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Found 2 results

  1. Firstly - I am not posting this in Suggestions at this time because, so far, I don't yet have any concrete suggestions or ideas to implement. If Someone In Charge wants to move this to Suggestions, that's fine by me... I'm just saying that, at this time, I am posting merely to have a discussion with other Wurmians about my observations on this topic. Secondly, what I'm about to share is basically a copypaste of my own response to a gamer blogging their own game play experience. I am not providing a direct link to that blog on purpose. If you are intrepid (and I know most seasoned Wurmians are exactly that) - you can easily figure out where this is coming from & head to the full blog content on your own. My focus here is not the blog that was originally the catalyst; my focus here is intended to be a discussion with other Wurmians about my observations on the new player experience. See how I repeated that line on purpose to drive that point home? Okay y'all... Let's do this. Recently Wurm had a visitor come to sample the Wurmian way of life. For various reasons, this did not go well. Offense was taken, sides were drawn, salty gamers from days gone by came out of the woods to grind their axes. Much tea was spilled. When the dust settled, nobody walked away looking rosy, and everybody felt disquieted. Not a good look for Wurmians. Not a good way to feel. Although there were the usual mistakes and assumptions and idiot moments - and even a game play bug that just happened to be goin' around - the core Wurm mechanics on display involve the new player experience. From tutorial all the way through the first 3-7 days in Wurm, the new player experience has seen a lot of recent focus and revision. Personally, I think the NPE has not yet found its balance. Here is the copypaste. In this, I am responding to a new player who did not click with Wurm (and that's okay), but whose conclusions about Wurm were not entirely off. I pull two specific quotes from the new player's response that I feel perhaps Wurm Devs, Someone In Charge, and Wurmians, in general, should take a pause to consider. This is 100% true. Anyone who claims otherwise is setting you up for a very unhappy Wurm experience. I truly believe that at least a certain amount of this lack of guidance/direction is on purpose. Wurm, the game, is ultimately such an open-ended sandbox in Wurm, the world, that if a player doesn't have a how & why of their own, the overall game experience genuinely won't appeal. In Wurm, the why of it all has to come from within the player - otherwise, we're all just playing Wurm, The Ultimate Chore List. However, as you have pointed out... when Wurm begins as it means to carry on, the barrier to entry is insurmountable for some - many of whom might have turned out to be incredibly positive additions to the community. And being so hands-off from the very start does little to assist new players in the fundamental practicalities - things like "forage for vegetables. Now put vegetables in your bowl. Now build a campfire & place the bowl in the campfire. Wait while it cooks... Presto! Now you know at least 1 way to feed yourself and not starve to death!" If the Wurm Devs take anything away from your experience, it is my hope that this is it. Right here. IMO, you nailed it. Don't get me wrong - I love Wurm; it is the game I've been looking for my whole life. But the new player experience is a high priority problem area that I feel Wurm has not yet found its correct balance. While Wurm is purposefully catering to self-directed players, this type of person comes in hardcore and casual, old and young, experienced gamers and new-to-sandbox gamers. Some of these types could function perfectly well, enthusiastically even, at higher levels but need more initial guidance before they are ready to fully take the reins of their own game play. And, as you have said, expecting a new player to already know that there are reins to take hold of in the first place, let alone how to do so - is an incredible missed opportunity. Yes, Wurm will reward the inquisitive willing to just poke around and try things until something works, regardless of how many times you might die in the process..... but Wurm shouldn't offer those rewards at the expense of potential players who simply have a different learning style. Personally, I played through the tutorial when it was at Haven's Landing. And when the Northern Islands launched, I made a new character expressly for the purpose of playing through the updated tutorial experience on Haven. While the current tutorial experience has definitely been a refreshing update & implemented what I thought were incredibly good improvements... there is a vast amount of content that other games typically place in the tutorial / NPE that Wurm provides the new player through implication alone. In Wurm, the existence of a campfire implies the ability to cook food. It might also imply that the player character needs to stay fed or starve. It might also imply that the player character needs to stay warm or freeze to death. It might also imply that the player character needs to occasionally rest to restore energy or action points or stamina or reset ability cooldowns. It might also imply that darkness is somehow dangerous, and the player character must keep a fire lit to ward off potential hazards. This is what goes through my head when the Wurm tutorial shows me a flint and some kindling and says, "let's make a campfire." BUT - I have a background predisposed to that way of thinking. I have been taught to consider possibility chains for every action & reaction. Many(?) modern people - yes, including gamers - have not been encouraged in that sort of mentality. Teaching styles and education requirements in my country have radically changed since I was in schooling. And Wurm is an international game - welcoming players from countries with vastly different learning models. To be clear: I do believe that eventually, to lead a long-term successful "life" in Wurm, the player will fundamentally need to develop this mind set. I meant what I said to the blogger - Wurm will absolutely reward the inquisitive player. This game & community work best for the player who derives those implications and subsequently tests them through game play experience. But that should not mean that Wurm only works for players that already arrive with that ability. IMO: it would behoove the Devs, and Wurmians, to consider a new player experience that welcomes and encourages players with the capacity for this mentality, and get them started down the road to developing that way of learning & interacting with Wurm, through their game play. TLDR: Wurm doesn't have to cater to all gamer types - but there is at least one type of player that Wurm could retain who is instead stymied by the New Player Experience, and quits.
