Search the Community
Showing results for tags 'q&a'.
Found 3 results
-
- With the introduction of the new rare coin system, will further changes to traders be planned or do you believe that they are in a better balance to date? (Rolf) We have no current plans to touch the systems on existing servers since. The money distribution is working well on those I think and the players are accustomed to the trader system. On for instance Xanadu we might experiment a bit more if people want it. - There have been hints at the combat system being reworked, are these ongoing or planned for a single update? (Erik) The combat system will be changed from the creatures perspective. Their attacks and how often they will be able to use them will be changed, this will allow us to control and balance the creatures a bit more and vary the attacks a little. And while I’m there doing changes I will also try and fix all the distance issues that exist, so that you don’t have to stand inside the larger creatures any more. The first creatures that will use these changes are the seals, trolls, brown bears and deathcrawlers. This will go live on challenge before Christmas. So you better watch out in case I have managed to make them a little over powered or a little more powerful then you remember them. I’m mostly worried about champion trolls, there was a time during my testing where they could kill anyone with at most two hits. They have been nerfed since then but they can still be quite dangerous. - What is the endgame goal for pvp on epic and chaos? (Rolf) The endgame PvP goals for the servers should be to end up with highest battle rank. This is of course somewhat skewed by alts and especially when they are free like on Chaos. Also the Rulers should attempt to go down in history as the ones with most land. On Epic the ultimate goal would be to ascend. It’s a two step ladder with approximately 25% chance each step that your deity wins a scenario for that to happen. This means the Deity needs to win on average 8 scenarios until the second step completes and you become a full deity. Every full deity on Valrei may have one demigod at one given time. - There has been a recent increase in submenus within the game, client settings have included the addition of keybinds, will there be more improvements within client settings to handle submenus? (Johan) We are always looking for ways and means of making the menus and interacting with the game more efficient. The select bar is of course an example of this. The concept of the bar might change to include further functionality and additions as we progress. - How will bridges fit in with the current highway rule system? (Rolf) It’s already added as being part of the highway rules in the GM Hall part of the forums. - With the introduction of xanadu, travel times have extended to upwards of more than 1 day of sailing in order to reach destinations, are there plans to overhaul the current travel system? (Johan) As with many things this is something we are aware of. There are some balancing and such which has been grounds for restricting travel time. Also the thought of creating a faster means of travel separate from boats. So yes there is plans on making traveling faster. It might just not be limited to boats. - Will name changes ever be possible? (Rolf) It was voted down last time for various good reasons. Nothing has changed and there will always be some players who will want it but it has low priority at the moment. - Are there plans to look at the meditation system and perceived imbalances at higher ends? (Rolf) We can’t just nerf top players because the majority feels at a loss. That would threaten the whole feeling of meaningful progress. That said, we may of course have to in some extreme cases. We have received many complaints about Shield Of The Gone being overpowered for instance so we may have to look into that. - With bridges being released, what is the "next big thing" for wurm? (Rolf) We just released Challenge and Bridges is coming after Christmas, both of which were very time consuming projects. We want to release more content now before implementing new big system changes. Things like flying, swimming, rivers come to mind. We need to be able to put things up on the walls and sit by tables and campfires. There is always the modified cave system lurking in the background as well but we’ll decide upon the next big project in February. - What can we expect from the new shading system being discussed, is there a timeframe regarding its implementation? Will all textured models have to be removed prior to doing so? (Rolf) Mattias/Sammaal who is implementing this is doing regular updates now and it’s getting closer but we still have no precise ETA. We have no current figures on FPS improvements so let’s just say it will be easier to do pretty things with the client instead of raising hopes:) We will not have to remove any models for that but for instance some wood types should start using a shader instead of special textures. - Are more ambient animal sounds being worked on? (Johan) They are indeed. It will take some time however as it is quite time consuming work. But I will be updating in