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Found 1 result

  1. As many of you have noticed, wurm is currently at an all time low for player numbers, the hoped for steam influx never occuring. Whether this number will continue to decline or stabilise is anyone's guess, hopefully there will be a summer influx as usual each year. To better improve the odds a change in tactics might be in order for wurm. Currently wurm is a subscription based game with a free play option, a very limited free play option which cannot compete with other games in the genre as it stands. What I am proposing is a fundamental change in the way free to play works that allows wurm to maintain its premium options: 1. All players start with 24 hours of premium time (this time only goes down while the player is online and does not qualify the player for event items) 2. Players with premium time recieve a 25% reduction in timers with a corresponding 33% increase in skillgain (thus allowing premium players faster growth than the current norm). 3. Free players recieve a 50% increase in timer duration with a corresponding 50% decrease in skillgain (thus making them gain skill at a slower rate compared to the current norm). 3a. A note more than a change, this would mean that a free to play priest would have a MUCH slower mana regen rate than existing priests (which are already horrifically slow). 4. All players recieve an increased sleep bonus buffer (10 hours total). 2.5 hours of this is stored in a "free" buffer, the other 7.5 is stored in a "premium" buffer. The premium buffer fills after the free buffer. 5. Free players may only ever use sleep bonus in the "free" buffer and their sleep bonus fills at half speed. 6. Remove the skill level cap entirely 7. NO other changes to premium/free play barrier (so no free alt sermons, no free player dragon blood farms etc) The aim with these changes is to open up the free play experience of wurm to encourage new players to join and stick around, but provide additional incentives to "prem up" to ensure that the premium population does not drop as a result of this. The theory being that wurm skillgain is already slow at later levels, insanely so. Players who reach this noticably slow phase are likely to be much more invested in the game and much more likely to invest in premium, especially after their initial 24 hours taster. Thoughts?