weapon skins?
good shit tbh
ghandhikus wrote:Stat cap should be 100 at start and increase gradually by 100 per month imho
January 7 - 100
January 15 - 125
March 7 - 300
December 7 - ~1100
Jalpha wrote:I believe in my interpretation of things.
Granger wrote:As the discussions about what would works better when it comes to payment and permadeath lead nowhere I hereby publically offer to pay the costs of another hetzner server, for a year, out of my own pocket, to run the following experiment:
Two worlds running in parallel - one with permadeath, the other 'lenient' with the following changes:
1) On death the character respawns 15 minutes later naked and without LP at the HF - but with Kin list, map, discoveries, skills, attributes & abilities it had when dying. Also with a wound that gives a 100% debuff to the latter two and will take a relevant time (like 4 ingame weeks / ~9-10 RL days) to heal (so the debuff reduces with time), no remedy available and windblown leafs won't work on it. The only difference to teleporting to HF is the added wound, unspent LP and stomach contents be gone, and a corpse left behind now holding all the gear and inventory the character had. Skulls only contain the LP gathered since last respawn, Burying the corpse might reduce the wound - final mechanic will be formulated in case the offer is accepted.
2) Limited to one character per account.
3) 5x4 starting inventory, 200% convenience, no bonus to character development rate, verification does nothing.
Permadeath world runs developer selected monetarisation scheme, lenient world is only accessible with active subscription. Accounts will be shared, but both worlds will maintain individual character lists. Parallel login with one account into both worlds is not possible.
Both worlds will be, apart from what is mentioned above, run the same code, get the same updates at the same time and share downtimes (so in case one crashes the other will be shut down by the watchdog).
Devs agree to publicise after the year, or when the worlds end, a list of two figures (at least monthly) in the form of permadeath : lenient (may be absolute numbers, but I can live with a relation), the first based on subscribed online hours spent in each world and the other based on individual subscribed accounts having logged into each world within the reported period. Further figures would be interesting and appreciated (like the average and median of hours spend in each world per subscribed account), but I'll settle with the two lists to open my pockets.
Then we can have a discussion, or - most likely - won't need it anymore.
I'm willing to put my money where my mouth is.
Jorb, Loftar: are you in?
NOOBY93 wrote:Granger wrote:NOOBY93 wrote:Sounds like nobody would play that world tbh.
The whole point is to end the speculation and turn away from who is the loudest to a more interesting who actually pays up.
Thing is, if a subscription would pay for both buffs in normal world and your world, since the normal world would naturally be more competitive since it's permadeath, people would use the subscription they have there.
Avu wrote:Granger wrote:
I'd play it. And if none of the pvp-ers come even better. As long as it lasts I can larp away in safety.
strpk0 wrote:And many others will ONLY play if permadeath is in. Does your opinion count more than mine because its yours? The only difference being that permadeath is already in the game, whereas you're suggesting to remove it so your friends can play (risking alienating the 300 or so people that love this game and play it daily, and are clearly okay with permadeath being in).
Stop being so defensive. People like you are the kind of people this game doesn't need. Lazy, and self-entitled to everything. It hasn't been this way for years, and my best hope is that it won't become so. Everyone that is currently decent at (or atleast understands) this game at some point went through the troubles of being killed / eaten by animals, myself included. They learnt from their mistakes and therefore won't make them again. That's a lot of the fun this game provides.
You're suggesting to do away with this, why? So your friends can play farmville:haven edition and then get bored 4 hours in because of the gruelling chores this game consists of as you progress (with permadeath gone, I'm sure those will feel worthwhile doing right)?
Get good.
You want this game to dillute itself to the level of a facebook game, simply because right now it has some problems achieving what it wants to achieve. How about a permadeath game where you have no burials and no chance to recover anything when you died, and yet the game was excellent at explaining itself and teaching the players how they should behave if they want to survive. Would that not be just as succesful as your idea? Would that not make an exciting game that everyone would pay any amount of subscription to play? What about a game where even dying 3 times a day is fun because the game allows you to have fun, regardless of your current progress? Is your suggestion "ok, you haven't achieved making permadeath work, so just scrap it and become the next farmville"?
I personally hope this game becomes even harder, but better at teaching new players. That way it will still be the haven I like, only with way more players in the boat.
I don't get why people assume permadeath is the #1 problem this game has, and why they think removing it will somehow magically fix the other myriad of issues that this game has, which are actually in part alleviated by whatever crippled form of permadeath it currently offers. For instance, I wouldn't dare farm for 3 to 4 hours a day to feed my pixel animals if I knew they meant nothing (due to lack of permadeath and dilluted gameplay therefore).
Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 121 guests