increments and gradually get through it over time. - Valrei is an awesome idea, but bugs within it have caused it to not be as impressive as it could be, are there plans to overhaul the system? (Rolf) Not quite overhaul it but we need to take a round of bugfixing and feedback again in the beginning of the Spring season. - Are there plans to introduce new uniques or alter their current mechanics? (Rolf) Yes we want new uniques and the new combat system should ensure they have special attacks and fun stuff. - would you rather fight 1 troll sized pig, or 100 pig sized trolls? (Johan)Well I would pick the troll sized pig, I remember some useful pointers from princess mononoke on how to handle those. (Roman) Squishing 100 pig sized trolls at the same time with my trusty huge axe sounds like my idea of fun. (Rolf) I don’t believe in winning over 100 trolls no matter the size. I haven’t heard about anyone who ever did that. The Pig! (Erik) I would fight the pig, clearly a legendary battle. (Emil) I fight the trolls and I would probably get killed in the process due to server restart (Alex) I would fight 100 pig sized trolls. - When Xanadu opened there were no plans to shut down other servers. Now that the population on some servers have declined, will that position change? (Rolf) No change in those plans at the moment. - The addition of new furniture has been awesome, but are there plans to bring in items that serve a function rather than merely decorative? (Roman) There are some interesting items in the works now regarding player customization. (Rolf) I think we will put quite a lot of focus on more decorations during the Spring, some of which will have the type of functionality you’re asking for. I like functional items. - Will new vanity items or customizable clothing be introduced? (Roman) Yes! - Do you have any plans about getting rid of java? (Rolf) Yes, we’re looking at it but replacing it is a huge project. Java performs better than you think and changing to for instance C++ may not have the impact you’d expect in the type of world we’re delivering. You need to first consider viewing distance, number of trees, animations, concurrent number of players and visible items. Also that the terrain mesh can be modified when comparing to other clients. It will be interesting to see how well the new client performs. (Erik) It would be a really fun but time consuming project, and as Rolf say far from all the issues that exist in the current wurm clients are language based. Many of them stem from the fact that we as developers have very little control over how many objects exists in one area. At least when comparing to most AAA titles. - Are there concrete plans to hire more (art, server, client) developers? (Rolf) Not at the moment. We’re outsourcing what we need and have two lead developers in charge of that. - You recently put up a limited run of special gnomes for playerauctions purchases, are there plans for future cosmetic microtransactions? (Johan) Well first of all there are more cosmetic items planned as in rewards from the Challenge server. If they as we suspect become popular, we might very well consider selling more cosmetic and social items. (Rolf) There are no existing plans for selling such things via playerauctions, but we like to have the option. It’s not a strategy we are going to pursue in order to finance the game. - What are your plans for 2015? (Rolf) I answered some of this in the “next big thing†question, some of which I expect there. I want better AI for one thing. More lively creatures. But we start making those plans in February. (Tich) I have such a long list of things that i’d like to work on (e.g. a new permissions system, new cooking system), but not sure how many will make it in the next year. But my main plan is to just fix some bugs! - Do black sheep exist yet? (Roman) Black sheep and lambs exist and are awaiting implementation on the server side of things. Models and animations for them are finished. - How much damage reduction is added if armor is rare? (Rolf) 3-9% - Will construction in mines ever be possible? (Rolf) Hopefully yes. - Is the implementation of 3d mines a goal? (Rolf) Yes. - What are your thoughts on automation ideas such as wind and water mills? (Roman) I always liked the idea of having those mills ingame from a purely aesthetic point of view. However having them produce items all by themselves does not seem like what Wurm is all about. It might be something worth considering for the faster paced Challenge server. (Rolf) The “problem†is that the economy and gameplay is centered around players creating things. But maybe it would be a way of removing some of the grind. We will discuss it when we make plans for new items. - Mined metals other than Iron have a fairly limited use, are there plans to look at them and find new ways they can be used and thus increase their worth? (Johan) That is always a possibility though not an active priority at the present time. We have found new uses for marble lately as in the decorative items, but more is coming. (Rolf) It is a bit annoying that some of the minerals have limited use and I want to come up with more uses for them. - Do you