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Other Projects => Other Games => Topic started by: Micro102 on January 14, 2009, 02:46:37 am

Title: WURM Online
Post by: Micro102 on January 14, 2009, 02:46:37 am
well i asked around and everyone seemed to know about dwarf fortress, said that about half the people play WURM also played it. so i thought it would be a good idea to have our own little thread here.

post questions, awsome things, or maybe we should make our own town.



People taking place in WURM

Micro102 - MicroDominatus

Title: Re: WURM Online
Post by: Mephisto on January 14, 2009, 02:53:25 am
After the guide, it's basically "do whatever."

A good strategy for foraging is to go a ways from town. You can bet the area around town is being searched constantly.

I'm not the best person to ask question 3 as I jumped right in with a group of people for the sole purpose of creating a DF village. It failed,  by the way. That's what we get for starting a village right at the end of a DF version slump. New version comes out and we all drop WURM to play it.
Title: Re: WURM Online
Post by: deadlycairn on January 14, 2009, 03:29:18 am
I read through all that topic  ;D
Seems that you'll have plenty of time before the next area is released though.
Oh, and don't put your town anywhere near giant scorpions!
Title: Re: WURM Online
Post by: Micro102 on January 14, 2009, 03:34:27 am
so anyone wanna make a town? im sure lots of people have accounts. and ive got the basics down. dirt to even out land, make sure its near a water source, mountian, and forest, but ive never built anything and i dont know what to build first...probably a feild, then a forge, and after that a house.....and from there idk.

so who's in? the game pretty much the closest thing to a 3-D dwarf fortress MMO around. and the premium server is even closer
Title: Re: WURM Online
Post by: Shades on January 14, 2009, 04:48:52 am
I played for a month or so and got bored. I'm sure my character is still there though.
Title: Re: WURM Online
Post by: Yanlin on January 14, 2009, 04:59:33 am
They get deleted after a month of inactivity unless it has premium time on it.

I got bored of it. I really loved it but it's not as fun anymore for me. The best way to survive? Grind skills for a while. Don't forget to forage and botanize. Even if you don't find anything, you gain skill. That skill is vital. Practice hot food cooking too. You'll need to at least be able to provide yourself a fish casserole now and then. By the way, fishing is the easiest source of food you can get. Don't settle for a normal fishing rod. You'll want a fine one. Shouldn't be hard to obtain.
Title: Re: WURM Online
Post by: Shades on January 14, 2009, 05:08:46 am
They get deleted after a month of inactivity unless it has premium time on it.

Hmm not sure then, it was about a year ago, but I had a fair bit of premium time on it. I found I was just loging in to grind skills towards the end of it so wondered why I was playing it at all :)
Title: Re: WURM Online
Post by: Yanlin on January 14, 2009, 05:17:58 am
I don't recall the details. Maybe they only delete characters that never paid. Sure sucks when the alt that holds all your writs disappears.
Title: Re: WURM Online
Post by: Mohreb el Yasim on January 14, 2009, 11:02:05 am
i played it a bit too, but i have no needed net (my ports arent open) and anyway i get bored with it, all the restriction on free play, and all the restriction in game any way ... you cant even make an underground house, it is fustrating after DF ... but it is quite well as game ... it is just me who really wants to be able do anything if it makes sense in a game like wurm ... but of course it is really hard to make ... and if once someone will make a game with a almoste perfect liberty of actions, no server will be able to turning it :D
so give it a try i suggest you migth like it much ... (attantion getting up skills high enougth is sloooooow)
Title: Re: WURM Online
Post by: Yanlin on January 14, 2009, 11:17:26 am
Personally I don't find it slow. It's perfect. It's not fun to be uber after one or two days of playing... I mean, where's the fun in becoming uber if it's so easy?
Title: Re: WURM Online
Post by: andrea on January 14, 2009, 11:23:20 am
if i didn't just go to wild sevrer, i would come and help you in game :(
Title: Re: WURM Online
Post by: Soulwynd on January 14, 2009, 03:00:05 pm
There are a few wurm threads already, we even had a DF town in there once.
Title: Re: WURM Online
Post by: yamo on January 14, 2009, 03:03:04 pm
nothing left but a greasy spot... :D
Title: Re: WURM Online
Post by: Micro102 on January 14, 2009, 04:42:51 pm
well this time everyone finishes the guide quests, we all gather in newtown, and all head out in 1 direction miles away and build our own town.
Title: Re: WURM Online
Post by: Cajoes on January 14, 2009, 06:04:53 pm
Separate server for new peeps now, opened a few hours ago, apparently. >_>

Couldn't log into my old char, either deleted or corrupted, or something.
Dorf Magnus reporting in as Peasant.
Title: Re: WURM Online
Post by: sonerohi on January 14, 2009, 06:25:59 pm
Kallevi, signing on as a potash maker sir!
Title: Re: WURM Online
Post by: Yanlin on January 14, 2009, 06:41:10 pm
Heh. If we can actually do this, I might come back to the game. If you guys actually get a good group going, I'll tag along with a brand new character. Don't need to do the guide quests for petty money. I already know it all. (Unless they changed something...)
Title: Re: WURM Online
Post by: Wooty on January 14, 2009, 07:32:45 pm
Yanlin, if you do go back to the game, move your damn forge.

It's blocking my window.
Title: Re: WURM Online
Post by: Micro102 on January 14, 2009, 09:17:50 pm
whoever is gona join in this whole town thing say so and post your game name.

do the guide quests for now, it will refresh your memory, give you some items, make you stornger, and will be soemthing to do while you wait for more people to join. i think we should head out once we got 10 people
Title: Re: WURM Online
Post by: Micro102 on January 14, 2009, 09:27:13 pm
horrible news! no new characters can play on the worlds anymore unless they go premium!...they made a tutorial only world and im not sure if you can build towns there
Title: Re: WURM Online
Post by: Mephisto on January 14, 2009, 09:39:34 pm
Another game down the hole. I knew it was going downhill way back when I still played and the number of playable servers decreased from 2/3 to 1/3.
Title: Re: WURM Online
Post by: Micro102 on January 14, 2009, 10:26:50 pm
ok they say its just like jenn kellon but im skeptical
Title: Re: WURM Online
Post by: Yanlin on January 15, 2009, 06:18:03 am
Yanlin, if you do go back to the game, move your damn forge.

It's blocking my window.

Next time don't build a house with a window facing my forge! Besides, I quit that village AGES ago.
Title: Re: WURM Online
Post by: andrea on January 15, 2009, 09:16:29 am
forges decay slowly. veeeery slowly.

i must say i am disappointed with the new update, about no new players coming to 3 servers unless they buy premium. that is just bad. the guide isn't good enough to allow this kind of thing, and there are many things that new players with capped skills can't do. and there are many things they can't try.

i am not going to move from my house, but if you need anything my name in game is Andreea (2 es, andrea was already taken)
Title: Re: WURM Online
Post by: Yanlin on January 15, 2009, 09:25:25 am
Sigh. I'd assume you could just push the forge yourself by this time Wooty.
Title: Re: WURM Online
Post by: Wooty on January 15, 2009, 06:36:33 pm
That village and everything in it has long since rotted, and my character has been deleted for inactivity. It's a joke  :P
Title: Re: WURM Online
Post by: Yanlin on January 15, 2009, 07:52:45 pm
That might be worth mentioning.

Another thing worth mentioning is that the village was called copperblazes. Sound familiar? The best fort made in 2D DF. They wanted to remake that ABOVE GROUND in Wurm. Horseshit.

I say we go and make a REAL Copperblazes. Live underground Nshit.
Title: Re: WURM Online
Post by: Jay on January 15, 2009, 11:57:02 pm
That might be worth mentioning.

Another thing worth mentioning is that the village was called copperblazes. Sound familiar? The best fort made in 2D DF. They wanted to remake that ABOVE GROUND in Wurm. Horseshit.

I say we go and make a REAL Copperblazes. Live underground Nshit.
Except the underground in Wurm is..  ONE level.
You come across another tunnel, a mile below yours, and there's a collosal shaft created.
Course, no fall damage underground either (unless they changed something) so you could go down that shaft and survive...
Title: Re: WURM Online
Post by: deadlycairn on January 16, 2009, 01:47:51 am
The problem is climbing out again. Of course, since CopperBlazes was 2d, as long as you found a nice unexplored patch of mountain you should be able to manage it - I think.
Title: Re: WURM Online
Post by: Shades on January 16, 2009, 04:12:09 am
You'd have to reinforce.. I mean smooth every single wall to make sure others didn't dig into it though
Title: Re: WURM Online
Post by: Yanlin on January 16, 2009, 10:30:56 am
It still collapses eventually. A good tactic would be to constantly move and have no housing units. Once a section collapses, you  could mine it out again if I recall correctly.
Title: Re: WURM Online
Post by: Antioch on January 16, 2009, 10:47:06 am
DOH

why do I decide to register one day after there stupid change......

I already checked out the game a day earlier, but delayed the registering
Title: Re: WURM Online
Post by: Yanlin on January 16, 2009, 11:33:41 am
I can say the game is worth every damn penny.
Title: Re: WURM Online
Post by: Shades on January 16, 2009, 11:35:49 am
I can say the game is worth every damn penny.

Although I disagree with that, it's still quite fun for a short while :)
Title: Re: WURM Online
Post by: Micro102 on January 16, 2009, 05:57:06 pm
ill say its worth every penny when they actually move there arms to do stuff and the server isnt always full
Title: Re: WURM Online
Post by: lumin on January 16, 2009, 06:44:23 pm
So wurmonline charges you now for their wild server?  How recent is that, because I remember a year or two ago it was free?
Title: Re: WURM Online
Post by: Mephisto on January 16, 2009, 07:21:23 pm
My logs tell me it was between mid-October to mid-November, 2007. I was with the group that took over the ruins of BearBack. That's around the time we were there and I seem to remember Wild being closed around that time.
Title: Re: WURM Online
Post by: Wooty on January 16, 2009, 09:05:18 pm
2007? I think around spring 2008 would be about right. I remember how we rushed to get outselves a non premium priest before the wild and therefore the only means of becoming a priest would be closed to non premiums. You could probably find it on the wurm forum announcements somewhere.
Title: Re: WURM Online
Post by: andrea on January 17, 2009, 08:59:32 am
i think it was last summer, i remember i was already playing a week or 2 before wild was closed
Title: Re: WURM Online
Post by: Cajoes on January 18, 2009, 02:50:28 pm
Here's a little tale that happened just last night. Names omitted because I can't remember most of them and did not want to implicate certain parties.

Spoiler (click to show/hide)

Not the most riveting tale, maybe. If you want more I can probably hammer together some day to day reports of First Light
Title: Re: WURM Online
Post by: Micro102 on January 19, 2009, 10:29:09 pm
interesting news....mybrother just made an account but didint go to golden vallly....we might still be able to do this. evetyone try and join Jenn Kellon
Title: Re: WURM Online
Post by: qwertyuiopas on January 26, 2009, 11:48:56 am
Bump, and an image made by me.

(http://img150.imageshack.us/img150/9641/wurm2sv5.png) (http://www.wurmonline.com)
Title: Re: WURM Online
Post by: Yanlin on January 26, 2009, 12:18:16 pm
Bump, and an image made by me.

