Erevorn

Basic trade revival project - general discussion

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^ Actually a reasonable idea with the 20 day trial, the new player stuff should be a focus with the tutorial revamp. 

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I had a game earlier where they bought me into paying premium with a 2 week bait. Would never thought of it otherwise. Can work.

Also the free premium should go with no referral.

 

 

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19 minutes ago, Erevorn said:

1. Free trials for newbies.

You get some mind and body stats to 20 and then a window pops up asking if you wish to use your free 20 day long premium trial. Restrictions would include no affinity as I think this is enough to stop abuse. Apart from that a couple of low-end enchanted 70ql tools like pickaxe, hatchet and saw so they can see what it's like with better stuff.

Trial's the current f2p mode.

Free premium time is only going to boost the amount of new chars made to grind some skills.. and to be sold later for profit.

I'm sorry.. above I meant Alts, not actual new people. Another nice usage = sermon fodder to spam for faith.(that mechanic needs a boost but this isn't the way)

 

19 minutes ago, Erevorn said:

2. Ease the start-up.

Your first deed ever? Here, take 2 silver coins off the initial cost but only if you bought prem already. Your first 8 hours in the game? Here, take increased crafting speed by 50% (if possible) so you can feel what it will be like at higher levels.

~No harm having few hours boost for crafting, if it's only for the first time you start a deed.(with or w/o that.. not much of a difference.. best case.. it's going to save you a few hellhound encounters, before you put a fence around your deed.

But knowing the grinders.. it's going to be abused.. even so.. it's ~ok.. if it's only 1 time thing

high-skill test-drive? lol.. you wont get much or any speed before reaching 60/+ skill.. but could be useful to test things and have some motivation to skill up later.. I'm just a little unsure about boosting nub chars in general.. could be abused further to troll things around the lines..

Quote

3. Starter town portals for non-prems.

Oh hey you're completely new to the game and started in Newspring but it turns out you completely hate it and didn't know it's a place where nobody goes. Use the town teleport and go to, I don't know, Lormere.

IMO no.. devs usually hate portals etc... if somebody's new.. nothing easier or cheaper than suiciding and spawning to another starter town/if there are other/

How else is that ghost town area going to ever be populated? Somebody should spawn there and start the progress.


4. lol.. sure.. there's some 'magic' in reading 20+ topics to find a sickle.. which you could use on the very next day, even tho today was the last day of something being in season..

How dumb it is to have a live chat with the option to offer somebody 1-2-3-5 silver for normal/rare sickle with or w/o casts.

 

100coc idea is terrible.. I know that if it's implemented I'd use that constantly and be addicted to mining and collecting flint, because it makes 2-3silver casted tools pointless to buy as long you have some flint around.

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One of the troubles is the cash flow in the game, a good way to revive an economy is to get rid of the low items / worthless ones through NPC buying them... maybe not for the 10irons max as they do but a few coppers up to maybe 10c per items. Giving you the choice of either selling to players or getting rid of the unwanted items for cheap at those 'merchants' NPC.

 

But once again we will be treading foot on the already nerfed traders and many free coins drop.

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Tell me, how does an increased number of new players revive the market for anyone except those in a position to SELL TO the new players?

 

More new players = lower priced bulks, as it's already hard to sell them at times, nevermind if market floods with them.

What else are new players going to do? Botanize/Forage for coins? Well if 100 extra people start doing it, coffers will be drained in no time, resulting in less copper/silver per player.

 

As for increasing the trial? I don't think that is the issue new players have.

I have made many new characters...the number 1 hindrance is FAILURE.

Longer times, lower quality...people can deal with that. Failing to attach something 10 times in a row with a "50%" success rate gets boring...fast. (Also, new players wont know it gets better eventually)

 

A reduction in failure rates wouldn't hurt anyone. Hell, even increase the timers by a couple seconds if 'balance' is that big an issue.

Even just bumping all failure rates down to 30% (so 70% success rate) would dramatically improve the new player experience.

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@Odynnthat's going to be farmed by skilled specific players.. new ones wont get to any of the reserves.. and if it's char based.. same people.. more alts.. no solution.. just feeding certain individuals.

 

@Outlawwho says that new players buy anything? Not everybody wants to start and build castles, some want to try everything on their own, and do not give a . about the market at all. New players doesn't mean new buyers.

Coffer money.. problem for newbies is that they aren't aware how they could get some of that.. or aren't able to do that like old players.

You can't expect somebody new to just start and make more than what others who have played for years are making.

