Server Types

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Revision as of 12:54, 7 May 2006 by Egal (talk | contribs) (Added comment about location of deeds on Home and Wild servers)
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Introduction

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.

Disclaimer: This is not a legal document and merely summariese the details from statements made in the Wurm Fora and IRC. While the author(s) of this page have attempted to be accurate, the final details will be decided by Notch and Rolf.

Server Type Summary

A table summarising the features of the two server types.

Server Type Comparison Table
Feature Jenn-Kellon Home Mol-Rehan Home Wild
Kingdom Jenn-Kellon only Mol Rehan only All
Resource Ore QL Cap Yes 50 Yes 50 No
Theft Difficult Difficult Up to Players and Guards
PvP Limited Limited Yes
Need to Build Kingdom Guard Towers No No Yes
Map Size per server 16km x 16km 16km x 16km 16km x 16km
Item Decay Rate Normal Normal Normal
GM Monitoring and Intervention Yes Yes Yes
Location of Deeds Anywhere Anywhere Only Kingdom-Claimed Land
XXX TBD TBD TBD

Server Type Details

Home Server

These are fully owned by either Jenn-Kellon or Mol Rehan. Nobody else can build towns there, and (if it's needed) get penalties for even being on the server.

You can found a village or homestead anywhere on a Home Server as the land is already claimed by one of the Kingdoms.

Theft and so is frowned upon a lot, and if you cause too much commotion, you get kicked out of the kingdom.

GMs will police these servers fairly close as needed, but ideally the game rules should take care of things automatically.

These, both to make up for the extra protection, and to encourage people to visit the wild servers, have a cap on ore [50 [QL]].

Home servers are protected against players of opposing kingdoms, and against pvp in general (Protected, not immune)

Wild Server

No QL caps, and no pre-owned land. To claim land for your kingdom, you have to build towers.

You can only start villages or homesteads on land that has been claimed for your kingdom, using Guard Towers.

Full pvp is enabled. Minimal GM interaction (except for things that are against the game rules, such as cheating)

The white and black lights will both be on wild servers only, but we might make it possible to build temples that work like mini-lights.

Most cool game events will take place on wild servers.

Tougher monsters only on wild

Rougher terrain on wild

HOTS players on wild only

Miscellaneous Details

Items will decay at the same rate on home and wild servers.

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.

Additional quotes from Notch: 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


Rumours

This section contains rumours that have been mentioned by players but have not been announced by Rolf or Notch.




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