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Darnok

Darnok's gameplay and UX suggestions

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12 minutes ago, Darnok said:

ow would you like to use this bow while sitting on your horse it is too long in real life?

Yabusame_01.jpg

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1 hour ago, Oblivionnreaver said:

Yabusame_01.jpg

 

Range 15 meters and 5% chance to hit an elephant from 10 meters. You do know that is "bow" just for the show? Now a real weapon, right?

 

If the longbow was used in combat on horseback, tell me which country did it and what was the name of the longbow armed cavalry unit?

 

Edited by Darnok

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ingame you have to sit perfectly still to archer with a shortbow whereas real life mongolian horse archers and even larger bows like the yabusame archer above could fire while riding a horse, an english longbow has an effective range of about 320 meters but ingame longbows can only shoot 100m or so, one would figure it's not based on reality, just because it wasn't recorded used in warfare doesn't mean it's impossible. "it's different in real life" isn't a very good reason for an anti-qol change when we have magic and dragons and caravels that weren't made until the 1500's being built by the same shipbuilders that make viking knarrs

Edited by Oblivionnreaver
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17 minutes ago, Darnok said:

If the longbow was used in combat on horseback, tell me which country did it and what was the name of the longbow armed cavalry unit?

 

https://archeryhistorian.com/horse-bows-the-kings-weapon/

 

Hungry

Turkey

Mongolia

Korea

Japan

 

Just a short list..others from around the world at different periods of history.

 

This was a simple google search..took me 5 mins

 

There are thousands of historical text, documents, artwork of all kinds and other sources that detail the use of bows of all types, short and long while on horse back.

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24 minutes ago, Oblivionnreaver said:

ingame you have to sit perfectly still to archer with a shortbow whereas real life mongolian horse archers and even larger bows like the yabusame archer above could fire while riding a horse, an english longbow has an effective range of about 320 meters but ingame longbows can only shoot 100m or so, one would figure it's not based on reality, just because it wasn't recorded used in warfare doesn't mean it's impossible. "it's different in real life" isn't a very good reason for an anti-qol change when we have magic and dragons and caravels that weren't made until the 1500's being built by the same shipbuilders that make viking knarrs

 

No wonder you can't move while taking a shot in the game, because the game doesn't distinguish between a short bow and a long bow, and shooting while moving at that range would probably be too game-breaking.

 

320m from horse back or from ground?

Maybe in a battle of 1000 archers vs 1000 other units ground archers would reach 300 meters and it would make sense, because several dozen arrows would hit a human and a few would deal damage, but in a game where you aim 1vs1, accuracy is so important that such a ban would make sense.

Edited by Darnok

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17 minutes ago, gnomegates said:

 

https://archeryhistorian.com/horse-bows-the-kings-weapon/

 

Hungry

Turkey

Mongolia

Korea

Japan

 

Just a short list..others from around the world at different periods of history.

 

This was a simple google search..took me 5 mins

 

There are thousands of historical text, documents, artwork of all kinds and other sources that detail the use of bows of all types, short and long while on horse back.

 

Search "longbow" in this article is it 0 for you too?

guess why? 🙂

 

Polish-AMM.jpg

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i think you're completely missing the point as always. things like having to hop off your horse to archer aren't fun. it's a video game. ignoring the fact that you're suggesting dumb things like armour equip timers which were a thing in the past and removed because they were so disliked or being locked out of changing gear because you got attacked which is a massive removal of player agency, the large majority of suggestions just seem to be schadenfreude disguised as "realism" in a game that breaks realism so often. what do these suggestions add, apart from making archery in general a headache to use? why is swapping weapons in a fight bad when the majority of players only use 1 weapon and all it'll do is kill some newbie who didn't put his newbie sword in the designated weapon slot before a troll walked up to him at 10% stamina?

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4 minutes ago, Oblivionnreaver said:

i think you're completely missing the point as always. things like having to hop off your horse to archer aren't fun. it's a video game. ignoring the fact that you're suggesting dumb things like armour equip timers which were a thing in the past and removed because they were so disliked or being locked out of changing gear because you got attacked which is a massive removal of player agency, the large majority of suggestions just seem to be schadenfreude disguised as "realism" in a game that breaks realism so often. what do these suggestions add, apart from making archery in general a headache to use? why is swapping weapons in a fight bad when the majority of players only use 1 weapon and all it'll do is kill some newbie who didn't put his newbie sword in the designated weapon slot before a troll walked up to him at 10% stamina?