(http://img150.imageshack.us/img150/9641/wurm2sv5.png) (http://www.wurmonline.com)

There are limits. There are NPCs. Your banner is false advertisement.
Title: Re: WURM Online
Post by: qwertyuiopas on January 26, 2009, 12:46:24 pm
Well, it is all relative.
Theres no "You need to be at least level 25 to use this sword"
And I mean civilian NPCs.

Besides, I can change it anytime, if you have any better text, why not suggest it...
Title: Re: WURM Online
Post by: Shades on January 26, 2009, 01:19:53 pm
Technically there are quests too, but only for the guide. :)
Title: Re: WURM Online
Post by: Yanlin on January 26, 2009, 01:33:47 pm
Well, it is all relative.
Theres no "You need to be at least level 25 to use this sword"
And I mean civilian NPCs.

Besides, I can change it anytime, if you have any better text, why not suggest it...

There ARE civilian NPCs.

The guide quests don't count as quests. They are more of a tutorial.

There IS a "you need to be this awesome to use this." crap going around too. With skill restrictions.
Title: Re: WURM Online
Post by: Micro102 on January 26, 2009, 01:41:11 pm
NPCs are nonplayer character, there for its impossible to be them.

only quests are of the guide which is just a tutorial

i have never come across a limit. i do not consider not being able to make make a forge when ive never even used a chisel to be a limit. or not being able to steer a boat without getting smarter
Title: Re: WURM Online
Post by: Yanlin on January 26, 2009, 01:43:42 pm
Sheeeeeesh. You're just like moon conspiracy theorists. When your first claim is debunked, you just pull something less likely from your... Private parts...

NPCs exist. Period. Traders, merchants, Bart the tavern guy... The guides... ALL ARE NPCs!

Quote
i have never come across a limit. i do not consider not being able to make make a forge when ive never even used a chisel to be a limit. or not being able to steer a boat without getting smarter

Maybe you don't consider it to be a limit, but it IS a limit. Even if it a justified one. I'm also talking about how you can't just try and fail. If you can't try and fail, you're restricted. A restriction.
Title: Re: WURM Online
Post by: Micro102 on January 26, 2009, 10:46:10 pm
guides and bart are for begginers, give them food and info....merchants, players hire them. they are only in existence of someone keeps paying them. sort of like a service provided by a player, not an NPC. just because it looks like a human doesnt mean its an NPC.

so your saying no limits would be you automatically get to do everything? just a quick look around and kill some things until youve done everything in a few days? thats not no limits thats just a bad game.

but i guess its all based on different peoples opinions...not really possible to solve this would just go on forever
Title: Re: WURM Online
Post by: Shades on January 27, 2009, 06:09:27 am
I'm also talking about how you can't just try and fail. If you can't try and fail, you're restricted. A restriction.

so your saying no limits would be you automatically get to do everything?

No he said that if you could try to do it it would count as no limits. As it is there are a number of tasks you can't even try until you've reached a certain level in that task.

If there were no limits then you could at least attempt it, however poor the resulting outcome would be.
Title: Re: WURM Online
Post by: Yanlin on January 27, 2009, 08:40:40 am
guides and bart are for begginers, give them food and info....merchants, players hire them. they are only in existence of someone keeps paying them. sort of like a service provided by a player, not an NPC. just because it looks like a human doesnt mean its an NPC.

so your saying no limits would be you automatically get to do everything? just a quick look around and kill some things until youve done everything in a few days? thats not no limits thats just a bad game.

but i guess its all based on different peoples opinions...not really possible to solve this would just go on forever

NPC. Noun. Acronym. A non player character. Any character in a user intractable contact that is not controlled or represents a player.

You're also forgetting animals. Who are also NPCs.
Title: Re: WURM Online
Post by: Micro102 on January 27, 2009, 11:57:12 am
I'm also talking about how you can't just try and fail. If you can't try and fail, you're restricted. A restriction.

so your saying no limits would be you automatically get to do everything?

No he said that if you could try to do it it would count as no limits. As it is there are a number of tasks you can't even try until you've reached a certain level in that task.

If there were no limits then you could at least attempt it, however poor the resulting outcome would be.
thats sort of how it works, when the percentage goes negative it counts as not being able to do things. ive gotten down to 7% for a fountian.
Title: Re: WURM Online
Post by: andrea on January 27, 2009, 12:30:36 pm
6% is minimum, below that you can't try.

i think it is not realistic. i don't know much about nuclear bombs, but , given the right materials, i can try. i would fail (0% to make it) but there shouldn't be anything to stop me from trying.
Title: Re: WURM Online
Post by: Yanlin on January 27, 2009, 04:53:09 pm
Except lack of money and laws.
Title: Re: WURM Online
Post by: Micro102 on January 27, 2009, 08:04:00 pm
well to let you try it would put a larger strain on the server (they already keep tweaking it to stop lag) so the devs probably thingk (noone would actually do it, so lets lower the lag)
Title: Re: WURM Online
Post by: Sowelu on January 27, 2009, 08:10:43 pm
well to let you try it would put a larger strain on the server (they already keep tweaking it to stop lag) so the devs probably thingk (noone would actually do it, so lets lower the lag)

:(
Title: Re: WURM Online
Post by: Yanlin on January 28, 2009, 10:32:50 am
well to let you try it would put a larger strain on the server (they already keep tweaking it to stop lag) so the devs probably thingk (noone would actually do it, so lets lower the lag)

How does that validate it? It's still an existing restriction. Sure it's a good restriction and there's a perfectly valid reason for it. But it doesn't mean that it doesn't exist!
Title: Re: WURM Online
Post by: Morlark on January 28, 2009, 11:07:07 pm
Although bickering may follow in the finest of dwarven traditions, I think you'll find there's a village to be built. I'm in! (I just got a mod to release me from the fence I've been trapped in for the past 6 months.)
Title: Re: WURM Online
Post by: Mephisto on January 28, 2009, 11:13:15 pm
(I just got a mod to release me from the fence I've been trapped in for the past 6 months.)
Nice to know they care about their players as much as they did when I used to play.

No sarcasm here, I'm completely serious.
Title: Re: WURM Online
Post by: Morlark on January 29, 2009, 09:24:45 am
Umm... I'm not quite sure how me having forgotten about the game and not logged on for 6 months consitutes a failure on the part of the moderators.  ???
Title: Re: WURM Online
Post by: Yanlin 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?
Title: Re: WURM Online
Post by: qwertyuiopas 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...
Title: Re: WURM Online
Post by: Yanlin 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.
Title: Re: WURM Online
Post by: Micro102 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.
Title: Re: WURM Online
Post by: Yanlin 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!
Title: Re: WURM Online
Post by: Micro102 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.
Title: Re: WURM Online
Post by: Shades 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.
Title: Re: WURM Online
Post by: Rilder 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/
Title: Re: WURM Online
Post by: Yanlin 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.
Title: Re: WURM Online
Post by: Micro102 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
Title: Re: WURM Online
Post by: Yanlin 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.
Title: Re: WURM Online
Post by: qwertyuiopas 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.
Title: Re: WURM Online
Post by: Shades 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.
Title: Re: WURM Online
Post by: qwertyuiopas 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.
Title: Re: WURM Online
Post by: Yanlin on January 30, 2009, 11:08:09 am
Wurm servers lag with 400 people playing at once.

Wurm serves aren't something grand.
Title: Re: WURM Online
Post by: Morlark on January 30, 2009, 11:16:21 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.

IMHO, A Tale In The Desert is pretty much that. Ok, it's not exactly Wurm. It doesn't have deformable terrain, and it doesn't have PvP, but other than that it's superior to Wurm in pretty much every way. It has better graphics than Wurm, and without any of that nonsense that is Java. In fact I'd be playing it right now if it weren't for the fact that it requires a credit card to play beyond the 24 hour free trial. Seriously, is it so hard to accept Paypal?
Title: Re: WURM Online
Post by: Shades on January 30, 2009, 11:23:28 am
IMHO, A Tale In The Desert is pretty much that. Ok, it's not exactly Wurm. It doesn't have deformable terrain, and it doesn't have PvP, but other than that it's superior to Wurm in pretty much every way.

Isn't deformable terrain pretty much the only thing that makes Wurm different/interesting though? What makes tale in the desert good? (never played it just wanted the view from someone that has)
Title: Re: WURM Online
Post by: Yanlin on January 30, 2009, 11:50:03 am
Terraforming isn't overrated. I carved out an entire village from a hillside. Took me days. Felt awesome afterwards.
Title: Re: WURM Online
Post by: Morlark on January 30, 2009, 12:42:36 pm
Isn't deformable terrain pretty much the only thing that makes Wurm different/interesting though? What makes tale in the desert good? (never played it just wanted the view from someone that has)

Well, I only played the trial, so my experience is somewhat limited, but there were some ideas that I really liked.

There's the idea of technological advancement going on within the game; you contribute resources towards research at universities, and then eventually it unlocks a new technology that everybody can use. So for example, you start off with access to some crappy brickmat for making bricks, but every so often they break and you have to make a new one. But you can research better brickmats that break less often, or don't break at all.

Also, I heard mention of some sort of genetics system, to allow you to develop new strains of crops, for better yields and such, although I never found out how exactly the system works. But there's loads of different things like that.

You can join multiple different guilds as well, so you can contribute to all sorts of different projects, and collaborate with many different people, without tying yourself down to one orgnisation or location.

And then even on an individual scale, you can make a lasting mark on the world. You can build sculptures and stuff, and allow people to rate whether they like it or not. And when I say you can build sculptures, you get to design how it looks and stuff, it's not just a generic 'statue of demon' like in Wurm. Or they have this neat little puzzle game with sliding blocks. You can build them, and design a starting scenario the way you like, with its own unique solution, and then people that pass by can play the game and rate how challenging/interesting they thought it was.

Of course you've also got all of the normal build build build tendencies that Wurm has, so you can build a house out in the desert if you want, or make a village with friends or whatever. Basically it has all of the same resource gathering, building construction, freeform gameplay that makes Wurm (and indeed DF  :P ) fun to play.

The main thing that's different from Wurm is that there are various challenges that you can try to accomplish in different categories. Not quests like in a normal MMO, but long-ish (depending on the task) achievements which give you a way to define/customise you character. So for instance, if you like building, you can do the architecture tasks, and once you complete the first architecture task you become known as an Initiate of Architecture, and so on.

Umm, yeah, I probably wrote more than I intended to, but I really like this game.

Edit: Oh, did I mention it has better graphics than Wurm? And doesn't run in Java? Ok, I don't mind Wurm's graphics, but that second point is a massive plus, IMO.
Title: Re: WURM Online
Post by: Shades on January 30, 2009, 12:58:38 pm
To be honest with a well written java program there is no reason you should be able to tell the difference. But that is another matter.
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 01:04:54 pm
ATITD has no combat whatsoever.

It does have crafting that's part of the game instead of a vague numerical thing.  Want to make an awesome hatchet (for chopping trees instead of people, naturally)?  Get some iron and pound it into something like the hatchet shape.  And the closer you get, the higher its quality.  It's not like Wurm where it takes your anvil quality, your hammer quality, and your skill, and poof hatchet.
Title: Re: WURM Online
Post by: Yanlin on January 30, 2009, 01:44:05 pm
Wurm has the upper hand for being free. But ATITD sounds fun. I'll have a look once I have some cash flow.
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 02:05:36 pm
More pros and cons:

Wurm has awesome terrain and weather.  At least by my standards.  When I hopped on a while back, I met people on this mountainside at night, and then we went and watched the sun rise from a mossy hillside...it was truly mindblowing.  ATITD can't compare to that.

