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Hello there. Welcome to yet-another-stupid-topic where I share my no-one-cares thoughts on this matter. You may have noticed, but online numbers on Epic have dropped a little bit. Over the last year we lost many active players to a point when major factions almost entirely disappeared. We had times when the whole Elevation had mere 10-20 online. Oh, right, those times are not gone. First MRE collapsed. Than JKE. Now itâ€™s turn for BL, who consumed the rest of our active players. By the way, you may want to check our auction tab, you will see many good accounts there for a cheap price. Now letâ€™s cut that dramatic line and talk a bit about why is this happening. Before I start, let me first tell a bit about myself. I am quite familiar with game industry, in fact Iâ€™ve been working in it for more than 8 years, first on PC MMOs, now switched to mobile. Iâ€™ve seen lots of projects gone up and down, participated in a few developments and played a lot. My honest wish for Wurm is to rise and shine. From my professional point of view, despite sandbox MMOs are all shine now, Wurm is like dinosaur in this new age. If it wonâ€™t evolve, it will die. What is the core problem of Wurm? Basically, itâ€™s because â€œEffort spend < Fun receivedâ€. By this I mean that in order to have fun you need to spend 3 times much effort. And since almost all content is limited, except for PvP, your fun eventually drops, but the effort stays almost constant. Here is an example. In order to build a house, you have to spend 10 hours of your life. It is an enormous amount of time, if we compare it to modern games. Over time, this number will drop by 5 hours, but how much more fun will you get after your fourth and fifth house? A good example of a game that utilizes building is (forgive me, Rolf) Minecraft. Building is fast there. And itâ€™s fun. This was an example, I am not saying we should be all like Minecraft. Of cause, some players like it hardcore. Not many, but they do. If we look into crafting, this â€œfun formulaâ€ will be even less balanced. In order to craft yourself equipment, you have to spend hundreds of hours. And how much fun will you get? Eventually zero. Rarity system makes it even worse, since at some point normal items are not seen as something worthy. Now, when it comes to PvP in Wurm, it can be extremely fun. But it is rarely equal for both sides and occurs extremely rare. All because of the efforts you have to spend in order to replace your lost equipment. People prefer to sit in their castles, because the fun they may get (if they win) is much less than the risk. I've got a rare ada helmet, for example. And extremely good ada maul. Do you know how many times they have participated in PvP? Zero. In fact this have stopped me a few times from participating. Now, letâ€™s talk about fixing this. All devs prefer to have simple solutions at the minimal cost, so I will propose the most simple solutions. Reduce timer for all actions by 3. Speed up crafting by 3. Eliminate rarity system. Alternatively, make some resource spawns rare (like rare iron ore) and all things produced from it should be of according rarity. Let them exhaust and respawn fast, so people will be constantly eager to look for them and control. Make mid\high-end PvE content. It could be castles\garrisons with guards\human NPCs\goblins\whatever that can sometimes drop weapons\armor that is worth using. Allow safe PvP. There should be a place where people can try fighting without risking their equipment. Arena or something. Where people can learn and have their fun. Make PvP more meaningful. There should be things people want to fight over: resource spawns, monster spawns, i.e. important areas to control. It's just a general idea, as we all understand what this is about. We all can generate a ton of ideas. Oh, and the last thing. There is but one hardcore sandbox game that survived everything and evolved. Eve online. Have a good look at it. I hope Wurm will become another good example. Thanks for reading.