 

You don't have to jump off your horse to be an archer, but you should have to jump off your horse if you want to be a longbow archer 🙂

 

I don't understand what's the problem? If you go beyond your deed, you put on the armor, in a safe place you have enough time to change the armor even several times.

And if you say that players who can't fence their deeds cried that they have to put on armor when something attacks them, that's their problem. In PvE, a wooden fence gives you enough protection, even against trolls.

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7 minutes ago, Darnok said:

I don't understand what's the problem?

comprehension is hard but you'll get the hang of it eventually

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Another day, another terrible suggestion from Darnok. Not surprised. -1

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Final suggestions and a break for a few months ...

 

Economy

I've said many times that indestructible items kill the economy in this game. I suggest adding one additional piece of information to each item - the quality of material/resources that were used to create this item.

Each armor, tool, and weapon would store that one additional information.

If more than one material was used to create an item, the average is calculated - if you want slow game progress, if you want faster progress store larger value.

 

This material ql would be the maximum quality to which the item can be improved.

 

Gems

Gemstones are extremely cheap, probably because they are only used by priests. What if every crafter would found use for them?

 

Once created, the item (weapon, armor, tool) becomes a container into which we can put gems.

Their order matters, so it could be a container with "shelves" and only one gem can be placed on each shelf.

When crafter upgrades item for first time, it would simultaneously execute the "seal" action (as in the case of a barrel sealed with peg, but it would not be possible to unseal it and remove gems).
Then the priest would cast a spell on an item with gems inside and casted spell value would be equal to ql of first gem (for example, for a gem 50ql is CoC 50).
Casting spells is quite random, so you could give up some of this randomness and even fewer items would break this way, but that wouldn't mean making magical items would be cheaper, faster or easier.

Gem prices would certainly increase after this.

 

Farming

The cultivation of plants is probably the least developed part of the Wurm, it could be expanded a bit or a lot.

 

Let player to create a field structure, just like we create a plan for a building, with mallet we could be able to create a plan for a field with many tiles and each tile would store various information after plan is finalized.

Size of field (amount of tiles) and number of fields that player can create (1-3) may depend on the character's level of farming skill.

 

The field could be cultivated as before with a rake or shovel or with the help of a plow and draft animal.
Using an animal and plow for cultivation could add bonus skill gain for later actions (tend and harvests) and bonus for amount of harvested crops.

 

Plowing would be a mini-game where animal would drag player and plow in a random direction and the player would have to use left, right, stop commands to move in right direction.
Each move would cost stamina, amount would depend on which trait animal has and the player's strength.

Stop command would also cost stamina and if player would made a mistake and did not stop before his stamina drops to zero, animal would move further for a few more tiles in a random direction, which could destroy crops on other tiles.

 

Adding a new feature would reduce repeatability (if skill gain and yield are increasing, you don't have to repeat the same action so many times).

The amount of the bonus for skill gain and yield can be a percentage equal to the plow quality, so plow with 50ql would increase by 50% skill gain and amount of crops.

 

EDIT - new content -

 

Breakfast for newbies

Breakfast has a bonus that, when eaten, gives character new status for 1 hour reduces duration of the action by some amount.

The value of the bonus does not depend on the quality of the breakfast, but on the level of the skill the character uses.

1-15 skill level - action time is reduced by 70%, but the skill gain remains at the normal level

15-30 skill level - action time reduction 50% but the skill gain remains at the normal level

30+ skill level - bonus is not working, normal action time for this level

The new character starts the game with 2x breakfasts in the inventory.

 

Gems addition

For there to be a certain variety, each religion may have an addition to one species of tree and one type of metal.

If an item is made of wood or metal, which is highly valued by a given religion, then during the "seal" action gems inside get an extra +20% to quality, so spells will be 20% stronger on them.

Favorite species of wood and metals for:

Fo - fir and silver

Magranon - cedar and tin

Libila - willow and zinc

Vynora - pine and copper

Alloys inherit bonus of their religion from metal they were made of, so bronze would have +20% stronger spells from Mag and Vyn.

