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* BribingYourWayToVictory: In addition to the monetary costs of Premium, players can spend even more real money on in-game currency. The other ways to acquire in-game currency are by trading with other players, which is never a sure thing, and either searching the ground for lost coins or selling high-quality items in a deed (settlement)token, both of which give few coins total. Ingame money can be used to quickly buy high-quality items created from more skilled players, establish settlements (claiming otherwise public land as only yours), and maintain those settlements. Somewhat averted since no part or item of the game is impossible to get via normal play, and you can even build anything you want without paying for a settlement or its maintenance, though you will have to regularly repair your buildings and items from the decay damage they get. Settlements freeze decay as long as they have more coins stored than 1 month of maintenance, saving you both time and materials.

* CoolHorse: Horses can be decked out in bardings of various materials and colors, and equipped with horseshoes, saddles and bridles to make them faster or easier to ride. You can breed horse to achieve special traits, like better speed, and with decent skill, you can even tame cool hell horses!
* CosmeticAward: Achieving a certain level in a skill can add titles to your name, such as "Mason", "Master Blacksmith", etc. Additionally by either buying with real money or with loyalty points accrued as long as you have premium subscription, there are skins for various weapons and items of the game in the game's online store.

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* BribingYourWayToVictory: In addition to the monetary costs of Premium, players can spend even more real money on in-game currency. The other ways to acquire in-game currency are by trading with other players, which is never a sure thing, and either searching the ground for lost coins or selling high-quality items in a deed (settlement)token, both of which give few coins total. Ingame money can be used to quickly buy high-quality items created from more skilled players, establish settlements (claiming otherwise public land as only yours), and maintain those settlements. Somewhat **Somewhat averted since no part or item of the game is impossible to get via normal play, and you can even build anything you want without paying for a settlement or its maintenance, though you will have to regularly repair your buildings and items from the decay damage they get. Settlements freeze decay as long as they have more coins stored than 1 month of maintenance, saving you both time and materials.

* CoolHorse: Horses can be decked out in bardings of various materials and colors, and equipped with horseshoes, saddles and bridles to make them faster or easier to ride. You can breed horse to achieve special traits, like better speed, and with decent skill, you can even tame cool hell horses!
horses.
* CosmeticAward: Achieving a certain level in a skill can add titles to your name, such as "Mason", "Master Blacksmith", etc. Additionally by Additionally, either buying bought with real money or with loyalty points accrued as long as you have from having a premium subscription, there are skins for various weapons and items of the game in the game's online store.



** The crop selection contradicts it, by sporting corn, tomatoes, peas, potatoes and even ''cocoa beans''. It's even lampshades in that examining some of these crops will prompt the comment "Where did this come from?"

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** The crop selection contradicts it, by sporting corn, tomatoes, peas, potatoes potatoes, and even ''cocoa beans''. It's even lampshades in that examining some of these crops will prompt the comment "Where did this come from?"from?"
* MisplacedWildlife: NPC Animals spawn without any rhyme or reason. You can find brown bears next to anacondas on top of a mountain, and wolves next to hyenas in the middle of a green meadow.



* PlayerGeneratedEconomy: In the forums and chats players can be seen offering and asking for various goods and services. The only guaranteed buyer for goods is an NPC Trader, whose contract costs 50 silver to acquire. It also takes time for his money supply to refresh. Everything else runs on supply and demand, though players can access a "get price" for any items they examine which is presented as "a Trader would pay x for this". For rare items at auction, the prices can escalate quickly with much profit to be had.

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* PlayerGeneratedEconomy: In the forums and chats players can be seen offering and asking for various goods and services. The only guaranteed buyer for goods is an NPC Trader, whose contract costs 50 silver to acquire.acquire, or a settelemtns deed token, which has a low max limit on how many coins you can make per hour. It also takes time for his money supply to refresh. Everything else runs on supply and demand, though players can access a "get price" for any items they examine which is presented as "a Trader would pay x for this". For rare items at auction, the prices can escalate quickly with much profit to be had.



* SceneryPorn: Besides mountains and oceans being a generally cool place to watch over, the world also changes appearance with ingame seasons, and celestial bodies orbit it. There also are celestial phenomenons like rainbows and eclipses.

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* SceneryPorn: Besides mountains and oceans being a generally cool place to watch over, the world also changes appearance with ingame seasons, and celestial bodies orbit it. There also are celestial phenomenons phenomena like rainbows and eclipses.


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* SuperPersistentPredator: Played extremely straight with any hostile NPC animals. If you're not fast enough to get away from their aggro range, they will hunt you from one side of the map to the other and back again.

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* BreakableWeapons: In fact, everything is breakable. Items accrue damage by use and will also decay over time. Fortunately all items can also be repaired, but with a proportionate reduction of quality.
* BribingYourWayToVictory: In addition to the monetary costs of Premium, players can spend even more real money on in-game currency. The other ways to acquire in-game currency is by trading with other players, which is never a sure thing, and either searching the ground for lost coins or selling high quality items in a deed (settlement)token, both of which give few coins total.

