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Keenan

Development Update 2022-04-07

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8 hours ago, Archaed said:

Rift scouts give rift points, pretty much the only way I get them haha. 

 

Tbh I'm keen and hopeful for all of this, I'm not expecting perfection at launch, and all the really good mechanics have gone through rounds up tweaks, but I think this is going to be great for getting people out and travelling! 

 

Very few points and you are able to get some of the rift resources. On top of that it doesn't count in journal which makes them pretty much a waste of time, especially for new players. If only had better rewards then it might actually get someone out looking to do them

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On epic we already got treasure chests that randomly spawn on Elevation. The chests are usually locked with fantastic ql locks and they contain an assortment of moon metals, sometimes a strange rare bone, leather, salt, horse shoes, etc. It incentivizes exploring, at least in theory. Not much population on Epic at all but back way back when we had players, plenty of people roamed the map searching for them. 

 

I do hope the rewards from the treasure maps will be good , otherwise it will just turn into one of those "grindy-lose-interest-quick" mechanics similar to rift camps. They were cute in the beginning but honestly I just skip them entirely when I see them on the map. 

 

Treasure maps should lead to either hard to reach places or dangerous spawns , such as a troll champ filled with champion trolls, maybe even a Troll Chieftain which is a buffed up version of a champ troll, you need to defeat to get his treasure. 

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45 minutes ago, elentari said:

Treasure maps should lead to either hard to reach places or dangerous spawns , such as a troll champ filled with champion trolls, maybe even a Troll Chieftain which is a buffed up version of a champ troll, you need to defeat to get his treasure. 

 

I'd disagree with this part of your suggestion, as single players tend to truly explore alot more than organized groups, and a map leading to a buffed-up troll champion in a camp full of champion trolls would be inaccessible to fight for most players as individuals.

Let's actually encourage players venturing out alone to look for special places, not turn it into another big team unique kill event.

 

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12 hours ago, Archaed said:

Tbh I'm keen and hopeful for all of this, I'm not expecting perfection at launch, and all the really good mechanics have gone through rounds up tweaks, but I think this is going to be great for getting people out and travelling! 

 

Which really good mechanics are those and what tweaks were made?

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11 hours ago, Vorticella said:

 

I guess it depends what you mean by exploring. If you're thinking of aimless wandering just to see what can be seen, I'm not sure any game mechanic would encourage people to do that if they aren't already inclined to. That seems like a personality thing.

 

When I leave the deed for whatever reason I usually do some kind of exploring along the way. I do enjoy aimless wandering just to see what there is to see, but I don't often go out without some other reason first. The map would act as a nudge to get off the deed and some exploration would be a likely "side effect" of the treasure hunt. Of course some people will have tunnel vision and just go straight to the treasure and home again, but they will still end up visiting different parts of the world on the way and for some that counts as exploration.

Maybe the creatures guarding the treasure will be massively OP, so there will be many corpse runs and re-tries!   😁  

 

I agree, exploring is different things to different people, and while mine is not "aimless" it is certainly done with a receptiveness to sidetracking.  I actually choose directions and destinations from the map but often don't get to the destination for several trips.  "It's a dangerous business, walking out your front door."   There are ways to reward those who are "wandering" and looking about - for examples, cartography; "trigger" tiles that give you a heads up like a combined bee-hive notice and "traitor glow" to dig on a tile; chests (yeah, treasure chests) that spawn in areas that have not had characters on them for some period.  

 

Even if treasure maps only cause some players to head out and think, "Wow, when was that built?"  or, "This has all changed since last I came this way,"  then they are a worthy addition.  I am looking forward to them.  I am also hoping to see more in the "And Beyond."

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11 hours ago, elentari said:

Treasure maps should lead to either hard to reach places or dangerous spawns , such as a troll champ filled with champion trolls, maybe even a Troll Chieftain which is a buffed up version of a champ troll, you need to defeat to get his treasure. 

 

Do you want another " dont bother with it when you are not in a very small group of the playerbase" event like slayings?