Also, ATITD will suck your time in repetitive tasks.  It's not as varied as Wurm, I think, even if it IS deeper.  Be prepared to make a lot of bricks and grow a lot of flax.
Title: Re: WURM Online
Post by: qwertyuiopas on January 30, 2009, 02:06:28 pm
But once you make it, can you improve it?
Does it take damage over time?
Is it even 3D?
Does it install viruses?
Title: Re: WURM Online
Post by: Micro102 on January 30, 2009, 02:09:30 pm
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.

would you consider the way the envorinment acts as graphics? WoW is set...the landscape is just one solid peice and anything in the envorinment you can act with it ALWAYS there, just it turns invisable and you cant interact with it. WURMs landscape is torn into peices, and can be maniuplated, instead of one solid landscape, its 1000000's of seperate ones, each manipulatable, and all items have their own 3D images, you can drop them, open them, have 100's of items inside containers inside containers inside other contianers like           wemp seeds -> clay pots -> barrels -> carts... as for not knowing anything about games, im 19 your 16 and ive taken a few game developer courses. WURM is 2D, WoW is 3D.....huge difference. you cant combine the two. Wurm is too complicared to make everything 3D
Title: Re: WURM Online
Post by: qwertyuiopas on January 30, 2009, 02:16:45 pm
Wurm is 3D, the player is just limited to mostly 2D moement. The WoW enviroment simply makes use of Z axis overlaps more.
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 02:21:50 pm
Wurm is not 3d.  The mines kind of look like 3d but they're not--try making two tunnels cross each other at different levels if you don't believe me.

Title: Re: WURM Online
Post by: Micro102 on January 30, 2009, 02:33:31 pm
yeh its only 2D...wonder if making 2 story houses would be 3D, or if it will just be like mines in the opposite direction. WURM would be the most popular game in the world is they were able to make it 3D
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 02:39:28 pm
Two story houses...Hm, they might be able to pull it off.  I don't know if objects obstruct each other at different Z-levels like they did in Doom.

I don't really know what criteria something would have to have for me to really consider it 3d.  I mean you can even have an overhanging cliff, but if that's just a mesh you stuck onto your flat, 2d landscape...  And while you CAN walk on top of a mountain you mined in, well, that's because the mine is just a portal stuck on the mountain face.

I think to call something truly 3d, you'd have to be able to dig into the mountain at an arbitrary place, from an arbitrary angle, and cross other tunnels.
Title: Re: WURM Online
Post by: Rhodan on January 30, 2009, 03:28:58 pm
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.

would you consider the way the envorinment acts as graphics? WoW is set...the landscape is just one solid peice and anything in the envorinment you can act with it ALWAYS there, just it turns invisable and you cant interact with it. WURMs landscape is torn into peices, and can be maniuplated, instead of one solid landscape, its 1000000's of seperate ones, each manipulatable, and all items have their own 3D images, you can drop them, open them, have 100's of items inside containers inside containers inside other contianers like           wemp seeds -> clay pots -> barrels -> carts... as for not knowing anything about games, im 19 your 16 and ive taken a few game developer courses. WURM is 2D, WoW is 3D.....huge difference. you cant combine the two. Wurm is too complicared to make everything 3D

Wurm's map is a grid with lots of squares whose corners can be displaced with a shovel. There's probably an extra layer underneath for tunnels.  The only 'impressive' bit is that it can be manipulated on the fly.  Other than that it's nothing special.  It's certainly not heavier on the server than a WoW map, which just uses a denser grid to make smoother hills.
Most games with big outdoor terrain use a 2D height map.  Any overhangs and bridges are added later as separate models.

If WoW tried to do the stuff Wurm does, you'd get a few kb of extra data sent back and forth with map data now and then, consisting of some numbers saying which nodes when up or down, and which type of wall appeared in which spots, and who said wall belongs to.  All that info hardly takes more bandwidth than a few sentences of chat messages, most likely a lot less.
You'd get more client-side strain as the game applies the textures and items to the updated world map, but other than that you're all set.  Maybe fiddle a bit with craft skills and make them more detailed, which some other MMO's already have, and you're all set.

Wurm's code isn't any more special than what other games have, the only difference is that they had the idea and made it.  The reason nobody else did it is because, well, they probably didn't see it as being very lucrative.  It's certainly very possible to make a WURM-style game with WoW graphics.
Take Second Life, for example.  It's not a game, but the players can make their own objects using 3D modeling tools and apply their own textures, buy land and deform the terrain and write scripts for the objects to use.  And because models are player-made, textures and data have to be sent over the server in order for people to see them.  Take away the textures and models being sent back and forth, and you still have an online environment that is much more complex than Wurm is.


as for not knowing anything about games, im 19 your 16 and ive taken a few game developer courses.
Thank you for proving that age doesn't say anything about a person, and that people should be judged on their intelligence and knowledge of the subject at hand.  A lot of young people will be grateful to you.
Title: Re: WURM Online
Post by: qwertyuiopas on January 30, 2009, 03:36:52 pm
No, since a player has to load the hightmap when they join, or visit a new area. WoW just downloads them in advance since they will never change, even the trees are premade. Grass is always grass until a dev changes it, and then it changes for everyone in the update.

Wurm, on the other hand, allows PLAYERS to change the world, although slowly.
Title: Re: WURM Online
Post by: Rhodan on January 30, 2009, 03:58:25 pm
Ummm... You did read what I wrote, right?  I said "if" WoW would try to do what Wurm does.  Obviously it would need some severe code adjustments in places.  WoW currently stores the height map on the player's PC, and alters it once in a while by downloading a new patch or installing an expansion.  The height map itself never gets loaded from the server during play.  That's the only difference, Wurm just loads changes to the height map onto the player's pc constantly.  Such changes are really small, since it's just some coordinates and a height value for each change in the grid, which is just a bunch of numbers. And Wurm has a pretty spaced-out grid.  Implementing this would not create massive lag or slowdowns for WoW, just lots of users complaining about getting stuck.

Players changing the world really isn't that big of a deal coding-wise.  Massive gameplay impact, sure, but other than that it's just a bit more data sent back and forth.

Grass and trees?  Same thing.  It would be incredibly easy even to give WoW players a tool to add a tree to any place on the map they like, once they change the map to be editable.  Hardly any extra server lag or bandwidth usage.   It's a gameplay thing.  WoW is meant to be a game where people chop each other up, not chop trees down.  With a story to make grinding less boring.
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 04:05:08 pm
Heck, ATITD lets GMs change the height of the landscape.  All editing is live, so when a GM is finishing a nifty place up in beta, you can stand there and watch as the ground moves around.

Players aren't allowed to, but the tech is there and quite functional.
Title: Re: WURM Online
Post by: qwertyuiopas on January 30, 2009, 04:44:51 pm
The funny thing is that even WoW is not 3D. In fact, wurm is more 3D than WoW, since(although I never saw it myself) they probably do ALL of the 3D stuff other than the base terrain(and maybe even that) as static models. In that sense, wurm has a second 2D map that ties into the main one flawlessly, and over time bridges and 2 story houses will be added, allowing for 3D model based stuff like WoW.

Additionally, the server sends the data on all trees and terrain as you join(or at the very least, the ones that changed), and must send out the same data to all active players withing range when something changes, as well as sending entire unexplored areas...

WoW also splits the world across countless servers, while wurm only has 4, and each is HUGE compared to WoW's.

And even then, wurm's servers are not nearly as powerful.
Title: Re: WURM Online
Post by: Rhodan on January 30, 2009, 06:11:43 pm
If Wurm were to get WoW's graphics (including the client that renders them), it'd run just as smoothly as it does now.  There would be hardly any additional server strain at all, except perhaps because the map grid would have to be a bit tighter to look equally smooth.
There would be a lot of new players, though, so they'd still need extra/better servers.

If WoW were to get Wurm's gameplay, the additional code would strain the servers a bit more, but they would probably still work in a reasonable fashion.  The amount of players quitting because they don't like the new WoW would probably make up for that.

Thing is, I don't think letting the players build their own towns and terraform the world works that well in a fantasy or medieval setting.  Being able to build stuff is neat, but you'd never really get actual functioning towns for long.  People quit, get distracted, are offline at the wrong hours and so on.
I think a tribal setting would be more suited for a game like this, where abandoned villages get  devoured by the wilderness quickly and the pace of building is a lot higher.  Or a system where players can design their guildhall/fortress or something, but the world itself is handcrafted.
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 06:33:29 pm
Yeah, persistent stuff frequently fails because of the simple reality that each PC only exists in the world for about ten hours out of every week on average, and sometimes disappears entirely for weeks at a time...BUT, they still want to keep right on playing when they get back like nothing ever happened!
Title: Re: WURM Online
Post by: Rilder on January 30, 2009, 07:20:32 pm
Wurm servers lag with 400 people playing at once.

Wurm serves aren't something grand.

No, 400 is about right for a single server.  Eve online gets laggy as hell with 400+ in a single system (system = server most of the time)
Title: Re: WURM Online
Post by: Morlark on January 30, 2009, 07:36:24 pm
WoW also splits the world across countless servers, while wurm only has 4, and each is HUGE compared to WoW's.

It's not "countless" servers, it's 5 per realm. There is no way you can claim that counting each of WoW's separate realms to the one single Wurm realm is a valid comparison. If Wurm had 11 million players, it would have countless realms too. Also, I'm not sure I'd agree about Wurm being huge compared to WoW. I don't know the exact measurements of each, but even if Wurm is bigger, they are still quite comparable. WoW just feels smaller because they have faster modes of transport.
Title: Re: WURM Online
Post by: Micro102 on January 30, 2009, 07:40:36 pm
but you can build, drop, change, forage, plant trees...each of those tiles has to be coded to be ready to make objects appear and calculate slope and terrain type and in some cases, restrictions based on village rules and the inside of houses to see if its possible or not. WoW doesnt have to worry about that as you cant use the land for anything other then walking on.

thats a big difference. and i dont see why you think its so easy for them to make wurm like that. dont you think if it was possible they would have done it? how much would being 3D multiply Wurms awsomeness by?

and WoW is 3D. thats why you can jump and go into 3rd person
Title: Re: WURM Online
Post by: Sowelu on January 30, 2009, 07:49:55 pm
and WoW is 3D. thats why you can jump and go into 3rd person

That makes Baby John Carmack cry.  :(

Anyway, WoW had many experienced, expensive developers working on making its client awesome.  Throwing people and experience at a problem like that gets you really awesome results!
Title: Re: WURM Online
Post by: Rhodan on January 30, 2009, 07:54:19 pm
Are you serious?  Do you actually expect us to believe you took game development courses and then write stuff like that?

WoW does have to worry about very similar stuff.  Players appearing and walking up slopes, monsters being placed and dropping a corpse, campfires being lit,... The ore veins and plants that appear in WoW are exactly the same system as foraging in Wurm, only with less skill checks and more spaced out, with a little 3D model to interact with instead of the tile itself.   WoW also takes into account city limits and all that jazz.  The biggest difference is that Wurm can change map height and city limits on the fly.  WoW could do that too, with some editing, but it doesn't because it's a different game.