still have fun playing wurm? (Johan) Yes, I do indeed have fun. I enjoy building and terraforming the most and easily get lost in just shaping the environment to my imagination. (Rolf) I play like crazy on Challenge. It suits my style and desires. Actually I enjoy it a lot more than the other games I’ve played like the last year which makes me very proud. (Emil) Yes. (Alex)Yes. (Roman) I’m having lots of fun on the Challenge server, the faster pace is refreshingly different. Knowing you can just run into the unknown to get some action and craft decent gear again in a very short time frame if you lose it takes away a lot of the stress. - It has been some years since the last mapdumps were released for each server and as we know, this game changes the landscape daily, is there a possibility of new mapdumps being released? (Johan) We often get this request and we are planning on releasing new mapdumps at some point. - Are there plans for more mobs that serve a purpose? (i.e. sheep, as opposed to just meat mobs) (Johan) Nothing is currently planned, but you could easily expand upon current creatures as well. - What do you believe the biggest change in wurm has been this year? (Rolf) I like the Challenge server most since I really feel it suits my playstyle. (Alex) I think the Crafting window and the select bar is two of the biggest changes to how wurm is played. - What do you feel was the hardest thing to implement this year? (Rolf) Bridge movement is a really tough nut to crack and we’re still working on it. - How do you handle hostile player feedback? (Johan) I really do not care about the fact that it is hostile. If there is a valid point I take notice of that but if not I just dismiss it. Oh yeah, there is of course always the trusty banhammer to fall back on if someone is acting way to crazy. (Erik) I usually ignore posts and threads that spend more time insulting me and my colleagues than whatever they were supposed to discuss. The line between constructive criticism and insulting is miles wide, many can’t tell the difference. If you want to leave feedback on something for any reason, the odds are far greater that we will read it and listen if you keep it constructive. (Rolf) Nowadays I tend to listen pretty carefully when there’s a lot of negative response to a feature introduction or suggestion. Sometimes when people write that we do everything out of greed or don’t care anymore I think - “Do they even know where we’re coming from and how limited resources we have? Are they competition? What are their motives?â€. I have never understood why you’d complain about a game you care so much about in such a way. Because in doing so you lower the chances for it to survive and succeed. - Can we please have gift wrapping back? we promise we wont abuse it this time! (Johan) It would not get implemented without coding to prevent any further abuse. So with anything else it is a matter of how high of a priority it is deemed in terms of the value for the game. - Will colored mobs ever return as a client option? (Johan) Not as they were at least. Rather we have been discussing the option of texture variations. Though this would take up more graphic capacity it would look much better. (Rolf) My guess is that there will be some sort of smart solution with spots, stripes, horns or something via shaders. (Emil) Or we may add some particles/halo to them. - How has challenge affected the way you approach pvp in wurm, will we see updates coming through on epic and chaos in regards to challenge? (Johan) It is affecting how we view PvP in Wurm definitely. But it is an ongoing process like so many other things in Wurm. It is a good way of also testing out the new siege weapons and mechanics before going ahead with an implementation on the epic cluster. We are however counting on adding the features that work well to Epic, if maybe with some slightly different balancing. (Rolf) The plan is that we test run most features on Challenge before introducing them to the game. So yes you will, also on Freedom.
- 41 replies
-
- 24
-
- questions and answers
- drilling devs
-
(and 1 more)
Tagged with:
-
Hi Everyone! I'm pleased to announce we will be having an end of year developer Q&A This month! 2014 has certainly been a big year, with many updates and new features just a week away, but I'm sure you are all just as keen as I am to see what is in store for 2015. This thread will be your opportunity to provide questions which you and the player base want to ask our dev team, this thread will be open until the 9th of December. From there we will filter through the questions and provide you with a list to vote on, the top voted questions will be put forward to the dev team in an interview style report to be shared with you all. Please keep questions constructive and polite, this is a chance to gain insight to the developers procedures and plans to come so off topic posts and questions that cross the line will be removed. I look forward to working with you to find out just what's in store for next year! Regards, Retrograde
-
