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Αναφορά προβλήματος μετάφρασης
As you said, what's left are the social aspects. If that's not your thing, then this game may not be for you.
When you reach the level of raising a wall 3 tiles wide and 5 tiles high to provide a dirt wall around your compound, you might realize what this game is actually about.
I do however, support super low rate servers, as this makes the grind feel much more worthwhile.
Becoming the King, is part of the main drive for early game. Becoming a god, is the actual main point of Wurm. (Well Demi-God, but whatever)
This is also why servers that have Epic turned off, are actually a waste, it removes the meta game we are actually playing as characters.
Sidenote - Shoutouts to those from Hammerfall back in the day. (Before we got dirt nuked)
Maby, it could be nice to have a mod, that lets you improve specific skills only once a day and than have a period of time before you can improve them again. So, a more balanced day planing will lead you more forwards in your progression than grinding and producing tons of rubbish or things that you will never need.
build that in 2-3 days
thats actually lakeland a soon to be dungeon we made the central area is a water fort that has spawners for goblins with little camps around it
In WO once your deed is finished the game starts to get boring really quick unless you keep expanding or start a second one.
Before I quit WO (after release of WU) I was mainly a farmer. I was lookig forward to when my deed was completed, so I could start producing stuff. It was like hitting a wall, because I soon realized that all the stuff I was doing was mostly useless. Yes, my skills were getting higher, and that helped me to get on but.... the fact that there was not use to all the stuff I was producing made everything look meaningless.
To me the solution is quite simple, make every single item you produce count. How? Maybe Reputation Skills? For example placing at the main town the King Stores where you can transport all your stuff, getting reputation with the King as exchange, depending on amount and ql. And of course getting some rewards for reaching higher levels (Buffs, new deed structures, titles, etc)
Just doing this you would get people moving around all the time, making the server look more alive. Bigger ships, better horses, carts... trading would flourish too.
Anyways, I hope a modder could implement sth like that for WU.
So the big parts of the game that if I could have mods be "specific" to my needs:
1. Resources more finite, veins only have 100 strikes, but maybe a slightly easier time finding them.
2. Trees - different wood types produce different results. Items have to built with that specific wood type once started, so if you want a lemon tree wood boat, you'd have to build the entire thing with it (making farming trees useful). Tree growth slowed down, to make wood more finite, and being a "forester" a real job.
3. Food needs to be required and food needs to take longer to grow. Right now, you just make a big enough field and you have unlimited supplies. Better suggestions are needed, but that's what I would like.
4. This is the biggest one for me, and would trump the rest of it. My favorite time in any game was in UO (Ultima Online). I was an animal tamer, I could check my animals stats, and heal them with bandages. It was really fun growing my animals stats. I remember training a rabbit to be as strong as a bear. If Wurm Online had a system that allowed me to grow my animals strengths and maybe even their size with proper feeding, and had more varied colors for the domesticated animals (pigs, chickens, cows, buffalo, horses) the animal side of this game would keep me busy for years I would be totally in love with my pets and training my pet bear... breeding my prize winning pig... but instead the animals, beyond the horses are really not necessary parts of the game and actually serve as nuisances that take up space.
basically I want a super hardcore mode (I would even love iron man mode honestly) and if I can't have that I just want to be a full time animal trainer.
- Slowing skill gain just means you have to do more of the same for longer. It doesn't make it more interesting.
- Restricting access to resources just creates two situations. 1) You solo play so you need to spend more time doing the same things to find those sparse resources. 2) You play with others and fight (whether that be full on PvP combat or meta-gameing on PvE, I've seen it happen in WO) over the limited resources. Trade doesn't work, because for example, one or a group of rich players can deed all the good resource. Then, it becomes a game of appeasing those players' egos so you can get the things you need.
- the survival aspect? I'm not a fan of this type of game. In every survival game I've played I usually hack-it to remove that part. I do see some like that kind of challenge. I just can't imagine anyone would find it fun to spend months and hundreds of hours playing toon, watching him/her grow and then suddenly die of hunger permanently.
- I played WO probably 90% of the time as PvE solo and mostly hermit. People saying that it is a mutli-player only type game are just imposing their opinions on others. Note, I quit because I can play WU how I want (macro, mod, no WO gm rules).
WO is what you make of it, just like WU.
1. reduce the number of ores in a vein is an easy mod change. Step through the cave.mesh and resource.mesh. When a vein type is found in cave, change the corisponding entry in the resource to have a small number.
2. The wood type suggestion I belive would be difficult to add.
3. There is a mod that kills you if your thirsty or hungery. Look on the WO forum in the WU mods section.
4. No clue how hard to make the Wurm Tamer. There is code for making creatures and adding custom AI.
However, the Op did mention spending time building things we don't really need.
When you have a settlement all to yourself, really, what's the point of building a massive town when its just going to be a ghost town (quite literally since even the Templars are spirits)? You build a massive house but the amount of decorations and furniture in the game is pretty minimal so most of it is going to be empty. You build a workshop for your forge etc and maybe a boathouse for your boats and ships. Then what?
It's not like you have anyone to populate a town if you build one, even NPC citizens would be an asset to make it worth building huge towns and cities.