Ingame money can be used to quickly buy high-quality items created from more skilled players, establish settlements (claiming otherwise public land as only yours), and maintain those settlements. Somewhat averted since no part or item of the game is impossible to get via normal play, and you can even build anything you want without paying for a settlement or its maintenance, though you will have to regularly repair your buildings and items from the decay damage they get. Settlements freeze decay as long as they have more coins stored than 1 month of maintenance, saving you both time and materials.

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* BreakableWeapons: In fact, everything is breakable. Items accrue damage by use and will also decay over time. Fortunately Fortunately, all items can also be repaired, but with a proportionate reduction of quality.
* BribingYourWayToVictory: In addition to the monetary costs of Premium, players can spend even more real money on in-game currency. The other ways to acquire in-game currency is are by trading with other players, which is never a sure thing, and either searching the ground for lost coins or selling high quality high-quality items in a deed (settlement)token, both of which give few coins total.

total. Ingame money can be used to quickly buy high-quality items created from more skilled players, establish settlements (claiming otherwise public land as only yours), and maintain those settlements. Somewhat averted since no part or item of the game is impossible to get via normal play, and you can even build anything you want without paying for a settlement or its maintenance, though you will have to regularly repair your buildings and items from the decay damage they get. Settlements freeze decay as long as they have more coins stored than 1 month of maintenance, saving you both time and materials.

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* AHomeownerIsYou: You can even build it yourself. They range from tiny hermit shacks out in the woods to impressive stone mansions with paved compounds surrounded by stone walls and street lamps.

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* AHomeownerIsYou: You A major part of the game and you can even build it yourself. They range from tiny hermit shacks out in the woods to impressive stone mansions with paved compounds surrounded by stone walls and street lamps.



* BribingYourWayToVictory: In addition to the monetary costs of Premium, players can spend even more real money on in-game currency. The only other way to acquire in-game currency is by trading with other players, which is never a sure thing. This money can be used to quickly buy high-quality items from more skilled players, establish settlements (claiming otherwise public land as yours), and maintain those settlements (which will be disbanded if you don't, no refunds).
** It must be noted that for some reason it is cheaper to buy Premium with real money than it is to pay the equivalent amount of in-game currency. To elaborate, buying two months of Premium with real money costs 10 Euros. Buying one month of Premium with in-game money costs 10 silver, and it costs 1 Euro to buy 1 in-game silver. Perhaps the Premium experience is meant to be easier to access than having extra spending money? On the other hand, it makes it harder for business-minded players to maintain Premium with just trading.
* CoolHorse: Horses can be decked out in bardings of various materials and colors, and equipped with horseshoes, saddles and bridles to make them faster or easier to ride.
* CosmeticAward: Achieving a certain level in a skill can add titles to your name, such as "Mason", "Master Blacksmith", etc.

to:

* BribingYourWayToVictory: In addition to the monetary costs of Premium, players can spend even more real money on in-game currency. The only other way ways to acquire in-game currency is by trading with other players, which is never a sure thing. This thing, and either searching the ground for lost coins or selling high quality items in a deed (settlement)token, both of which give few coins total.

Ingame
money can be used to quickly buy high-quality items created from more skilled players, establish settlements (claiming otherwise public land as only yours), and maintain those settlements (which settlements. Somewhat averted since no part or item of the game is impossible to get via normal play, and you can even build anything you want without paying for a settlement or its maintenance, though you will be disbanded if you don't, no refunds).
** It must be noted that for some reason it is cheaper
have to buy Premium with real money regularly repair your buildings and items from the decay damage they get. Settlements freeze decay as long as they have more coins stored than it is to pay the equivalent amount of in-game currency. To elaborate, buying two months of Premium with real money costs 10 Euros. Buying one 1 month of Premium with in-game money costs 10 silver, maintenance, saving you both time and it costs 1 Euro to buy 1 in-game silver. Perhaps the Premium experience is meant to be easier to access than having extra spending money? On the other hand, it makes it harder for business-minded players to maintain Premium with just trading.
materials.

* CoolHorse: Horses can be decked out in bardings of various materials and colors, and equipped with horseshoes, saddles and bridles to make them faster or easier to ride.
ride. You can breed horse to achieve special traits, like better speed, and with decent skill, you can even tame cool hell horses!
* CosmeticAward: Achieving a certain level in a skill can add titles to your name, such as "Mason", "Master Blacksmith", etc. Additionally by either buying with real money or with loyalty points accrued as long as you have premium subscription, there are skins for various weapons and items of the game in the game's online store.
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Up To Eleven is a defunct trope


* ItemCrafting: Taken UpToEleven; a lone player could potentially craft an entire village from the [[StarterEquipment starter tool set]] and access to raw materials. The game even touts its focus on player-made items and environment. Furthermore, almost all crafted items can be improved, increasing their quality using the same tools and raw materials used to make them. Most non-bulk items above a certain quality will bear the maker's signature, which becomes more legible the higher the quality.