Here it is, cleaned up for your pleasure: The log can also be downloaded here: http://www.wurmonline.se/Docs/wurmqa2013.txt [18:01] <@Docterchese> We'll be starting in just a moment! This channel is now "moderated" and only developers will be able to talk here. To keep chatting, please join #wurmqa [18:06] <@Docterchese> Lets get started! For the Q&A, I'll be asking the questions that you've sent us to the devs. [18:06] <@Docterchese> Questions will mainly be answered by Rolf, although most of our other developers are on hand to help out too. [18:06] <@Docterchese> After the Q&A, we'll post a full chatlog on the forums. [18:06] <@Docterchese> If you've got any last minute questions please send them to MaxC and we may be able to fit them in later. [18:06] <@Docterchese> Rolf, are you ready? [18:06] <&Rolf> yep yep [18:06] <&Rolf> hello everyone and welcome [18:06] <&Rolf> i haven't seen the questions so this will be interesting [18:07] <@Docterchese> We'll ask questions in a logical order so that we ask similar topics at once [18:07] <@Docterchese> We'll start with some more general questions [18:07] <@Docterchese> >> Some players make lots of money from farming traders and it isn't necessarily fair for everyone else. Do you have any plans to change the trader system? [18:08] <&Rolf> the intention with the traders was never that people should be able to isolate them like has happened [18:09] <&Rolf> we've added the possibility for anyone to drain the moneypool with the introduction of the Sell option on traders and tokens [18:09] <&Rolf> it should help but isn't really a full fledged solution of course [18:10] <&Rolf> i'm not very pleased with the trader situation so one day or another we'll take a look at how to improve the system further [18:11] <&Rolf> we have a lot of other things coming and right now it's not a broken system so there is no ETA [18:11] <&Rolf> together with the SELL option it works pretty well with money distribution [18:12] <&Rolf> i will finish off the answer with a . so that Docterchese knows i'm finished [18:12] <&Rolf> . [18:12] <@Docterchese> >> Are there plans to bring Wurm to Steam? Do you think it would be a good thing for Wurm, now or in the future? [18:13] <&Rolf> we've been talking to a guy at steam and for a moment it seemed as if we'd get a green light easily but they have changed policy to let everyone go through the greenlight process [18:13] <&Rolf> so we have to do that [18:14] <&Rolf> there is a very high probability that we will start the process during the spring [18:14] <@Docterchese> Sounds interesting Steam can certainly be good for promotional purposes [18:14] <@Docterchese> >> Do you plan to respawn uniques like Dragons in the future? [18:14] <&Rolf> there has always been the plan to respawn uniques [18:14] <&Rolf> but they should also be unique [18:15] <&Rolf> making them unique means we'd like to change color or treats and other things [18:15] <&Rolf> which takes some manual intervention [18:15] <&Rolf> at least right now [18:15] <&Rolf> so we need to code a system for it [18:16] <&Rolf> there is also the situation with the dragon armour so we have to consider what loot if any they should have [18:16] <&Rolf> the "situation with dragon armour" is that we can't spawn too much, not even sure we want more on the freedom servers [18:17] <&Rolf> so it takes some thinking [18:17] <&Rolf> but yes, there are unique creatures coming hopefully a lot and periodically with reasonable loot [18:17] <&Rolf> . [18:17] <@Docterchese> >> Will players be able to give names to pets in the future? [18:18] <&Rolf> i have to ask myself why I didn't let people do that from the beginning [18:18] <&Rolf> maybe because when they go untame it has to revert [18:18] <&Rolf> in my opinion [18:19] <&Rolf> but we'll see [18:19] <&Rolf> it's not impossible [18:19] <&Rolf> . [18:19] <@Docterchese> >> Are there any plans to allow players to build underground structures? (E.g. housing space in mines.) [18:19] <&Rolf> yes i think some of the client devs have looked at it at least given it consideration [18:19] <&Rolf> it's something we want in the long run [18:20] <&Rolf> but it may be a pretty drastic project [18:20] <&Rolf> especially if we manage to sort out multi layer caves [18:20] <&Rolf> which i think we should start first [18:20] <&Rolf> . [18:20] <@Docterchese> >> When will the new large carts (wagons) be implemented? [18:21] <&Rolf> erik? [18:21] <&Rolf> erik is coding it [18:21] <@ErikN> They wil be out with the next large update (when Wox is done with all the graphics) [18:21] <%Wox> [18:21] <@ErikN> . [18:22] <@Docterchese> We have a few questions on bridges next, which is unsurprising since they have been such a requested feature [18:22] <@Docterchese> >> Is there any ETA on bridges? [18:22] <&Rolf> no [18:22] <&Rolf> . [18:23] <&Rolf> but it's looking good:) [18:23] <@Docterchese> I assume the reasons are due to coding complexity, but we've made a lot of progress so far, especially on the art side of things [18:23] <@Docterchese> >> Will bridge building have its own skill or will it be based on existing skills like carpentry and masonry? [18:23] <&Rolf> tich will step in here [18:23] <@Tich> it will use existing skills [18:24] <@Tich> . [18:24] <@Docterchese> >> If bridge building requires two players, will both need to meet a certain skill requirement for bridge length? [18:25] <@Tich> no, only the one using the main surveying equipment, the other is just holding a pole so can determine the length and width of the bridge [18:25] <@Tich> . [18:25] <@Docterchese> For those who are interested, we have a couple of exciting bridge previews on the forums: http://forum.wurmonline.com/index.php?