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Found 6 results

  1. Currently on chaos F2P's respawning spawn randomly anywhere on the map. My suggestion is to restrict that to be non-hostile territory. Atm we got enemy f2ps suicide spawning around the map, popping locals, popping deed alarms, suicide scouting and in general being a nuisance. Simply prevent the abuse with a short string of code. thanks.
  2. Freeland! I know there is a large group that believes new servers just dilute our existing server populations even further, but keep an open mind if you would for a moment.. What if we created a new server, make it F2P only, linked it to Steam as a gateway for new players, then made it only possible to leave when you go premium? Here are some characteristics I'm envisioning and changes that would be made (or happen) on the existing servers: 1. GV tutorial could be reset to become the server, or stay as it is and just point a single portal to the new server. 2. On arrival, you will see a clear split in the server, divided by a river or mountain range (or just two separate servers), with signs directing you to the PvE or PvP sides. 3. Skill cap is raised to 50 - all wurm skill based content is now accessible for F2P as a result. 4. There is no currency, no deeding, no upkeep. 5. Decay is a beast! It is 3x the rate outside (keeps the server looking clean for new players). Buildings decay normally if used, but after a week of inactivity from the writ holder, buildings hit 3x decay. 6. Mines collapse rapidly. If no players walk over a mine tile for 3 weeks, the tiles will collapse, destroying anything inside. NO reinforcing can be created here. 7. Roads are like mines. After 3 weeks with no traffic, poof! 8. The land repairs itself - We can dig, surface mine, tunnel and destroy it, but any area that isn't actively being worked will reset. This gets tricky, when a resetting area borders on an actively worked area, but I'm sure devs can figure out how to blend it. 9. This will get some angry villagers and pitchforks, but I think all F2P alts on all other servers will be given notice "Prem or be moved to Freeland". Make a 6 month window, to give people time to figure out what to do with their F2P alts. So many are used for storage, deed holders, etc. Why do this? I think you get a world where new players have more time to experience what wurm is about. Riding horses and carts, making bigger ships, actually being able to fight and win against harder critters. Cooking great meals, all while keeping a huge carrot held out for going prem - Sailing off to the real servers, where stuff lasts, where you can deed, where you can go beyond 50. This should take considerable load off the Pay servers AND drastically reduce the "noob mess" that gets created. Now most of that mess is going to happen in Freeland, where the server's auto healing will constantly clean up the clutter and scarring of the lands. Gives the new players time to learn some manners, learn some mechanics, learn if they really want to be part of the permanent communities of Wurm. Steam? Most of the Steam objections I've heard are "they come be like a swarm of locusts, ruining it for all the existing players". So this gives us a place to help guide and mature those chaotic Steam players, before they are let loose on the world. Sure, they may decide to prem up and move over right away, but this will catch most of the chaotic ones. Two of the biggest complaints I hear from new players is that the servers look all mangled. Dead homesteads and deeds everywhere. Do we want them starting out seeing rotting ghost towns as their first experience? Feels a bit like the game is on it's last legs when you see that at the start. The other big complaint is the 20 cap. People hit it within a day or two. It just isn't enough time to make a decision on prem. Most games that offer a F2P and Prem model have a great deal more play-ability in F2P mode. Make the server Indy sized. Not a Xanadu monster and not a tiny server. Big enough that people won't get crowded if it becomes a big hit and Steam starts pouring in, but not so big that people get frustrated with travel like Xan. Make it travel friendly. Gentler slopes. Thinking of something like the Elevation reset. Lots of water access. I think 90% of players want a coastal deed, so give them coastal. Lots of big islands and fewer big mountains. -Wurmhole
  3. Hi, i don't remember exactly if here on forum or on wiki i read something about f2p characters that not getting full benefice from hight ql equipment and tools, can someone confirm or deny that, thanks in advance.
  4. Hi guys, its Watkins here, I was wondering if there would be a way for Wurm to make it so if you run out of premium time while on Elevation and you don't want to buy more, you should have option to spawn back at home server. I believe that would benefit people who were only going to Elevation for a short time and did not know they would run out of time.
  5. " Free-to-Play or Pay-to-Play, that is the question In the US, the share of revenues coming from free-to-play MMO games continues to rise, reaching 50% this year, up from 39% in 2010. German free-to-play spending already passed the 50% mark in 2010 and is expected to grow above 60% in 2015. At the same time, Europe witnesses a rebound in spending on pay-to-play MMOs. Many newcomers, drawn in by free-to-play games, are also signing up for triple A paid MMO games like Diablo 3. By increasingly offering free trials and in-game purchases, pay-to-play games are implementing the success factors of free-to-play games. The distinction will become harder to make in the future, as business models mix and merge. Peter Warman, CEO of Newzoo, adds: “MMO players are very dedicated gamers. As the majority already plays games on other screens, it will be interesting to see if publishers succeed in extending and monetizing their MMO experience across all screens. Working together with SuperData adds enormous value to both our own insights as well as those of our clients.â€" cited from http://www.superdata...g-exceeds-12bn/ If you read the entire article it made me wonder if perhaps Rolf should reconsider his business model. He could possibly make more money. It appears the f2p and p2p cash shops are the current and future money makers. And as so many who support WURM's price increases have pointed out, more money ensures a better and more lasting WURM. Another thing that might help WURM is picking up the pace of the game. It's currently a grind for anything you do. This ends up turning away a good many new players. Reducing materials and or timers required across the board (or bored) might entice more people to stick around for longer than a month. Maybe even allowing people to pay for reduced timers. Yeah, I know, "I don't wunt no play to winnnn". There is no win in WURM. It's a sandbox. There is only play. If you are on a PvP server reduced timers could easily be restricted. They could be physical objects bought from the shop that can be activated once in game but only on PvE servers. You could have all kinds of different timer reducers. Fighting, carpentry, masonry or even different timers for skills in those skill trees. Think of the MONEY Rolf could make. I most certainly would not sell them on Traders. The shop is much easier to access and ensures all the money going to the company developing the game. Just my 2 isk worth.
  6. I ran out of premium today whilst on Celebration, and found myself unable to use a Epic portal back to Affliction Alas! A trifle stops you from entering the portal. You need to purchase some nice premium time in order to enter the portal. It seems Celebration is the only server affected, since I managed to run two alts from Indy and Deli through a portal without any trouble