Many of the old folks aren't bothering to do much or anything that drains the coffers, or at least I haven't met many people doing that.

 

Question here shifts from 'how could newbs make some coins' to... 'let's get rid of the existing system and skill benefits and level the line for everyone'

Why did everyone grind so long than? To compete with new players on their Day1?

5-10yr character vs Day1.. should they be able to make the same thing in the game?<_<      :huh:

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Just now, Finnn said:

@Odynnthat's going to be farmed by skilled specific players.. new ones wont get to any of the reserves.. and if it's char based.. same people.. more alts.. no solution.. just feeding certain individuals.

 

@Outlawwho says that new players buy anything? Not everybody wants to start and build castles, some want to try everything on their own, and do not give a . about the market at all. New players doesn't mean new buyers.

Coffer money.. problem for newbies is that they aren't aware how they could get some of that.. or aren't able to do that like old players.

You can't expect somebody new to just start and make more than what others who have played for years are making.

Many of the old folks aren't bothering to do much or anything that drains the coffers, or at least I haven't met many people doing that.

 

Question here shifts from 'how could newbs make some coins' to... 'let's get rid of the existing system and skill benefits and level the line for everyone'

Why did everyone grind so long than? To compete with new players on their Day1?

5-10yr character vs Day1.. should they be able to make the same thing in the game?<_<      :huh:

 

I don't think lowering the failure rate while also possibly extending the action timer negatively affects anyone. It just means less frustration for a new player and they can see 'oh it'll take about 5 minutes to make this' not 'it could take 3 minutes or 25 minutes, who knows...'

 

Players who don't interact with the economy at all don't affect this discussion.

New players will be buying from existing players or selling what they can. (Currently that's pretty much limited to bulk goods)

More new players = more producers of bulk goods = cheaper bulk goods = even worse situation for new players.

 

More new players are great for existing players though...cheaper bulks and more people to sell high ql and enchanted items to.

 

I'm not talking about making more money...i'm not even talking about making money.

If new players could spend their time producing something the majority of more highly skilled players wanted/needed, they would have reason to enter barter deals. E.g. I'll make you 25x 30ql pickaxes and you give me a 90ql pickaxe for it.

Currently, unless you want bulk goods there isn't really anything you can ask for from a new player in order to barter.

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16 minutes ago, Finnn said:

@Odynnthat's going to be farmed by skilled specific players.. new ones wont get to any of the reserves.. and if it's char based.. same people.. more alts.. no solution.. just feeding certain individuals.

 

That's the trouble of our RL money based market, you have too many items on it, but you fear that it will be abused, how about capping it at 10s per month per premium players and removing all others sorts of free coins drop? (knowing that botanising can give you more than 10s in a week - cause day is doable but insane)

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Plenty of nice ideas up there, especially with the traders buying low tier items. As someone stated this would be abused strongly so it would have to be macroproof. Another thing I was thinking of was adding bulk NPC traders that would buy your unwanted bulk items. For example the script would check for a full crate of logs and based on the quality it would give you some cash for it so that way you could get rid of stuff you can't sell (because the bulk tradesmanship is nearly dead).

 

Raising the chance rate for the basics (remember, the basics only) would help a lot. Most new players leave because everything takes a lot of dedication and there's too many uncertainties about when you could be done with your first rowboat for example.

 

26 minutes ago, Outlaw said:

If new players could spend their time producing something the majority of more highly skilled players wanted/needed, they would have reason to enter barter deals. E.g. I'll make you 25x 30ql pickaxes and you give me a 90ql pickaxe for it.

Currently, unless you want bulk goods there isn't really anything you can ask for from a new player in order to barter.

 

Exactly. A radical step would be to restrict forests and mountains. We could select a sort of nobility and give them ownership of the land. People would then buy forest and mountain charters from landlords and we would have actual companies instead of just everyone selling everything... Nah, stupid. Or is it...

 

The only way is to make new toons unique for something. But then again, this could be easily abused (and would be) by players who also have old toons.

 

Well, something's broken and there's apparently no way to fix it because whatever fix gets implemented it's either going to be abused or create more problems. - Wurm motto?

 

I really don't want Wurm to stay stagnant. I want it to grow but there seems to not be a way to prevent people from abusing things meant to improve gameplay.

 

EDIT: The devs could implement some sort of recognition system or verification to prove who you are upon account creation. It would cut down Wurm's player numbers by most alts probably but would also stop people that got banned from returning since a ban is basically kicking someone out of the game. At the moment we don't have anything to stop abusers from coming back and nothing to prove that a village of 50 people is not actually just 1 main and 49 alts.