Each tile in Wurm has not been separately coded to do all those things, that would be incredibly bad coding practice.  Slopes get calculated on the fly in any game, since pre-storing that data is never, ever worth it.  Terrain type only has to be calculated each time it is changed, then it gets stored.  It's probably just a number with the terrain type ID.

WoW is indeed 3D, but the height map the world is built on is not.  Mountains, plains and valleys are a simple grid with a height value at each coordinate.  You cannot create an overhang in WoW without slapping a 3D model onto it.  This is the case in many games such as Oblivion, Morrowind, Stranded, and any other game with outdoors terrain.

The reason Wurm is not fancy like WoW is because of the vast amounts of work that go into actually making the graphics, and the amount of work needed to make a client that can render the graphics.  It has nothing to do at all with Wurm's coding being too complex.
Title: Re: WURM Online
Post by: Micro102 on January 31, 2009, 12:54:22 am
i did not mention monsters and people walking up slopes or campfires because both games can do that. and the foraging/mining isnt the same. take away the landscape and the plants and ore remain. they are seperate. and i cant think of anything city limits does except open up a new chat.

going from 2D to 3D will crash the game. you would have to add physics, jumping, make everything have z-axis as well, and then there is going to be colliding problems because Wurm uses item models where as in WoW the only thing you see of an item is a picture.
Title: Re: WURM Online
Post by: Yanlin on January 31, 2009, 03:23:33 am
going from 2D to 3D will crash the game. you would have to add physics, jumping, make everything have z-axis as well, and then there is going to be colliding problems because Wurm uses item models where as in WoW the only thing you see of an item is a picture.

Sorry to sound like a jerk, but do you even know what 3D is? It has nothing to do with physics, jumping or having a Z axis. (Yes. You can have 3D stuff without a Z axis.)

Physics: Can exist in 2D too. Has NOTHING to do with 3D. 3D physics just have an additional axis of movement. (The Y Axis.)

Jumping: Same as physics. In fact, part of physics.

Z axis: The Z axis is the axis pointing up and down. Y points forward and back, X points left and right. (This is over simplification. Roll with it.) Now to have 3D, stuff need to go on 3 dimensions. Normal 2D games have 2 dimensions. X and Z. (Or X and Y if you're a hardcore math whore. I consider it Z since it only goes left, right, up and down. But I could just as easily make the X a Y axis. Just depends how to place it. By the default (Read: CORRECT) placement of axis', X Y and Z are in constant locations like I described. Now in 3D, the Y axis is added. Not the Z. Suddenly objects can move on 3 planes. In fact, some 2D games have 3 dimensions. But this does not make the graphics 3D. It just makes the game 3D. Sim City 4 is a good example. The models are 3D. The game renders them in 3 dimensions. But the final image you see before you is 2D to save performance. It was made a long time ago. Give it a break. All the models are pre-rendered as 2D images from the rotation you're currently looking at. If you rotate the map, it rerenders them.

Now that was just about movement. An object can have a 3D model and be 3D in a 2D world. The first Sims is a good example. I don't know the details, but I'd assume something as such. The physical position of the sims on the screen was on an XY axis. Two of them actually. One for each floor. The transition between those floors was smooth. Or they could have just used a Z axis and ended their pain.

Hope this helps you build a convincing argument with relevant points.
Title: Re: WURM Online
Post by: Rhodan on January 31, 2009, 05:17:20 am
i did not mention monsters and people walking up slopes or campfires because both games can do that. and the foraging/mining isnt the same. take away the landscape and the plants and ore remain. they are seperate. and i cant think of anything city limits does except open up a new chat.

going from 2D to 3D will crash the game. you would have to add physics, jumping, make everything have z-axis as well, and then there is going to be colliding problems because Wurm uses item models where as in WoW the only thing you see of an item is a picture.

... I'm completely stumped.  You're just doing this on purpose, are you?
WoW has 3D models all over the place, like houses and rocks, you can collide with.  That's no different at all from rendering items dropped on the floor. Wow just doesn't do that because it's a lot easier for the player to loot the monster itself, and it saves on 3D models which would make the game client (the bit you download or buy) too big.

You didn't mention slopes and compfires because both games can do that?  Bravo, because that's exactly what I wanted to point out.  Both games already do it, and the code they used to do it is the same kind of code needed for almost everything Wurm does, thereby proving that a Wurm with WoW graphics and an extra axis would work!

Wurm does not have jumping simply because players wouldn't be able to bypass player-built fences easily, which is important in Wurm.
City limits may not do much more than open up chat, but that's completely besides the point.  It's still code that checkes the player's location versus an area on the terrain.  Same code, same strain, different application.

Ores and plants?  Sure, WoW has them in separate models, but the code behind them isn't any different than in Wurm, Wurm just has it tied to the tile itself.  The fact that there's thousands more tiles in Wurm than plants and ore veins in WoW doesn't make any difference in code or strain at all.

Seriously, go do those game-development courses again, and learn that there is a huge difference between what you can see and the code behind it.
Title: Re: WURM Online
Post by: qwertyuiopas on January 31, 2009, 08:17:48 am
...
In openGL, the Z axis points out of the screen, not the Y axis.
It does in DF, too(in a sense).
Title: Re: WURM Online
Post by: Yanlin on January 31, 2009, 10:07:20 am
A bit hard to describe really.

DF explanation: DF is birds eye view. You control how high up you are on the Z axis to view.

On 2D games, you look at the X axis. Always. The Y axis can exist. There was a little fighting game that had you move around on all 3 axis. That is, you could move left, right, forward and back. Jump too. That's a 3D game with 2D graphics. A distinction has to be made. Dwarf fortress is a 3D game with... 2D graphics.
Title: Re: WURM Online
Post by: Micro102 on January 31, 2009, 10:59:08 pm
i did a search on 3D without a z-axis and found nothing. plz direct me to the source you got that info from

i did not mention monsters and people walking up slopes or campfires because both games can do that. and the foraging/mining isnt the same. take away the landscape and the plants and ore remain. they are seperate. and i cant think of anything city limits does except open up a new chat.

going from 2D to 3D will crash the game. you would have to add physics, jumping, make everything have z-axis as well, and then there is going to be colliding problems because Wurm uses item models where as in WoW the only thing you see of an item is a picture.

... I'm completely stumped.  You're just doing this on purpose, are you?
WoW has 3D models all over the place, like houses and rocks, you can collide with.  That's no different at all from rendering items dropped on the floor. Wow just doesn't do that because it's a lot easier for the player to loot the monster itself, and it saves on 3D models which would make the game client (the bit you download or buy) too big.

You didn't mention slopes and compfires because both games can do that?  Bravo, because that's exactly what I wanted to point out.  Both games already do it, and the code they used to do it is the same kind of code needed for almost everything Wurm does, thereby proving that a Wurm with WoW graphics and an extra axis would work!

Wurm does not have jumping simply because players wouldn't be able to bypass player-built fences easily, which is important in Wurm.
City limits may not do much more than open up chat, but that's completely besides the point.  It's still code that checkes the player's location versus an area on the terrain.  Same code, same strain, different application.

Ores and plants?  Sure, WoW has them in separate models, but the code behind them isn't any different than in Wurm, Wurm just has it tied to the tile itself.  The fact that there's thousands more tiles in Wurm than plants and ore veins in WoW doesn't make any difference in code or strain at all.

Seriously, go do those game-development courses again, and learn that there is a huge difference between what you can see and the code behind it.

the collision your talking about is the same as the landscape. non moving cant be munipulated. unchanging...im talking about item collision.

your basing that WURM has the ability to become 3D because both games can make a fire and you can walk up slopes? one is 3D one is 2D....different codes, different way to make camp fires and make guys walk up slopes. since fires are so unused in WoW noone even knows if making masses of them will cause lag. WoW fireplaces also are just a click to activate. clicking it changes the item youve got. the campfires in WURM open up, you can put several things inside them, they increase the heat of items inside and change them based on the ingredients....everything in WURM is more complexed then in WoW...blizzard spends millions on those servers which are probably the best one the world considering WoW has the most players and is the top MMORPG and its already at lags edge. now how is WURM suppose to become like WoW while having so much extra content?

you expect me to think you have anymore experience in me then this? what makes you think your so right? because to me you keep making things up. ive only made a 2D sonic type game (a hedgehog was the main charater) and didnt even want to touch 3D when i found how complex it is.
Title: Re: WURM Online
Post by: Mephisto on January 31, 2009, 11:08:41 pm
[stuff]
I've got to ask - are you intentionally twisting around things others have said just to further your argument?

To use your own words, "you expect me to think you have anymore experience in me then this? what makes you think your so right? because to me you keep making things up."
Title: Re: WURM Online
Post by: Morlark on January 31, 2009, 11:54:40 pm
So, uh, yeah, pointless bickering aside... Lets play Wurm!

Those that have started playing, how are you guys doing? I've just finished building a house (after I got horribly lost in the woods, and killed by a troll).
Title: Re: WURM Online
Post by: Yanlin on February 01, 2009, 01:49:52 am
I made an entire village almost single handedly. With the goal of making a self sufficient non deeded village. It succeeded. The village members had nothing more to strive for. It was abandoned over time. On the way to small bears from Newtown, there's a little sign on the road by a guard tower pointing to a terraformed piece of land. New Horom. That's my village. I terraformed the whole thing myself over the course of a week. If you go further in, you'll find an almost flat land of 5x6 (I think) farmland. I'd like to know what has become of my village and farm. Anyone mind giving me a few screenshots and details? I don't wanna play Wurm anymore. I even can't...
Title: Re: WURM Online
Post by: Micro102 on February 01, 2009, 02:02:48 am
after getting kicked by a guy named usafpararescue who killed me with spirit guards i joined Pheonix enterprises (which apparently kicked usaf out)...surprised at how masterfully they have shifted the terrain to make these super villages.

for some reason usaf wanted to build a huge 13 square building, 280 planks, then upgrade it to a stone building. we started collecting the materials for stone, we had the skill level, and already had wooden buildings for storage, plus stone buildings divide decay rate by 5x...absolutly no reason to build a wooden one yet he changed his mind halfway through resource collecting and when i said im not gonna help he kills me. if you see him stay away
Title: Re: WURM Online
Post by: EchoP on February 01, 2009, 02:45:00 am
WoW fireplaces also are just a click to activate. clicking it changes the item youve got. the campfires in WURM open up, you can put several things inside them, they increase the heat of items inside and change them based on the ingredients....everything in WURM is more complexed then in WoW
You do realize that they could very easily do something like that in Wow. Something like that is not going to be very resource intensive at all, and nothing to do with moving to 3D.
Title: Re: WURM Online
Post by: Sowelu on February 01, 2009, 03:18:40 am
...
In openGL, the Z axis points out of the screen, not the Y axis.
It does in DF, too(in a sense).