/topic/90712-bridge- preview/ http://forum.wurmonline.com/index.php?/topic/91430-stone-bridge-wip-updated/ [18:25] <@Docterchese> >> When will we be able to move stacks of items directly between BSBs and carts? Will there be any limitations on what can be moved? [18:25] <@ErikN> When the wagons arrive [18:26] <@ErikN> . [18:26] <@Docterchese> What about limitations? Will there be any? [18:26] <@ErikN> hmm [18:27] <@ErikN> there are some atm when dragging from bsb, it still goes through your inventory so that can limit you a bit. [18:28] <@Docterchese> We also had a similar question on the "load" feature, I assume it will have the same ETA? [18:28] <@ErikN> yes [18:28] <@ErikN> most things have the same eta [18:28] <&Rolf> as a note we've happened to gather quite a lot of features which we are debugging and polishing [18:28] <&Rolf> the eta is somewhere mid Feb [18:28] <&Rolf> for most things [18:29] <&Rolf> not bridges though [18:29] <&Rolf> . [18:29] <@Docterchese> >> Could the dyes system be expanded on to make it possible to dye more than one part of an item separately? E.g. separate colours on windows and walls. [18:29] <@Docterchese> The next questions are a bit more on the art side [18:30] <&Rolf> we're looking into changing it to use masks for one colour i don't think we'll allow more colors [18:30] <&Rolf> we're not satisfied with how the whole wall changes color [18:31] <&Rolf> so initially only one color per wall or item [18:31] <&Rolf> . [18:31] <@Docterchese> Could patterns be added by players or would that be too complex? [18:31] <&Rolf> too complex at this time [18:32] <@Docterchese> >> Are there any new wall types planned? If so, when can we expect to see them? [18:33] <&Rolf> no solid plans but we all want more types [18:33] <&Rolf> so no eta [18:33] <&Rolf> . [18:33] <@Docterchese> >> Are the older tree and bush models going to be updated to look much better, like the new trees? [18:34] <&Rolf> yes we also lack lots of hedge types [18:34] <&Rolf> so it's going to be work done up until the summer most probably [18:34] <&Rolf> . [18:34] <@Docterchese> >> There are multiple different types of pine tree in the world. Are there plans to add multiple new pine tree models? Could this be done for more than one existing type of tree? [18:35] <&Rolf> i don't see that coming anytime soon really [18:35] <&Rolf> different tree types would be more interesting [18:35] <&Rolf> imo [18:35] <&Rolf> unless a certain type of pine is really really interesting of course [18:35] <&Rolf> . [18:35] <@Docterchese> >> Are there any plans to add further wood-type textures to decorative items like stools and tables? [18:36] <&Rolf> we've discussed the amount of wood textures we can really support [18:36] <&Rolf> we're trying to solve how to make it manageable with graphics card memory and the color masks [18:37] <&Rolf> we can't really support more texture types right now [18:37] <&Rolf> plus it significantly increases development time [18:38] <&Rolf> it would be good to solve with masks and generic tree type textures but that means more draw calls or something like that [18:38] <&Rolf> so we'll see how we solve it [18:38] <&Rolf> . [18:38] <@Docterchese> >> Will players be able to hang items such as picture frames, wheels etc. on walls at any point in the immediate future? Also, will players be able to put [18:38] <&Rolf> yes to both those but when is hard to say [18:39] <&Rolf> we're going to solve sitting first [18:39] <&Rolf> so it may come around that time [18:39] <&Rolf> can't promise [18:39] <&Rolf> . [18:39] <@Docterchese> >> Does the Art team have any ETA on fixes to the shaders which are causing issues with dynamic lighting? [18:40] <&Rolf> the test client has rewriting for lighting and shadows with new shaders [18:40] <&Rolf> so it's work in progress [18:41] <&Rolf> we expect to update the live client fairly soon after christmas [18:41] <&Rolf> . [18:41] <&Rolf> after new year i mean [18:41] <&Rolf> like mid-end January [18:41] <@Docterchese> >> Would a modified, toned down version of the client ever be released with deliberately basic models and lighting? It could be useful for players with less powerful computers or players who have alts. [18:41] <&Rolf> . [18:41] <&Rolf> we are going to try and find out how powerful the client is when it's started [18:41] <&Rolf> and adjust settings [18:42] <&Rolf> so instead of a new client we need to maintain it would adjust the settings instead so i guess yes and no:) [18:42] <&Rolf> . [18:42] <@Docterchese> >> When will the floorboards and lawn tiles be fixed? [18:42] <&Rolf> next client update yes tich? [18:43] <@Tich> correct [18:43] <&Rolf> . [18:43] <@Docterchese> >> Would you be able to clarify what determines altar domain radius? For example, what effects do material type and quality