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View Full Version : Differences from now and the 18th launch.



carlosfc1986
02-10-2011, 03:40 PM
ive read something like individual totems will be removed so individuals wont be able to have a "safe zone" around theyre camp etc. is that true? will there be more differences between actual gameplay and what we will find on launch?

Niburu
02-10-2011, 04:12 PM
i asked the same question somewere, which features are enablled and disabled and what we will see at release and what not. No answere yet. So yeah i think we have to wait ^^

Kinslayer
02-10-2011, 04:29 PM
You will be able to have a one man tribe/totem on release. It will require 10 people, on the other hand, to turn that tribe/totem into a town.

If you check the features page, that is basically what will be in game come release.

Niburu
02-10-2011, 04:31 PM
You will be able to have a one man tribe/totem on release. It will require 10 people, on the other hand, to turn that tribe/totem into a town.

If you check the features page, that is basically what will be in game come release.


you know the benfits of a town ?

Kinslayer
02-10-2011, 07:06 PM
I thought quests were one, but unsure now since 1 man tribes have quests on totems. Evolutions such as agriculture and religion will apparently be available only to towns, and having your totem registered as a starting area to new players I think is also a perk of a town.

Vadio
02-10-2011, 07:11 PM
7 days in 16h working i think possible code about 100mb in lines :) but dont sure is to head start to release possible make anothers cool stuff
100mb possible in my mind include item stats/decay/tooltips

eightonefive
02-10-2011, 09:13 PM
7 days in 16h working i think possible code about 100mb in lines :) but dont sure is to head start to release possible make anothers cool stuff
100mb possible in my mind include item stats/decay/tooltips

HUH?

AlexTaldren
02-11-2011, 09:55 AM
I hope they let 1-man tribes stay. It adds a fun element to the game where you have small groups, families, pairs, and solitary individuals who can trade and interact with larger tribes. Case in point, I was scouting with two other tribesman yesterday and as we were exploring, we stumbled upon a 2-person tribe in the middle of nowhere. He had a campfire, a single tent, and some containers on the ground. We stopped, talked to him for a bit, and moved on. It was a fun encounter to find him just out in the middle of nowhere, and that's part of what makes this game cool.

Melkrow
02-11-2011, 05:15 PM
I don't know why they don't just give it a 1-man camp that has a really really small size and can not be expended, not 1-man tribe. If later that solo players wants to start or join a tribe, the camp is destroyed automatically, and/or left there for anybody to destroy/use.

Tehralph
02-12-2011, 05:18 AM
I hope they let 1-man tribes stay. It adds a fun element to the game where you have small groups, families, pairs, and solitary individuals who can trade and interact with larger tribes. Case in point, I was scouting with two other tribesman yesterday and as we were exploring, we stumbled upon a 2-person tribe in the middle of nowhere. He had a campfire, a single tent, and some containers on the ground. We stopped, talked to him for a bit, and moved on. It was a fun encounter to find him just out in the middle of nowhere, and that's part of what makes this game cool.

Yes but that 2-man tribe has the land reserved around them for the maximum 50-man tribe area. Thats the part people dont like. Is that 1 person making it so an actual tribe cant place a totem in such a large area.

vorg
02-12-2011, 12:35 PM
Yes but that 2-man tribe has the land reserved around them for the maximum 50-man tribe area. Thats the part people dont like. Is that 1 person making it so an actual tribe cant place a totem in such a large area.

This has been a big problem in wurm. Most people tend to want their own place and want it to be some what remote. They want control of a large area to keep others for moving right in close and changing the land scape in ways the first person didn't want. Trying to force people closer together by reducing plot size doesn't work. Large maps is what is needed. Mine craft allows for a surface area something like 8 times the earth and they use a voxel system with properties for each cube. That would require a lot more data then a textured height map. Btw, you can create smooth terrain with voxel systems, Mine craft just choose to render as cubes.