Difference between revisions of "Server Types"

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Adrenaline is a drug, just like the most savoury steak or your first kiss. Life needs its highs and lows becuase it is what makes the mundane bearable. Your body needs something other than a meal and a tool to keep it interested in what life has to offer.  
 
Adrenaline is a drug, just like the most savoury steak or your first kiss. Life needs its highs and lows becuase it is what makes the mundane bearable. Your body needs something other than a meal and a tool to keep it interested in what life has to offer.  
  
So Go Wild with your life. See what it can offer." - Jarosz
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So Go Wild with your life. See what it can offer." - [[Jarosz]]
  
 
== Statistics ==
 
== Statistics ==

Revision as of 02:18, 28 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.

Theft, 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.

Wild Server Propaganda

"I have spent my life of Wurm watching and studying the many ways a Wurmian spends their days. I have noticed the small things that lead to friendship and the large things that lead to betrayal. I have seen the building of cities and the destruction of dreams. And in all my time i have yet to understand the Soul that lives on the Home server.

To build a bond with someone you must spend time with them and understand them as the person they are. And to be deemed a true friend you must risk life and limb for the protection of that bond and make sure you never do anything to put that bond into question.

When a nation builds its walls it does so to raise the moral of the citizens. Citizens will not work their best if there is a constant threat of a raiding nemesis who can think for themselves. A battle hardened foe who knows your weaknesses that you may not even know yourself. How can a person consentrate without knowing they are safe to do what the Nation needs of them.

When the walls are up and you devote yourself to protecting your people, that is when they finally see you as the Leader you are trying to become. You build your nation's walls and they can actually see the power that you say you have. Becuase in the end Actions speak louder than words. They finally have the ability to Focus on helping you and their Nation become whatever it wants to be.

But lets remove This Nemesis... what would occur? your citizens no longer have anything to fear. They go out in search of a threat becuase it is the Adrenaline in life that makes the good times seem better. Its the pain that makes the human mind appreciate the fact that it Is alive. But what happens when the fear isnt even there. They search and they cannont find it, they miss the Euphoric feeling of conquering something and coming out ontop. They miss having their work mean something. And so they either go out on their own for good or just disapear into the abyss never to be seen again. Worse yet they spend there times skipping through the shadows trying to get caught doing things that may cause risk to their life... they create the fear for themselves by putting themselves in harms way.

Is this not what the Homeserver truely is? They live their lives with no real risk, and they build their walls for no real reason. The leadership faulters becuase there is no real goal to keep the Ranks together and working as one. They have their Pipe dreams that faulter in the wake of no aftermath. If you do succeed at building what ever it is you build.... what will come of it? will you ever have to defend it or risk your lives to protect what others helped you accomplish? or will it just rot away and be forgotten in the history of Wurm like so many towns before it. Like so many lost dreams of meaningless application.

So in the end it is our True enemy that makes us who we are. Humanity needs the constant fear to enjoy the constant love of a battle hardened brotherhood or a romance filled marriage. The Yin is always in constant battle with the Yang, for if one consumes the other it eventually consumes itself. Because they are one in the same.

You wonder why your friends seem to constantly dissapear or go away to find their own glory. Becuase they are in search of the meaning to life. Why are they here? Why do they spend there days the way they do? Whats to keep them here and actually interested in anything this life has to offer?

Adrenaline is a drug, just like the most savoury steak or your first kiss. Life needs its highs and lows becuase it is what makes the mundane bearable. Your body needs something other than a meal and a tool to keep it interested in what life has to offer.

So Go Wild with your life. See what it can offer." - Jarosz

Statistics