Edited by Erevorn

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3 minutes ago, Erevorn said:

Plenty of nice ideas up there, especially with the traders buying low tier items. As someone stated this would be abused strongly so it would have to be macroproof. Another thing I was thinking of was adding bulk NPC traders that would buy your unwanted bulk items. For example the script would check for a full crate of logs and based on the quality it would give you some cash for it so that way you could get rid of stuff you can't sell (because the bulk tradesmanship is nearly dead).

 

Raising the chance rate for the basics (remember, the basics only) would help a lot. Most new players leave because everything takes a lot of dedication and there's too many uncertainties about when you could be done with your first rowboat for example.

 

 

Exactly. A radical step would be to restrict forests and mountains. We could select a sort of nobility and give them ownership of the land. People would then buy forest and mountain charters from landlords and we would have actual companies instead of just everyone selling everything... Nah, stupid. Or is it...

 

The only way is to make new toons unique for something. But then again, this could be easily abused (and would be) by players who also have old toons.

 

Well, something's broken and there's apparently no way to fix it because whatever fix gets implemented it's either going to be abused or create more problems.

 

I really don't want Wurm to stay stagnant. I want it to grow but there seems to not be a way to prevent people from abusing things meant to improve gameplay.

 

Honestly, just forget about the economy.

It's beyond 'fixing'.

 

Play with a group of players you like and try to meet each others needs with gifts and barter.

It's much more fun and rewarding than trying to 'earn an income'...plus you never need to worry about sellers/prices etc.

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Maybe.. but that's how it works, maybe.. it could be done in another way.. fails could result in ql1 planks instead of failed action with nothing to get for the spent time. This is one way to speed up newb's work.. but starter tools and skills are still giving the newbs huge action timers, which help them with the skill grind.. but arent as pleasant to experience as a legit just starting person.

 

For years.. casts and bulk have been the main things that drive money around, you might need armor or weapon imp once in a while.. only if you're active, plenty of people build, build, build and stay ondeed doing whatever they are doing. In my case.. I'd often stay ondeed and skill up or build something(not actual buildings.. but plenty of other movable objects), usually none of that for sale. Sure I wasn't on the market per say.. buy does that mean that I can't or shouldn't join at any time later?

 

21 minutes ago, Outlaw said:

I'm not talking about making more money...i'm not even talking about making money.

If new players could spend their time producing something the majority of more highly skilled players wanted/needed, they would have reason to enter barter deals. E.g. I'll make you 25x 30ql pickaxes and you give me a 90ql pickaxe for it.

Currently, unless you want bulk goods there isn't really anything you can ask for from a new player in order to barter.

Bad example.. nobody in their right mind is going to exchange that 2 things...

Barter system.. there was a recent topic about that.. but some of the same people here.. are against it, idea's promising.. and could solve some traveling... and passively turn local merchandise into other usable goods that you could find some use for.. but cant spent the time to go around and make deals.

 

11 minutes ago, Odynn said:

 

That's the trouble of our RL money based market, you have too many items on it, but you fear that it will be abused, how about capping it at 10s per month per premium players and removing all others sorts of free coins drop? (knowing that botanising can give you more than 10s in a week - cause day is doable but insane)

ALTS, you might have 1.. some have 10 and MORE, all premiums.. you sure could make 10s.. somebody's making over 1g, where's the balance if all goes to 1 person in the end.

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2 minutes ago, Finnn said:

Bad example.. nobody in their right mind is going to exchange that 2 things...

Barter system.. there was a recent topic about that.. but some of the same people here.. are against it, idea's promising.. and could solve some traveling... and passively turn local merchandise into other usable goods that you could find some use for.. but cant spent the time to go around and make deals.

 

It was in reference to my 'static imping times' idea, where lower quality tools would actually be worth something, rather than the junk they currently are.

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6 minutes ago, Erevorn said:

Well, something's broken and there's apparently no way to fix it because whatever fix gets implemented it's either going to be abused or create more problems. - Wurm motto?

Not really... but to start a new model and assign new values to items.. you'll have to ruin the whole economy and start from scratch.. some people have invested a lot.. with the idea to be able to move on and come back... selling/buying for ~same value.

A lot of things have been abused and changed trough the years... prices have only dropped, that is one of the reasons why some have left the game.

One of the strengths of the game is that currency in it have remained somewhat stable, even if the worth of the items keeps falling over time.

