Sign in to follow this  
JockII

Solace PvE, Economy Focused[4x Timers, Custom skill gain]

Recommended Posts

 

Solace PvE

 

Beta Testing RELEASE Date 15.09.2017 @8pm CET

Live Release 16/10/2017 @4am CET

 

DISCORD INFO (has patchnotes and all live data):https://discord.gg/THjBd4j

 

What is solace?

 

Solace is part of a new cluster of servers we plan to release, it is the heart, soul, and beginning of the cluster. It is a Pure PvE server built around the idea of bringing value, balance and a reliable economy to Wurm Unlimited. It is expanding as a heavily modded server, created for players that want a long term play style, no quick gains here folks.

 

How do we intend to create a unique experience and achieve the goals above?

 

We plan on using a few tools that will be made public on our website to track the creation(faucets) and the destruction(sinks) of the resources in the game. This will be supported by more mods as we go along and interest continues to rise.

 

The core principles to achieve this are all built to ensure longevity and counter the inherent inflation that Wurm. We will do the following to support our:

 

Economy

 

Money Creation

Treasure Map chests

PvP server

Donations

 

Money Destruction

Expansion of deeds (variable costs as money supply inflates)

Purchase of Trader goods via Merchants (money is destroyed)

Stable Master costs

Mailing costs

 

Money Circulation

Player to player trade

Bounty mod (from kings coffers)

Cross server trading

 

Value

 

Rare Ore creation

Low chance on mining

Treasure Map chests

PvP Server

 

Rare Ore Destruction

Nerf to repair skill (removing More ql for repair, requiring more to re-improve)

increased decay off deed

Increased channelling difficulty

 

Dragon & Drake creation

Untampered drop rates

Keep what you loot on events(rather than all being gathered and made into sets then full sets handed out)

Sole source is killing dragons

 

Dragon and Drake Destruction

Increased Channeling difficulty

Increased decay off deed

 

Rare Creation

Decreased the chance to create Rare items

Low chance to attain bone from sacrificing a rare.

Low chance of bone in treasure map chest

 

Balance

 

Farmed goods creation

Reduced farm yield via lower skill gain(mod will replace this)

Slower crop growth(encouraging larger Deeded farms)

 

General Item abundance (Reduces item recycling via old deeds disbanding)

Decreased Building decay off deed

Increased item decay

 

Weapons and Armour

Rebalanced Weapons to fit different styles

Improved viability of all weapon types

Armor rebalance  DR v Glance/evasion system.

Iron plate added

Added speed boost to cloth and leather boots (protected feet are reassuring to run in)

Steel weapons have a 5% damage bonus

Addy Bonus buffed to 25%

Bronze gives 5% reduced attack timer.

 

These are only a few of the methods we will employ, and a general idea of how we intend to manage our economy of items, money and rare goods. Some of these changes may seem strange or do not make too much sense here, but there will be a Q&A section on our website to expand on the reasoning behind this further. We aim to create a different approach and style than most Wurm Unlimited servers, i expect more changes will follow to enhance this further.

 

The Server

 

200 slots

4096x4096

60k mobs

 

Discord: https://discord.gg/THjBd4j

 

Armour & Weapons Mod

Extensive and Ongoing balance work to:

  • Rework of all weapons

    • Damage (generally increased)

    • Swing timers (generally slower)

    • Crit

    • Parry

  • Rework of all armors

    • DR v wound types

    • Glance/evasion rate v wound type

    • reworked damage armors take from wound types

    • Increased Glance/evasion greatly on lower armors

  • Rework of all spells

    • Reworked Costs

    • Priesting now starts at 10 faith

    • Reworked the difficulty of spells.

 

Exclusive Mods

 

Combat Flavour Text Mod(Combat Log enhancement)

  • Added new Tiers of swing strength

  • Added new Tiers of damage

 

Upcoming Features

 

GM transparency

  • All GM actions recorded and Uploaded to website

  • GM accountability

  • All bans publicly recorded

 

Economy & Item Graphs

  • Monthly graphs for Silver/gold in circulation

  • Public data on economic numbers.

    • Currently Available on discords Economy Breakdown channel

  • Monthly graphs for items on server


 

Features & Other mods

 

Starting skills:

 

  • 21 all body stats

  • 25 fighting

 

Starting Gear:

 

  • Longsword 50ql

  • Large Wooden Shield 30ql

  • Leather Armour 30ql(minus chest)

  • Chain Jacket 30ql

  • Toolbelt 100ql

  • Backpack 10ql

  • Hand Mirror

  • Flint & Steel 50ql

  • Pottery Bowl

  • Rope x2 10ql

  • Compass 20ql

  • Tent

  • Deed stake

  • Hatchet 30ql

  • Carving Knife, shovel, saw pickaxe and rake 25ql

  • Cotton x3 10ql

 

Skills & Crafting:

 

  • Custom Skills (slowest is repairing)

  • 4x action

  • Iron plate added to crafting option(has own stats)

 

Priests:

 

  • Unlimited faith gains 20 minutes apart

  • Disabled sermons

  • Priest restrictions apply (adds more value to enchants).

 

Meditation:

 

  • Skill Gain lowered.

  • Unlimited mediates per day 10 tiles apart.

  • No failing.

  • No timer to advance.

