Wurm Online teases UI and mission changes ahead of next week’s roadmap reveal

    
10
Wurm Online teases UI and mission changes ahead of next week’s roadmap reveal

The most recent dispatch from the Wurm Online team does not actually contain a full roadmap for the game’s development updates; that’s expected to roll out next week. But it does contain a number of plans and areas that the team is focusing on, starting with fixing uneven creature spawns and empty coffers in a patch early next week. Beyond that, there are several areas the team is focusing on, starting with plans for a free sleep bonus for everyone based on the rocky year so far.

Other changes include alterations to how the favor regeneration system is managed, mission systems, imbues, and an improved UI. The dispatch also confirms that rifts aren’t going to be deployed on the new servers for a couple of months, as they need more balancing and the new servers aren’t quite in a place for that yet. Check out the full rundown for all of the development plans moving forward, with a more reliable timescale from the roadmap slated for next week.

No posts to display

10
LEAVE A COMMENT

Please Login to comment
  Subscribe  
newest oldest most liked
Subscribe to:
Godnaz
Reader
Godnaz

Nice. Now maybe they can lower their premium monthly fees so the 80% Steam launch players who got sticker shock, will come back to play.

$9 sub, plus deed fees $3-9.00 = ($12-18 a month) is too steep for a game with slow development pace, unoptimized Java platform and such a small community.

They have no intend on changing any of these needs though. Code Club AB likes WO exactly where it is. The Wurm Online you play today will be the same WO you will play for years to come.

Reader
PanagiotisLial1

Curious, what is exactly the deed fees? You pay for land you own with real money instead ingame currency tax like most other games?

MilitiaMasterV
Reader
MilitiaMasterV

Deeds cost silver to create/place, and in upkeep to maintain it (Deed upkeep costs), but the only way silver is added to the game, is when someone buys silver with RL money, and then the money cycles in the in-game economy through trade or a couple other minor ways.

There is a ‘kingdom coffer’ mechanic on the PvE servers…where when you’re foraging/botanizing/doing a few other specific actions, you have a % chance ‘to find a rare coin’ (If the coffers aren’t empty, which they often are…it accrues some mathematical portion from all the deeds on the server/island you are on) which you can add to your bank at the deed pedestal/marker…if you have it set at a deed…(You can move it around once every 24 hours last I knew)…which is one of the only other ways to gain money in-game other than doing work for people/trading stuff.

I can’t speak to the PVP side other than what I’ve heard (Supposedly, if you can break down a deed’s walls and gain access to the pedestal you can just steadily drain it’s funds down to nothing over a period of time…essentially stealing in-game coin which was someone’s RL money at some point in the past…it may have changed or been limited more since I quit.)

There used to be a now-removed money spigot that was even more involved that revolved around having to sell multiple things of some value to a ‘trader’ to siphon money out of it each month, but they have finally gotten rid of that broken mess and just turned it into a NPC in-game that sells essentially their version of cash-shop stuff and does a % decrease to deed upkeep costs if you have one on the deed…but they cost a bunch to buy, so it’s a ‘invest to pay less in the future’ idea.

Deeds essentially allow you to ‘claim’ a section of land squares in the in-game world, (Size is dependent on how much you’re willing to pay for AND KEEP PAYING FOR, and can quickly become costly.), thus saying you ‘own’ it and control the actions on it (Gives a whole range of things you can set for what is even allowed there, which you can change loads of settings on.).

Deeds come with a ‘buffer zone’ between deeds…called the ‘perimeter’…which it guarantees I believe 5 tiles on each side, up to a certain amount you wanted whichever direction you planned to build your deed in (Costs more silver to add more perimeter on setup/after you’ve placed)…which is essentially a ‘This has to remain free of buildings’ area as it highly increases the decay mechanic’s damage to anything in the perimeter, but there were limitations placed upon it…like it could not be put over a building that already exists/is owned(Writ) in the perimeter…with 4 built/still functional walls creating a solid structure.

(Game Master enforced rule theoretically…this led to many an argument over whether something counted, and many ‘noob shacks’ being decayed out of someone’s perimeter…essentially forcing a new person to give up and move on and find a new location, and losing all their work…especially because griefers would expand their perimeter over someone’s building to purposely decay it to get inside, to steal their stuff…as any building that has lost at least 1 wall of a ground floor no longer counts as a ‘owned’ building/writ…the old mechanic they used before..so all the circling vultures could rush over and pick your place clean…)

There was also some old rules referring to roadways and stuff(Lots more drama) not being allowed to be covered by deeds, but now they’ve created a road-marker system that theoretically fixed most of that.

Reader
PanagiotisLial1

I see. The takeaway is that you pay subscription plus a “rent” in real currency to keep the land you built things on – some games do not permit housing if you dont subscribe(UO as an example) but I dont know any that charges you rent every month on the land with real money. Even on SOTA, you get 2 deeds free(row lot and village lot sized, with the village one being bigger than big houses on other games) and if you want more or bigger its a one time buy. And SOTA isnt know as a cheap game yet didnt go this path,

I would be ok if WO sold with silver a deed which you could then use to occupy a land spot – but charge EVERY month is a rent of land for real money and I dont like it

MilitiaMasterV
Reader
MilitiaMasterV

The other side to this being that ‘housing’ as you know it in most games, is dev created, where-as in Wurm, every town you visit is player created, even the ‘starter towns’ (Dev players…).

