Posted September 16, 2015 How will you enforce no client modifications when they no longer connect to a central server? Sure, there is no point to modifying the client for single player, but unless you are developing a seperate client, there will be ways for people to test modified clients for use on Wurm Online? 4 Share this post Link to post Share on other sites
Posted September 16, 2015 We will not enforce it for the single player version. If you bring those changes to live: BANG goes your account. We do not release our cheat detection system on Steam. Is modifiying the server source also not allowed, even to name a cheat detection system? Share this post Link to post Share on other sites
Posted September 16, 2015 What will happen to the current official servers? As of now I cannot see a reason why any new player should join one of the official servers when he can just as easily join one of the many private ones? And probably even for cheaper. 1 Share this post Link to post Share on other sites
Posted September 16, 2015 Will "Huj" be a blacklisted word on the standalone game as well? 3 Share this post Link to post Share on other sites
Posted September 16, 2015 Rolf are you worried.. about the current player-base leaving the game? Or are you wanting your game to go to the Single player / Player slotted servers? and removing the the Wurm online part of the game? is this where the game is heading ? if so i was hoping that you could be more up front to the the current paying player base.. any further info on what your views are in the future for the Wurm Online would be great thanks Share this post Link to post Share on other sites
Posted September 16, 2015 For all of us who have spent years making our deed just right, We will now have another version of wurm to build these things overnight so where is the incentive to keep playing? Also as things stand anymore than 50 players in local and you can not move for the lag so how the hell is these new servers going to cope with the influx of players? Share this post Link to post Share on other sites
Posted September 16, 2015 Considering the tremendous ammount of hackers and coders on steam... What do you think will happen to the current servers and playerbase when the server code is available to the public? 3 Share this post Link to post Share on other sites
Posted September 16, 2015 How will the initial map be created? Will we be able to design it from scratch or set preferences for it? Share this post Link to post Share on other sites
Posted September 16, 2015 How will premium, in-game currency etc. work for private servers? Will server owners be able to set, for example, a free premium policy (everyone on the server gets premium automatically without paying)? What about deed upkeep, where will that go? Presumably private server GMs will be able to spawn silver coins, so there is a manual option there. How will private server hosting work? Will you need to rent a private server from CodeClub / some other authorised provider, or will people be able to run the software on their own hardware? What will be the (likely, approximate) costs involved? Share this post Link to post Share on other sites
Posted September 16, 2015 Wurm has always been coded with totally being hacked in mind from the beginning, we take it seriously and are confident in our code base. If people want to preserve the online version they should probably help us by sending us any hacks and exploits they find. If they don't and use it themselves instead someone else may report them or the scale becomes so obvious that we fix it ourselves. Anyone using hacks or exploits risk losing their accounts and what they gained from using said exploits. So the net gain should be negative in the end. Share this post Link to post Share on other sites
Posted September 16, 2015 For all of us who have spent years making our deed just right, We will now have another version of wurm to build these things overnight so where is the incentive to keep playing? Also as things stand anymore than 50 players in local and you can not move for the lag so how the hell is these new servers going to cope with the influx of players? 2 Share this post Link to post Share on other sites
Posted September 16, 2015 What will happen to the current official servers? As of now I cannot see a reason why any new player should join one of the official servers when he can just as easily join one of the many private ones? And probably even for cheaper. 1 Share this post Link to post Share on other sites
Posted September 16, 2015 How will premium, in-game currency etc. work for private servers? Will server owners be able to set, for example, a free premium policy (everyone on the server gets premium automatically without paying)? What about deed upkeep, where will that go? Presumably private server GMs will be able to spawn silver coins, so there is a manual option there. How will private server hosting work? Will you need to rent a private server from CodeClub / some other authorised provider, or will people be able to run the software on their own hardware? What will be the (likely, approximate) costs involved? Share this post Link to post Share on other sites
