Now most people - even those of us who LOVE new servers - realize this system has a built in issue. But eventually, the newness wears off and you have yet-another-server spreading the population over a thinner and thinner density. Old players came back, new players were attracted in, Wurm had some of its biggest population surges ever. It actually worked EXACTLY as you predicted. There was really nolonger a point to keeping them isolated, as any new players from that point would be now playing against high skilled veteran players who once started-with-nothing. Everyone started with nothing, there were no mailboxes until brand new priests could make pilgrimages to the white light altar to establish their priesthood and then slowly grind up their skill. After a set period (I forget how long? Perhaps a year, I forget now) the people on that server eventually wanted to be connected with the game community as a whole. If they had dragons & uniques and no one had fighting skill more than 10, they just had to deal with it on their own. This allowed the "new character" population to develop its own self reliance, economy and sense of pride without constantly "competing" with characters that had been skilling up for a decade. People could not bring over ships filled with stuff and existing characters. Pristine (and later, Release) were both launched under a "quarantine" system - only brand new characters (with nothing) could be created there. We have actually done something like this before. In reality, having this much development done might be more suited for WU modders and tested on one of the bigger servers and then, if it takes off, adapted in WO. While i don't oppose the idea, if i don't like it, i can simply not create an iron account, i would try to gauge the market for it somehow to see if the obviously significant amount of time and work required to implement this would be marketable or would it be just something that a handful of people would enjoy and use. on the ground), this might be the case, i don't do much priesting past strongwall casts.Īdding a whole lot of checks and validation to the existing system might slow everything down, on top of existing ownership checks to see if i can pick up or use an item depending on access levels, proximity protection and all others, more would be required for everything to validate who created the item or killed the animal. Unless priests can cast WoA/CoC and similar on items outside of inventory (e.g. Not to poke holes in the idea but what about enchants? Or would iron accounts not be able to have enchanted items unless they are a priest them self? Can't trade the item to a priest for enchanting. I can see this pulling in some new player types and maybe even reinvigorating old players who are still here or long moved on.ĭisclaimer: Yeah it is possible to create an elitist mentality with this mode, but that exists already within the unique slaying community and it is natural to be competitive in any game. Oh and for the challenge of building a new map in wurm without the ability to pull from the resources of last 10 years of stuff that people have collected/made thus creating a new economy based on self sufficiency to eventually slay uniques with stuff only you made. Your probably asking why someone would want to play such a limited version of wurm, well the real reason is for the devs to finally make a cape in wurm for iron accounts to distinct from normal ones obviously. Deeds can still be built by multiple ironmen but only the adding to walls or structures, nothing more. Now what kind of features could be added to this play-style you might wonder? Well for starters you could create a new 4k or 8k map that only allows actions/deeds on it by iron accounts, thus allowing normal accounts to visit and interact but unable to build/destroy/chop/collect anything from the island, uniques would not spawn on this island. Only new accounts would be able to select this mode during initial account creation and once selected it CANNOT be undone. No skinning or butchering of an animal not slain by yourself unless its a unique slain by group of ironmen accounts, so only certain unique items will be traded between ironmen so access to endgame content is possible and working with other players to slay. No Usage of animals or vehicles not made/breed by you, that includes being a passenger (unless other persons transport is ironman made as well), No Picking up, moving or loading ANY items on ground unless it is made by you, This mode would be the hardcore variant of the typical wurm online playstyle, a style of which you are forced to be solo in the game with other ironmen/women. Introducing the ironman / ironwomen mode. Welcome to the birth of a new age, a new dawn and a new way to survive in wurm.
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