Posted February 15, 2016 well WU came out and the devs were really able to see what people liked (PvE) and disliked / didn't care about (PvP) about Wurm the flip side is that PvP gets so little dev attention that even the people that are currently a part of it are getting fed up with it, it's a perpetual cycle really - PvP is bad > PvP gets no dev attention > repeat infinitely Share this post Link to post Share on other sites
Posted February 15, 2016 Bah they care to much about PVP. They want give PVE anything unless it tailors to PVP and PVE players are getting tired of that. They need to be separated so there is no longer a dang tug of war between 2 sides who have complete and total different game play styles. 1 Share this post Link to post Share on other sites
Posted February 16, 2016 4 hours ago, CubeManV2 said: another update where the dev's forget this game has pvp. It's pretty clear the intentions is to just kill off pvp and focus on a sand-box game. Not at all. We're aware that changes will be necessary for it to work on PvP, thus we wanted to hear player concerns. We are looking at the current mechanics of the transformations, and we will alter them for PvP servers, to ensure they dont become a griefing tool 1 Share this post Link to post Share on other sites
Posted February 16, 2016 (edited) PvE and PvP to avoid griefing to some extent: make them a different tile that acts like the original in some but not all aspects, so natural clay/tar/peat would be "clay/tar/peat deposit", artifical ones would be saaay.. "clay/tar/peat reservoir". Could balance further by giving reservoirs a definite "1 dirt per x digs" ratio and even a finite amt. of digs based on creation ql/skill factors. Don't be overzealous "balancing" total resource yield per tile, the WORST ql reservoir shouldn't yield less than 1-2k of the resource. Would return some value to having an infinite natural source eh. Make tar and peat reservoirs targetable with siege weapons and bows, add new ammo, "flaming" versions.. arrows (hunting arrow + cloth square + tar), catapult ammo (say, a clay jar with 2 tars in it), ballista (ballista shot + 5 cloth squares + 4 tars). When right ammo is used, "light" option is enabled. Gives the graphics effect of an angry hell horse's fire puddles, lasts a specific amt. of time before tile is reverted to dirt. Damages buildings adjacent to tile when lit, deed/building overrides that on PvE with "destroy" permit. For clay, allow paving them, destroying pavement returns clay but counters the "slow trap" effect. (Free commercial for allowing that on natural clay too). For PvP: make "level" bring down clay RESERVOIRS as if they were dirt tiles, "dig" like a normal resource "reservoir". Edited February 16, 2016 by Mordraug 1 Share this post Link to post Share on other sites
Posted February 16, 2016 I am all for making it a bit of an effort to make a new resource tile. What I would like to see if making it much easier to remove a resource tile and add Marsh to the removable resource type. I am sure there is many of us that wants to get rid of Marsh/tar/clay tiles around our deeds that is in the way. Might even be something like 10% of the "normal" requirement to remove a resource tile if it is on deed or in your own perimeter. Share this post Link to post Share on other sites
Posted February 17, 2016 Reading some masochistic posts here, i only have a simple question, so normal people do not fear: Will it be possible to transform clay to dirt when the clay tile is under water too ? Cause we have a clay field in shallow water but want to make a canal for bigger ships also. Share this post Link to post Share on other sites
Posted February 17, 2016 On 2/12/2016 at 2:32 PM, zethreal said: It's to make it a pain to do, but not too much of a pain. It's another step so you don't have people turning the entire map into clay or tar. Actually... who wants to start terraforming Xanadu to all tar once this goes live? You would first have to turn all the clay to dirt. Share this post Link to post Share on other sites
Posted February 17, 2016 This is a bad Idea. Reason: It will kill the need to travel and kill social even more. With this people will be come hermit's never having to really leave there place. So no more traveling to the nearest resource and seeing people in local and starting a conversation. IMO Worst idea ever. Share this post Link to post Share on other sites
Posted February 18, 2016 While we are playing with alchemy can we get the full function of sculpting wands back on pve. It was reduced to 60 dirt max because of pvp. 2 Share this post Link to post Share on other sites
Posted February 18, 2016 Looking at this thread again, I have to wonder, why is there no cash shop component to this? Why should an infinite clay tile be creatable by harvesting a few fruit trees, but a single, depletable vein of ore costs 50s? If we're going to reduce the impact of regional resources, why not stay consistent and make some money off it? Would also mitigate some of the impact to PvP, depending on your local credit card hero population. 3 Share this post Link to post Share on other sites
Posted April 24, 2016 Has the Alche-madness made it's way to WU yet? Share this post Link to post Share on other sites