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Author Topic: WURM Online  (Read 26805 times)

Timst

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Re: WURM Online
« Reply #225 on: June 28, 2009, 04:01:52 am »

Well no it's not totally impossible, but it's still hard beyond belief... I mean, a brown bear is still dangerous for a well equiped (I've got 2 X QL15 longsword and some pieces of chain armor), relatively well trained player, and there's tons of them. I can't figure out how a newbie could be able to try the game in these conditions.

Sneakey Pete : Ah, good. But for the sake of their customers, that sort of thing shouldn't even happen.

Micro102

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Re: WURM Online
« Reply #226 on: June 28, 2009, 04:19:28 am »

if you see a bear, you run.....noobies are faster then bears because they dont carry anything.....so you must realize what its ike for me when i walk all the way down and back up at the slowest possible speed to refill my barrel of water. basically if you get hit in the leg by a brown bear, you die. so remember to pick a good, memorable spot to crawl to while you get mauled to death.


i could of kept on playing but after the creatures became even harder to kill and the goblins started pwning me again, i had to quit.
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sneakey pete

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Re: WURM Online
« Reply #227 on: June 28, 2009, 05:47:55 am »

Its much nicer on the premium servers. Though still plenty of stuff to give you a challenge (eg, trolls.)
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Cajoes

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Re: WURM Online
« Reply #228 on: June 28, 2009, 06:13:50 am »

They're really pushing newbies toward premium server... but they're doing it wrong, totally wrong.
While this insane bear activity is irritating for mildly experienced GV players, and effectively make them willing of better lands, it's just repulsive for total newbies. That's it : you begin to play, the landscape appear and... TWO THOUSANDS LEGIONS OF BLOOD THIRSTY CHAMPION BROWN BEAR appears to besiege the starter town.
Come on, it's like if you played DF and every time you embark, the wagon is directly put into HFS : it's not hard, it's simply impossible.
It's not like that at First Light, the JK starting town on GV.
And it's not impossible.

I feel kinda proud now, since I helped building First Light. (Mainly acting as hauler and prospecting the silver mine. But still.)
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Jay

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Re: WURM Online
« Reply #229 on: June 28, 2009, 09:30:13 am »

well equiped (I've got 2 X QL15 longsword and some pieces of chain armor)
Not especially.
Max QL on GV is 30 if you have 20 skill and get relatively lucky while crafting.
20ql is easy even with the 20 skill cap.
...   5ql does make a difference.
My 60ql swords/chain with enchants notwithstanding...
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Timst

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Re: WURM Online
« Reply #230 on: June 28, 2009, 06:17:36 pm »

I didn't say I was equipped with masterwork weapons, sure, but these two longswords took me like, several month to come by. And it's still unsufficient.

Anyway, GV seemed to be better after the magic bear killing, when I left it for freedom isles, this morning. Oh, and my fps raised from 10 with everything set at "low" on GV to 30 with everything at "extreme" on FI.... too many bears and newbies bodies to render, I guess.

Morlark

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Re: WURM Online
« Reply #231 on: June 29, 2009, 01:42:00 am »

They're really pushing newbies toward premium server... but they're doing it wrong, totally wrong.

When has anything Rofl has done turned out the way he expected it to? Remember the massively increased item decay he implemented a while back?

<Rolf> Oh no, the server can't cope with all the items people are hoarding. Better make them decay really fast.
<Players> Oh no, items decay too fast, we need to stockpile three times as much to make sure we have what we need.

End result is that not only did the change not solve the problem it was supposed to, but now you have stupid occurrences like ores disappearing in less time than it takes to carry them to the forge and smelt them.

Or how about when Rofl turned on PvP on the home servers? Because forcing PvP on people who specifically don't want PvP in their building game is smart. Make no mistake, Wurm is pretty much purely a building game right now, and it shows in that the combat system in this game really is atrocious.

Don't get me wrong, I appreciate that he's trying to make a nice game for us all to play, but honestly, the game suceeds in spite of Rofl, not because of him.
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Micro102

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Re: WURM Online
« Reply #232 on: June 29, 2009, 01:45:49 am »

1000 mistakes will lead to a treasure

give me credit for the quote  :P



but seriously dabbling in everything that could be implemented into the game your just gonna get closer to a game everyone likes.
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Yanlin

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Re: WURM Online
« Reply #233 on: June 29, 2009, 03:48:01 am »

1000 mistakes will lead to a treasure

give me credit for the quote  :P



but seriously dabbling in everything that could be implemented into the game your just gonna get closer to a game everyone likes.

Except the other 999 mistakes will cause horrific problems.

Remember. Two wrongs don't make a right. 999 wrongs don't make a right either.
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Poltifar

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Re: WURM Online
« Reply #234 on: June 29, 2009, 05:18:28 am »

Yeah, I quit wurm for these kinds of problems, especially PvP on the non-pvp realms.

But now that we have a new server, maybe I'll try again, with premium this time. Although I have to ask, are the decay speeds still insane? I never checked to see exactly how fast they were before OR after the changes.
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<@Poltifar> i specced myself into a corner, i should just reroll
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<@Akroma> just play the minigames until your subscription runs out

Virtz

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Re: WURM Online
« Reply #235 on: June 29, 2009, 05:43:21 am »

Or how about when Rofl turned on PvP on the home servers? Because forcing PvP on people who specifically don't want PvP in their building game is smart. Make no mistake, Wurm is pretty much purely a building game right now, and it shows in that the combat system in this game really is atrocious.
There ever was no PvP on the home server? From what I remember, it was always possible to attack and kill other people, just that doing so too many times lead to being thrown in the wild server.

Also, I never found the combat to be that bad. Sure, your character's initially a retard who'll get killed by anything, but this is the only MMORPG I know to have bodypart damage and healing over time, making it better than 99% of MMORPG combat systems.
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Jay

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Re: WURM Online
« Reply #236 on: June 29, 2009, 01:38:44 pm »

But you stand there carrying your weapon and exchange green and orange text with someone else until one of you poofs to the ground dead or runs away because the green bar turned too red for their liking.

I love Wurm, sure, but not because of the combat system.
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Virtz

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Re: WURM Online
« Reply #237 on: June 29, 2009, 02:00:28 pm »

But you stand there carrying your weapon and exchange green and orange text with someone else until one of you poofs to the ground dead or runs away because the green bar turned too red for their liking.
Beats watching people dispassionately whack each other over the head and spam particle effects all over the place as far as I'm concerned. Maybe if they actually fought (as in slashed, thrust, blocked, dodged, etc.) and didn't just take 20 stabs to the face, then maybe I'd prefer those. Otherwise, I'll take mechanisms over eye candy.
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Micro102

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Re: WURM Online
« Reply #238 on: June 29, 2009, 04:24:29 pm »

1000 mistakes will lead to a treasure

give me credit for the quote  :P



but seriously dabbling in everything that could be implemented into the game your just gonna get closer to a game everyone likes.

Except the other 999 mistakes will cause horrific problems.

Remember. Two wrongs don't make a right. 999 wrongs don't make a right either.

but in a game that gets new players, mistake can be erased.


the combat system isnt bad, you have multiple body parts, a distance measurer, height advantage, you fight worse when you move, you can target different things, and damaging differnt body parts effects you in different ways.....its a very refined combat system, even if it has limited animation.
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Timst

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Re: WURM Online
« Reply #239 on: June 30, 2009, 03:53:13 am »

The new server is good, but heh... it's the same size that JK and LR used to be, and these 2 servers are closing... There's still plenty of space inland, but the coastline is already well settled.
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