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Pathfinder

Expand upon crudeness!

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As in the title. I enjoy the game a lot despite not having played it for long enough to find myself regularly indulging myself in the game's more advanced activities. And despite that, I found myself particularly enjoying ditching my starter gear and starting off as the blankest of blank slates (not trying to be a special snowflake of any sort, bet there's at least a few more people who share my sentiments).

 

Although I have taken note of the game's robust crafting system (it would be dumb of me not to), I think it falls a bit short in the "primitive" stage. There could be some more things to craft, and some more mechanics to be implemented, such as wielding a hefty branch actually allowing me to hit something with it. As opposed to, you know, holding it with one hand, and beating up stuff with the other, as I understood its actual use in combat by Wurm's mechanics. I was quite surprised to see it being the case of crude tools, especially the axe.

 

While some of you would understandably bash the idea of adding a number of crude additions (such as weapons, armor, perhaps some substitutes for construction materials) as unneccesary clogfest, as we can already get to crafting iron stuff quite quickly, I think it could really aid an RP aspect of the game, which I also find important. If you guys find it interesting, though, let me know, so I can find myself welcome to elaborate. You are welcome to pop your own ideas, too!

 

And yeah, a few lines of text in, I realised that was quite rude of me to pop my cries and demands in without even introducing myself. I shall do so soon.

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There are times I want to ditch the trappings of modern life in Wurm, climb a mountain, find a cave to live in, and survive in only the most crude of ways.
Okay, not really.
But +1 because I think some people could have some fun living in a more primitive way.   Or people who just want the survival challenge.

 

 

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we already have a few crude tools, but apart from that, you quickly access / need the good stuff.

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Such as a frickin ax!

 

But nooo... gotta smelt iron to chop wood... which in turn is needed to help smelt the iron. :wacko:

 

Sure there's other methods, but you ever try feeding a campfire with fruit trees? Or a massive felled tree that most newb chars cant lift?

Edited by Klaa

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crude knife (and others bladed tools) using flint would make more sense than iron rocks. Which is quickly the norm. As for campfire feeding... you can always forage for more branches or cut young trees for logs. but the system can still use an overhaul for low level items.

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10 hours ago, Odynn said:

we already have a few crude tools, but apart from that, you quickly access / need the good stuff.

Exactly what I brought up in the third paragraph of my first post. I myself found the transition from the 'crude' to 'decent' stage way too quick for my taste. I say, a few hours and you already got yourself means to play with iron. Like there are no more fun materials to exploit. Take bone, for example. There are so many bones one can find in a skeleton, other than these of a skull and collarbones, They were also put to many uses other than being hung as trophies or kept for good luck. I don't see why wouldn't a bone make for a nice spear tip or a needle (even if not as well as their iron counterparts).

 

As for armor, at a primitive stage you could make some from wood (like [url=http://www.amnh.org/var/ezflow_site/storage/images/media/amnh/images/exhibitions/permanent-exhibitions/human-origins-and-culture-halls/hall-of-northwest-coast-indians2/ts_8.8_woodenarmor.jpg/1502904-1-eng-US/ts_8.8_woodenarmor.jpg_imagelarge.jpg]that one[/url], for example). The first type that came to my mind was hide, though. I even thought of its specifics: weaker, heftier than leather armor and more prone to decay, but its creation would not require the hide used to be particularly prepared. As such, it could be made more easily and with limited access to tools.

 

Weapons? Well, as I said before, Wurm offers quite a selection of stuff that could be swung at stuff, but for some reason forbids us from doing so. And there are so many wooden weapons other than staff and clubs, the latter of which seem to be too complex for a human to craft - only Trolls, having conducted lenghty and rigorous scientific experiments, came to a conclusion that giving a hefty piece of wood shape and swinging it, like, very hard at a target is a viable combat technique. If Humans find their clubs too heavy or taking too much wood to craft, they could make lighter clubs of their own, right? Maybe strap a stone or bone as well, for that extra "oomph" factor!

 

10 hours ago, Klaa said:

Such as a frickin ax!

 

But nooo... gotta smelt iron to chop wood... which in turn is needed to help smelt the iron. :wacko:

 

Sure there's other methods, but you ever try feeding a campfire with fruit trees? Or a massive felled tree that most newb chars cant lift?

Well, there's always a crude axe: http://www.wurmpedia.com/index.php/Crude_axe

Too bad it performs poorly on local wildlife, though.

Edited by Pathfinder
Fixed some typos.

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7 hours ago, Pathfinder said:

Well, there's always a crude axe: http://www.wurmpedia.com/index.php/Crude_axe

Too bad it performs poorly on local wildlife, though.

 

Hrm. Granted, I should have been more specific.

 

That tool was added significantly after the release of crude tools, and was also after comments like mine were made back then.

 

Speaking of crude weapons... we need sharpened sticks as crude weapons. Cause you know, no one has a way to defend against them. Unlike the raspberry-armed foe. :ph34r:

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One big problem with starting from scratch is how godawful it can be to get flint & steel if you haven't started with it... since, without it, you can't make a coal pile. And good luck killing something for charcoal when you're starting off with nothing.

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