Roughly half the engines, sample programs, and even games with level editors out there consider "Z axis" to be "parallel to gravity" ie "up", and half of them consider "Z axis" to be "perpendicular to gravity" ie "not up".  It's all over the place.
Title: Re: WURM Online
Post by: Yanlin on February 01, 2009, 04:01:17 am
Those that consider it to not be up are school grads that didn't bother to learn anything about 3D. You see that XY table from a birds eye view so you can easily use it. Adding a Z axis to it would be impossible as the paper is 2D itself. Unless you can accurately draw it from the side... You only get 2D on paper. Now in computers, you can have full 3D.

Micro: Stop pretending to know stuff. You don't.
Title: Re: WURM Online
Post by: sneakey pete on February 01, 2009, 04:33:55 am
GG guys, you've managed to turn a thread about a game into a very pointless debate about the technicalities of 3D and 2D.

So anyway, i've played wurm for a long time, and i could help. if you ever got your act together.
Title: Re: WURM Online
Post by: andrea on February 01, 2009, 04:49:22 am
i think a thread about 3d vs 2d could be made somewhere else. but lets go back to wurm.

i think it is an interesting game. but you need premium to play on main sevrers and it is legal to bash your fences if you are far from a deed. if you join, i would suggest staying in a safe place till you get some skills or buying a deed.

i will probably be bale to help too, if any of you join. my name on the game is andreea
Title: Re: WURM Online
Post by: Rhodan on February 01, 2009, 04:51:06 am
you expect me to think you have anymore experience in me then this? what makes you think your so right? because to me you keep making things up. ive only made a 2D sonic type game (a hedgehog was the main charater) and didnt even want to touch 3D when i found how complex it is.

So first you claim to know more about 3D and coding than me, totally missing every point I try to make and completely ignoring any programming logic thrown at you, and then you go on to admit you didn't even want to touch 3D because it was too complex? ...I wonder what your first job application is going to look like.
I'll shut up now, we're cluttering this thread with my posts and your word-stuffs.

I played Wurm a while back, it was fun at first but quickly got tedious having to walk for miles just to find an unfenced tree, then losing my axe and being too lost to find a new one.  The big roads were amazing, the bigger projects are all quite awesome.
Still, I think 'realism' is a bit too slow-paced to really enjoy.  I think if you really want a nice game with building stuff and the buildings actually being useful and occupied, you'd have to speed things up.  Magic or low-tech or sci-fi could help with this.  Think of 1st person co-op RTS.  Players should be able to build a fort from blocks in about an hour and set up production lines inside to make stuff to defend themselves from the outside world.  Stuff like farming should take longer, of course, but building big structures would be more fun if it was easier than in real life.
Title: Re: WURM Online
Post by: sneakey pete on February 01, 2009, 05:11:28 am
Ah, now, if you all started at once as one big group it would be a lot more fun. things get done faster, you could go off together so you'd be safe but also far enough to find trees etc. that's what we did with infinity, and it worked (well for a few months).
Title: Re: WURM Online
Post by: Morlark on February 01, 2009, 07:26:27 am
Heheh, you don't have to walk for miles to find trees if you live in a forest.  :P
When I first started out (over a year ago), I was living near NT, and I had awful trouble finding trees too. I ended up swimming across the lake more often than not. This time I've decided to go (ever so slightly) further afield. Unfortunately, in doing so I got horribly lost, as I said. I ended up travelling in completely the opposite direction to where I thought I was going, so when I tried to head back to civilisation, I ended up getting even more lost. I made it almost all the way to BBM before I encountered that troll, and that put an end to my crazy lost exploring.
I think this game is like DF, in that you have to set yourself some crazy megaproject. I'm going to tunnel right the way through the mountain. At least I tell myself that I'm going to, except somehow I get the feeling that I'm inevitably going to end up spawning all sorts of scorpions and cave bugs on top of myself, and get horribly eaten.
If we do end up getting enough people together to start a village, that valley north of the Bay of Swedes looks like a neat spot. It's got a teeny tiny lake, and it's pretty near to a clay pit. Alternatively, there's that desert northeast of Awesome Bay. It also has lots of clay. Of course, no DF project would ever be complete without magma! The other desert northwest of Awesome Bay has a nice lava pool nearby, so we can all get horribly killed by lava spiders. Losing is fun, right? This is all just going off a map, so I have no idea how good these sites actually are.
Title: Re: WURM Online
Post by: Micro102 on February 01, 2009, 09:49:16 am
would be nice to just get a group of people together and start building but it takes a lot of money to get a village large enough to hold like, 15 people. i think its somewhere about 250000 iron coins, 25 silver
Title: Re: WURM Online
Post by: Rilder on February 01, 2009, 09:52:59 am
Eh I'l see if my graphics card will continue to have problems that drove me away the last time I played.

(ATI2Dvag infinite loop problem thats taken several games from me)

Edit: they deleted my d00d so screw it, Don't want to play anyways.
Title: Re: WURM Online
Post by: andrea on February 01, 2009, 10:01:08 am
yes, it should be that. 25 silver = 25 €
and remember there is upkeep too.
Title: Re: WURM Online
Post by: Morlark on February 01, 2009, 12:14:57 pm
Eh I'l see if my graphics card will continue to have problems that drove me away the last time I played.

(ATI2Dvag infinite loop problem thats taken several games from me)

Edit: they deleted my d00d so screw it, Don't want to play anyways.

There were some people talking in kchat earlier today about ati cards. Apparently some newer drivers have improved performance or something? I wasn't really paying attention, but maybe that might have fixed your problem. Shame about your dude though, they do delete any inactive non-premium characters after a certain amount of time. I think I was quite lucky with mine, my premium time must have expired only recently. I probably wouldn't have bothered playing if my character was gone either.
Title: Re: WURM Online
Post by: Mephisto on February 01, 2009, 12:21:44 pm
Speaking from experience, it is more fun if a large group joins at once. I had an account back before the group of DF'ers went out and claimed the old Bear Back. I didn't mess with it much before then. When they mentioned starting an outpost, I played every day. It doesn't even have to be a very big group. There were maybe seven of us in the hills, hiding out in an abandoned mine across the river from Apex for a while.

One part I didn't like, though. Someone claimed one of the spawn points, then blamed me for her having to open her gate to let me out. I was bitched at and told never to do that again.  :-\
Here's an idea. DON'T CLAIM A SPOT WHERE PEOPLE SPAWN. Might work, I don't know...
Title: Re: WURM Online
Post by: Yaddy1 on February 03, 2009, 08:26:53 pm
is wurm compatable with mac?
Title: Re: WURM Online
Post by: qwertyuiopas on February 03, 2009, 08:43:14 pm
It's java, so YES.
Title: Re: WURM Online
Post by: Glacies on February 03, 2009, 09:55:18 pm
So, uh, is this "Golden valley" paticularily limiting?
Title: Re: WURM Online
Post by: deadlycairn on February 03, 2009, 10:04:50 pm
I'd like to know the answer to Glacies' question as well, as I'm thinking of joining Wurm.
Title: Re: WURM Online
Post by: Cajoes on February 04, 2009, 02:48:05 am
Well after some initial whoopsies with the farming (nothing grew, but we were visited with the magical potatoe fairy some week ago) everything is now growing as it should be doing. Which means at a accelerated pace, - skills are capped at 20, regardless if you're a premium or not. This is after all, a tutorial server.

Animals remain as vicious as ever.
Title: Re: WURM Online
Post by: Micro102 on February 04, 2009, 06:57:38 am
its capped at 20 without premium anyway, but trust me it will take you a LONG time before you reach 20 of anything but the main charateristics (mind body and soul)
Title: Re: WURM Online
Post by: deadlycairn on February 04, 2009, 11:20:35 pm
When I download I get an update failed message even though there's nothing to block it, and all the updates are in the folder.I also have the latest java version. Any ideas?
Title: Re: WURM Online
Post by: Morlark on February 05, 2009, 12:01:34 am
http://wurmonline.com (http://wurmonline.com/wiki/index.php?title=Common_bugs_and_solutions#The_play_button_is_grayed_and_updates_have_failed)/wiki/index.php?title=Common_bugs_and_solutions#The_play_button_is_grayed_and_updates_have_failed (http://wurmonline.com/wiki/index.php?title=Common_bugs_and_solutions#The_play_button_is_grayed_and_updates_have_failed)

Try the instructions on the wiki. Download the files it provides into the wurm/packs/ folder.
Title: Re: WURM Online
Post by: deadlycairn on February 05, 2009, 12:51:13 am
... I did. It didn't work. That's why I came to you guys.
Title: Re: WURM Online
Post by: Morlark on February 05, 2009, 03:26:57 am
Ah, fair enough. In that case, I have no idea, sorry.  :(
I'd never even heard of that problem until you mentioned it. You're probably better off asking on the official forums. It's likely to be seen by more people who might have an idea about what to do that way. Better yet, you might even want to try PMing one of the GM type people on the forums? At the very least that way you'd be letting them know that you're having a problem, and the recommended workaround isn't working.
Title: Re: WURM Online
Post by: Micro102 on February 05, 2009, 11:09:22 am
join the forum, post what happened there.

you may just need to try again, servers arent built too strongly
Title: Re: WURM Online
Post by: I3erent on February 05, 2009, 06:48:09 pm
Im down.  I am living west of glitterdale on a peninsula near the ocean.   If anyone wants to do this holler at me in game.  I am Berent who elsE?
Title: Re: WURM Online
Post by: Micro102 on February 06, 2009, 12:34:38 am
server? sry but i dont know the names of all the villages ever made in the game
Title: Re: WURM Online
Post by: Morlark on February 06, 2009, 10:51:41 pm
Glitterdale is on GV. I'd have thought it's one of the more well known villages, seeing as there's probably not very many on GV, so even if you've never played on GV, people are more likely to talk about it or use it as a point of reference.
Title: Re: WURM Online
Post by: Micro102 on February 07, 2009, 02:20:38 am
well my brother made an account on GV but he cant take games in which it takes you more then a week to beat them


also found out about test server....its sort of like premium but they limit the world in different ways...right now they are testing ranged weapons so i dont think you can melee. you dont get tools so you have to look around for some, and the server resets a lot so your guy wont get too strong. but you can attack and steal from others
Title: Re: WURM Online
Post by: Timst on April 07, 2009, 03:39:10 am
Wurm players, report in !

I'm Tymst (Timst is my old account on JK, when it was not-premium), Mol-Rehan, on Golden Valley, living near Glitterdale.
Title: Re: WURM Online
Post by: Micro102 on April 07, 2009, 02:41:39 pm
im done, rolf screwed the game over, monsters even HARDER to kill, my feilds have all died because if they arent ready to harvest before i go to bed then by the time i wake up they are dead. and everyones fighting ability was lowered.

so im done.
Title: Re: WURM Online
Post by: andrea on April 07, 2009, 02:56:08 pm
i am andreea, JKH, east coast.(but i spend much time on wild for business in this period). online at the moment, if you want to send a pm
Title: Re: WURM Online
Post by: Sowelu on April 07, 2009, 03:55:26 pm
Pretty sure farming is something you wanna do in a largish group...

However.  I have a thing against Wurm.  I don't like it and I think it's a waste of living.  So if you stop playing that's awesome with me.  >.>
Title: Re: WURM Online
Post by: Danaru on April 08, 2009, 07:07:48 am
Mine's Tobari, I just went premium and moved to Mol-Rehan Home
Title: Re: WURM Online
Post by: martinuzz on April 09, 2009, 06:30:56 am
Hi,

I wanted to give WURM a try and create a free account..
However, the link to register an account links to a page with a message saying the registration page cannot be displayed, below that, Paypal and similar buttons.