 

Metals also could have different numbers of gems slots:

(As I wrote before, I don't like the fact that most items are limited to only 2 types of metals, so you could give the rest of metals bonus)

iron, steel - 2 gems only

copper, tin, zinc, lead - 3 gems

silver, gold, brass, bronze - 4 gems

electrum - 5 gems

 

Unique armor and shields design - decoration

Much like placing gems, there could be also ability to add decorations to your armor and shield. It would be a lot of work, so limiting to chest part only would probably make sense, although decorated helmets or gloves would also be good.

So, after creating a part of the armor or shield, it is a container to which we can add one decorative element (made of metal).

The variety of different metals would provide different colors, and if decorative elements could be additionally painted, each set of armor could actually be unique.

The color of the decorative element could no longer be changed after "seal", but player could additionally paint his armor, so we would have two colors for each chest element.

 

Decorations could be, for example, animal heads, crossed weapons, stripes, stars, etc., quite popular as a customization element in various games.

 

medieval-boby-armor-3D-model_300.jpg

 

 

EDIT 2

Medium and late game armors and weapons

 

Hardened leather - Boiled leather, for example, in a cauldron. Leather quality is changing during that process and is average of character's cooking skill and leather ql.

Furs - placed in barrels should be sealable with a peg, should have different properties like metals.

Goblin metal - metal alloy invented by goblins but used in troll armor. Trolls would randomly drop metal pieces of their armor, player could only melt them into goblin metal lumps. Quality after remelting would depend on the character's blacksmithing skill.

 

Cloth armor - no change in here

 

Medium cloth armor - Just like we create studded leather armor from leather part using additional item, here we add leather to cloth shirt and create Medium cloth shirt (of course it should work for every armor part, shirt is just example).

Provides damage reduction same as leather armor, but running speed bonus remain same as cloth armor.

Improved with square piece of cloth (not a string of cloth).

Skill required to improve it is average of leatherworking and cloth tailoring (or skill tailoring).

(you need 100 level leatherworking and cloth tailoring to make this armor 100ql and you need good ql of cloth)

 

Warm cloth armor - made of cloth armor + square piece of wool cloth. Black wool provides an additional 5% damage reduction, but reduces your speed by 5%.

45% damage reduction, additional resistance vs cold.

Improved with square piece of wool cloth.

Skill required to improve it is cloth tailoring.

 

Leather armor - early set, do not change (compared to metal armors, leather and cloth armors are quite disadvantaged when we consider the variety)

 

Heavy leather armor - Add fur to base leather armor (but not one taken from crate, such fur will not be suitable), it must be raw fur of a wolf, brown or black bear (it is a pity that there are no gray or silver wolves and polar bears).

Depending on what kind of fur we used part of jacket color will be black or brown in Heavy leather jacket.

Different types of fur can also have different properties (like metals), for example a wolf can increase movement speed, black bear can add damage reduction, and brown bear one can increase glance.

Damage reduction same as studded leather, movement speed and other bonuses (archery, spell casting) are still same as leather armor.

Improved with fur.

Skill required to improve is average of leatherworking and cloth tailoring (or skill tailoring).

 

Studded leather - no changes

 

Hardened studded leather - Here is a small change, because we take Heavy leather armor (not the basic studded leather armor) and add hardened leather to it. So that hardened version of armor inherited properties of fur that were previously used.

Chain armor damage reduction, movement speed same level as leather armor, while bonuses (archery and spell casting) at same level as studded leather armor.

Improved with hardened leather.

Skill required to improve is average of leatherworking and cloth tailoring (or skill tailoring)... and you need cooking skill for high ql hardened leather.

(you must have 100 level leatherworking, cloth tailoring and cooking in order for one character to create 100 quality hardened armor and you must find 100ql hide and convert it into 100ql leather)

 

Chain armor - same as it is now

 

Goblin chain armor - Add armor chains made with goblin metal to base chain armor.

Chain armor damage reduction, movement speed and bonuses at same level as studded leather armor. Armor also inherits properties of metal from which base chain armor part is made, but only positive properties, negative are removed.

Improved with goblin metal and metal used in basic part (additional item for improve).

Skill required to improve is chain armor smithing, but fact that you have to smelt troll armor elements and quality of metal obtained depends on skill blacksmithing increases difficulty of upgrading.

 

Plate armor - zero changes

 

Goblin plate armor - Add armor chains made with goblin metal to base plate armor.

