Like, a few weeks ago I managed to wreak havoc upon this game I develop. The effects weren't actually dramatically noticable in player count but quite a lot of the game masters and some developers quit in disappointment. Because of the lack of totally pvp-free servers and the hit to morale the community suffered player count is slowly slumping.
Now, I think that it is safe to say that I made a mistake and a rash decision. The discussion we have now in the forums could have been started instead of opening up for kvk (kingdom versus kingdom) fighting. There are probably some benefits as well with the way things happened though. Someone learned something or so. I probably did:)
Now it is pretty clear that Wurm is moving towards or splitting into a pvp game and a non pvp game on different servers. We are discussing on whether it should be possible to move between these games and if so how.
The main issues with letting people move between pvp and non-pvp servers are:
* Spies coming from and returning to the safe servers
* Loot disappearing into the safe servers
* High skills trained in safety
* High quality items created in safety
* People coming to the safe servers with high fighting skills, killing unique creatures then returning
Some people care about these issues and some don't think that it is a problem.
There are suggestions for solutions to limiting the negative effects of them. I think that we will have a solution ready within a few weeks.
Team member of this week is Enki - he's been around helping out for so long it hurts. I remember he made some useful diagrams over trader prices years ago when I was debugging those.
Player of the week is Awesomefusion. He's been such a force in pvp that it's helped balance it:)
All in all I feel that Wurm is moving in a positive direction again.