Difference between revisions of "Server Types"

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==Introduction==
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{{disclaimer}}
  
Wurm Online will have two types of server; Home and Wild. There will be two subtypes of Home servers; the Kingdom of [[Jenn-Kellon]] Home Servers and the Kingdom of [[Mol-Rehan]] Home Servers. Initially there may only be one Jenn-Kellon Home Server and one Wild Server. Other servers may be added in the future. Home Servers are much safer than Wild Servers; in terms of PvP.
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== Introduction ==
  
'''Disclaimer: This is not a legal document and merely summariese the details from statements made in the Wurm Forums and IRC. While the author(s) of this page have attempted to be accurate, the final details will be decided by [[User:Notch|Notch]] and [[User:Rolf|Rolf]].'''
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Wurm has two types of servers, home and wild. Home servers are the home of a specific kingdom, while wild servers are battlegrounds existing between home servers. Currently there is one home server (Jenn-Kellon) and one wild server. The home server for Mol-Rehan is believed to be the most likely candidate if a new server is to be added.
  
==Server Type Summary==
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All servers are 16,384m x 16,384m, and share the same decay rate. It is impossible to chat across servers boundries, even with fellow villagers or friends.
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== Major differences ==
  
 
A table summarising the features of the two server types.
 
A table summarising the features of the two server types.
  
{| border="1" cellspacing="0" cellpadding="5" align="center" style="text-align:center"
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{| border="1" cellspacing="0" cellpadding="3"
|+Server Type Comparison Table
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|+ Server type comparison
 
|-
 
|-
! Feature !! [[Jenn-Kellon]] Home !! [[Mol-Rehan]] Home !! Wild
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! Feature
 +
! Home !! Wild
 
|-
 
|-
! [[Kingdom]]  
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! Kingdom
|| Jenn-Kellon only || Mol Rehan only || All  
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| Native<sup>[[#Note_1|[1]]]</sup> only || All  
 
|-
 
|-
! Resource [[Ore]] [[QL]] Cap
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! Resource caps
|| Yes 50 || Yes 50 || No
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| Ore QL limited to 50 || None
 
|-
 
|-
 
! Theft  
 
! Theft  
|| Difficult (bannable) || Difficult (bannable) || Up to Players and Guards
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| Limited (bannable) || Yes<sup>[[#Note_2|[2]]]</sup>
 
|-
 
|-
! [[PvP]]
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! PVP
|| Limited (bannable) || Limited (bannable) || Yes
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| Limited (bannable) || Yes<sup>[[#Note_2|[2]]]</sup>
 
|-
 
|-
! Need to Build Kingdom [[Guard Tower]]s
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! Guard towers
|| Optional || Optional || Yes
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| Optional || Needed to claim land for kingdom
 
|-
 
|-
! Map Size per server
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! Deed placement
|| 16,384m x 16,384m || 16,384m x 16,384m || 16,384m x 16,384m
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| Anywhere (entire server is kingdom) || Only land claimed by kingdom
 
|-
 
|-
! Item Decay Rate
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! GM activity
|| Normal || Normal || Normal
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| High || Minimal
|-
 
! GM Monitoring and Intervention
 
|| Yes || Yes || Yes - kept to a minimum
 
|-
 
! Location of Deeds
 
|| Anywhere || Anywhere || Only Kingdom-Claimed Land
 
|-
 
! Future Plans
 
|| TBD || TBD || TBD
 
 
|}
 
|}
  
==Server Type Details==
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* <sup>[1]</sup> E.g. on the Jenn-Kellon server, only Jenn-Kellon citizens are allowed.
 
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* <sup>[2]</sup> This allows people to dispense their own justice instead.
===Home Server===
 
*These are fully owned by either Jenn-Kellon or Mol Rehan. At this time, no players from any other kingdom than the one that owns the server can enter a Home server.
 
 
 
*As the land is already claimed by one of the Kingdoms, you can found a village or homestead anywhere on a Home Server where there is not already a deed.
 