67.5% damage reduction, but movement speed and bonuses are at level of chain armor. Armor also inherits properties of metal from which base plate armor part is made, but only positive properties, negative are removed.

Improved with goblin metal and metal used in basic part (additional item for improve).

Skill required to improve is average of plate armour smithing and chain armor smithing and you need blacksmithing for goblin metal.

 

Drake hide armour - Change, improve requires hardened leather and average of leatherworking and cloth tailoring skills.

Depending on the color of dragon, armor will have different additional resistances (fire, cold, acid...).

 

Dragon scale armour - Change to upgrade requires goblin metal and average of leatherworking and plate armour smithing.

Depending on the color of dragon, armor will have different additional resistances (fire, cold, acid...)

 

Weapons and characteristics requirements

Weapons should require a certain body strength, each weapon has designated weight, so there should be no problems with determining ranges of what weight of weapon requires what strength.
Different metals have different weights (That is, in metal properties tables we have armor->movement speed, weapons->attack speed and special->anchor effectiveness, from which you can calculate the bonus to weight of the weapon.), so this would give some variety in early and mid-game.

 

What if different armors would require different characteristics too, like mounts do?

 

Adding goblin metal to a weapon will make it glow when goblin or troll is nearby.

Same as with armor, negative properties of base metal are removed when you add goblin metal to your weapon.

 

With slightly stronger armors and weapons, players should have no problems dealing with stronger FS 65+ opponents in PvE and PvP probably would benefit from a variety as well.

 

 

Edited by Darnok

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people don't play wurm for microgames

-1

 

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22 minutes ago, Synjor said:

people don't play wurm for microgames

-1

 

 

Are you implying that I am alien and not a human? 🙂

 

If you can speak on behalf of the group of some people, so can I and I disagree with you

July 2020 - 1226

Oct 2020 - 510

July 2021 - 197

This makes it quite clear that these people expected something different from sandbox + open world + mmo, than 20 seconds long action timers, but ~200 veteran players still thinks they are right.

 

https://steamcharts.com/app/1179680#All

 

 

 

Edited by Darnok

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Yes, all of those players quit because wurm lacks microgames. Lmao

 

No wonder people don't take your "suggestions" seriously. You're basically walking into a small, established business, exclaiming to its patrons that it sucks and should be some other thing entirely, then acting confused when they tell you to go elsewhere.

 

Wurm is a laid back, barely-engaging sandbox mmo. That isn't going to change. As others have said before, you clearly don't like that, so go elsewhere.

Edited by Pandalet
Moderation edit
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1 hour ago, Darnok said:

Final suggestions and a break for a few months ...

 

Economy

I've said many times that indestructible items kill the economy in this game. I suggest adding one additional piece of information to each item - the quality of material/resources that were used to create this item.

Each armor, tool, and weapon would store that one additional information.

If more than one material was used to create an item, the average is calculated - if you want slow game progress, if you want faster progress store larger value.

 

This material ql would be the maximum quality to which the item can be improved.

 

Gems

Gemstones are extremely cheap, probably because they are only used by priests. What if every crafter would found use for them?

 

Once created, the item (weapon, armor, tool) becomes a container into which we can put gems.

Their order matters, so it could be a container with "shelves" and only one gem can be placed on each shelf.

When crafter upgrades item for first time, it would simultaneously execute the "seal" action (as in the case of a barrel sealed with peg, but it would not be possible to unseal it and remove gems).
Then the priest would cast a spell on an item with gems inside and casted spell value would be equal to ql of first gem (for example, for a gem 50ql is CoC 50).
Casting spells is quite random, so you could give up some of this randomness and even fewer items would break this way, but that wouldn't mean making magical items would be cheaper, faster or easier.

Gem prices would certainly increase after this.

 

Farming

The cultivation of plants is probably the least developed part of the Wurm, it could be expanded a bit or a lot.

 

Let player to create a field structure, just like we create a plan for a building, with mallet we could be able to create a plan for a field with many tiles and each tile would store various information after plan is finalized.

Size of field (amount of tiles) and number of fields that player can create (1-3) may depend on the character's level of farming skill.

 

The field could be cultivated as before with a rake or shovel or with the help of a plow and draft animal.
Using an animal and plow for cultivation could add bonus skill gain for later actions (tend and harvests) and bonus for amount of harvested crops.

