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Rolf

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10 minutes ago, Redd said:

Though, what can we expect from an account made for trolling called "postinglels"

 

man how many times has this been repeated lmao

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Well I guess I'll add yet another list to this.

 

1) Wrap the world around and connect more borders between various sections of the freedom cluster to increase our ability to travel. (~20-60 min job)

Spoiler

 

Lots of people have complained about travel times and they got a good point. noone want to spend their whole afternoon and part of the next day sailing just to visit a place in a game. some destinations got way too long distances. Try to optimize it so there is max 2 server crossings to reach ANY server.

One side of a server doesnt necassairly need to lead to 1 location. For example xanadus tremendous size could let 2 of the smaller servers belong to one border.

example: https://dl.dropboxusercontent.com/u/4137371/Wurm/Webpages/Fancy_cube.html (let it load and remove the blocker if you use firefox)

 

 

2) Increase the minimum speed of ships by 25% of the diffrense of max speed and the original speed in poor winds. (~25-45 min job)

Spoiler

 

Take the max speed in gale. Subtract current speed in the wind. Multiply with 0,25. Add the result to the speed people currently sail as the new speed.

Example: 2 km/h in light breeze. 10km/h max speed. (10-2)*0.25+2 = 8*0.25+2 = 2+2 = 4

Example2: 5km/h in strong wind. 7km/h max speed. (7-5)*0.25+5 = 2*0.25+5 = 0.5+5 = 5.5

 

 

3) Give farms 2 extra days in the fullgrown stage. (~5 min job)

Spoiler

Lets people be more casual about their farming and make it less of a rushed chore that has to be finished in time. This will also help those with less time either due to other projects in wurm or due to RL.

 

4) Increase inventories size to 200 aswell as all containers and transfer size. (~5-10 min job)

Spoiler

More items, quicker transfer of items, etc. the more the merrier. However too large transfers would create lag etc, but 200 should work without any problems.

 

5) Change digging so dirt drops on the ground like mining. (~10-15 min job)

Spoiler

 

95+% of the time someone digs dirt its dropped into piles. Lets remove some of the hassle and make the terraforming projects less tedious and more enjoyable.

There is already a mod made for this. use the code. http://forum.wurmonline.com/index.php?/topic/132826-wip-digging-like-mining/

 

 

6) Change surface mining so you can flatten down borders and level down tiles in the same way you can do with dirt terraforming and allow tile flattening in the same way you can do in mines already. (~45-60 min job)

Spoiler

One of Wurms strong sellingpoints is terraforming and a lot of people hate the surface mining with a passion. This would make it more userfriendly and less tedious. btw, you get extra dev points if you can level up with concrete (up to the concrete-flow limitations ofc)

 

7) Lower the epic<->chaos portal cooldown to 10 min. (~5 min job)

Spoiler

There is no reason to limit a player from playing where they desire to play. Plain and simple. Enemy-presence code already covers "logging out" using portals, so the extra 1h cooldown is not needed. This should increase overall happiness by those who enjoy to play on multiple clusters.

 

8) A 50-100% increase in the overall speed of actions or at the very least the more tedious actions such as terraforming, resource gathering and making bulk supplies. (?? min job... I'm not quite sure how diffrent WO code is comparable to WU so i cant give an estimate)

Spoiler

New players go to wurmonline.com, they see a big flashy WU pop up mentioning steam (and yes, a gazillion pc gamers love steam). They buy it, install it, etc. The few who try out WO afterwards dont stick due to the long timers. And to be fair, a lot of actions and basic newbie goals are unnecassairly long at newbie skill/equipment levels.

It wouldn't increase skill faster for players, but it would increase productivity

 

9) Change the max time between meditation questions to 7 days. (~5-10 min job)

Spoiler

It would allow people to experiment and switch between paths without being forced to wait over a half year to obtain level 11 again. Every single question is now publicly known so there is no mystery and the timers is just a nuisance. Skill still dictates how high in the meditation paths you can go so new people still have to do the long grind.