 
 
*Theft is frowned upon and is a bannable offence in some instances. If a player [[Stealing|steals]] too much they will lose [[reputation]], which, once it enters the negatives  (-100) will cause [[Tower Guard|tower guards]] as well as [[Town Guard|town guards]] to become hostile to a player. The player will also become a [[outlaw]] who can be killed by other Home Server players, once a player's [[reputation]] reaches too low of a negative number (-200) they will be automatically kicked from the Home server to the Wild server and converted to [[black light]].
 
 
 
*[[GMs]] will police these servers fairly close as needed, but ideally the game rules should take care of things automatically.
 
 
 
*[[Moderator|Moderators]] will police the kingdom chat channels and can mute players as necessary, please respect the rules in-game and chat accordingly.
 
 
 
*These servers, both to make up for the extra protection, and to encourage people to visit the wild server, have a cap on ore of 50 [[QL]].
 
  
*Home servers are protected against players of opposing kingdoms, and <span class="plainlinks">[http://www.wurmonline.com/forum/viewtopic.php?t=7814 against pvp in general.]</span>(Protected, not immune.)
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<blockquote>I see no reason to apply the cap to anything other than [[ore]]. However, we might add some resources that are only available on wild servers, and some that are only available on home server in the future. Actually, some might even be unique to a single server, to encourage trading. -- [[User:Notch|Notch]]</blockquote>
  
===Wild Server===
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== Server specifics  ==
*No [[QL]] caps, and no pre-owned land.
 
  
*You can only start villages or homesteads on land that has been claimed for your kingdom, to claim land for your [[kingdom]], you have to build [[Guard Tower|tower]]s to place the land under the influence of your [[kingdom]].
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=== Home server details ===
  
*Full [[PvP]] is enabled, this includes both [[PvP]] between opposing kingdoms as well as between players of the same kingdom. Minimal GM interaction (except for things that are against the game rules, such as cheating.)
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Fully owned by the native kingdom. The entire server is automatically claimed as kingdom territory, so guard towers are not required to plant deeds. Players from other kingdoms are not able to enter the server at all.
  
*The [[White Light|white]] and [[Black Light|black lights]] will both be on wild servers only, but we might make it possible to build temples that work like mini-lights.
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[http://www.wurmonline.com/forum/viewtopic.php?t=7814Theft, PVP, and other kinds of griefing] are frowned upon, and are bannable offences in many instances. In addition, stealing and PVP typically result in loss of [[reputation]]. As reputation drops, the player becomes an [[outlaw]] and eventually a [[blacklighter]]. At this point, the player is kicked off the server into the wild.
  
*Most 'cool' game events will take place on wild servers.
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As an notable exception to the above, inter-settlement [[war]] is possible. However, both sides of the conflict are required to accept the declaration. It is not possible to wage war on a target who refuses to participate.
  
*Tougher monsters only on wild.
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[[GM]]s will police these servers as needed, but ideally the game rules should take care of things automatically. [[Moderator]]s police the kingdom chat channels to ensure the chat rules are followed.
  
*Rougher terrain on wild.
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To encourage people to visit the wild server home servers have a cap on ore [[QL]], currently 50.
  
*[[Horde of the Summoned|HOTS]] players on wild only.
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=== Wild server details ===
  
==Miscellaneous Details==
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Wild servers are battlegrounds where different kingdoms clash together. There is no pre-owned land, it must be claimed by constructing guard towers. Deeds can only be placed within the territories claimed by the towers. Horde of the Summoned are only found on wild servers, having forsaken their original kingdom's home.
  
Items will decay at the same rate on home and wild servers.
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Full PVP is enabled between kingdoms, as well as internally in the Horde of the Summoned. Whitelight kingdoms do not currently allow internal strife. The White Light and Black Light are found on the wild server.
  
It is not possible to chat between servers. So you can only talk to players (one-2-one, kingdom chat, and village chat) on the same server. There will be some sort of messaging system but that has not been developed yet.
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GMs generally avoid intervening in wild server affairs. However, excessive griefing and other violations of the game rules will be punished as appropriate.
  