 

Plowing would be a mini-game where animal would drag player and plow in a random direction and the player would have to use left, right, stop commands to move in right direction.
Each move would cost stamina, amount would depend on which trait animal has and the player's strength.

Stop command would also cost stamina and if player would made a mistake and did not stop before his stamina drops to zero, animal would move further for a few more tiles in a random direction, which could destroy crops on other tiles.

 

Adding a new feature would reduce repeatability (if skill gain and yield are increasing, you don't have to repeat the same action so many times).

The amount of the bonus for skill gain and yield can be a percentage equal to the plow quality, so plow with 50ql would increase by 50% skill gain and amount of crops.

 

1. Economy

No thanks

 

2. Gems

Kinda like this, that you could cast on gems and used that to add on items.

 

3,

No thanks, this doesnt sound like Wurm.

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3 hours ago, Synjor said:

Yes, all of those players quit because wurm lacks microgames. Lmao

 

No wonder people don't take your "suggestions" seriously. You're basically walking into a small, established business, exclaiming to its patrons that it sucks and should be some other thing entirely, then acting confused when they tell you to go elsewhere.

 

Wurm is a laid back, barely-engaging sandbox mmo. That isn't going to change. As others have said before, you clearly don't like that, so go elsewhere.

 

So what was the reason for so many players leaving?

It seems simple enough to me, if you want to have more than 200 players the game has to change, the steam statistics show it quite clearly. If 200 is enough, fine and bye.

 

Edited by Pandalet
Moderation edit

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Yes please to the farming mini game and also to the gemstones. 

 

Wurm needs a change up. Add some new stuff that actually makes the wurm players gasp. Take some risks. 

 

Thanks for keep on coming up with new suggestions that also breaks the so called wurm mold. The wurm box. 

 

Oh and yes I've seen people on the wurm steam forums say that wurm should be renamed afk clicker because that is basically what it is with a few exceptions. 

 

I do like wurm BTW, it would just be nice to have some more interactivity. 

Edited by Zexos

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Uh, no. And uh, wish you well in whatever game you go to next.

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18 hours ago, Darnok said:

I don't understand what's the problem?

 

The issue, from my perspective, is that 90% of the game isn't coded into the game, but is founded upon it.

 

If you were reviewing an early-access game, one without a long-term, permanent, resident population, most of your suggestions - however wild - would not be inappropriate.

 

But this isn't an early-access game. This is a perma-evolving game that has been around for a long-time, and just like any complex system, it becomes more and more challenging to take into account all the possible repercussions of even a small and seemingly insignificant change to the mechanics.

 

If the context was not a computer game and its community, and instead the living tissue of a person you were proposing performing radical surgery upon, because you don't think they look right...

 

You not only need the consent of the patient, you need to be an experienced and ethical surgeon that inspires trust and confidence in your vision for their future health and quality of life. Or at the very least, avoid coming off as the equivalent of a deluded horror-movie character wielding a chainsaw, cutting up terrified pregnant women in some abandoned subway station, as if your entire medical career was at stake. 😉

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Economy - this would be okay for PvP, where the turnover of items is high, and people don't become emotionally invested in their possessions. But it is also completely unnecessary for PvP, and furthermore it would not go down well on PvE:- RIP everyone who wins the Wurm-lottery of crafting a rare, supreme, or fantastic item at low skill.

 

Gemstones - this would be okay on PvE, where turnover of gems is low, and the majority of the population doesn't consume them like smarties. It would not go down well on PvP. It PvE wants this, have PvE servers spawn mostly (new feature) semi-precious gems and reduce the number of standard gem spawns, and have PvP servers spawn an inverse ratio of semi-precious gems to standard gems.

 

Farming - as a standalone premise for an entirely new game using Wurm as its inspiration, it could work. But I personally cannot see this working even as a WU mod, for this game.

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I added a few more things to OP

 

 

 4 hours ago, Drayka said:

Economy - this would be okay for PvP, where the turnover of items is high, and people don't become emotionally invested in their possessions. But it is also completely unnecessary for PvP, and furthermore it would not go down well on PvE:- RIP everyone who wins the Wurm-lottery of crafting a rare, supreme, or fantastic item at low skill.