have on the number of tiles it sends domain presence? [18:45] <&Rolf> material type doesn't have any effect on radius iirc [18:45] <&Rolf> but the quality level does [18:45] <&Rolf> there are hidden zones involved which altars close by compete over [18:46] <&Rolf> just get the ql as high as possible:) [18:46] <&Rolf> . [18:46] <@Docterchese> Back to some more general questions now [18:46] <@Docterchese> >> Would diagonal walls be possible at some point in the future? Maybe even curved walls? [18:46] <&Rolf> tich you looked a bit at that recently didn't you? [18:46] <&Rolf> just for fun? [18:47] <@Tich> sort of, possible, but hard to get right [18:47] <@Tich> zcul and i would like to see curved walls at some time [18:47] <@Tich> . [18:47] <&Rolf> me too, me too! [18:48] <@Docterchese> >> What is the status of the in-game village recruitment boards? [18:48] <@ErikN> They are on test, and waiting. [18:49] <@ErikN> I think most things that we want done with them for now is there, giving us a stable foundation to build on if needed. [18:49] <@ErikN> the eta is the same as wagons [18:49] <@ErikN> . [18:50] <@Docterchese> >> Does meditation have an end goal and if so what expansions are likely? [18:50] <&Rolf> there is no max level [18:51] <&Rolf> the end goal is enlightenment of course [18:51] <&Rolf> or insanity [18:51] <@Docterchese> No max level? Does that mean there are levels beyond the 15th? [18:52] <&Rolf> i don't want people to expect new features the higher you get either really [18:52] <&Rolf> just reaching a higher level of enlightenment should be reward in itself [18:52] <&Rolf> to show off [18:52] <&Rolf> . [18:53] <@Docterchese> >> Are there any plans to sell premium and settlement related bundles in the shop? For example the ability to buy upkeep as a bundle with premium time. [18:54] <&Rolf> there are no plans for it but one day we have to improve the shop code [18:54] <&Rolf> to support more things like that [18:54] <&Rolf> . [18:55] <@Docterchese> >> Will the current locks / permissions system be overhauled to allow for specialised settlement permission roles? Also, are there plans to make individual doors within houses have their own locks and permissions? [18:56] <@Zcul> on the individual doors: Yes [18:56] <&Rolf> there is no major overhaul scheduled [18:57] <@Docterchese> Could it work for hotel systems, whereby people can buy access to a room for a set amount of time? [18:57] <&Rolf> we will prioritize new stuff after the next release [18:57] <&Rolf> that would be the intention i suppose [18:58] <&Rolf> not sure how often it would be used though since you came with stuff and have to carry it away you may just sleep in the bed [18:59] <&Rolf> like Zcul says, it's probable to happen it just needs prio [18:59] <&Rolf> . [18:59] <@Docterchese> >> When is the vote on merging Pristine and Release with the other freedom servers going to happen again? If they won't be connected for a while, would you consider one-way travel from Pristine and Release to the other servers? [19:00] <&Rolf> we will have to code an ingame voting system first [19:01] <&Rolf> no travel until then [19:01] <&Rolf> or change [19:01] <&Rolf> partly in order to avoid spagetti code due to more exceptions in the portal code [19:02] <&Rolf> at least that's how i think now [19:02] <&Rolf> . [19:02] <@Docterchese> Now on to some questions that relate a little more to combat and PvP. [19:02] <@Docterchese> >> It seems at times that the way that gods move and interact on Valrei is very unpredictable. Helping a god move also seems to hurt their chances at winning a scenario because of the way combat seems to work. Could we get clarification on how Valrei really works and why it seems so unbalanced? [19:03] <&Rolf> the gods move unpredictable to squares they haven't visited since the map changed [19:03] <&Rolf> unpredictably [19:03] <&Rolf> which is good [19:04] <&Rolf> because otherwise the items could spawn close to a deity at the beginning of a scenario [19:04] <&Rolf> and no other deity would stand a chance [19:04] <&Rolf> so it has to be random [19:04] <&Rolf> however [19:05] <&Rolf> if moving decreases chances for winning due to the risk involved of fighting [19:05] <&Rolf> there is something wrong [19:05] <&Rolf> moving should always be good [19:05] <&Rolf> because how are you supposed to find the items and get to the winning tile otherwise? [19:07] <&Rolf> the problem may be that if your deity has lowered stats it will have a hard time winning but there are tiles that should increase those [19:07] <&Rolf> might need some tweaking then if it's perceived as unbalanced [19:07] <&Rolf> . [19:07] <@Docterchese> >> At the moment some kingdoms have much better chances to win karma and scenarios because they can do missions for multiple gods. Would it be better if each individual player could only do missions for their own god to help reduce this unbalance? [19:09] <&Rolf> the idea was that you would have to decide if it's a good idea to kill certain creatures because it helps your enemy [19:09] <&Rolf> or cut down certain trees and other actions that help your enemies in their mission [19:10] <&Rolf> it's possible that Vynora and Fo