 

10) Allow hot items to be added to fsbs/bsbs. (~5-10 min job)

Spoiler

Waiting for bulk items to cool off adds nothing to gameplay. It's just purely annoying. Remove the restriction. By now everyone and their grandmother knows how to nearly instacool objects using a "trick" anyway.

 

11) Remove the archery nerf of armour.

Spoiler

Yea... This update never added anything to PVP gameplay. Noone likes it and it made archery considerably worse for slowing/demounting enemy riders aswell as using it in boatfights. It's just... bad. I realise effort was put into making the code and yadda yadda... but for now, please just remove it and make it optional for WU or something. Don't let us pvpers suffer from it any longer. It truly dimished our gameplay.

 

12) Put some love into the combat system and special moves (~2-4h job?)

Spoiler

 

Change how special moves work so pvp gameplay is a bit more based on what you do as a player.

Actions are available right away, no 20 second wait time to "get into combat". However each special move has a cooldown of 10 seconds and the icon flips on and off like bash does.

New special moves:

Disarm attack - Adds a debuff that removes the ability to use the weapon (if any) for a short duration of time and makes the target rely on unarmed attacks instead (punch/claw, bite, kick). Lets a player reduce the offensive capability of the enemy by sacrificing a chunk of stamina.

Taunt attack - A regular attack that also does a taunt attempt. The success of the hit is unrelated to the success of the taunt and vise versa. The taunting relies on the taunt skill like usual. To the diffrense of a normal "taunt" this one deals an attack and also cost a big chunk of stamina.

Hamstring attack - Adds a debuff that reduces movement speed to half for its duration. 2 weak strikes against the feet.

 

Each type of debuff adds a 20% time reduction resistance for # seconds for its debuff type (stun, disarm, slow). This can stack up to 80% reduction.

This for example means that if a target has been contineously spammed with stuns, then a large 5 second stun can be reduced to 1 second and a shitty half second stun will be a blink.

 

Overall this change should add some "action" into the otherwise rather dull combat system. And it would make stamina actually play a role in pvp.

 

sidenote: Some of the current special moves may need some tuning to acomodate this change. But since the code is "in the open", players can more easily give more exact input to changes nowdays.

 

 

13) More interesting PVE mobs & drops (~3-4h job?)

Spoiler

 

Mobs in general are quite dull. Lets add more fun stuff!

 

1)
Heck yea, Lava spider queen! Semi-unique like a seaserpent. Model wise it's just a upscaled lava spider with a new name (unless u wanna put in some effort into a model).

What does this lava spider queen do you ask? It spawns 7x7 firepillars while in combat as a special move, thats what! but wait, there is more! This spidey also spawns regular lava spider thats lead by the queen spider like a troll king! (spawns spideys periodically every hour untill 4 are being lead)

It got a bunch of hp, hits decently hard and has spell/archer immunity.

Butchered for a whopping 50 (yes thats fifty) 85-95 ql charcoal and 2 lumps of serryl. A little minichest of joy that requires a lil group to kill but not a dragon-sized group.

Makes players go "hell yes, thats awesome"

 

2)

Whales are big. Largest animal of the sea~. They now drop up to 90kg of meat. Whaaaaaat? Zeke thats crazy, 90kg? HECK YES! 90KG!

Puts a new meaning into "Whale Hunting" in wurm.

Oh. and quadruple whales hitpoints.

 

3)

Kyklops and Troll kings now drop 85ql Huge shood clubs. Trolls drop 45-65ql ones. Get clubbin.

 

4)

Large rats have a 1% chance to drop cheese of random quality. enough said.

 

5)

Sea serpents drop a 10ql rare Silver Spear

 

6)

1 Night Wraith (just a wraith with some more hitpoints) randomly appear on the map during night time and despawns when night is over. If its killed it will create a death pile like ghost-type valrei creatures do, which always contains a star-type gem of random quality.

 

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1 hour ago, Redd said:

Ok here goes:

 

(List of changes)

 

Probably will think of more later, but this is what i can think of right now.

 

Rolf asked for changes that "will be mainly for attracting players back to Wurm Online". I would not say these changes would really bring people back but are trying to push personal stuff that would gain you. Talking with a few others, it would have a negative impact on their Wurm Online experience and who knows, maybe quitting the game.