 

Anything you as a newb could create and sell.. any vet could make in bulk faster and sooner than you.. to deplete the coffers. Limit by chars? Alts... If there's a reason to be abused.. it will be.

 

 @Erevorn Why do you want to make coins so much? Or why would new players need to make coins from the start?

If anything wurm is probably one of the FEW games that is sub based and you could go prem w/o paying. W/o much work you could keep that up even, compare it to any other game.. I do not believe that you'll be able to show me another example similar to wurm's model

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11 minutes ago, Finnn said:

ALTS, you might have 1.. some have 10 and MORE, all premiums.. you sure could make 10s.. somebody's making over 1g, where's the balance if all goes to 1 person in the end.

 

Exactly this.

 

Most abuses connected to NPC traders are done with alts. Sure it doesn't hurt the devs because in the end if it's prem bought it goes to Code Club at some point but just think about it.

 

Ban all alts. See how the game rebalances and people need other people and services again.

 

Not saying this should happen as plenty of "top-shelf" players would quit, but think about how people could start specialising in certain areas and how interesting it would make the economy.

 

@FinnnI'm not trying to make a real-life living off Wurm. I'm just saying that a huge part of the fun the game offers is being able to keep your premium and deed up with just the in-game economy. There will always be "insert slots" where either me, you or anyone else has to buy premium or coins from the shop so Code Club wouldn't die.

Edited by Erevorn

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1 hour ago, Erevorn said:

 

 

More new players will definitely liven up the trade. And no, it's not the outdated graphics or lack of advertising. Nor is it Xanalag.

1. Xanalag probably cannot be fixed without raising the price Code Club pays for the server and simply moving it to a more stable and stronger environment.

2. Graphics haven't really changed through the years. We just have more and nicer models. This won't suddenly attract people.

3. Advertising will not work.

Why? Simply because Wurm is a niche game that takes a lot of time for new people to get accustomed to and they don't get enough help in the beginning to notice the full potential of the game and its best features.

 

Ok, I've invited a number of people to come play.  First thing they say is how cheesy it looks.  The ones that land on Xan complain about the game being too laggy. But most importantly?  None have EVER heard about Wurm at all.  Nobody knows it exists!  The closest we have had to real advertising was putting WU on Steam.  Quite a few people were introduced to Wurm from that move and is quite possibly the reason Code Club is still around today.

 

When you open a new restaurant and nobody shows up, it is because you fail to advertise.  If you advertise and lots of people show up, but they never return, it is for other reasons, obviously.

 

You HAVE to have a way to get people to come.  It won't happen magically.  Don't expect the people that play the game to do it.  Many of us are reclusive and just want to play Wurm.  Many of us aren't out socializing and telling everyone how great it is.  Many of us have tried, but our snobby friends look down on outdated graphics and lag.

 

If the game is not growing, then it is dying.  If it is dying, we can't keep doing the same thing and hope for different results. 

 

I'm not as interested in what existing players want or need to make it fun, but what can we do to bring i new players and make it fun?  We are stuck in this spiral of focusing inward in this game and MUST change that focus to the outside and growth.  What good is having 100 skills and all the valrei spells, when the servers close?

 

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3 minutes ago, Wurmhole said:

 

Ok, I've invited a number of people to come play.  First thing they say is how cheesy it looks.  The ones that land on Xan complain about the game being too laggy. But most importantly?  None have EVER heard about Wurm at all.  Nobody knows it exists!  The closest we have had to real advertising was putting WU on Steam.  Quite a few people were introduced to Wurm from that move and is quite possibly the reason Code Club is still around today.

 

When you open a new restaurant and nobody shows up, it is because you fail to advertise.  If you advertise and lots of people show up, but they never return, it is for other reasons, obviously.

 

You HAVE to have a way to get people to come.  It won't happen magically.  Don't expect the people that play the game to do it.  Many of us are reclusive and just want to play Wurm.  Many of us aren't out socializing and telling everyone how great it is.  Many of us have tried, but our snobby friends look down on outdated graphics and lag.

 

If the game is not growing, then it is dying.  If it is dying, we can't keep doing the same thing and hope for different results. 

 

I'm not as interested in what existing players want or need to make it fun, but what can we do to bring i new players and make it fun?  We are stuck in this spiral of focusing inward in this game and MUST change that focus to the outside and growth.  What good is having 100 skills and all the valrei spells, when the servers close?

 

 

You gave a good example with the restaurant advertising. However if you advertise a meat-only restaurant with the best steaks ever in a vegan only district nobody will show up anyway.