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Suggestions:
#1:  For treasure maps... please categorize them in levels and make low level maps easier to find by low level adventure skilled based values on your abilities to Fight, Digging, tracking, pick locks, ect... what ever you deem as adventure skills... but also have some random rare chance at finding a higher level map... maybe if the stars align with your moment of inspiration from you chosen deity...    
#2: Moving about in WURM online, for low level characters is pretty dangerous along certain roads... some times too dangerous... can you please enable a feature that would have guard patrols rove back and forth between chosen cites maybe all the starter cites on cats eye highways... and have those guard patrols fight and kill anything that is within a 2 tile radius of the road they patrol... this would not completely eliminate the over mobbed monsters on the highway i live on.. but it would help me at least have a once per week or once per every couple days that I could safely travel with a npc guard patrol... 
#3: Escort Quests... if you are going to make monster camps... prisoner NPC that can be escorted to a starter city for a reward would be awesome in my opinion... 
#4: A Visible Virtue system... perhaps you could add title systems from your chosen God for acts of virtue and special abilities that normal non priests.. followers would have spent like karma in sorcery...  once your virtue status was at a certain point you gain extra abilities... that you would not normally have... and you gain a temporary title that is in effect so long as you have  the positive or negative virtue title...
#5:  Change the way Water Works....  so that first I can have a lake on top of a mountain.. similar to real life... and water flow effects ... also.... an underwater environment would be very nice... 
#6:  Add features to WURM unlimited that can be used in private servers that are not wanted in WURM online... seems like certain things like the jump ability have a stigma on it... I can respect the developers keeping WURM online they way it is.. but to allow more creative freedom in WURM unlimited.. add that as a possible selectable option on your private sever.. 
#7: Enable an easy way for players to Re-Brand private servers in WURM unlimited to their own label; so that developers can use your product as a baseline for development of their own private products that they can monetize on STEAM...    Their are plenty of tools that would allow me as a developer to look under the hood, but I personally would like to do this in a more friendly agreeable way that would respect your hard work and allow my own added hard work to be recognized and respected also...   I think if I could advertise my own developed WURM unlimited Server with one download that included the game and all my personnel added mods to the game would be incredible.. consider my expenses for maintaining and development of my own server with its own mods... a general built in option for this in the game could benefit you and people like me...   so if someone buys the game to play on my server I have an easy way to monetize this and the percentage that you fix is automatically set up for me...  All I have to do is place my own add on STEAM that you authorize and all parameters and controls for this transaction are built into the game management software....  I know this is probably a pipe dream... but I think if you did this... you would increase your revenue and make it possible for people like myself to make some money also.. 

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3 hours ago, Bekador said:

 

Do you want another " dont bother with it when you are not in a very small group of the playerbase" event like slayings?

 

That is indeed what a loud minority of players want. Designing for them has killed many a game before and you can see their influence in many recent additions to Wurm as well.

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37 minutes ago, Batolemaeus said:

That is indeed what a loud minority of players want. Designing for them has killed many a game before and you can see their influence in many recent additions to Wurm as well.

 

It's pretty much why i am sceptic of this current echo chamber "tweaking and testing":

On 4/11/2022 at 7:51 AM, Archaed said:

Tbh I'm keen and hopeful for all of this, I'm not expecting perfection at launch, and all the really good mechanics have gone through rounds up tweaks, but I think this is going to be great for getting people out and travelling!

 

I really hope i am just wrong, this time

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7 hours ago, Bekador said:

Do you want another " dont bother with it when you are not in a very small group of the playerbase" event like slayings?

I'd actually like game mechanics in place that encourage co -op play instead of the current solo mechanics the game encourage. 

 

Wurm lacks end-game content designed for groups of people. And I'm not talking about group minorities that regularly hunt dragons. It's no secret that I have always disliked how uniques are currently handled with the mechanics we have. 

 

Talking about actual co-op, organizing, supporting each other, the very thing an MMO should excel at. 

 

I'd rather have some tough to kill camps that encourage people to band together than having soloable content. A lot of content in Wurm is soloable except uniques and rifts really. 

 

I'm ok with having some low level camps like goblins that can be handled by one player. But we should have some content that can only be tackled by a party. Not all content has to be designed for one demography of players you know. 

 

You can always have tiered content similar to what most MMos do with solo quests vs party quests. Wurm lacks some rewarding end game content outside of journal goals & rifts which are one of the most annoying thing one can do in game after you do 50 of those and they're all the same. No variety, no diversity, just the same rift over and over again. 

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29 minutes ago, elentari said:

I'd actually like game mechanics in place that encourage co -op play instead of the current solo mechanics the game encourage.

Its actually really hard to design something like this outside of combat. If it's crafting related, you need artificial scarsetie (like games only allow a few professions). The moment you only make it time gated, it will always be "solo" able. On top the reward need to multiply in a way that it's an accomplishment for both players.

PvP servers do this to some degree, since you need to focus together to stand a chance  against other focused groups.