 

In terms of stuff that would work, there are some good ideas in this thread I feel. Boats being faster on PvE servers would be good for travelling around them, especially Xanadu due to the big size of it. Some quality of life changes like the bsb being able to drag any amount from bulk storage systems. Simple fixes, that make the game nicer to use which save time. A lot of these fixes I have really liked from the past and have changed Wurm for the better e.g. No loss of materials if you fail to craft, scraps being removed, the crafting window and the smelting forge.

 

Not sure if I missed it but Aamanus did bring up one suggestion in the suggestion forums I liked, a spell window as some sort of separate tab on the crafting window perhaps. People would probably agree that the crafting window was one the best changes to Wurm and I feel that the spell/enchanting window could be up there too as would reduce the pain of casting.

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Wurm servers are empty, and we think that such a bilions changes has attracted new players?
A new player always wants to play for free, have in the game everything and kill everything.
Whether there will be five carpet patterns or ten pots, it is not important.

 

Separate servers freedom and epic destroyed the game. It knows even Rolf?

 

 

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TBH concentrate on quality of life values, anything that will remove some of the current most inconveniences (Inability to put fish in FSBs, remove archery armor debut, etc etc)

 

Customization is also something that should be thoroughly looked through, as I mentioned, more stair options, vanity items, decorations etc, Freedom is the majority of your player base, from Freedom it brings in PvPers, this game was never advertised as PvP (However there are many changes that could be made to make PvP more enjoyable IE removing paradropping).

 

People love customization, games like these only thrive because of the countless amount of options and flexibility their systems allow, people love creating, making unique environments and having the ability to call something their own. Proof of this can be seen in the screenshots thread, any of the past news posts with featured screenshots aswell as village showcases. You want new players in Wurm? Work on customization and aesthetics. You want to bring back players who've stopped? Fix some of the most annoying inconveniences that've been in the game since ever.

 

Working on both balancing and customization is ideal, however if time is really a problem then I'm to understand you only really have time for one of those options.

Edited by Huntar

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We need only three things:

 

1. fix bugs

2. fix bugs

3. fix bugs

 

Thanks a lot ;)

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A plot system for deeds would be nice.

Allow larger towns to set up smaller plots for players to rent?  

Plot taxes are then added to deed funds.

plot taxes are set by mayor of deed.

 

More NPCs 

NPC kingdoms. Basic procedurally built NPC deeds should appear at random.  Complete with buildings, walls, and loot. Very high mob respawn.

Better AI for mobs and NPCs

 

More group based events.

 

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1 hour ago, Zekezor said:

Well I guess I'll add yet another list to this.

 

1) Wrap the world around and connect more borders between various sections of the freedom cluster to increase our ability to travel. (~20-60 min job)

  Reveal hidden contents

 

Lots of people have complained about travel times and they got a good point. noone want to spend their whole afternoon and part of the next day sailing just to visit a place in a game. some destinations got way too long distances. Try to optimize it so there is max 2 server crossings to reach ANY server.

One side of a server doesnt necassairly need to lead to 1 location. For example xanadus tremendous size could let 2 of the smaller servers belong to one border.

example: https://dl.dropboxusercontent.com/u/4137371/Wurm/Webpages/Fancy_cube.html (let it load and remove the blocker if you use firefox)

 

 

2) Increase the minimum speed of ships by 25% of the diffrense of max speed and the original speed in poor winds. (~25-45 min job)

  Reveal hidden contents

 

Take the max speed in gale. Subtract current speed in the wind. Multiply with 0,25. Add the result to the speed people currently sail as the new speed.

Example: 2 km/h in light breeze. 10km/h max speed. (10-2)*0.25+2 = 8*0.25+2 = 2+2 = 4

Example2: 5km/h in strong wind. 7km/h max speed. (7-5)*0.25+5 = 2*0.25+5 = 0.5+5 = 5.5

 

 

3) Give farms 2 extra days in the fullgrown stage. (~5 min job)

  Reveal hidden contents

Lets people be more casual about their farming and make it less of a rushed chore that has to be finished in time. This will also help those with less time either due to other projects in wurm or due to RL.