 

As I said, Wurm is a niche game. Advertising blindly is money loss and it's not like there are places that basically say "hey, we play games different than anything else so show us what you've got".

 

EDIT: I do realise, however, that we do need a much bigger population. We used to have up to twice more people in WO before WU. I wouldn't say WU was such a great success for WO's playerbase.

Edited by Erevorn

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I'll go a bit off topic because I think you are all missing the point, at least at new player retention. A new player, is simply new. He doesn't know about trade, high quality or enchanted tools. He doesn't know much to care yet. He will not even want the silver to buy premium simply because he is just trying out the game. If he likes it and gets a bit infected, then that will be an issue maybe, or he will probably pay for subscription as he has done in so many other games.

 

The thing is to catch him in those few first days. He first logs in, wanders a bit and then what? He tries to build a house. Looks a bit at the forum and the wiki, finds some tutorial and learns that he will need to deed a place sooner or later or let decay destroy whatever he builds. He tries the deed stake and the first need for silver arises. I don't remember the number but if I recall right you need more than 5-6 silver for a new deed. What are his options? Pay or be some kind of grind slave, for others or himself. I think this is the point you lose most new players. You cannot ask a new player to join a village of complete strangers just to get by. He will simply logout, uninstall and try something else.

 

What I suggest is a free mini deed. A non craftable, non tradeable stake, able to create a free of charge mini deed with a radius of 3-4 tiles. I will require no upkeep for 2-3 months and is upgradeable to a normal deed (at normal cost). If you want to limit griefing, then make a restriction that it cannot be planted 50-100 tiles close to an existing deed.

 

Once you get him to start building his place, all the rest will follow.

 

Disclaimer. I do think that trade in wurm needs an overhaul but not to attract new players. Trade needs fixing for players over one month old.

 

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Totally agree with what you said about WU, 2 posts above.  I was a huge supporter of the WU plans and still think it is a great version of the game, but it did cannibalize a bit of the WO population.  I don't think that is bad in general, because it gave those players a version of the game that better suits their needs.  We just have to find that secret sauce to bring in the new generation of WO players.

 

I went to WU.  I loved making my own custom server.  I loved faster skill gains and shorter action timers.  Having things fixed like meditation, priests casting all spells and so many other upgrades/mods was amazing.  Just talking about it makes me miss it.  But the truth is, I miss the WO community even more and am willing to somewhat suffer the excruciatingly slow processes in WO, to be with the people I enjoy.  I don't trust WU servers to always be around, unless I run my own, so I'm not going to get the community I need there.  Thought about opening my server up to others, but just don't want the admin responsibilities that go with.

 

So WO for me and figuring out how to bring on the revival.

Edited by Wurmhole

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I'm going to drop this here and then walk away from the forums today. 

 

The REAL reason that wurm online has such low player retention is because most people are not stupid.  They hit the paywall, take a look at the forum and consider the "wurm dream" (being able to pay their premium with silver earned ingame) impossible.  They weigh up dropping some money for that first premium; then they walk away, buy WU and join a server; safe in the knowledge that the server will probably outlast their interest in wurm.

 

WU is cheaper than 4 months of premium + deed upkeep; even an idiot can see that.  The only draw to WO is the community and most servers are now considered "ghost towns" by normal mmo standards.

 

If you're hoping to find a way to increase player retention, you're out of luck.  The only way to manage this is to drop the premium model and that will never happen (too many forum "economists").

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I could agree to dropping the premium model if we implemented a way to ban alts. If Wurm was free to play it would make macros way too common (they already are), silver coins useful only for actual trade and deed upkeeps which is fairly good, and the game would start turning into a macrogrindfest for the fun of trolling, annoying and stealing from people. Then, high end players with tens of gold coins in their chests will control the demand and supply.

 

I think we are witnessing the saddest infection ever that could eat a game - us. We have grown to like it so much that in the end, after all we posted in this topic we don't want anything to change. And something has to.

 

I just hope they make a non-tinkerable with and unchangeable wurm online single player with all the servers and all you people frozen there so I can have my memories and cry myself to sleep when WO dies out ;_;

Edited by Erevorn

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It would cost Codeclub to much to not allow alts.

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27 minutes ago, Cecci said:

It would cost Codeclub to much to not allow alts.

 

Same with dropping the premium model. They need to decide - either they're making money or expanding and populating the game. I'm still trying to think of an equilibrium between the two but it seems easy to miss or impossible.

