The griefy rift terraforming has to go though. I don't see what value it has on PvE servers where the landscape + everything on it is valued most.