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Author Topic: WURM Online  (Read 26856 times)

Yanlin

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Re: WURM Online
« Reply #60 on: January 29, 2009, 09:26:37 am »

I thought inactive accounts get deleted after one month unless they have active prem time. Or does buying prem once secure your account?
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qwertyuiopas

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Re: WURM Online
« Reply #61 on: January 29, 2009, 02:50:49 pm »

It charges you something like 5 silver every 3 months of inactivity and only THEN will kil you once you run out.
Or so I think I read on the wiki...
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Yanlin

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Re: WURM Online
« Reply #62 on: January 29, 2009, 04:15:28 pm »

I wish there would be a better Wurm. With some real code and not this slow ass Java. With real graphics and real animations. Otherwise it's fine.
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Micro102

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Re: WURM Online
« Reply #63 on: January 29, 2009, 11:40:25 pm »

im pretty sure that would cost millions upon millions to be able to simulate 3 worlds (5 if you count wild) with 3D graphics along with the freakiskly loarge amount of content in the game...i haven't even scratched the surface of evrything in the game...i read about enchantments and my head exploded. people say there is a lot more.
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Yanlin

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Re: WURM Online
« Reply #64 on: January 30, 2009, 01:03:07 am »

Actually, it wouldn't. I was thinking in the direction of standard MMORPG graphics. Or at the very least get rid of Java!
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Micro102

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Re: WURM Online
« Reply #65 on: January 30, 2009, 04:01:56 am »

standard MMOs have good graphics, but you cant terraform the map, you cant farm, the basic gameplay is "plant/fishing spot/ore spawns here" then "pick plant/fish/mine". the only thing holding the game together are the quests, which is basically what you would do normally except the items look different and there is text. you cant build things, you cant defend a fort, dieing doesnt do anything. if a MMO like world of war craft tried to run all the stuff WURM has it would crash.
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Shades

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Re: WURM Online
« Reply #66 on: January 30, 2009, 04:45:32 am »

i haven't even scratched the surface of evrything in the game

The problem is there is nothing behind that surface. There is really very little in the game and even though I like the fact you can terraform the world it's not enough on it's own.

As to the load problem the game is effectively two grid heightmaps, one for the surface and one for underground (which is we can't dig tunnels under each other). Each grid can contain a single type of terrian, each grid has borders which allow it to handle the single level buildings we get.

There was talk about two level buildings and boats just before I left, but that didn't seem to be going anywhere.

I think what they have achieved is good so far, but there is to little for it to be fun for long. I bought a year of subscription when I started and ended up quitting after a month or two.
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Rilder

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Re: WURM Online
« Reply #67 on: January 30, 2009, 05:02:45 am »

I wish there would be a better Wurm. With some real code and not this slow ass Java. With real graphics and real animations. Otherwise it's fine.

Have you ever tried roma victor? Its sort of wurm like, allowing you to build settlements and stuff, doesn't allow you to effect the enviroment as much as far as I know though.  Only thing is its bugger all to get into and there is only like 100ish people who play.

Its a pay game, (but guild wars style buy and its free forever)They apparently just added a tutorial island and stuff.  Its 10 Euro to start the game.  (You can buy Ingame money with RL money though)

Edit: http://www.roma-victor.com/
« Last Edit: January 30, 2009, 05:04:24 am by Rilder »
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Yanlin

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Re: WURM Online
« Reply #68 on: January 30, 2009, 05:17:23 am »

standard MMOs have good graphics, but you cant terraform the map, you cant farm, the basic gameplay is "plant/fishing spot/ore spawns here" then "pick plant/fish/mine". the only thing holding the game together are the quests, which is basically what you would do normally except the items look different and there is text. you cant build things, you cant defend a fort, dieing doesnt do anything. if a MMO like world of war craft tried to run all the stuff WURM has it would crash.

Well nice to see you know absolutely nothing about games.

Standard MMO GRAPHICS. Not standard MMO GAMEPLAY.

Just because you can't do stuff in WoW doesn't mean you can't do it in other MMOs.