 

4) Increase inventories size to 200 aswell as all containers and transfer size. (~5-10 min job)

  Reveal hidden contents

More items, quicker transfer of items, etc. the more the merrier. However too large transfers would create lag etc, but 200 should work without any problems.

 

5) Change digging so dirt drops on the ground like mining. (~10-15 min job)

  Reveal hidden contents

 

95+% of the time someone digs dirt its dropped into piles. Lets remove some of the hassle and make the terraforming projects less tedious and more enjoyable.

There is already a mod made for this. use the code. http://forum.wurmonline.com/index.php?/topic/132826-wip-digging-like-mining/

 

 

6) Change surface mining so you can flatten down borders and level down tiles in the same way you can do with dirt terraforming and allow tile flattening in the same way you can do in mines already. (~45-60 min job)

  Reveal hidden contents

One of Wurms strong sellingpoints is terraforming and a lot of people hate the surface mining with a passion. This would make it more userfriendly and less tedious. btw, you get extra dev points if you can level up with concrete (up to the concrete-flow limitations ofc)

 

7) Lower the epic<->chaos portal cooldown to 10 min. (~5 min job)

  Reveal hidden contents

There is no reason to limit a player from playing where they desire to play. Plain and simple. Enemy-presence code already covers "logging out" using portals, so the extra 1h cooldown is not needed. This should increase overall happiness by those who enjoy to play on multiple clusters.

 

8) A 50-100% increase in the overall speed of actions or at the very least the more tedious actions such as terraforming, resource gathering and making bulk supplies. (?? min job... I'm not quite sure how diffrent WO code is comparable to WU so i cant give an estimate)

  Reveal hidden contents

New players go to wurmonline.com, they see a big flashy WU pop up mentioning steam (and yes, a gazillion pc gamers love steam). They buy it, install it, etc. The few who try out WO afterwards dont stick due to the long timers. And to be fair, a lot of actions and basic newbie goals are unnecassairly long at newbie skill/equipment levels.

It wouldn't increase skill faster for players, but it would increase productivity

 

9) Change the max time between meditation questions to 7 days. (~5-10 min job)

  Reveal hidden contents

It would allow people to experiment and switch between paths without being forced to wait over a half year to obtain level 11 again. Every single question is now publicly known so there is no mystery and the timers is just a nuisance. Skill still dictates how high in the meditation paths you can go so new people still have to do the long grind.

 

10) Allow hot items to be added to fsbs/bsbs. (~5-10 min job)

  Reveal hidden contents

Waiting for bulk items to cool off adds nothing to gameplay. It's just purely annoying. Remove the restriction. By now everyone and their grandmother knows how to nearly instacool objects using a "trick" anyway.

 

11) Remove the archery nerf of armour.

  Reveal hidden contents

Yea... This update never added anything to PVP gameplay. Noone likes it and it made archery considerably worse for slowing/demounting enemy riders aswell as using it in boatfights. It's just... bad. I realise effort was put into making the code and yadda yadda... but for now, please just remove it and make it optional for WU or something. Don't let us pvpers suffer from it any longer. It truly dimished our gameplay.

 

12) Put some love into the combat system and special moves (~2-4h job?)

  Reveal hidden contents

 

Change how special moves work so pvp gameplay is a bit more based on what you do as a player.

Actions are available right away, no 20 second wait time to "get into combat". However each special move has a cooldown of 10 seconds and the icon flips on and off like bash does.

New special moves:

Disarm attack - Adds a debuff that removes the ability to use the weapon (if any) for a short duration of time and makes the target rely on unarmed attacks instead (punch/claw, bite, kick). Lets a player reduce the offensive capability of the enemy by sacrificing a chunk of stamina.

Taunt attack - A regular attack that also does a taunt attempt. The success of the hit is unrelated to the success of the taunt and vise versa. The taunting relies on the taunt skill like usual. To the diffrense of a normal "taunt" this one deals an attack and also cost a big chunk of stamina.

Hamstring attack - Adds a debuff that reduces movement speed to half for its duration. 2 weak strikes against the feet.