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banning alts would lose more players than removing the ability to buy premium with in-game silver.  Of course, removing silver premium would significantly reduce the value of silver, since the only other real use for it is deed upkeep (and that's only a few silver a month for most people).  Dunno, maybe that's the way to go.

 

Ultimately, the devs should make decisions for the good of the game, not the good of the market - if the market is stagnant but the game is doing well, that'd be just fine. 

 

More players would be nice, although I have to say, I've seen a surprising number of newbies floating around of late.  Perhaps a good solution would be gently encouraging some new players to go to servers other than Xanadu - certainly, when you're new, most players pretty much choose somewhere at random, or based on chat recommendations (and the standard CA response seems to be 'go to Xanadu').

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I don't know about the economy. I do know that new players who stick around is always a good thing for any game and certainly couldn't hurt the economy.

 

On the issue of the new player experience, I ask myself what sold me on Wurm.  I realize everyone is different but when/if they revamp the tutorial, maybe it would be helpful to have feedback on just what it is/was that got the average Wurmian hooked, and incorporate as much of those experiences as possible. 

 

The fact is, Wurm is a niche game that will never appeal to the masses which is one of it's charms for many people, myself included.  Those of us who are totally dedicated to Wurm are (as a rule) those who were sold early on because this niche is for us, and for whatever reason, we were able to see and recognize it right away. 

 

I know that for me, things like milking a cow & making a cheese (seems silly now but I was totally wowed by that, lol), cutting down a tree and chopping it up, making a cart & seeing the complexity involved as opposed to how things were done in most games I had played. My friend 'planned' a little house on a section of her deed and told me how to go about building a wall and then left me on my own to fool with it. Seeing people sailing by on boats and learning that I could make one, and that the wind played a role, and that tacking was actually valid in Wurm. (I used to do a lot of sailing when I was younger so that appealed to me). 

 

What I'm getting at is that I was able to see on day-one, what the general Wurm experience was and decided then & there that Wurm was for me. The tutorial at that time was actually somewhat helpful, in that you were directed to dig a hole, chop a tree, start a fire, mine a bit, etc., but it didn't go far enough imo.  If I hadn't had a friend with a deed to continue on where the tutorial left off, it's hard to say if I would have gotten past the initial hurdles. I love the idea of the newbie academies some people have set up, but not everyone is willing to just jump in with strangers on day-one when they're just trying to see if they even want to play the game.

 

So I said all that to say this....by looking at my own experience, I think that the tutorial should include as many of the Wurm experiences as possible. One or more of those experiences might just be the thing that really appeals to that person and could be the instrument of their getting hooked like the rest of us. lol.  As I said, they should put together input from many people on what actually sold & kept them in Wurm and include as many of those experiences as possible or practical.  I also think it would be helpful if the starter towns were to have a tiny plot that the newbie gets to experiment with for a week or two to see what all they can do and decide if they want their own deed or to join a village.  And rooms at the inn if they want to stay in the town after their plot expires.

 

I noticed the other day at Glasshollow some signs for free beds at the inn and public mines, etc.  I didn't have time to check it all out so will probably make a new character in the near future just to explore what all is there now and try to see it through the eyes of a newbie.  It looks like some of what I'm talking about is actually there, at least at that town. If so, and with a more robust tutorial before they even hit the starter town so they'd know what to do when they get there, I think more people who fit our little niche would be more inclined stay and better able to recognize that it really is a fit for them.  (oh and make sure they milk a cow, forage, kill a chicken & cook it.  lol)   :)

 

edit: Wanted to add that if new people were actually living in the starter towns for a while, this would actually be an opportunity for more established players to sell goods to them once they get some coins.  Glasshollow is a great set up with the market being right there.  I don't know how the other starter towns are these days.

Edited by Amadee

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Alts do remove a lot of the economic needs of an individual player, but then again the population is barely there to begin with and those that have invested their time and money would be the only ones getting completed screwed by the idea of "Banning" alts. I feel like a lot of boundaries get removed as games age, but a lot of these "upgrade" at those moments usually end up being the nails in the coffin in the end.

I'd personally love to see any attempt at changing the way trading works in Wurm Online. It is truly a situation where the rich get richer, I want to see how they can take from the rich without them quitting the game in a fit.

 

As a new player myself with disposable income I quickly paid my subscription with real money and after seeing the amount of time and effort that would be required to generate enough to pay for the premium I honestly lost hope in that, although it is something I wish to do later down the road if that road is still paved.
 

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