Additional quotes from [[User:Notch|Notch]]:
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There are no resource limits on wild servers. Some monsters (notably [[huge spider]]s) are stronger, and the terrain is rougher.
I see no reason to apply the cap to anything other than [[ore]]. However, we might add some resources that are only available on wild servers, and some that are only available on home server in the future. Actually, some might even be unique to a single server, to encourage trading
 
  
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== Statistics ==
  
==Rumours==
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* [http://wild001.game.wurmonline.com/mrtg/wurm Wild server]
This section contains rumours that have been mentioned by players but have not been announced by Rolf or Notch.
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* [http://jenn001.game.wurmonline.com/mrtg/wurm Jenn-Kellon home server]
  
==Statistics==
 
[http://wild001.game.wurmonline.com/mrtg/wurm Wild Server]<br>
 
[http://jenn001.game.wurmonline.com/mrtg/wurm Jenn-Kellon Home Server]
 
----
 
 
[[Category:Misc]]
 
[[Category:Misc]]
 
[[Category:Servers]]
 
[[Category:Servers]]

Revision as of 17:51, 8 March 2007

Information icon.png
Disclaimer: This article is not an official document. It attempts to accurately describe current policy and statements made by the developers, but should not be taken as binding or otherwise limiting. If an authoritative statement is required, it should be requested directly from from staff or the development team.


Introduction

Wurm has two types of servers, home and wild. Home servers are the home of a specific kingdom, while wild servers are battlegrounds existing between home servers. Currently there is one home server (Jenn-Kellon) and one wild server. The home server for Mol-Rehan is believed to be the most likely candidate if a new server is to be added.

All servers are 16,384m x 16,384m, and share the same decay rate. It is impossible to chat across servers boundries, even with fellow villagers or friends.

Major differences

A table summarising the features of the two server types.

Server type comparison
Feature Home Wild
Kingdom Native[1] only All
Resource caps Ore QL limited to 50 None
Theft Limited (bannable) Yes[2]
PVP Limited (bannable) Yes[2]
Guard towers Optional Needed to claim land for kingdom
Deed placement Anywhere (entire server is kingdom) Only land claimed by kingdom
GM activity High Minimal
  • [1] E.g. on the Jenn-Kellon server, only Jenn-Kellon citizens are allowed.
  • [2] This allows people to dispense their own justice instead.

I see no reason to apply the cap to anything other than ore. However, we might add some resources that are only available on wild servers, and some that are only available on home server in the future. Actually, some might even be unique to a single server, to encourage trading. -- Notch

Server specifics

Home server details

Fully owned by the native kingdom. The entire server is automatically claimed as kingdom territory, so guard towers are not required to plant deeds. Players from other kingdoms are not able to enter the server at all.

PVP, and other kinds of griefing are frowned upon, and are bannable offences in many instances. In addition, stealing and PVP typically result in loss of reputation. As reputation drops, the player becomes an outlaw and eventually a blacklighter. At this point, the player is kicked off the server into the wild.

As an notable exception to the above, inter-settlement war is possible. However, both sides of the conflict are required to accept the declaration. It is not possible to wage war on a target who refuses to participate.

GMs will police these servers as needed, but ideally the game rules should take care of things automatically. Moderators police the kingdom chat channels to ensure the chat rules are followed.

To encourage people to visit the wild server home servers have a cap on ore QL, currently 50.

Wild server details

Wild servers are battlegrounds where different kingdoms clash together. There is no pre-owned land, it must be claimed by constructing guard towers. Deeds can only be placed within the territories claimed by the towers. Horde of the Summoned are only found on wild servers, having forsaken their original kingdom's home.

Full PVP is enabled between kingdoms, as well as internally in the Horde of the Summoned. Whitelight kingdoms do not currently allow internal strife. The White Light and Black Light are found on the wild server.

GMs generally avoid intervening in wild server affairs. However, excessive griefing and other violations of the game rules will be punished as appropriate.

There are no resource limits on wild servers. Some monsters (notably huge spiders) are stronger, and the terrain is rougher.

Statistics