 

Each type of debuff adds a 20% time reduction resistance for # seconds for its debuff type (stun, disarm, slow). This can stack up to 80% reduction.

This for example means that if a target has been contineously spammed with stuns, then a large 5 second stun can be reduced to 1 second and a shitty half second stun will be a blink.

 

Overall this change should add some "action" into the otherwise rather dull combat system. And it would make stamina actually play a role in pvp.

 

sidenote: Some of the current special moves may need some tuning to acomodate this change. But since the code is "in the open", players can more easily give more exact input to changes nowdays.

 

 

13) More interesting PVE mobs & drops (~3-4h job?)

  Reveal hidden contents

 

Mobs in general are quite dull. Lets add more fun stuff!

 

1)
Heck yea, Lava spider queen! Semi-unique like a seaserpent. Model wise it's just a upscaled lava spider with a new name (unless u wanna put in some effort into a model).

What does this lava spider queen do you ask? It spawns 7x7 firepillars while in combat as a special move, thats what! but wait, there is more! This spidey also spawns regular lava spider thats lead by the queen spider like a troll king! (spawns spideys periodically every hour untill 4 are being lead)

It got a bunch of hp, hits decently hard and has spell/archer immunity.

Butchered for a whopping 50 (yes thats fifty) 85-95 ql charcoal and 2 lumps of serryl. A little minichest of joy that requires a lil group to kill but not a dragon-sized group.

Makes players go "hell yes, thats awesome"

 

2)

Whales are big. Largest animal of the sea~. They now drop up to 90kg of meat. Whaaaaaat? Zeke thats crazy, 90kg? HECK YES! 90KG!

Puts a new meaning into "Whale Hunting" in wurm.

Oh. and quadruple whales hitpoints.

 

3)

Kyklops and Troll kings now drop 85ql Huge shood clubs. Trolls drop 45-65ql ones. Get clubbin.

 

4)

Large rats have a 1% chance to drop cheese of random quality. enough said.

 

5)

Sea serpents drop a 10ql rare Silver Spear

 

6)

1 Night Wraith (just a wraith with some more hitpoints) randomly appear on the map during night time and despawns when night is over. If its killed it will create a death pile like ghost-type valrei creatures do, which always contains a star-type gem of random quality.

 

 

 

Although I understand why you would want to show how little CC accomplishes in any given week.. it wouldn't appear as though you do not know how long these things really take. Sure, you might be able to produce code for these features in that amount of time, but testing and implementing a code change as a "5 minute job" is quite hilarious.

 

Else, some good ideas.

Edited by Trake

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Hi All,

 

What if?

There was a new launcher that opened a Character Selection Screen. Like you see with other games as Guildwars/World of tanks/and probably WoW.

 

This is how it could work. (Its just an idea, so feel free to say what you like.)

  •  An Wurm Online account would have 5 slots.
  • If you pay premium all 5 slots are premium and you only pay premium for the whole account.
  • If you feel 5 slots isnt enough you pay 10s for additional slots, which are also premium if you keep you account premium.

 

If Rolf feels this is unfavorable, which is his right ofcourse. Heres a different version that might work:

  • There are 5 slots but only 1 Main character that gets normal prem.
  •  Every alt you make adds 4s to your premium. Or 2s or whatever is fair. (Maybe there could be a prem button that toggles the character prem for 4s for a month, so you dont get stuck with it.)
  • You could still make a 2nd non-prem account, with another 5 slots.  

 

Benefits: 

  • Much cheaper for WO players.
  • You can choose to play your main or go survival on a less developed server. (If you already pay prem for you main, not everyone wants to pay another full premium for the good old exploring. So the more ppl build the more they kind of get stuck ondeed. )
  • Your deed would suddenly have more diverse players. If customisation will be futher implemented your town would have more individuals.
  • More people can have priest alts. So the game opens up more potential for old and new players.

All in all the game opens up more gameplay to new and old players.

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@ redd, while I cannot quote the most recent post you made in this thread due to it's content , if all you can add to this discussion is defamatory comments then perhaps you could consider a more reasoned approach to posting or just not bother. It's sad to see a prominent member of a pvp kingdom dragging this down to petty KvK. 