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* ItemCrafting: Taken UpToEleven; a A lone player could potentially craft an entire village from the [[StarterEquipment starter tool set]] and access to raw materials. The game even touts its focus on player-made items and environment. Furthermore, almost all crafted items can be improved, increasing their quality using the same tools and raw materials used to make them. Most non-bulk items above a certain quality will bear the maker's signature, which becomes more legible the higher the quality.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wurmlogolarge.png]]
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* ItemCrafting: Taken UpToEleven; a lone player could potentially craft an entire village from the [[StarterEquipment starter tool set]] and access to raw materials. The game even touts it's focus on player-made items and environment. Furthermore, almost all crafted items can be improved, increasing their quality using the same tools and raw materials used to make them. Most non-bulk items above a certain quality will bear the maker's signature, which becomes more legible the higher the quality.

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* ItemCrafting: Taken UpToEleven; a lone player could potentially craft an entire village from the [[StarterEquipment starter tool set]] and access to raw materials. The game even touts it's its focus on player-made items and environment. Furthermore, almost all crafted items can be improved, increasing their quality using the same tools and raw materials used to make them. Most non-bulk items above a certain quality will bear the maker's signature, which becomes more legible the higher the quality.

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* PerpetuallyStatic: Averted, in line with the focus on a player-driven world. Settlements can be founded and disbanded, public highways built to connect places of interest, walls erected to block mob spawns, forests leveled to make potato farms, and so on.

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* PerpetuallyStatic: Averted, in line with the focus on a player-driven world. Settlements can be founded and disbanded, public highways built to connect places of interest, walls erected to block mob spawns, forests leveled to make potato farms, and so on. Played somewhat straighter in the lore, since the ExcusePlot for the PVP servers consists of three [[CosmeticallyDifferentSides mostly interchangeable]] factions fighting a never-ending series of raids and skirmishes over territory with no end in sight.
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* SubsystemDamage: Each body location can be hit, with each wound being tracked separately. However, CriticalExistenceFailure occurs when the total damage suffered exceeds your health. So you could die from a few bad wounds or dozens of light ones.

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* SubsystemDamage: Each body location can be hit, with each wound being tracked separately. However, CriticalExistenceFailure occurs when the total damage suffered exceeds your health. So you could die from a few bad wounds or [[DeathOfAThousandCuts dozens of light ones.ones]].
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** The crop selection contradicts it, by sporting corn, tomatoes, peas, potatoes and even ''cocoa beans''. It's even lampshades in that examining some of these crops will prompt the comment "Where did this come from?"



** As a kind of safety net, when the hunger bar gets too low the player will automatically fast, filling the hunger bar but consuming fat reserves. A player who continues to not get food will eventually run out of fat reserves and remain in a perpetual state of weakness.

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** As a kind of safety net, when the hunger bar gets too low the player will automatically fast, filling the hunger bar but consuming fat reserves. A player who continues to not get food will eventually run out of fat reserves and remain in a perpetual state of weakness.
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* GlassCannon: Hell hounds. They're the mob with the longest aggro distance, and are fast enough to close that distance ''very'' quickly. They will die with a few solid, well-aimed hits, but can also inflict enough damage to kill the average fighter in a few moments.
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Interesting fact: Notch, best known as the creator of MineCraft, was a member of Wurm Online's development team before leaving to do his own thing, and the rest as they say is history.

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Interesting fact: Notch, best known as the creator of MineCraft, VideoGame/{{Minecraft}}, was a member of Wurm Online's development team before leaving to do his own thing, and the rest as they say is history.
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* CoolHorse: Horses can be decked out in bardings of various materials and colors, and equipped with horseshoes, saddles and bridles to make them faster or easier to ride.
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* RegeneratingHealth: Very light wounds, such as those inflicted by a weak animal through high-quality armor, will heal completely in 10 minutes, meaning a player can go from near-death to good as new in a few seconds provided they don't get hurt any more afterwards.
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* SceneryPorn: Besides mountains and oceans being a generally cool place to watch over, the world also changes appearance with ingame seasons, and celestial bodies orbit it. There also are celestial phenomenons like rainbows and eclipses.
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** The penalties for death can be further dampened by the Bag of Keeping, which lets you keep certain items with you when you die; certain spells which let you retrieve your corpse from anywhere, and the Path of Knowledge passive skill which negates almost all skill loss.
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* DeathIsASlapOnTheWrist: In the Freedom cluster expecially, where you will respawn at your village or tent with a minor experience loss in a few skills (and 10 times less if you die at your deed or village) and you have an ample window of time to track down your corpse and reclaim your items, or decide when to release it to have someone else get them for you. Slightly less so in the Epic and Chaos islands, where anything you have on you is fair game for whoever killed you.
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* WaxOnWaxOff: Even mundane tasks such as farming, building or working will steadily improve the Body, Mind and Soul characteristics, which have a sensible impact on combat prowess. Also, simply ''using'' a tool improves its performance as a weapon: a character who has nothing but dig for weeks will have a really good fighting chance with it.

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