I can't think of a good way to soft force players into grouping satisfyingly.

Well theire is some way of resource sink mechanics you could try on top of complex multi profession items.

 

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25 minutes ago, Radircs said:

Its actually really hard to design something like this outside of combat. If it's crafting related, you need artificial scarsetie (like games only allow a few professions). The moment you only make it time gated, it will always be "solo" able. On top the reward need to multiply in a way that it's an accomplishment for both players.

PvP servers do this to some degree, since you need to focus together to stand a chance  against other focused groups.

I can't think of a good way to soft force players into grouping satisfyingly.

Well theire is some way of resource sink mechanics you could try on top of complex multi profession items.

 

Benefits for working with others could go well, eso gives better rewards for fishing when other people are fishing with you. 

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With the journal rework coming in, does this mean we need to complete the near completed journal tiers we have already? I have 2 that are on the last task but was saving it for when I needed sleep bonus, but I don't want to run into a wall and lose it with the rework.

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19 hours ago, elentari said:

I'd actually like game mechanics in place that encourage co -op play instead of the current solo mechanics the game encourage. 

 

Wurm lacks end-game content designed for groups of people. And I'm not talking about group minorities that regularly hunt dragons. It's no secret that I have always disliked how uniques are currently handled with the mechanics we have. 

 

Talking about actual co-op, organizing, supporting each other, the very thing an MMO should excel at. 

 

I'd rather have some tough to kill camps that encourage people to band together than having soloable content. A lot of content in Wurm is soloable except uniques and rifts really. 

 

I'm ok with having some low level camps like goblins that can be handled by one player. But we should have some content that can only be tackled by a party. Not all content has to be designed for one demography of players you know. 

 

You can always have tiered content similar to what most MMos do with solo quests vs party quests. Wurm lacks some rewarding end game content outside of journal goals & rifts which are one of the most annoying thing one can do in game after you do 50 of those and they're all the same. No variety, no diversity, just the same rift over and over again. 

Wurm is about making your own end game content though it always has been
Wurm does not need tiered quests treasure maps should work similar to how they work in wu except with more balanced and useful loot vs risk as current wu mod is just sillyness on what mobs spawn and such

Honestly i just hope that players from all skill levels can tackle them sure i dont mean low level should be able to do high level stuff but more like a level 70fs toon should be able to solo a treasure map gating it behind coop just makes it be a useless thing and wont encourage the guy/girl who is generally on deed/local area to really venture out if the mechanic designed to encourage exploration leads to "oh i gotta wait for bob to come on so that we can tag team this buffed up troll and sit on a red circle of dead screen afterwards while i bandage" the fights should be risky for the reward yes but still fun as the idea is to explore not to fight for the reward atleast its how i envision the treasure map design honestly

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3 hours ago, wipeout said:

Honestly i just hope that players from all skill levels can tackle them sure i dont mean low level should be able to do high level stuff but more like a level 70fs toon should be able to solo a treasure map gating it behind coop just makes it be a useless thing and wont encourage the guy/girl who is generally on deed/local area to really venture out if the mechanic designed to encourage exploration leads to "oh i gotta wait for bob to come on so that we can tag team this buffed up troll and sit on a red circle of dead screen afterwards while i bandage" the fights should be risky for the reward yes but still fun as the idea is to explore not to fight for the reward atleast its how i envision the treasure map design honestly

Yeah I see this similare. Maybe ther could be like 1/5 or 1/10 maps that a re a bit harder but they shuld state it right away so you don't go to its end alone just to see its one for a team and maps like this shuld only exist if they are tradable since you maybe a general solo player and have no problem to switch it with some one who have a few people in ther deed to do this together. It is ok if its a solo aktivety in the long run.

 

Question is do we take the same massuments to the camps from the second part? Shuld they be soloable? Or shuld ther be camps of diffrent sizes? Small ones solo able, medium better tackel in a small group or real good gear, larg one close to uniq level of people? Not to discuss now without more information but somthing we shuld think about to form a opinion when more info drop.

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On 4/8/2022 at 5:53 PM, Ekcin said:

I agree to the pleas to include farming into the actions triggering an exploration event.

 

 

 

Can we please add prayer rare rolls aswell? 

Almost like the gods giving you treasure to find :D

Working on 70 prayer and lets just say there's been a few rare rolls

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This would be a good way to get hota statue's in pvp be a nice treasure's.