 

I still ask that you consider suggestions that bring balance, rather than "ughhh he's a pig ". It's not fair on you or the full membership of Mr chaos 

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20 minutes ago, Trake said:

 

 

Although I understand why you would want to show how little CC accomplishes in any given week.. it wouldn't appear as though you do not know how long these things really take. Sure, you might be able to produce code for these features in that amount of time, but testing and implementing a code change as a "5 minute job" is quite hilarious.

Eh... What?

A lot of the 5-10 min changes are litterary a matter of changing numbers in the code and NOTHING else.

it IS a 5-10 min job if they arent amateurs.

 

FSB/BSB change for instance is a matter of REMOVING a piece of code checking the heat.


This isnt rocket science man and this is their JOB.

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27 minutes ago, Trake said:

 

 

Although I understand why you would want to show how little CC accomplishes in any given week.. it wouldn't appear as though you do not know how long these things really take. Sure, you might be able to produce code for these features in that amount of time, but testing and implementing a code change as a "5 minute job" is quite hilarious.

 

Else, some good ideas.

 

testing? maybe

implementing, yes, five minute job.

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This thread is about making the game more appealing to people.  I'm not sure why a pvp kingdom is thinking that them getting buffed will make everyone return.  The ideas should be things that are a general want/need for people that haven't yet been added. 

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33 minutes ago, krinos78 said:

Hi All,

 

What if?

There was a new launcher that opened a Character Selection Screen. Like you see with other games as Guildwars/World of tanks/and probably WoW.

 

This is how it could work. (Its just an idea, so feel free to say what you like.)

  •  An Wurm Online account would have 5 slots.
  • If you pay premium all 5 slots are premium and you only pay premium for the whole account.
  • If you feel 5 slots isnt enough you pay 10s for additional slots, which are also premium if you keep you account premium.

 

If Rolf feels this is unfavorable, which is his right ofcourse. Heres a different version that might work:

  • There are 5 slots but only 1 Main character that gets normal prem.
  •  Every alt you make adds 4s to your premium. Or 2s or whatever is fair. (Maybe there could be a prem button that toggles the character prem for 4s for a month, so you dont get stuck with it.)
  • You could still make a 2nd non-prem account, with another 5 slots.  

 

Benefits: 

  • Much cheaper for WO players.
  • You can choose to play your main or go survival on a less developed server. (If you already pay prem for you main, not everyone wants to pay another full premium for the good old exploring. So the more ppl build the more they kind of get stuck ondeed. )
  • Your deed would suddenly have more diverse players. If customisation will be futher implemented your town would have more individuals.
  • More people can have priest alts. So the game opens up more potential for old and new players.

All in all the game opens up more gameplay to new and old players.

+1

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26 minutes ago, krinos78 said:

 

There was a new launcher that opened a Character Selection Screen. Like you see with other games as Guildwars/World of tanks/and probably WoW.

 

This is how it could work. (Its just an idea, so feel free to say what you like.)

  •  An Wurm Online account would have 5 slots.
  • If you pay premium all 5 slots are premium and you only pay premium for the whole account.
  • If you feel 5 slots isnt enough you pay 10s for additional slots, which are also premium if you keep you account premium.

 

 

OKay i find this idea really interesting and im pretty sure it woud benefit wurm playerbase, making login screen with character select and make character customization much more apealing and much more detail to characters

BTW we are not getting more players by reducing CoD cost or premium cost(which is just fine and can be earned by any random noob foraging)

We need game to be much more apealing at start to people, and what we also need is a daily quests ingame. I'm not much inspired atm for quests idea but there needs to be atlest 1 quest per day to keep people occupied.

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Might be too late to get my opinion heard, but the early game of Wurm Online is incredibly weak. Older players will always be hard to please, but the problem is keeping new players

 

People tend to quit within the first minutes of the game. Either during the tutorial or immediately afterwards. What opportunity do they have for seeing more of the game when their first introduction to the game is being dropped off unceremoniously and with absolutely ZERO direction at an empty, lifeless starter town? They wander off into the forest and are inevitably mauled by a bear or a troll 20 tiles from safety. You start off naked and basically unarmed (unless in overwhelming numbers...)

