Server Types

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Revision as of 17:12, 31 July 2007 by Dashiva (talk | contribs) (It's about home servers in general, not the current JK home specifically)
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Main Page :: Server Types

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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 a Jenn-Kellon home server (Jenn002) and one wild server (Wild001). The home server for Mol-Rehan is believed to be the most likely candidate if a new server is to be added. There is also a login server, Jenn001.

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 within your own kingdom. 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.