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Author Topic: Anyone up for a DF wurm village? READ FIRST POST (No longer active)  (Read 103477 times)

Infuriated

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #420 on: March 29, 2012, 07:24:47 pm »

I don't really understand why you wouldn't play the game like you would normally, I just see it as a rare bonus to regular crafting. As for competitiveness and the grind associated with it, sure there will be those who will try to monopolize on it but nothings really changed. Those people would've been grinding hardcore to stay above average anyway and if that didn't bother you I don't see why this would.

No matter what you do, some ones going to no life it harder than you could ever imagine and take an advantage away from you, rarity or not. At least there's a bit of a chance here that you could produce something AMAZING and better than the turbonerds without having to grind your life away.
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Farmerbob

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #421 on: March 29, 2012, 08:39:53 pm »

I like it.  Remember there are teirs to rareness... Rare / supreme / fantastic.

If it is possible for players to actually create exceptional items, I like it a lot.  Like creating masterpieces or artifacts in DF.

I'm sure there will be bugs, but it adds to the richness of crafting in Wurm in a way that makes sense, so I like it.  It might be implemented terribly, it might not.  I haven't seen enough feedback to know for sure.

It's not really like masterpieces of artifacts in DF at all, though. It's just a big time sink. Anyone else can make the exact same thing if they put the time into it. If there was some unique process to go through that involved real choices to create special items it might be like DF's artifact system, but as-is you just spend a whole lot of time making and remaking the same items over and over until the game decides that you've created a "fantastic" item. There isn't any special system for it, it's just completely and random chance like playing some kind of slot machine while crafting.

And I bet that before long there will be an item you buy from the trader that transforms things into the "fantastic" version.

Actually, Rolf has one of the most sane cash shops that exist, but that's neither here nor there.  Every single game is a time sink.

The game of Wurm is a crafting and terraforming game at heart, with some awful avatar and NPC graphics and mediocre-at-best PVP thrown in.  Because it's a crafting-centric game, there are lots of people that spend almost their entire time playing making or improving items.  Adding rare items will not change that.  It will make it likely that exceptional items will come from more than the super-grinders that have stupid amounts of their life devoted to the game.  Those players will surely generate more rares than other players, but a 40 skill weaponsmith can create a rare sword, they certainly can't create a 90 QL sword.

That's the main reason I like the rares.  They make it possible for lower skill characters to make nice items that people will actually want.  Surely those items will then make their way to the uberskilled players for improvement, but provided that the implementation of the rares is not done too poorly (a real danger, unfortunately, but now that Rolf actually plays his own game, he seems to have been making a lot of good common-sense changes, so maybe it's been implemented well)
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Vactor

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #422 on: March 30, 2012, 03:01:38 pm »

This new update just saps my will to play...

Rare items is a huge step in the wrong direction, and if that's where Wurm is going it's not a game I want to play anymore.

I'll think about it. If the rest of you guys stick around I might keep playing... but as-is I just logged out in disgust and don't have any desire to play more.

I know perception like this is a hard thing to change, and its hard to play a game like this when you can't buy into it.  However I do hope you continue to play.  If it helps at all, the extra time sink will only occur once you are max skill.  Until then its grinding you would have been doing anyhow, only with a small chance of getting something worth holding on to.

And.. if you leave now you'll never get to finish turning me into some sort of godlike creature who steals your pregnant horse to borrow your cart with.  :'(
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McTraveller

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #423 on: March 31, 2012, 12:23:50 pm »

So I've been playing with you guys for about a week now, getting my feet wet and learning the basics.

I have a few observations, hopefully constructive.

While the general layout of things is great, and the main fortress seems to be coming along nicely, there is a sense I get of underlying disorganization.  For instance: no easily identifiable stores of particular resources, logs lying around, piles seemingly built haphazard, piles upon piles of random branches and shafts and wood scraps.

There is also I think a disorganization related to what types of things people are working on, what they need to complete that task, and who is working to obtain whatever types of resources.  For instance, if I want to build X, but I need components I, J, and K, how can I put in a request for them from people who can work on those more efficiently?  If I'm good at making Y, how can I let people know this, and how can they best let me know?  Do we really have a need for the mountain of logs piled around, or should we be gathering something else instead?

Also, how do we help new people like me develop their skills while helping out the overall fort?

That said, I have seen a good number of people on at any given time, which is positive.  It's much nicer to be on with others than alone.

I guess to summarize - I think we're reaching the first goal of having basic infrastructure - now how do we go about actually making it efficient in whatever it is we're trying to do from there?  Are we going to produce specific products, be a trade hub, try to expand into a powerful nation?

Also, how can we start producing some wine!?  I'm getting tired of simple water...
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Azated

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #424 on: March 31, 2012, 10:15:57 pm »

Spoiler (click to show/hide)

I've thought all of that since we started, but the problem is that we have so many people online at so many different times with so many different skills.

I actually cleaned up all of the junk lying around on the ground and moved some of the furniture around to be more usable. I'm in the process of organizing the warehouse to be more fluent. Other than that, there isn't an awful lot we can do.

As for who has certain specialist skills, we already have several carpenters, a blacksmith/miner, a chainsmith and a bladesmith.
« Last Edit: March 31, 2012, 10:17:37 pm by Azated »
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evilcherry

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #425 on: April 01, 2012, 01:05:05 am »

I think the simplest way is to ask on the village chat. Chances are some know who's best at a particular skill.

Of course, the best way of action if you have the time is to grind for it :D

evilcherry

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #426 on: April 01, 2012, 06:42:03 am »

Oh, while Wurm has another unscheduled and indescribable "Maintenance downtime", I'm happy to present everyone with this screenie.

ansontan2000

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #427 on: April 01, 2012, 07:01:40 am »

*Slow clap*
Congrats.
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

evilcherry

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #428 on: April 01, 2012, 07:23:21 am »

Update: The update is for the recent lyemaking problems.

Baijiu

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #429 on: April 01, 2012, 10:58:31 pm »

Where in gods name is the village. I got lost and ended up near "Jaynestown". :(
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evilcherry

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #430 on: April 02, 2012, 06:53:52 am »

Where in gods name is the village. I got lost and ended up near "Jaynestown". :(
Usually the best course of action is:

1. Go to local.
2. If there is someone ask where Yorkshire is.
3. If he don't know or isn't sure ask where Strongbox is.
4. Maybe you just got onto the wrong server. Its Serenity (JKH)

Wiro

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #431 on: April 02, 2012, 11:51:10 am »

Azated has an alt at strongbox that will invite you to the village so you can /suicide. That's probably the easiest way.
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evilcherry

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #432 on: April 02, 2012, 12:27:59 pm »

Azated has an alt at strongbox that will invite you to the village so you can /suicide. That's probably the easiest way.
Knowing the lay of the land is one of the better things at Wurm, rite?

evilcherry

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #433 on: April 02, 2012, 12:56:47 pm »

Evil, I see nothing important about that picture.

please, explain.
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Vactor

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Re: Anyone up for a DF wurm village? READ FIRST POST
« Reply #434 on: April 02, 2012, 02:18:41 pm »

I noticed last night that we don't have permissions open for repairing or improving walls.  At least it told me it would be illegal to do so.  Also I'm working on leveling out a ramp to the top of the hill to the right when you leave the fort towards the farm.  With the expanded deed I need permissions added for me to terraform on deed land.  Dropping dirt and digging should be all I need.

I'm also working on an overflow pasture for us to keep some of the abundant livestock we are getting.
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