 

Then you die a couple times, have no idea what you're doing and are generally bored of walking mindlessly. Either you quit immediately or you keep trying. Few ask to join a village, few manage to make a 1x1 wood shack. I know wurm is the "ultimate sandbox", but the early game (the period between spawning at a starter town and having a secure shelter/deed you can respawn at or easily find again after dying) is incredibly difficult for a solo experienced player, let alone a new player who doesn't even know to say "help" in local if theyre near a guard tower. The "obscurity and mystery" of essential game mechanics just makes new players unable to basically survive. You can't just ask for a village and be given one, people on all servers are paranoid/lazy/unwilling. I would not have pushed through and kept playing the game if it wasn't for playing with a group of friends on noob-friendly Golden Valley before it was essentially axed, and had friends already playing the game on PvP servers.

 

Seriously Rolf, if you want ideas on what to make better, make a new account on every server and anonymously and without any GM powers I challenge you to find a village or survive the elements in a way that could be fun or engaging. That would make a big difference.

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-Advertisement is the number one to attract more people. Invest money in it and get people to wurm

 

-What would be fun is some bugs fixed indeed, some have been around for way too long. (cant think of one now but im sure they are on the forum and/or you know about them)

 

-No need to create new things that might have new bugs too. The game itself is fun enough for now. So its not a priority to create stuff to make it more fun. (which might have bugs too)

 

-Oke maybe more clothing and stuff to make the characters look good. People in wurm are creative. Its fun too see what people create out of different kind of things.

 

-Personally i dont think rivers or sitting will attract people.

 

Listen to the people give me/us a reason to stay and make not-yet-players curious and come to play :) 

 

 

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A lot of good feedback on this thread already, and many know both WO and WU better than I, but I'll throw a few things out there.  They have likely been mentioned to one degree or another.

 

1)  Expand on taming a bit.  Follow, Aggressive, Defensive, Neutral... for example.  In every game that allows pets, I have always loved it.  Many players do whether it was SWG or WoW.  That system is lacking in Wurm.

 

2)  People love customizing their characters to reflect how unique they are, and the personality they want to project.  I'm not saying it has to be as intricate as Eve Online, but as an example, I find it really fun to create new looks in that.  The current system in Wurm is an impressive improvement relative to how it used to be (non-existent :) ) but I think a new player coming in would be more committed to their character if they spend some time creating them on entry.

 

3)  I don't have much of a problem with the combat system as it stands.  Part I like is customizing my angle of attack, the part I think I and most don't like is squinting to read what's going on during the battle.  A complete revamp is likely not in the cards.  Maybe just a red blood graphic in 1 of 9 locations around the screen to indicate where your enemy is attacking?  Kind of like the red that circles your view entirely when death is near, but just top-left, or bottom-right, etc.  Anything you guys can come up with to make it a bit more visually driven.

 

4)  Half-baked idea but... as a new citizen of any server, I leave the starting town and often find a Wurm Apocalypse.  I might suggest requiring a bit more distance from starter towns for deeds so that a new player doesn't have to go through dead, dying, and already looted dead, dying deeds before reaching the beautiful wilderness Wurm has to offer.  Of course, a few roads, a few towers along those roads, maybe a couple of those funky looking newbie food vendors, etc. to make the first journey less than too frustrating.

 

Lastly, I played WO off and on for years and always enjoyed it.  I know a lot of people take issue with the existence of WU, they will say I am playing on easy-mode, cheat-mode, etc.  To them, bite me.  To you, Rolf & Co., thank you very much for putting out a version of this game that fits my needs perfectly.  I'm looking forward to buying any and every expansion packs down the road!

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- Round world: please connect the east side of Pristine and/or Release to the west side of Chaos (and perhaps connect even more servers)

- Remove the karma teleporting on Chaos. You shouldn't just be able to teleport a 1000 tiles in a matter of seconds to repel an enemy attack. This makes makes besieging impossible.