It wouldn't really be that hard to incorporate NPC citizens who "move into homes" designated for citizens residences, use facilities designated as public places such as taverns, parks and such, go and appear to work at places designated as work places. Possibly even have children running around the streets and playing. They are purely cosmetic but would add so much more and give us an incentive to build, build, build.
Let's face it, the number of players in the game isn't great and the most off putting thing about the game is the low quality graphics so I can't see it growing by an significant numbers. Players who do join servers don't want to be slaves of someone else's settlement, they want to go off and design their own. but, as the OP said, once you have a home, all the tools you need and all the facilities you need, what's the point of playing?
As someone who has played Wurm Online to death, faster skill timers/action timers don't appeal to me, because that just makes this even faster.
What would appeal to me is a harder mode, that fixes a lot of these issues:
Veins have significantly less ore but spawn more frequently making you continue to mine deep and seriously have to mine a lot to get all the ore you would get normally.
Resource requirements for building items adjusted. I say adjusted because boats are ludicrous enough that they are okay, but things like tools and such... nothing should use .1kg of anything, or .01kg. Everything should be 1.0 or .5 to result in more resource use occuring.
Trees grow slower. Different wood types change look/stats or just stats of items thus creating the forager/forester profession.
Farms grow much slower. Food more scarce.
Much more limited amount of domesticated animals on deeds limiting availabily of meat/etc. Hunting more scarce forcing you to spend many nights out hunting (tracking could be a new skill).
Monsters should be tougher, they are monsters after all.
Guards should be weaker.
Timers could be reduced, since resources are finite there wouldn't be a significant advantage to faster timers, and with longer growth times you would need to water more etc...
What this would do is cause people to specialize. There wouldn't be enough resources to do everything well. It would be to everyone's advantage of you had a blacksmith who focused on tool making, another on weaponsmithing, etc.
The biggest change this would bring - People not sitting around, q'ing action timers. The biggest killer of this game is how BORING it is. If you are a smith you are in a mine, next to an unlimited node with a forge and a bucket/keg of water. You sit there for hours and hours and hours grinding.
So then you go I'm going to do something different. Then you go do the same thing with carpentry. Building the house, grinding grinding grinding.
With limited resources, much more time would be spent moving about and getting excited when you find a high ql node as they would be rarer and harder to find, or getting excited when you find a sheep or horse because they are hard to find.
It would bring back a lot of what excited me in the very beginning of this game.
That's one hell of a needle you're making if it requires 0.5kg of iron.
Farm growth rates are configurable. Want something realistic? Set it to around 4-5 days.
Food more scarce? With new items added to the forage/botanize pool recently, foraging food happens less often. You could also adjust downward the number of creatures on the server, which would make meat more scarce.
This already happens. Many (not all) items have different textures for different wood used int he manufacture. Cedar items decay slower. Oak items take less damage per tick. Willow gives a bonus to bows and fishing rods.
Would you make up your mind? At first, you don't want faster timers. Then you do.
Watering trees to make them grow faster is a mod for Wurm Unlimited. It does nothing with Wurm Online. Are you sure you've actually played that game?
Why? Look at their stats, unless you give them the exact type of weapon they have skill in, they're not tough at all. Any weaker, and they'd be near useless for new players.
A new player builds a guard tower. They'll have around 30 masonry by the time they're done, but probably not over 20 mining. So that tower will end up quality 20-something. That's two guards. A troll comes by, and it's very likely both of the guards and the new player will end up dead.
Hey, what does the 'Player Combat Rating Modifier' setting do?
I wonder what the 'Max Creatures' setting is for.....
Seriously. Read up on the program before you make claims about what it can or cannot do.
Lets ignore the fact that https://wurmpedia.com/index.php/Tracking exists though :D OP is just clueless about this game.
For those that dont want to click the link. It says :
"Description
Tracking shows who, or what, has traversed a tile or near it within the past 3 Wurm days. Tracking is useful for hunting, especially in the woods or around bushes where visibility is limited, and finding out who that pesky thief was! Radius you can track does not increase with skill, just number of sightings, timer, and age of tracks you can see. Tracking increases the mind logic characteristics.
Notes
Only works for the tile you are standing on when the timer finishes, regardless of the tile targeted.
Directions of tracks correspond to direction you are facing when timer finishes.
Titles
Tracker at 50 skill
Pathfinder at 70 skill
Master Pathfinder at 90 skill"
There is no I have everything if you have some creativity. I've even had players completely tear down a town and rebuild it sometimes even in a new location just because they could or got tired of the design and wanted something fresh.
There is also a number of servers that have reintroduced different items actually showing their different wood types. Others offer new crafting options for exisiting items, such as different textures for furniture, more banners, other decorations. Several even introduce completely new items in the game that you will find no where else. Many servers are not that different from others however there are gems that are unique.
You just need to do some research and find the server that fits your preferences and play style. Want things fast goto a 5x, 10x server not my things but some like it. If not find a 1x or 2x server. I'm always making tweak, changes, introducing things because I will not let the environment idle. I've seen more creativity from a number of server operators in the last couple months than virtual the whole existance of WU.
Unlike other games it is harder to see the differences between server before joining them which make visiting their websites, or reading the adverts on the official forums or here in steam all the more important.
As for social aspects, I have people who are hugely social and I have others who are the opposite yet are a part of something bigger and find enjoyment and fun.