Is it still possible to get a free account ?
Title: Re: WURM Online
Post by: Micro102 on April 09, 2009, 02:50:15 pm
yeh, cant really tell whatt he problem is, try refreshing or try again later
Title: Re: WURM Online
Post by: martinuzz on April 10, 2009, 06:06:17 am
found it, via the shop page..
However, it lags like crap, and the textures are bugged..

I can run EVE online smoothly on my rig, with pretty high settings even, so I dunno what's wrong.
Got latest Java version and all blabla
Title: Re: WURM Online
Post by: Floirt on April 10, 2009, 06:33:27 am
Well, i just went and tried it out, it works fine on this laptop. Kinda confusing at the start, but I got the basics figured out now. I'm currently "living" on the south coast of the lake north of "First Light".

So, are we going to try and make some kind of settlement?
Title: Re: WURM Online
Post by: Yanlin on April 10, 2009, 08:04:01 am
Actually, you're getting good FPS in Wurm. That game has the WORST coding I have ever seen. Not to mention it's slow ass Java.

But hell, you can play it on 2 FPS. Believe me. I did.
Title: Re: WURM Online
Post by: Micro102 on April 10, 2009, 04:05:48 pm
dont bother making a settelment, as far as im concerned the game has hit a dead end for now. if you buy prem and go to home, you get raided by people from wild, if you join wild, you raid and get raided by everyhting in wild

there is no way to aviod PvP on premium

i wouldnt mind this, actually i would welcome this, if the game didnt have such suckish graphics....its freaking 2D!!!!
Title: Re: WURM Online
Post by: Yanlin on April 10, 2009, 05:50:32 pm
It's 3D. What are you talking about? Also, what's wrong with 2D graphics?
Title: Re: WURM Online
Post by: Sowelu on April 10, 2009, 06:07:06 pm
It's 3D. What are you talking about? Also, what's wrong with 2D graphics?

I was going to say, yeah.  2D.  I do not believe it means what you think it means.

And 2D was good enough for Doom, it's sure as heck good enough for me.

Maybe he was complaining that you can't have stuff like cliffs that jut out over the ground below, or mine shafts that cross each other at different depths?  Hell those are gameplay decisions more than engine ones, I'm betting (though surely they make the engine easier).
Title: Re: WURM Online
Post by: Micro102 on April 10, 2009, 06:27:17 pm
yeh the game doesnt have 3D physics...it LOOKS 3D, but there is no such thing as a second floor. caves are different you cant interact with things outside of caves or vice versa.

i want battlements and hundreds of people fighting in massivly constructed forts with food supplies and weapons

a real midevil battle
Title: Re: WURM Online
Post by: Sowelu on April 10, 2009, 06:45:24 pm
a real midevil battle

IT'S SPELLED MEDIEVAL
Title: Re: WURM Online
Post by: Yanlin on April 11, 2009, 11:06:12 am
yeh the game doesnt have 3D physics...it LOOKS 3D, but there is no such thing as a second floor. caves are different you cant interact with things outside of caves or vice versa.

i want battlements and hundreds of people fighting in massivly constructed forts with food supplies and weapons

a real midevil battle

That does not make it 2D. The graphics are 3D. Save for the fire sprites. There's no such thing as "looks" 3D. If it looks 3D, it is 3D. If you simulate the Y axis in any way, while still having an X and Z axis, that makes it 3D. it's 3D. A 2D game only has an X and a Z axis. (Or an X and Y axis if it's top down view.)
Title: Re: WURM Online
Post by: qwertyuiopas on April 11, 2009, 04:16:51 pm
no such thing as a second floor.

Planned dev item.

And that was months ago.

You may find it on the test server(where in development things can be seen and played with)
Title: Re: WURM Online
Post by: Micro102 on April 11, 2009, 07:27:47 pm
first off ita the Z axis that makes it 3D, not the Y axis

ask on the forums if WURM is 2D or 3D

if they make you able to shoot at people from higher floors like battlements then i will consider it partially 3D, if you can jump then fully 3D

there is a technique to amkeing 2D look 3D, i talked about it on the forums.
Title: Re: WURM Online
Post by: Servant Corps on April 11, 2009, 07:31:12 pm
first off ita the Z axis that makes it 3D, not the Y axis

ask on the forums if WURM is 2D or 3D

if they make you able to shoot at people from higher floors like battlements then i will consider it partially 3D, if you can jump then fully 3D

there is a technique to amkeing 2D look 3D, i talked about it on the forums.

Wait a second.

Super Mario Brothers allow you to shoot at people from higher floors with that Fire Flower.

And you can jump.

Super Mario Brothers therefore must be 3D!
Title: Re: WURM Online
Post by: Micro102 on April 11, 2009, 07:37:27 pm
3D stands for 3 dimensional. it had 2 axis', therefore 2D
Title: Re: WURM Online
Post by: Servant Corps on April 11, 2009, 07:39:30 pm
I'm just saying you need better ways of defining 3D than just stating you can shoot people at higher floors or jumping.
Title: Re: WURM Online
Post by: Micro102 on April 11, 2009, 07:42:15 pm
i was implying that if those things were to be added. sort of followed the conversation
Title: Re: WURM Online
Post by: qwertyuiopas on April 12, 2009, 07:44:06 am
It currently has 2 2D layers(above and underground), a water layer, and they have planned multiple level buildings.

It is already semi-3D with 3D graphics, with more 3D gameplay coming eventually.
Title: Re: WURM Online
Post by: Yanlin on April 12, 2009, 04:10:34 pm
3D stands for 3 dimensional. it had 2 axis', therefore 2D

It has 3 axis. Also, the Y axis makes stuff 3D. The X axis is infront of you. The Y axis is a line going forward. Z goes up and down. 2D diagrams of X and Y are from a top down view. The Y axis makes things 3D because 2D games only have an X and Z axis.

That is the mathematically correct way of putting it.

Stop talking about stuff you don't know anything about.
Title: Re: WURM Online
Post by: qwertyuiopas on April 12, 2009, 06:03:49 pm
The openGL correct(0 rotation) setup is X being vertical, Y horizontal, and Z towards/away from you. This is because openGL operates easily in both 2D, 3D, and 2D using the Z dimension for layering(no perspective) as well as anything you care to mention, so the Z is optional, and nothing needs to rearranged when going to 3D.

Z is not up and down.

Z is based on the current rotation, and most FPS games start you looking "forward" at an angle and letting you THINK it is the standard.

Maybe directX is diffrent, but considering that if it's not microsoft, it's using openGL, that's a strong standard to go against.(plus, wurm uses java openGL)
Title: Re: WURM Online
Post by: Micro102 on April 12, 2009, 06:20:01 pm
i dont know where you get your info, but im taking physics, we are doing 3 dimensions......2 dimensions is when you have something that can only move along 2 axis'..............in WURM you can move left,foward,right,back, and it LOOKS like you can go vertically, but again, that is a technique to make 2D LOOK like 3D. its not a Z-axis until you can climb stairs and jump
Title: Re: WURM Online
Post by: andrea on April 12, 2009, 06:22:31 pm
yes, but 2D game doesn't mean 2D graphics.

wurm has 3d graphics i think.

also, rolf said wurm had a z axis, just that it isn't used. why he added one without using it, i can't understand. but he says he did.
Title: Re: WURM Online
Post by: qwertyuiopas on April 12, 2009, 09:01:12 pm
It is likely that he anticipated future features requiring it and added it while it was easy.

It will probably be used soon, if the wiki was right about the second floor feature.
Title: Re: WURM Online
Post by: Yanlin on April 13, 2009, 04:59:13 am
Micro: I'm not sure you follow. 2D games have the X and Z axis. X being left and right, Z being up and down. It may have a Y axis, forward and backwards, (From your perspective.) but that just makes it 3D.

Also, I think I got a bit confused in my earlier post. I put Y instead of Z. Lemme see if I can correct that. But here's how I see it. Ground is X and Y. That should be easy enough to understand.

An X Y 2D system is viewed from TOP DOWN view. That's the ONLY way it can be viewed on graph paper. Or any 2D display. In 3D games, that is not the case. The ground itself is the graph paper if you will. You CAN look at it top down, but normally, you wont. Unless you're in a flight simulator or GTA 1/2 (Or other games with a top down view.)

Now even those games can have a Z axis. In fact, GTA 2 had 3D graphics on the buildings IIRC.

After all, you could jump on stuff in GTA 2. Then fall off said stuff. I thus call it 3D.

Wurm is, 3D too. Just cause you can't jump doesn't mean it's 2D. The gameplay is 2D in most cases, but it uses 3D graphics for that gameplay. You still can't just run up a steep mountain. If it were 2D, it couldn't have known there's a steep slop there. (Engine wise.)

qwertyuiopas: OpenGL just uses that system. It's mathematically wrong, but easier to use because that's how we've been taught at school. In fact, it just switches places between the axis. Y is Z and Z is Y. X stays X. Just a little name change.

Source engine for example, uses the correct system.
Title: Re: WURM Online
Post by: andrea on April 13, 2009, 05:48:04 am
wurm at the moment uses X and Y axis.
what we can't do (yet) is going up and down from the base plane. well, unless you think about the underworld, but that is just another 2d layer.

so to make wurm 3d we need z axis.
Title: Re: WURM Online
Post by: Micro102 on April 13, 2009, 05:49:50 am
....yes you could know if there was a slope there, the slopes are values, dig on a flat peice of paper and you can change the values it just wont look different, and those values can effect your speed, keep you from moving, and other things. its the 3D imaging technique that makes it look like a slope, which is why you cant go 3rd person.

WURM is an X and Y 2D game.
Title: Re: WURM Online
Post by: Empty on April 13, 2009, 06:55:52 am
I present 2.5D (http://en.wikipedia.org/wiki/2.5D).
Title: Re: WURM Online
Post by: qwertyuiopas on April 13, 2009, 07:55:43 am
Wurm has 3 stacked 2D layers(underground, underground roof, and above ground), a water layer, and planned features such as multi-level buildings and maybe bridges.

You CAN "jump", by falling down a steep slope, it seems to hop a bit. Just because there is no jump button doesn't mean it's 2D.

It's more 3D than WoW, since WoW does not have the underground layer, so everything is 2D or a building, and wurm will have buildings eventually.
Title: Re: WURM Online
Post by: Yanlin on April 13, 2009, 08:39:23 am
Underground layer has nothing to do with 3D. It's just a SEPERATE AXIS SYSTEM.

Also, did Micro just say that it's 2D because you can't have a 3rd person view?

Seriously. Stop talking about something you have no clue about.

The graphics are 3D. No arguing about that. Nothing you can say will change that. The gameplay, I'll admit, 2.5D.
Title: Re: WURM Online
Post by: Floirt on April 13, 2009, 11:23:23 am
Oh hey, little clarification for you all:

(http://www.elsaelsa.com/wp-content/uploads/2008/09/xyz-coordinates.png)

As you can see; The Y axis is the one that goes up and down. Super Mario has the X and Y axis. 2D DF has the X and Z axis.

Here, Wurm Online has clearly
the X and Z axis. Since height is present too (FALLING DAMAGE ARGH), the Y axis is present too. So it's 3D.
Title: Re: WURM Online
Post by: Yanlin on April 13, 2009, 11:41:43 am
...