- Add cosmetic items to the traders. Micro transactions might be a good way to make money.

- Make longbows mailable...

 

A sailing speed improvement isn't necessary as long as there are plenty of servers that are connected to each other from different directions.

Edited by Bittereinder
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Rolf, you promised three years ago changes in combat system :( 

Adding cabinets and carpets this is no substitute.

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in reference to Redd, Epic loot code favors heavy snowballing and if the losing side does make some damage, they get no reward for what effort they did achieve. If it's really THAT problematic then make it so corpses can be picked up but items can not be removed until there's no enemies nearby, you'll suffer a movement penalty with all the junk they have and corpses are 'always drop' so resurrection stones can't save them. This also means those people who try and save corpse and die and their ally tries to save the corpse again, it becomes increasingly more difficult as it's another 90kg per death added into it.

 

in ref to Bitterinder, agree with Karma teleport, but still allows for meditation path so that should be affected too (unless you've been part of the deed for X days)

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What to do, to get more people in WO?

 

I see a lot good ideas to make WO better, but these aren't the solutions to get or hold the new players in my opinion.

Don't get me wrong i like the most of it to see them in the game.

Personally i don't think we can get WU players back to WO , because they paid 1 time money for lifetime in WU and don't want to pay extra 8 euro's for 1 month premium.

 

This could work to get and hold more new players.

- Advertising WO

- Redeem codes for special events, for example: 2 day free premium code for special days or in holiday's

- Lower the costs of premium and or ingame purchases. I saw new players stop WO , because i saw how much time they use to make mortar and bricks for weeks to earn there first 10 silver to buy 1 month premium. (It is not fun & boring)

- We need starter towns where new players can safely learn and skill their needs.(maybe with npc which gives tasks to make or do something for a reward)

- maybe we should increase the timers and skill ticks a bit in the beginning( till skill 40), maybe raise the overall speed ingame for everybody?

- give them 3 potion which they could use in danger to teleport safely to their deed/home.

- Free 2 play cap is at skill 20, maybe raise some or all  skills to 30 or even 40 so they can make easier money then?

- Ofcourse fix the bugs

- Player position on map

- connect all the servers better.

 

These are some suggestion from me, maybe i forgot some more to write down. I see more good ideas here.

I just hope WO will get a boost, for now i don't play WO anymore or much. I still have premium till March 2016, but it is quiet and boring for me. Lost a lot nice Wurm friends to WU

 

I do know we have good people here and manage to make WO better for new players and Wurmians.

 

@Rolf you have a lot  work to do now.... Good luck.

 

 

 

 

 

Edited by tclunatic
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There's a ton of little things that can make the experience better for current players, and happier current players are more likely to refer friends to play as well.

 

My suggestions:

 

  • Animals climbing mountains. A limit on the slope they can climb would mean easier hunting and make more sense than mountain climbing bison.
  • Expand the player support team. I was recently denied compensation for a server-side bug that killed me and wasted hours of time and skill. (After waiting days for a response.)
  • Hold video contests for different things. A lot of PvP players make videos that with a little bit of polish could draw people in.
  • Keep listening to players, little things like this thread and other suggestions that have made it into game lately have been good.

 

 

 

 

Edited by revengo
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Epic pvp loot code has its ups and downs.

It's great in the way people cant pick up other peoples corpses midcombat and let their own res stone work for their own corpse and their allies dropped corpse.

It's terrible in the sense that if combat goes on for too long or if there is a gatehop next to the corpse, then the first kills can start karmaing their corpses back by simply having allies staying in range.

Also people who die can always pick up their corpse no matter what, so defenders at a deed litterary cant lose corpses as long as they dont overextend and stay near their fallen comrades. (or put a random afk alt in the gatehop itself...)

 

Some simple tweaks could fix most of this though.

1) People who die cant bypass no-loot restrictions and pick up their corpse

2) corpses can be picked up after 10 minutes by a kingdom not affiliated with the dying person regardless of enemy presence

3) Karma corpse is unavailable for 15 minutes instead of 5 after a pvp death.

 

Can you devs adress this? Thanks.
 

Edited by Zekezor

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