cooperate too much on Valrei though [19:10] <&Rolf> . [19:10] <@Docterchese> >> Will players be able to make Horde of the Summoned template PMKs in the future? [19:11] <&Rolf> if someone gets around to coding it:) [19:11] <&Rolf> . [19:11] <&Rolf> needs prioritization [19:11] <@Docterchese> >> Are there any plans to overhaul the combat system in the future? [19:12] <&Rolf> yes we want to make it more engaging [19:12] <&Rolf> so it has high prio [19:12] <&Rolf> like, on top after the release [19:12] <&Rolf> . [19:13] <@Docterchese> >> Why are certain abilities still overpowered while others have been nerfed heavily to the point where players don't use them anymore? [19:13] <&Rolf> it's always a matter of finding the right balance [19:13] <&Rolf> they were nerfed because they were considered overpowered [19:14] <&Rolf> i haven't received reports or evidence of other abilities being overpowered [19:14] <&Rolf> or that some abilities aren't used any more for that matter [19:14] <@Docterchese> The one mentioned was the "continuum" ability [19:15] <&Rolf> and it's considered overpowered or nerfed? [19:15] <@Docterchese> Overpowered [19:16] <&Rolf> it all depends on how much karma is floating around [19:16] <&Rolf> so i'll have to check that [19:17] <&Rolf> . [19:17] <@Docterchese> Just for the record, though we'll move on now, magical walls were mentioned as being underpowered. [19:17] <@Docterchese> >> Do you think battlecamps are useful and if not, would you consider removing them? [19:18] <&Rolf> they are like pretty much in Wurm at first version [19:18] <&Rolf> let me rephrase [19:18] <&Rolf> for clarification [19:18] <&Rolf> "like many other features in Wurm they are at first version" [19:19] <&Rolf> when we get more development power we will make them useful if they aren't now [19:20] <&Rolf> they do obstruct expansion for deeds though which is what i expect the question is about [19:20] <&Rolf> . [19:20] <@Docterchese> >> Players are currently able to hide out in mines really easily in PvP (mine hopping) - Is this kind of practice intended? [19:21] <&Rolf> hide or get away? [19:21] <&Rolf> i assume get away [19:21] <&Rolf> behind a mine door [19:21] <@Docterchese> Get away, yes [19:22] <&Rolf> it seems to easy [19:22] <&Rolf> . [19:22] <@Docterchese> Get away or use it to your advantage, since you can heal up again in mines [19:22] <@Docterchese> >> Will it ever be possible to expand a deed in one direction? [19:22] <@Docterchese> Back on to some more general questions now [19:23] <&Rolf> it should be possible to fix but it has fairly low prio [19:23] <&Rolf> . [19:24] <@Docterchese> >> Will it be possible to lift large items like beds and ovens between house floor levels? [19:24] <&Rolf> yes [19:24] <&Rolf> . [19:25] <@Docterchese> >> Will we be able to load animals into boats with the new cart loading system? (Possibly integrating the new crates we've seen the art team working on) [19:25] <&Rolf> no [19:25] <&Rolf> . [19:25] <@Docterchese> Is it something you'd consider adding in the future though? [19:26] <&Rolf> but one day we want to solve it yes [19:26] <&Rolf> . [19:26] <@Docterchese> >> Are there any plans for implementing renaming of toons at all, even for a price? [19:26] <&Rolf> last I checked it wasn't a popular suggestion but it may depend on the server type [19:27] <&Rolf> so we'll ask again when we have ingame voting system [19:27] <&Rolf> . [19:27] <@Docterchese> Any ETA on the voting system? [19:27] <&Rolf> no eta [19:27] <@Docterchese> >> Could Wurm ever be translated into different languages in the future? (e.g. different client languages) [19:29] <&Rolf> it's a huge complex project which will require a lot of server side work as well so it's not very probable that such a project will be scheduled during the nearest 6 months [19:29] <&Rolf> it's possible but a very big project [19:29] <&Rolf> . [19:30] <@Docterchese> >> Are there any plans to increase the price of premium and silver coins in the near future? [19:30] <&Rolf> no [19:30] <&Rolf> . [19:31] <@Docterchese> >> Some dragons have been penned up on Pristine by people who want to keep them until the servers merge. Is this intended and if not, will they be able to break or fly out before servers are merged? [19:31] <&Rolf> it is not intended that you should be able to pen or capture uniques but we don't magically want to teleport them [19:31] <&Rolf> so we want to code intelligence that makes them break free [19:32] <&Rolf> however, we are not intelligent enough to do so apparently [19:32] <&Rolf> the people penning them are cunning [19:32] <&Rolf> and so the dragons remain penned and sadfaced [19:33] <&Rolf> but we're working on smarter creature behaviour over all so it may happen that they start breaking free before the servers are merged if that happens [19:33] <&Rolf> . [19:33] <@Docterchese> >> Will saddle bags be created as a container on a horse, sort of like a packmule? [19:34] <&Rolf> it's one of those items that we want to find time to add [19:34] <&Rolf> we want more decorations as well [19:34] <&Rolf> so yes we want it [19:34] <&Rolf> . [19:35] <@Docterchese> >> Is the wishing well a true money sink or are the ideas placed in