All the gameplay can stay. The graphics need an overhaul and the engine needs to be redone. Basically, redo the game from scratch.
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Micro102

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Re: WURM Online
« Reply #69 on: January 30, 2009, 05:24:31 am »

i haven't even scratched the surface of evrything in the game

The problem is there is nothing behind that surface. There is really very little in the game and even though I like the fact you can terraform the world it's not enough on it's own.

As to the load problem the game is effectively two grid heightmaps, one for the surface and one for underground (which is we can't dig tunnels under each other). Each grid can contain a single type of terrian, each grid has borders which allow it to handle the single level buildings we get.

There was talk about two level buildings and boats just before I left, but that didn't seem to be going anywhere.

I think what they have achieved is good so far, but there is to little for it to be fun for long. I bought a year of subscription when I started and ended up quitting after a month or two.

i found the game to be nearly endless. i was content with having iron stone and wood and making towns, but then i find healing covers, then armoes, then steel, then magical terraforming wands, then dragon armor, enchantments, pruning and sprouts, and several metals that i have no idea what they do yet. best part is its like dwarf fortress, you can always go somewhere else, find different land, and build differently.

and by grids, do you mean those small squares? only reason i see for them to have more then one terrian in them would be for perfect curves when sand collides with grass. as for mines, if you dig under them it creates a shaft so if you want to drop down to alower lever just jump, as you dont take falling damage underground. however i dont see the point in this because the ore will be in the same spot no matter how deep or high you go

standard MMOs have good graphics, but you cant terraform the map, you cant farm, the basic gameplay is "plant/fishing spot/ore spawns here" then "pick plant/fish/mine". the only thing holding the game together are the quests, which is basically what you would do normally except the items look different and there is text. you cant build things, you cant defend a fort, dieing doesnt do anything. if a MMO like world of war craft tried to run all the stuff WURM has it would crash.

Well nice to see you know absolutely nothing about games.

Standard MMO GRAPHICS. Not standard MMO GAMEPLAY.

Just because you can't do stuff in WoW doesn't mean you can't do it in other MMOs.

All the gameplay can stay. The graphics need an overhaul and the engine needs to be redone. Basically, redo the game from scratch.
WoW already has massive lag with its horribly simple coded gameplay in crowded areas, same with WURM. i dont belive you can take both the 3D graphics/animation of MMOs and mix it with the detailed code, the 2 big lag strains for each game, and expect it to run smoothly. maybe in 5 years, but not now. other wise someone would have done it already
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Yanlin

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Re: WURM Online
« Reply #70 on: January 30, 2009, 05:50:01 am »

I repeat. Nice of you to know nothing about how that stuff works and talk about it.

The lag is caused by server/client traffic. That can be streamlined. If graphics cause lag in WoW, then WoW has very shitty code. VERY shitty. Contrary to popular belief, better hardware is not the only way to make better graphics work. Better coding and more efficient coding does that too.

Hugely crowded areas will always lag no matter what. But like you said, combined with graphics processing, the game stands on chance. That is WRONG. I don't know exactly how WoW is coded, but I'd assume that the location of something is controlled by the CPU and not the GPU. The GPU renders the final image. The CPU gives the GPU the info to render with. Sometimes the GPU also does some of the work.
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qwertyuiopas

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Re: WURM Online
« Reply #71 on: January 30, 2009, 08:48:43 am »

Wurm servers lag with 400 people playing at once.

They DO have boats, and they are doing a beta of larger carts and riding in carts and TWO STORY HOUSES ARE A PLANNED FEATURE.
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Shades

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Re: WURM Online
« Reply #72 on: January 30, 2009, 08:51:40 am »

They DO have boats, and they are doing a beta of larger carts and riding in carts

About time, they where talking about boats for ages and I gave up waiting. Larger carts would have been nice, pulling multiple small carts are once was always a painful task.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

qwertyuiopas

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Re: WURM Online
« Reply #73 on: January 30, 2009, 08:58:23 am »

Well, the larger carts are on the test server, but boats have been in for a while.
I don't know how long though.
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Yanlin

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Re: WURM Online
« Reply #74 on: January 30, 2009, 11:08:09 am »

Wurm servers lag with 400 people playing at once.

Wurm serves aren't something grand.
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