Is that OpenGL? I thought we established OpenGL is WRONG.

That system is WRONG. The Z axis goes up and down. No exceptions.

Also, DF is a 3D game with 2D graphics. not the other way around like you said.

We have all 3 axis. Why do you think the Zaxis is called a ZAXIS?!

Title: Re: WURM Online
Post by: Micro102 on April 13, 2009, 11:56:25 am
Underground layer has nothing to do with 3D. It's just a SEPERATE AXIS SYSTEM.

Also, did Micro just say that it's 2D because you can't have a 3rd person view?

Seriously. Stop talking about something you have no clue about.

The graphics are 3D. No arguing about that. Nothing you can say will change that. The gameplay, I'll admit, 2.5D.

god, ever since the debate on spore youve been trolling me...and yes i said the graphics are 3D, but the game itself is 2D and it looks 3D BECAUSE your in first person, i asked the devs, online chat, they said WURM cant be 3rd person because it would wreck the 2.5D imaging....you are the only oen who doesnt know what he is talking about
Title: Re: WURM Online
Post by: Yanlin on April 13, 2009, 12:02:05 pm
...

I wont even bother. 3rd person has NOTHING to do with graphics! In fact, YOU CAN see yourself in 3D from a glitch caused by lag. It works just fine. In fact, it IS in 3rd person. the camera is SLIGHTLY IN FRONT of you.

I don't believe you talked to the devs. The devs would never say that.

Now can we stop this? I'm not trolling you. You're trolling us. The game is 2.5D as far as gameplay is concerned. Graphics are 3D. END OF DEBATE.

3rd person and 1st person perspectives have NOTHING to do with graphics.
Title: Re: WURM Online
Post by: qwertyuiopas on April 13, 2009, 12:31:31 pm
X, Y, Z, the three most common position values.
In 2D charts, they use X and Y, even though Y is up and down.

OpenGL is RIGHT, unless you are hopelessly confined to microsoft.

Quote
OpenGL has implementations available across many platforms including Microsoft Windows, UNIX-based systems such as Mac OS X, Linux, and the PlayStation 3 game console. Variants of OpenGL run on the Nintendo GameCube, Wii, Nintendo DS[1] and PlayStation Portable. OpenGL was chosen as the primary graphics library for iPhone, Android (mobile device platform) and Symbian OS. With the exception of Windows and the Xbox, all operating systems that allow for hardware-accelerated 3D graphics utilize OpenGL as their primary 3D graphics API.

Really, you need to get out more if you think openGL isn't widespread enough.


Still, back to ther uses:

Where did X and Y come from?

Graphs. They are usually depicted in a relatively vertical position.

When displayed on the computer screen, you get X and Y.

NOT X and Z, or Y and Z, it's X and Y.

openGL simply adds the third dimension without changing the other two.

The first 3D games were really 3D representations of a 2D game world, drawn through raycasting and sprites. When they added a third dimension, it automatically became Z, but by then X and Y were already horizontal, so Z become the vertical direction.


Now, there is nowhere that states that gravity must be the Z direction, but considering that it's easier to add 90 degrees to the camera rotation than rotate the entire world...


Really, it all depends on how you name them.
When opnGL wants 2 coordinates, nobody argues that they are X and Y, but when it wants 3 you think that you have the right to tell 20 years of computer programmers that they are doing it wrong when it doesn't matter to the end user as long as it works?

By having the 'z' coordinate as depth, the hardware can use the same behind-the-scenes system for 2D, layered 2D, 3D, or really any variety you can think of.

{2 new replies as posted}

Title: Re: WURM Online
Post by: Sowelu on April 13, 2009, 12:38:09 pm
As an inexperienced 3d mapper who has made simiple, crummy maps for a LOT of games:  Some official editors say that the Y axis is up.  Some official editors for other games say that the Z axis is up.  I think mappers are more reliable than renderers, because maps are canonical whereas graphics engines, well, aren't.

And yeah.  Wurm is 2.5D like Doom is.  Wurm has ranged weapons, right?  And it's possible to miss by shooting over someone's head?  Then it's not 2D.

I'll grant it's not quite 3D, but I'll also ask "so what"...
Title: Re: WURM Online
Post by: Micro102 on April 13, 2009, 12:44:33 pm
actually i dont think you aim with ranged weapons, its just random. dont even think the arrows appear.

and yeh i think the dev might have just been telling me something to keep me from asking questions about the game. and there is chat, its /support or /dev
Title: Re: WURM Online
Post by: Yanlin on April 13, 2009, 12:50:35 pm
They were probably trying to brush you off because they can't even understand you. Or they just got sick like me and took the evil path of lying to you.
Title: Re: WURM Online
Post by: Micro102 on April 13, 2009, 12:51:57 pm
.....is that not trolling?
Title: Re: WURM Online
Post by: Sowelu on April 13, 2009, 01:45:46 pm
Trolling is done when you want a response, to start a flamewar or something.  Trying to make someone go away is, by definition, not a troll.  The term originated as a fishing metaphor:  Chucking bricks into the water isn't fishing :)
Title: Re: WURM Online
Post by: Yanlin on April 13, 2009, 02:02:34 pm
I thought it goes "You don't Chuck Norris. He Chucks you."
Title: Re: WURM Online
Post by: momodig on April 13, 2009, 08:54:30 pm
http://www.thornsofwar.com

Check out this game -- It's broswer based game (client)-- Basically It's a mud, with it's on unique client... It's like wurm and dwarf fortress... closer to wurm... but more advanced then wurm... You build towns, craft, explore, fight...  two different sides... (races to pick from).  One side is more friendly then the other (mature)... not going to give away which one though... so you decide which race you wish to fight for.  Tt has a map with moving characters on it... it's great... it's a little gem and can only get better.
Title: Re: WURM Online
Post by: Yanlin on April 14, 2009, 06:52:41 am
Oi. GTFO advertising bot.
Title: Re: WURM Online
Post by: Neonivek on April 14, 2009, 06:54:24 am
Oi. GTFO advertising bot.

At this point... I have to agree it seems like an Advertising bot. Ill bring Toady's attention to it.

Though he isn't a bot from his posts it just seems a bit odd that he is placing it everywhere almost randomly. Hmm Ill wait until he does something else.

Until then lets not try to dwell on this (or in otherwords... Other then an aside to a WURM related post... Don't respond to this post)
Title: Re: WURM Online
Post by: Yanlin on April 14, 2009, 07:31:07 am
Guess he's not a bot. I checked his posting history. SUSPICIOUS!

But yeah. Advertising like that is not welcome.

Now back to Wurm. What's the latest news?
Title: Re: WURM Online
Post by: andrea on April 14, 2009, 08:13:58 am
i am dwarfily trying to mine some megaprojects. (megaprojects in wurm. quite average for DF, but i am not a legendary miner)

first thing is probably an obelisk, since it is the easyer one. as soon as i can get my house repaired, i'll keep working on the church. then, if a new non pvp server is added, i'll claim a mountain and build a mountainhome.
Title: Re: WURM Online
Post by: Yanlin on April 14, 2009, 09:16:08 am
Then it will cave in over time and collapse. Not very fun. Also, no doors.
Title: Re: WURM Online
Post by: andrea on April 14, 2009, 09:23:57 am
cave in? maybe. but as long as it is only one tile, unless it is in a corner, i can mine it and no damage is done. eve if it is a corner, there wouldn't be much damage. it might even look nice.

if i find a good and free carpenter and blacksmith, i might even reinforce everything. it just take me to be half active.

but no doors... that is bad. for monuments, nothing more than a mine door and maybe a gatehouse is needed. but if i build my own mountainhome...  rolf should develope underground more.
also, i want beds in caves.
Title: Re: WURM Online
Post by: Yanlin on April 14, 2009, 09:45:44 am
It caves in over time. Eventually, even tunnels with supports cave in.
Title: Re: WURM Online
Post by: andrea on April 14, 2009, 09:50:04 am
and , eventually, i'll mine them.
i am going to live in the things i mine, i am not going to abandone them till they are collapsed.

a tile collapse? fine. i mine i. already happened, already fixed in no time.
Title: Re: WURM Online
Post by: Yanlin on April 14, 2009, 10:46:30 am
A collapse destroys everything on that tile.
Title: Re: WURM Online
Post by: andrea on April 14, 2009, 11:02:31 am
uhhh.... so? most tiles will be empty.

of ocurse i'll have statue gardens and dining rooms and forges, but it shouldn't be too bad to rebuild what was on the tile.

and of course if collapse is on a tile where i have a colossus i am NOT going to be happy... but i am planning to use slave work for these
Title: Re: WURM Online
Post by: qwertyuiopas on April 14, 2009, 06:12:14 pm
http://wurmonline.com/wiki/index.php?title=Planned_features (http://wurmonline.com/wiki/index.php?title=Planned_features)

Quote
Multi-story houses, and rooms within houses.
Quote
Collision detection on towers

Quote
Character customization apart from changing gender.
Clothing and wounds visible on players.
Quote
Snow and cold weather, different climates on different servers
Quote
Redesign of the religion system
Medic skill
Elemental magic
Poison made with alchemy
Quote
Horses for both riding and pulling carts/war machines.-Implemented
Large carts - Implemented
Ridable carts - Implemented
Quote
Advanced AI for the more intelligent monsters so that packs of goblins build their own mini towns and hunt for food and treasure.
Sheep.
Regional and server specific resources. One possible candidate for server-specific resources is Chalk.
Attaching items to walls or tables for decoration


Full of potential epic win!
Title: Re: WURM Online
Post by: Micro102 on April 14, 2009, 07:38:03 pm
i didint notice a "better graphics" or "no more java" one in there
Title: Re: WURM Online
Post by: Sowelu on April 14, 2009, 07:39:09 pm
That TODO list is made of the most fail I have ever seen in my LIFE.  Jesus.

Also don't bash Java.  Puzzle Pirates is Java, and it owns.
Title: Re: WURM Online
Post by: woose1 on April 14, 2009, 07:42:36 pm
Don't bash sheep.
Title: Re: WURM Online
Post by: andrea on April 15, 2009, 09:46:21 am
that list means nothing. we might have to wait several years to see all that.
Title: Re: WURM Online
Post by: Yanlin on April 15, 2009, 01:06:30 pm
i didint notice a "better graphics" or "no more java" one in there

Because that's what really counts, right?

Like I've said before. The game is perfectly playable at 2FPS. It's because the graphical display and the actual interface are separate. Somehow... IIRC...
Title: Re: WURM Online
Post by: Micro102 on April 15, 2009, 04:41:23 pm
yeh but imagine what it could be if it didnt have java
Title: Re: WURM Online
Post by: Sowelu on April 15, 2009, 05:01:28 pm
yeh but imagine what it could be if it didnt have java

A lot more difficult for their not-world-class developers to write, not as portable, and fraught with compatibility problems?
Title: Re: WURM Online
Post by: Micro102 on April 15, 2009, 05:16:22 pm
if taking away java means not being able to just click on the website link to play then yeh id rather keep it
Title: Re: WURM Online
Post by: qwertyuiopas on April 15, 2009, 06:06:07 pm
Jave means that it can run unchanged on pratically any computer and can be started from a web browser(although you can copy(with save target as) the launcher to your PC and not even have to go to their web page)
Title: Re: WURM Online
Post by: Sowelu on April 15, 2009, 06:08:32 pm
Take a look at Puzzle Pirates (http://www.puzzlepirates.com) if you want to see a game written -well- in Java...  It's not fancy, but it's extremely playable.
Title: Re: WURM Online
Post by: Jay on June 19, 2009, 10:02:19 pm
I'm going to uber bump this because of the following:
New Independence (no PVP) server is open to the south of all existing Home/Wild servers.
Jenn-Kellon Home and Mol Rehan Home are closing in 4 weeks or so, so if you have had premium on either of those, move to Freedom or Wild, or you will be moved to Wild automatically.
If you have a character that was never premium on JK-H (as this is impossible on MR-H), they will be deleted.