them really considered? And who reads them? [19:35] <&Rolf> it's not a fake thing [19:35] <&Rolf> it's just very low chance of it working, since you can wish for just about anything [19:36] <&Rolf> no wish has ever come true yet [19:37] <&Rolf> sorry [19:37] <&Rolf> . [19:37] <&Rolf> forgot the dot [19:37] <@Docterchese> We're now mostly on to questions that were submitted to us during the Q&A [19:37] <@Docterchese> >> On Chaos people can cross over to Freedom via the boarder to avoid pvp. Could there be some sort of code which stops crossing the borders if you have enemies in local? [19:37] <&Rolf> allright nice [19:38] <@Docterchese> (Maybe this would apply to Epic servers too) [19:38] <&Rolf> you're supposed to be able to escape to your home server like on epic [19:38] <&Rolf> and the others have to follow [19:39] <&Rolf> if you've let people escape to the border i think you'll have to let them flee all the way [19:39] <&Rolf> on chaos [19:39] <&Rolf> but i guess it could be possible [19:39] <&Rolf> it's bug prone so i am reluctant which makes me defend the current order [19:39] <&Rolf> . [19:40] <@Docterchese> >> Are there any plans to allow kingdom leaders to customise their leader titles? [19:40] <&Rolf> no plans [19:40] <&Rolf> it was considered initially [19:41] <&Rolf> right now i can't recall why but there were reasons not to [19:41] <&Rolf> like coding effort maybe [19:41] <&Rolf> or that it would interfere with known titles [19:41] <&Rolf> so right now no plans [19:41] <&Rolf> . [19:41] <@Docterchese> >> Do you plan to release new map dumps of servers anytime soon? Following on from this, would Wurm ever have any in-game map system that shows you where [19:42] <&Rolf> there is an ingame map system coming with markers but not pixel perfect [19:42] <&Rolf> you set the markers yourself [19:43] <&Rolf> you don't get your position either [19:43] <&Rolf> so not in the first version [19:43] <&Rolf> map dumps, no eta [19:43] <&Rolf> . [19:43] <&Rolf> (takes quite a lot of time to make them) [19:44] <@Docterchese> >> Are there any plans for a way to store fish in a way that you can store (cooked)meat? [19:44] <&Rolf> i think tich has pretty advanced cooking plans [19:44] <&Rolf> tich? [19:44] <@Tich> i'd say yes [19:45] <&Rolf> ok [19:45] <&Rolf> . [19:45] <@Tich> when we do an overhaul for cooking [19:45] <@Docterchese> Could you elaborate on the plans Tich? [19:45] <@Tich> not atm, its a long term plan [19:45] <@Tich> . [19:46] <@Docterchese> >> Any plans to have custom tabards/Wagon Covers/banners for Alliances, so that there's some variety for freedom servers? [19:46] <&Rolf> oh alliances are so many [19:47] <&Rolf> it would be nice though, we'll see what happens [19:47] <&Rolf> don't see it coming during the spring though. [19:47] <&Rolf> . [19:48] <@Docterchese> >> Are there any plans to make wider cave entrances possible? [19:48] <@Docterchese> Could be very useful for cave canals. [19:49] <&Rolf> it would cause quite a lot of recoding as it is now so no plans [19:50] <&Rolf> but things change.. suddenly we come up with a solution and implement it [19:50] <&Rolf> . [19:50] <@Docterchese> >> Are there any plans to implement dyeable armour and clothing? Would it be possible? [19:50] <&Rolf> yes we want that, using masks as well [19:51] <&Rolf> so it's being discussed in the general dying and masking situations [19:51] <&Rolf> . [19:51] <@Docterchese> >> Could more types of cotton clothing be added? Are there any plans for more armour types on a whole? [19:53] <&Rolf> clothing is a chapter in itself that needs lots of attention [19:53] <&Rolf> armours need to be added a bit more carefully in the future [19:53] <&Rolf> so yes to both but we prioritize after the upcoming release [19:53] <&Rolf> . [19:54] <@Docterchese> >> What feature or aspect of the game are you most proud of? [19:54] <&Rolf> hehe nice one [19:54] <&Rolf> it is of course the terraforming [19:54] <@Tich> same for me as well [19:55] <&Rolf> i like meditation as well [19:55] <&Rolf> . [19:55] <@Docterchese> >> We've heard a lot today about what's going to happen in the future, but to end - what inspired you and Notch to make Wurm Online in the first place? [19:56] <&Rolf> I think we were tired of MMO's where you couldn't really change anything [19:56] <&Rolf> at least I was [19:56] <&Rolf> I can't answer for Notch:) [19:56] <&Rolf> , [19:56] <&Rolf> . [19:56] <&Rolf> [19:57] <@Docterchese> You were doing so well [19:57] <&Rolf> typos [19:57] <@Docterchese> And that pretty much wraps us up [19:57] <@Docterchese> I'm sure I speak for everyone here in saying a big big thank-you to all of the developers who answered questions today [19:57] <&Rolf> ahh [19:57] <@Docterchese> It can be great to get this level of feedback [19:57] <&Rolf> I want to say thanks for asking all these questions and hope I sorted some out at least [19:58] <&Rolf> and thanks to all you team members helping out and standing by [19:58] <&Rolf> many hugs all around! [19:58] <@Docterchese> And of course, thanks for listening to us too [19:58] <&Rolf> thanks Docterchese for holding this [19:58] <&Rolf> Maxc for setting us up with the bomb [19:58] <&Rolf> the PR group for aiding