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Found 4 results

  1. We have seen a lot of desirable past skins for sale this Black Friday, and we also had a lot of new free drops as well as old ones during October, but already I notice a sense of dissatisfaction taking hold amongst a number of players, that there is not enough craftable, creatable content being produced, and some players have now indicated that they are considering whether or not to renew their subscriptions as a result. Particularly mentioned are the skins and drops being offered that are meant to satisfy requests for Quality of Life (QoL) content, but arguably fail to deliver the QoL improvements that were highlighted when the idea was suggested in the first place. (For example the Uncovered Wagon skin having no toggle feature) Also mentioned are the free gifts, skins and drops, that are often decorative in nature and offer no crafting or creating, nor, apart from their decorative nature, do they extend gameplay. (For example Bonsai Tree skin not being craftable or harvestable and restricted to cherry) I understand that because of limited staff, and programmers being busy on other projects, a lot of the recent content has been predominantly visual / art department, with less focus on creating new code for new items, hence we are seeing skins for existing content rather than new craftable items with QoL features. Unfortunately this means most of these new items don't actually offer a reason to subscribe for longer than it takes to acquire them. This is why I think that the dev team really needs a dedicated craftable item developer to add more creative crafting, creation and gameplay code to support the great graphics and sound content provided by the artists. This staff member would add QoL features, expand the complexity and extend the playability of the new items being created (as well as existing items) and thus increase the fulfilment of the player experience. If one of the devs would agree to do this, I think that this would extend the short and long term playability of the whole of the Wurm game itself, improve the overall experience, and perhaps stop the exodus of players who are leaving due to having 'nothing to do'. I think this should be discussed as a matter of urgency.
  2. Hopefully one of our great community modders can answer this. What would be the best place to start to eventually make a mod for WU? I've a background in programming, though it has been a (not small) number of years. But, just treat me like a total noob here. What languages would I need to pick up, and where should one even start? Thank you very much for your time.
  3. Putting this here as I see it in a wide array of games, not just this one.... Programming is hard. No really, it is. I sympathize with the Wurm devs and give them my honest respect. Programming, especially in game development is hard. This 2 cent rant to say. Be nice to Wurm devs. They work very hard and honestly could leave and do something else more useful with their time. So say thanks in the chat when you see them, because without their dedication and hard work: this game would not be where it is today.
  4. Having paid various coders for mods I've decided to hire a full time coder for Ages of Urath. Must have Java experience with network and sql knowledge. The fact that your reading this ad here means you have an interest and some knowledge of the WU already Clean commented code required. Currently there is a list of about ~20 projects, 3 which are major systems. Its a paid per project basis. I will provide the scope of work for each project + support fees included for break fix as new releases of WU are released. You would be required to quote a price for the job. Payment is paid out on delivery of the code. If interested drop me a message here. Thanks for your interest.