  2. Napland Starter Village (located on the island of Exodus) Features: 8 Farming plots - 4 x 4 tiles, 15 farmable tiles, fully enclosed - 1 x 1 shack, bed for sleep bonous, large chest for storage, writ held by mayor, access limited to plot user only Bunkhouse & Blacksmith work area - Two forges - Food barrel containing nutritious meals when available - 10 Bunkhouse beds for characters not interested in farming or who are waiting until farming plot becomes available Village services - Village market with access limited to village citizens, contains items that are enchanted and better ql then starter tools at a low price. Even better tools are available at nearby markets - Mailbox available - Settlement token for banking services - Village contains altars for all three white light religions (Mag, Vyn and Fo) - Priests are available to convert you to follower or priest for all white light religions - Meditation trail with appropriate rugs to begin your meditation skill gain. Nearby path of love, knowledge, insanity and power tiles available for when you choose a path Security & protection - Village is fully enclosed by a stone wall with locked gates to protect you from unwanted visits from unfriendly creatures - Observation tower to allow you to survey the area outside the village before you venture outside - Three nearby guard towers so you can call for help as required - Well lit village, darkness should not be something you experience here Village livestock and vehicles - Large cart(s) available for premium players to use while part of the village (skill limiters prevent use by free to play players) - Lots of horses, cows and bulls available for animal husbandry and/or use once your skills develop enough to utilize them Mining - Village mine contains 3 iron ore veins of varying quality - Forge for easy smelting of ore into lumps - Lower level contains plenty of opportunities for rock shard mining Forestry - Pine forest located in and around village - Nearby plantation containing camelia, lavender, lemon, cherry, pine, maple, olive and pine for sprouts Fighting skill training - Archery target in place with tiles marked for starting placement when using either short or medium bows - Practice doll placed and ready for use. Use wooden shafts only when practicing Group activities - Group hunting sessions to allow you to enjoy raising hunting skills while being escorted/protected by highly skilled fighters - Village assistance when village members move out to create their own deed. This may include helping terraform, cut down trees, build your first building, opening a mine etc Other - Village is part of a nearby alliance so you can join in alliance chats - Rowboat is available at the nearby lake for rowing and fishing excursions - When you reach the point where you would like your own deed then escorted tours of the nearby area will be available to you to help you find what you are looking for Costs: All village upkeep costs are covered and you are not required to contribute to upkeepPolicies: No buildings may be created on the site without mayor approval first. All building writs must be held by the village mayor without exceptionIt is the intent of this village to provide a safe and fun place for people to learn about Wurm. If you play with this in mind then there will be no problems. If you are unwilling to play in this manner while a member of the village then you and your belongings will be removed from the villageCurrent occupancy: Plot A1 - In UsePlot A2 - In UsePlot A3 - AvailablePlot B1 - In UsePlot B2 - In UsePlot B3 - AvailablePlot C2 - AvailablePlot C3 - AvailableBunk A1 - AvailableBunk A2 - AvailableBunk A3 - AvailableBunk A4 - AvailableBunk A5 - AvailableBunk B1 - AvailableBunk B2 - AvailableBunk B3 - AvailableBunk B4 - AvailableBunk B5 - AvailableLocation: Ingame map - h17Exodus deed map - http://exodus.wurmonline.info/?x=1035&y=631&label=Napland%20Starter%20Village - X26, Y16 Contact: Ingame /t NappyWurm Forums - private message to NappyPictures: Looking down at village square and farming plots from observation tower Animal pens Bunkhouse Blacksmith area Farming plot Archery range. observation tower and livestock pens Mine Forest