‘Housing’ is also often instanced off nowadays, where-as in Wurm, each server’s map is manipulate-able with enough time (Except below a certain point below the water table)..and you’re not instanced off from others…the whole server is essentially your ‘instance’ (They hooked more than one server together, so you can sail off the border of one, and appear on the border of another.

(There was a few bugs with people having problems appearing on sides of mountains or stuff disappearing, but most of that was dealt with by GM’s addressing them/and sorted out.)

So you gain more ‘freedom’ to share your creations with others, because anyone passing by can see what you’ve built within this world.

But yeah, I agree it is silly to have to pay for fake land pixels with RL money…I always just thought of it as ‘paying for them to keep the server I was enjoying running.’…up till I couldn’t stand paying them more because of issues with staff members…

Reader
PanagiotisLial1

I even seen hybrid systems, for example, Shroud of the Avatar uses instanced towns but those towns are player created inside their instance which is just empty land initially. That said I am not unfamiliar with completely player created open world houses and cities as I mainly played sandboxes – just most that got this extent of detail are gankboxes.(example Life is Feudal and Mortal Online) By the way 22-23 year old UO has the option to make completely custom(open world) houses – its not something that cant be done since games so old did it, but the problem comes if a game becomes too popular and there isnt enough space for everyone to place a house(example ArcheAge launch)

MilitiaMasterV
Reader
MilitiaMasterV

Yeah, I’ve heard people compare Wurm and LiF before.

Thing is there was PvE and PvP, and the creator(Rolf) intended it to be PvP…to the point where there was a point in time where he ‘switched PvP on every server including PvE servers on without consulting with the player-base’…many of the long term players who were still around used to talk about that day as ‘Wurm-pocalypse’ because he literally killed more than half of his paying player-base off that day, as over half of his player-base walked away from the game. He QUICKLY reverted it, but the damage was done. I thankfully wasn’t around for that debacle, but only read about it from more die-hard fans who did stick around. So yeah, it was basically built to be a ‘gank-box’ but much of his players made it quite clear what they wanted was to be able to play without fighting each-other…except for a specific subset of the population that loves PvP, so he kept making mechanics that allowed PvP like stuff to happen, even to people who didn’t want to participate. They still continue to try and herd people to the PvP servers, even though a lot of the PvP server people who post to the forums talk about how dead it is/how it’s the same people over and over again…

As for running out of space…

Wurm tried ‘mega-server’ tech. That’s what the ‘Xanadu’ server/island was. Even if you crammed all of the people on that whole game in that server, you probably couldn’t fill it all (32Km x 32Km). The problem was, the coding wasn’t up to par with it, and lots of bugs existed, so it ended up having a huge lag problem on that specific server.

It had a severe issue with animal/hostile mob population also…as for some reason they all headed north and the northern areas were barraged with constant re-spawns due to how the server read the population groupings from top left down to bottom right in lines/strips…leading to the southern areas being almost devoid of animals/hostile mob spawns, so you could live in the north if you wanted to learn to fight, and be in the south if you wanted to avoid fighting and just farm/enjoy the scenery. This was still being worked on when I left, and still appears to be an issue they keep claiming they have fixed, but have not…as they are saying the same issues are happening on the Steam servers in new threads.

They later found a couple lines in the code that narrowed the lag down, and lessened it/changed a few things that would lessen the load on the server so it wouldn’t lag as bad…but they never cured the lag problem…as I was just reading the other day in their forums it’s still on-going.

So they tried to downgrade the size because it couldn’t handle that much, and just split the islands/hook them together so people could move around. But the economy on the older servers is basically trashed, because you have a bunch of long timers who can make stuff with ease, and not enough ‘new blood’ joining to keep things functional. That’s why they keep doing these little ‘Give us PR so we can get more people!’ things. But it’s a problem with the mentality revolving around the game itself that has lead to a declining/static population.

UO was before my time…I never got around to playing it. I have a feeling I wouldn’t mind playing it, if there was PvE servers over there, but it’s also something I’m not sure I could stand the old style graphics on. I’m tempted to give it a try some day…

Reader
PanagiotisLial1

UO has Trammel(non pvp continent) and Felucca(pvp continent) so as long as you dont go there you are safe.

Reader
Barantor

WO has been where it is for a long time now and they know they are a niche game, to change for steam when they seem to be doing fine would be folly.

I’m intrigued to see their updates. We’ve been fortunate enough to pay for several months of deed upkeep by selling items to those with more real money and it has worked out, so the economy is active.

MilitiaMasterV
Reader
MilitiaMasterV

They already did ‘change for steam’, they disallowed RMT trading just to be allowed on Steam. (https://forum.wurmonline.com/index.php?/topic/173407-the-future-of-rmt-in-wurm-and-price-reductions/)

They have ignored their player-base telling them they need to adjust the price for a long time. (Much longer than they’ve been on Steam)