In other news: Mounts, animal breeding, new Nutrition system...
Title: Re: WURM Online
Post by: Micro102 on June 20, 2009, 05:21:30 pm
are the monsters easier now? you basically had to max out all your skills just to be able to kill half the wildlife in the last version.
Title: Re: WURM Online
Post by: andrea on June 20, 2009, 05:52:38 pm
would anyone buy a month of premium to a my character, if i gave you referral, and you kept the 5 extra silver?
Title: Re: WURM Online
Post by: Micro102 on June 20, 2009, 05:56:49 pm
why not just give you a referal? not that i have one.
Title: Re: WURM Online
Post by: Maric on June 20, 2009, 06:47:14 pm
why not just give you a referal? not that i have one.

Need to have had prem before you can accept/use referals
Title: Re: WURM Online
Post by: Micro102 on June 20, 2009, 08:53:32 pm
but either way, soemoone else is paying, and you give them a month referal.....you both get 1 month and the other guy pays...doesnt matter who gets the prem
Title: Re: WURM Online
Post by: andrea on June 21, 2009, 03:57:10 am
that was the plan.
Title: Re: WURM Online
Post by: The Orange Mage on June 21, 2009, 04:01:37 pm
I played this game something like 3 years ago or more. I assume it's still ugly as sin, but have the made it more playable? When I played anything you built was of low quality and would likely disintegrate in less than two days. You could repair it but that would lower the quality even more. Basically it was a grindfest of skills that really got you nowhere. The only thing you could do effectively is manipulate the earth with your shovel, fish, and cook.

If it's improved at all in this regard I might pop back in.
Title: Re: WURM Online
Post by: Micro102 on June 21, 2009, 04:47:21 pm
its like real life in a fantasy realm where you play without running the risk of dieing.

i agree stone walls crumbeling in weeks is pretty stupid but considering i get bored and have nothing to do a lot of the time shows its not that time consuming.

and no they havent changed much.
Title: Re: WURM Online
Post by: Jay on June 22, 2009, 12:40:53 am
i agree stone walls crumbeling in weeks is pretty stupid but considering i get bored and have nothing to do a lot of the time shows its not that time consuming.
Hahahahaha.
I make 40ql stone walls, they crumble in eight months.
Yes, if you're capped at 20 skill, the stuff will decay fast, but it's not like you're doomed to have all your stuff decay like that no matter what..
Title: Re: WURM Online
Post by: Micro102 on June 22, 2009, 07:24:19 am
doesnt matter what the quality of the stone wall is...stones dont decay no matter what you do to them, short of throwing them in acid or lava. the least they could do is leave a lot fo them on the floor where the wall broke
Title: Re: WURM Online
Post by: Jay on June 22, 2009, 01:40:25 pm
doesnt matter what the quality of the stone wall is...stones dont decay no matter what you do to them, short of throwing them in acid or lava. the least they could do is leave a lot fo them on the floor where the wall broke
If you think that rocks just sit there forever even in real life, you're COMPLETELY wrong.  I have the equivalent of a Wurm stone wall in my back yard and, it's falling apart.  I know I couldn't reuse any of the rocks in it if I were to redo the wall, either.
Wurm timeframes are just incredibly shorter then real ones.
Quit whining.
Title: Re: WURM Online
Post by: Micro102 on June 22, 2009, 05:32:51 pm
ok you got me on the time frames....weeks turn into months into years....good call.
Title: Re: WURM Online
Post by: Timst on June 27, 2009, 12:04:32 pm
Ok, so I tried to return to Wurm today, and it was virtually unplayable : the game is awfully coded (nicer than this winter, but... eww... my computer run Crysis in medium-high settings, and I've got only 8 FPS in wurm with "normal" settings. What does it take to run this game smoothly ?), but the most annoying this is... the starter server, Golden Valley, is totally unbearable. I mean, there's like an ARMY of bear surrouding the Starter city. The entrance of GD look like an animal cemetery, filled with bear and wolf corpses. You can't leave the town without being swarmed by legion of animals.

So I'm considering going premium to escape this madness, and I wonder (TL;DR) :

Has anyone tested the new server, Freedom Islands ? It seems really great, but if there's the same bear respawn problem that in GV, it doesn't even worth purchasing. Thanks !
Title: Re: WURM Online
Post by: Micro102 on June 27, 2009, 12:47:06 pm
in a way that could be fun, getting a group of people and bashing through a bear barricade then setting up a defence as soon as possible.

and 8 FPS isnt bad at all.....that normal for no lag. i have gotten over 10 maybe once in the entire time i played it.
Title: Re: WURM Online
Post by: Jay on June 27, 2009, 01:07:12 pm
Has anyone tested the new server, Freedom Islands ? It seems really great, but if there's the same bear respawn problem
Not at all.
I've seen one live bear the entire time I've been there.
I've seen 2-3 bear corpses.

Animals are localized for the most part though, I've seen dozens of rats, cats, lions and dogs. (Pelt heaven!)
Sometimes wolves.
All of which are pushovers compared to bears.
Title: Re: WURM Online
Post by: Timst on June 27, 2009, 07:05:45 pm
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.
Title: Re: WURM Online
Post by: Jay on June 27, 2009, 08:08:14 pm
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.
Title: Re: WURM Online
Post by: sneakey pete on June 27, 2009, 09:35:00 pm
Its not supposed to be like that either. note that Rolf whizkilled all bears and wolves on the server during the server downtime last night.
Title: Re: WURM Online
Post by: Timst 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.
Title: Re: WURM Online
Post by: Micro102 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.
Title: Re: WURM Online
Post by: sneakey pete 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.)
Title: Re: WURM Online
Post by: Cajoes 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.)
Title: Re: WURM Online
Post by: Jay 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...
Title: Re: WURM Online
Post by: Timst 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.
Title: Re: WURM Online
Post by: Morlark 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.
Title: Re: WURM Online
Post by: Micro102 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.
Title: Re: WURM Online
Post by: Yanlin 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.
Title: Re: WURM Online
Post by: Poltifar 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.
Title: Re: WURM Online
Post by: Virtz 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.
Title: Re: WURM Online
Post by: Jay 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.
Title: Re: WURM Online
Post by: Virtz 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.
Title: Re: WURM Online
Post by: Micro102 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.
Title: Re: WURM Online
Post by: Timst 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.
Title: Re: WURM Online
Post by: sneakey pete on June 30, 2009, 04:21:17 am
Yeah. we're building a big road south right now, and i'm pretty sure the BoS dudes are building a road to ours from the east, meaning a lot of land will be opened up for easy travel.
Title: Re: WURM Online
Post by: andrea on July 29, 2009, 04:42:59 pm
old servers are now gone forever, but the new one is growing strong. tunnels and roads are being made, canals dug. cityes grow everywhere and uniques have been found.
this time, it is not the easy hunt it was before: this time they are true megabeasts ( the megabeasts in a mod, mind you. vanilla ones usually collapse as soon as they enter the map...). most important of all, at the moment,  is steve the kyklops, who defeated attackers several times, half the server trying to kill him, half trying to save him ( as if he needed any help). his cousin on wild even managed to beat an MR-JK alliance, with probably many more good fighters than we have in the whole freedom server.

and on wild, there was a new hunt for the artifacts, totally won by JK in less than 2 days. MR got to locate only one artifact, but the group was found before they could find the exact place and take it. but the war is not at an end yet: this new defeat might help MR to make an united defense and start pushing back JK.

but new projects are to be made, new battles are to be fought; all this is waiting only for YOU!
Title: Re: WURM Online
Post by: Jay on July 29, 2009, 04:44:22 pm
his cousin on wild even managed to beat an MR-JK alliance, with probably many more good fighters than we have in the whole freedom server.
Probably.

Hahahahahah.
Definitely is more accurate.
Title: Re: WURM Online
Post by: andrea on July 29, 2009, 04:49:13 pm
hey, i wasn't there, so i can't say it. i just heard of it on infinity forums.
they are going to try it again, this time with all the top 20 fighters on the server. and of course anyone else who wishes to come.
Title: Re: WURM Online
Post by: sneakey pete on July 30, 2009, 02:48:15 am
There's no way I'd fork over ten+ bucks a month for this.

That's why it doesn't cost 10 bucks a month. its only 5 euro's, which is 8AUD a month, or probably less than that in USD.

As for making stuff with metal: improve your anvil.
Title: Re: WURM Online
Post by: Yanlin on July 30, 2009, 05:43:07 am
5 Euro is $7.
Title: Re: WURM Online
Post by: Yanlin on July 30, 2009, 01:24:14 pm
The crafting system is SERIOUSLY fucked because the devs have no idea how to make it so people don't spam items. So they make it hard to make items.
Title: Re: WURM Online
Post by: Jay on July 31, 2009, 12:09:52 pm
Ah, Wurm Online. Though the restriction to the GV server wasn't so bad for me, it was the other awful aspects of the game that has driven me away.

e.g., 6% to make almost anything made of metal.
Highly annoying players. Nothing like 4channers running around everywhere grabbing anything that isn't nailed down.
Animal respawns. Bears, wolves, bears, wolves, fifteen greenish mountain cats within twenty tiles. Etc.
Oh, and a bear spawned in the FRIGGIN' CENTER OF THE CAVE I CALLED HOME.

However, if there is a Dwarf Fortress settlement active somewhere on GV, I might return.
So let's see...  I think GV is just an idiotic idea, and this is exactly why.

1)Low percentages are caused by low skill and low QL tools.  You won't be getting much better on GV, but if you had premium, you could get plenty of percentage on Freedom or Wild.
2)While there's no way to get rid of annoying players completely, due to the premium requirement, this is greatly reduced on Freedom or Wild.
3)Animal spawns have already been decreased massively on GV in recent days.  Beyond that, there's a 30k animal cap on Freedom, and 20k for Wild, for 16 million tiles.

Seriously.  GV sucks.  Don't generalize the entire game based on that crap.
Title: Re: WURM Online
Post by: Imofexios on September 07, 2011, 09:14:06 am
Just to notify that Wurm is opening new map (Deliverance) today 18:00 CET.
It is going to be as same like Freedom but new map is thrown in.
Not sure how the traveling between servers are handled later once people
have moved there.
Title: Re: WURM Online
Post by: Delamore on January 18, 2012, 05:41:49 am
Incase any older players missed it, Wurm added the Epic cluster finally, a group of servers with full PvP, 2x skill gain and a skill curve that means a skill of 50 on epic is like 70 on freedom.