Posted September 16, 2015 ...If the game lags with 50 players in local it usually depends on your client since I have seen more. Maybe you need to turn down settings or need better hardware.... 5 Share this post Link to post Share on other sites
Posted September 16, 2015 (edited) this and this. Please answer It still uses Java, and Java works for linux, no idea about OS x Edited September 16, 2015 by Dskaggsgv Share this post Link to post Share on other sites
Posted September 16, 2015 this and this. Please answer "A private server is still something else than an online hosted version. We aim to keep your creations for decades while your private server may go away overnight as well." Also, the public servers may or may not have more players and permanent community. We will see! We have no resources for releasing Linux/OSX versions on Steam right now but we want to. It depends on the interest for the Windows version. 4 Share this post Link to post Share on other sites
Posted September 16, 2015 It still uses Java, and Java works for linux, no idea about OS x The Steam client uses native libraries so we can only support Windows initially. Share this post Link to post Share on other sites
Posted September 16, 2015 (edited) "A private server is still something else than an online hosted version. We aim to keep your creations for decades while your private server may go away overnight as well." Also, the public servers may or may not have more players and permanent community. We will see! We have no resources for releasing Linux/OSX versions on Steam right now but we want to. It depends on the interest for the Windows version. nvm Edited September 16, 2015 by Dskaggsgv Share this post Link to post Share on other sites
Posted September 16, 2015 so much bullshit dude, fix the fkin memory leaks topkek We're working on a new rendering system for the client, hopefully that will improve things for you. 4 Share this post Link to post Share on other sites
Posted September 16, 2015 Rolf can you answer my question about modifiying the server files? Share this post Link to post Share on other sites
Posted September 16, 2015 Is modifiying the server source also not allowed, even to name a cheat detection system? 1 Share this post Link to post Share on other sites
Posted September 16, 2015 What about unique/mysterious things about Wurm that we have to discover ourselves? Take for examples: Sorcery. Everything is spawnable? Now everyone can find out and test every single last thing, test titles, abilities, you name it risk free no effort involved Titles. Epic suffers second class 100 skill titles just because skilling is different from Freedom (they have to have "Epic" in the title, even if suggested, so there is no room for a unique cool title). What titles for 100 skill are on WU? Do they get to set skills to 100 and uncover Freedoms secrets? Or Epics secrets? Which is treated less fairly, or can Epic have the same 100 skill titles now then? Or are 100 skill titles (or all titles?) removed from WU? Meditation. Now you can set to 90 skill, possibly set path level? Set several characters, now you can find out path answers easy compared to live, vs the many months it can take a player on live to discover I'm sure there are many other things, but this would remove the discovery/mystery aspect that draws a special uniqueness to Wurm. Sure once it's discovered everyone knows; but it had to be discovered by the players working for it, a player put that effort in and created his lasting mark in this community/game 4 Share this post Link to post Share on other sites
Posted September 16, 2015 (edited) Right now all players are premium automatically on the servers. The economy works as usual and you have the possibility to pump the economy with silvers by using the server GUI. That money can then be retrieved the usual ways by selling to traders or foraging etc. And yes you can set a player to have powers to create money as well. You can run the server on your PC or host your own. We don't have the resources to provide that service but there are lots of dedicated server hosting companies. We're still looking at how you will publish it to the Steam server list but you can set a password and it needs to be accessible from the internet in case you want other players to be able to connect. I can not go into discussion on what the costs will be since it may vary a lot. Edited September 16, 2015 by Pandalet 1 Share this post Link to post Share on other sites
Posted September 16, 2015 Suggestion that would allow the MMO to benefit from Wurm Unlimited too: http://forum.wurmonline.com/index.php?/topic/130580-30-days-premium-with-wurm-unlimited/ 1 Share this post Link to post Share on other sites
Posted September 16, 2015 I don't know what your incentive is for playing but a private server is still something else than an online hosted version. We aim to keep your creations for decades while your private server may go away overnight as well. If the game lags with 50 players in local it usually depends on your client since I have seen more. Maybe you need to turn down settings or need better hardware. The servers will cope with a lot more players. Also, people will trickle in. They don't come to our live servers using the Steam clients. Share this post Link to post Share on other sites