 

A player with a higher level would sell items that are no longer useful to him to weaker players or throw them away, in PvE it would fix economy and increase need for new tools, weapons, armor... problem in PvE is stagnation, because you can't lose your items.

 

4 hours ago, Drayka said:

Gemstones - this would be okay on PvE, where turnover of gems is low, and the majority of the population doesn't consume them like smarties. It would not go down well on PvP. It PvE wants this, have PvE servers spawn mostly (new feature) semi-precious gems and reduce the number of standard gem spawns, and have PvP servers spawn an inverse ratio of semi-precious gems to standard gems.

 

Or maybe after adding this feature gem spawn for PvP should be little increased (if that would be problem there)?

 

4 hours ago, Drayka said:

Farming - as a standalone premise for an entirely new game using Wurm as its inspiration, it could work. But I personally cannot see this working even as a WU mod, for this game.

 

Plow would be just very slow vehicle that would convert tiles.

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1 hour ago, Darnok said:

you can't lose your items.

You underestimate me.  😁

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14 hours ago, Zexos said:

Yes please to the farming mini game and also to the gemstones. 

You seem not to play a priest. Gems are important for them, and miners and diggers the major sources (praying to a minor extent). Much of the gameplay in PvP and PvE depends on priests and their ability to reload favor fast. Once more, Darnok has not understood the game he doesn't play, and makes shitty suggestions.

 

14 hours ago, Zexos said:

Wurm needs a change up. Add some new stuff that actually makes the wurm players gasp. Take some risks.

Thanks we have the AH and cart disaster already. It indeed makes players "gasp", and quit AH if not the game altogether. And no, I do not see that Wurm needs "a change up". It needs many bugs removed, and it needs more high level mobs in PvE.

 

 

14 hours ago, Zexos said:

Thanks for keep on coming up with new suggestions that also breaks the so called wurm mold. The wurm box. 

 

To be honest, I stopped reading the suggestions by Darnok, if not altogether, then mostly. They are by 99% in the categories 

  • "fixing" the unbroken
  • impossible to implement with reasonable effort
  • painful and frustrating for most players
  • breaking gameplay
  • outright useless and poorly thought through
  • stolen from tripe A games and not fitting a sandbox

 

14 hours ago, Zexos said:

Oh and yes I've seen people on the wurm steam forums say that wurm should be renamed afk clicker because that is basically what it is with a few exceptions. 

 

I know a few activities which are that way, and find them somewhat relaxing. Most things I am doing do not fall into that category at all.

 

14 hours ago, Zexos said:

I do like wurm BTW, it would just be nice to have some more interactivity. 

 

What about going out hunting, fishing?  There is more in Wurm than cutting bricks or sawing planks.

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15 hours ago, Zexos said:

Oh and yes I've seen people on the wurm steam forums say that wurm should be renamed afk clicker because that is basically what it is with a few exceptions. 

Ooh.  I must be an exception! 😅

 

To be serious, my fundamental gameplay does NOT generally fit the afk clicker tag.  I have always thought of myself as a casual, dipping-my-toes-in kind of player but I am beginning to think that I am actually engaging the "game" side more than the grinders and minmaxers.  😱  I simply don't get into the repetitive click-wait-click-wait that the "serious" Wurmers seem to.  Don't get me wrong, I do it at need, like churning out planks to build up my house, but I have no patience for it.  I become disengaged.  In short order I am either mounted up or aboard a boat and off to explore.  I have only in the last day or two realized that exploration and mountain climbing are actually high-engagement activities of Wurm, not "casual" as I was thinking of it..  There is NO afk for me when I am exploring - I might miss something.  Likewise climbing a mountain - that takes constant attention and care.   I don't hunt seriously or fish, but I can see how those have the same need to keep engaged and focused.  Building and terraforming projects likewise.

 

In general, to me the things that would enhance Wurm would be those that bring more of this engagement, but actual engagement and not just the click-wait-click-wait made more complicated.

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9 hours ago, Drayka said:

.... But I personally cannot see this working even as a WU mod, for this game.

 

This got me thinking.

Why doesn't Darnok get all of these brilliant easy to implement ideas into WU as mods? Then, he can ride back here on a wave of public acclaim, basking in the runaway success of WU with Darnok inspired mods, and rescue WO by inspiring the devs to do the same thing?

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