Edited by Tigerclaw
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Would love to see the removal of title requirement journal entries in this update too as it just overlaps with all the other entries in its tier, but also requires you to do more. Would love to see more specific activities, Just feels like an entry to fill in empty space.

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Journal Rework:

This is good

 

Treasure Hunt

This is for me ruin by another mindless grind, why not make the map obtainable in the camps? atleast i am not gonne or have time to spend unhuman amount of hours trying to get a rare roll by smashing my pick in to the wall or digging holes in the ground.

 

Campsites:

Can be fun once ot twice, but theres better be some good reason to do them, either some new very usefull items or vaulable variations everytime, if not im afraid this will just be another rift that everybody hates.

 

And i am assuming that both the treasure guards and camp will be easy to solo, so wheres the group activities? we need something els then uniques, thats pretty mutch just available for a small amount of the playerbase

 

all in all, doesnt sound its enough to get me back in the game.

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On 4/7/2022 at 8:15 PM, Madnath said:

Also please god remove fishing being in there 4 times.

 

 

So this was the first comment that caught my eye...YES!  The journal has been fun in that it does help encourage working in different skills to get people to maybe try things they haven't done before.  The problem has been, though, that there isn't an equal distribution to the skills.  It looks like the rework idea is supposed to address that, which is great!  However, only skipping ONE task per tier is still going to be limiting...do I still grind meditation to get to that unobtainable level (for me!) or do I still try to catch that huge fish I don't care about?  Granted, most of the tasks are doable given enough time and blind luck.  There are a few, though, that are just....

 

Also noted were the comments for the treasure hunt.  That sounds like a LOT of fun!  I do explore more than I used to and I do enjoy the foraging/botanizing/archaeology aspect of things.  I do agree, though, that TRACKING would be a good addition.  I want to grind that more, but there just really isn't a reason on PvE.  Yes, some people can see it as pointless, but ya know, different people like trying different things.  I don't mind working on a new skill to get to a certain level or to potentially find new things.  For some of us that is the appeal of Wurm and all the options.  I'd also love to be able to find cool treasure.  I am not a looter (or any other kinder word, recycler, salvager, etc) and I often feel I do miss out on some of the more unique or valuable items just because I don't have the time/patience/skills to break down walls, etc to get the items.  I don't begrudge anyone that does that, don't get me wrong.  It would just be nice to find cool stuff without fighting off a bunch of other players trying to get there first.

 

Another mentioned issue is figuring out how the camps and treasure guards would work.  I also agree to not kick them up to the point of needing a hunting party.  Yes, it is fun to play with others and have a group project; HOWEVER we are all on different time zones, not everyone has a devoted chunk of time to go hunting, not everyone has high fighting skills, etc.  Rifts are different in that you know where they are, you know what you are fighting, and we know to work as a group and protect those that are injured/dying or have very little skill (to the best of our ability).  Considering how much conflict has been raised due to unique specialty hunting parties, do we really need to add this strife into the mix?  If someone wants to organize a group to go looking for treasure, great.  It shouldn't be required, as you would get the "professional" treasure hunters collecting pieces of the map/going out of their way to get what they can and then just inviting their friends to snag up what they can.  The workaround I can see for that is if there is basically the unlimited possibility for treasure...then that might not be a huge deal.  It still seems better to leave that to those that want to search on their time and not depend on a group to be able to get together. (case in point, it took our group of 6-8 two months to find a time to go through one of the mazes together...it took that long to find a day/time we'd all be on and could play.  Even then, a couple had to stop because it took way longer than they were able to play.)

 

All in all I see the ideas being worked on as fun and a move in the direction to give us what we've been asking for-the ability to do more and adding extra challenges.  I'm not sure how else to say this, but there is no one way to play Wurm!  It can be crafting, fighting, exploring, fishing, hunting...the list goes on and on.  Adding the variety keeps everyone playing instead of just catering to a select few that ONLY want to xxxxxx.  If there weren't new things to do or new skills to work on, I know I would've left a lonnngggg time ago! :D

 

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On 4/7/2022 at 8:32 PM, nahjocheese said:

6fc5b46355706b35130cfaa2f6686a2b.png

Runescape stole archeology from wurm

 

Wurm steals clue scrolls from runescape

 

2jg77p.jpg

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On 4/20/2022 at 4:06 PM, TheMacGregor said:

So this is becoming Wurm Unlimited Online. 🤣

*slow clap*

soo uuugh when can I craft my dual-wield ice and fire addy magranon hammers from the addy vein I used a transmutation wand on? XXDDD

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Can we get any updated news as to when?

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