 

Storage, transportation, and movement:

 

  • Bulk Storage capacity Increased

  • Bulk Sorting Mod added

  • Bag of holding spell added

  • Boat speed increased

  • Larger boats benefit more from the wind

  • Cloth and leather boots increase movement speed

  • Stable Master mod for converting animals to tokens

  • Unlimited size buildings for maximum storage

 

Farming:

 

  • Skill gain reduced

  • 6-day growth cycle(17 hour pwr tick)

  • Never Rot

 

Mining:

 

  • 45 Actions per wall

  • Chance to mine Rare Ores

  • Chance to produce Treasure Map

 

Treasure Maps:

 

  • Quest driven style of following the map to the treasure

  • Ambushing mobs drop loot at higher tiers

  • Money reward(Faucet)

  • Loot increases based on ql of map

 

Rift Creatures and Rift resources

 

  • All rift resources spawn on the map
  • All rift creatures spawn on the map

 

Unique Slaying Events

 

  • Currently building a Colosseum to house the found uniques and slay them publicly
  • Anti-leecher mod to prevent alt spamming to claim more dragon loot
  • Keep what you get from dragon kills, NO collection and rolling of sets


 

 

Edited by JockII

Share this post


Link to post
Share on other sites

...not to be confused with the established server SANCTUARY OF Solace advertised down in the mixed section as it is PVE with pvp options. I play there and it is a fabulous map and wonderful server. Shame about the name similarities, isn't it?

Share this post


Link to post
Share on other sites
8 hours ago, Wolfmaster said:

...not to be confused with the established server SANCTUARY OF Solace advertised down in the mixed section as it is PVE with pvp options. I play there and it is a fabulous map and wonderful server. Shame about the name similarities, isn't it?

didn't even notice, my apologies. This will be part of a cluster and the name will adjust with that.

Edited by JockII

Share this post


Link to post
Share on other sites

Anyway, server start has been good first few deeds popped up within 48 hours, several tweaks have been made with regards to skill gain. I would like to take a moment and thank everyone one of the Wurm coders that publicly and freely give out their mods. you guys are what make these servers truly possible. 

Share this post


Link to post
Share on other sites

Had a great time so far, Progress has been huge. The beta period has allowed us to test a lot and gather a huge amount of information, causing many changes to gameplay based on player feedback. The server has begun growing in player base and is getting ready to end it's beta phase. Any accounts that took part in the beta will be awarded 5 hours sleep bonus.

 

I have also been asked on several occasions if i would be wiping skills or the map once beta ends, this is not the case and has never been the plan. However, it has highlighted that i will need more information for the pvp server and it will delay that launch. In place of this, i plan to launch a 1-month challenge style PvP server to collect data on some of the major changes i have done over wurm.

 

This will be launched in a separate thread and will be a much faster server run as a temporary event server for the cluster. There will be prizes awarded to players on the main cluster for participation.

  • Like 1

Share this post


Link to post
Share on other sites

Beta Period was a Huge success. 

 

We now have a solid custom skill gains, a well-balanced economy which we can continue to track and a solid core to the server. All patch notes and information regarding our economy is publicly available on the discord(updating tonight).

 

Many thanks to all the players who have helped and played here during the beta period, i hope to see this expand further in the near future.

 

A special thank you to all the modders who have released their mods publicly and those who made mods, especially for our server. Without you, none of this would be possible.

 

Now on to the next phase of our cluster and the continued growth of the PvE server!

 

Share this post


Link to post
Share on other sites

Jock-Yesterday at 3:58 AM

@here Economy update

Kings coffers = 5 gold, 83 silver, 89 copper and 16 iron (5838916 irons).
Total Player Banks = 55 silver, 32copper, 59 iron (553259 irons)
Total Village Upkeep Funds = 28 silver, 29 copper and 96 iron (262996 irons)
Total Finacial Wealth of the Server stands at = 6 gold, 65 silver, 51 copper and 71 irons(6655171 irons)
 
(Note *5 gold added when beta ended for player growth)
Net Increase of 4 gold, 85 silver, 49 copper and 53 iron (4854953)
 
 
To often servers ignore the value of money, with many players having banks full of gold. We track the amount of gold in our economy and release these updates monthly so everyone else can see how much we track and manage our economy and where they fit into it.
 
As you can see we have a slow drain of money from the economy, 15 silvers have left the economy during beta We have added 5 gold to allow for player growth and deed's being planted and expect this to drain down until more players begin doing treasure maps and the pvp server is added to the cluster. Until then we can manually manage the economy to prevents hyperinflation.

Share this post


Link to post
Share on other sites

Jock-Today at 6:57 PM

 
 
@here Economic Report
 
Deed upkeep = 63s 98c 12i (639814 irons)
Player banks total =2g 17s 91c 79i (2179179 irons)
kings coffer = 1g 12s 67c 50iron
 
the total wealth of the server = 3g 94s 57c 43i (3945743 irons)
Net Decrease = 90s 90c 10i (909210 irons)
 
More deeds planted and the lower player count has caused this loss of money. This balance allows the shifting population and gold flow to equal out time, preventing excessive inflation or deflation.
 

Share this post


Link to post
Share on other sites
@here economic report November (little late)
player banks = 2g 63s 28c 31i (2632831 irons)
Deed upkeep = 1g 62s 1c 31i (162031 irons)
Kings Coffers = 57s 58c 25i (575825 irons)
total wealth of the server = 4g 31s 7c 87i (4310787 irons)
Net increase = 36s 50c 44i
 
No deed add and money for being online added has created a slow increase in money supply.
Edited by JockII

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this