Zentetsuken wrote:another wall of broken record pseud drivel
just lol
Zentetsuken wrote:another wall of broken record pseud drivel
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
Zentetsuken wrote:There is absolutely no incentive for any player to ever learn PvP.
Zentetsuken wrote:There is absolutely no realistic way to incentivize this type of hyper minmaxing play for the majority of the population.
Zentetsuken wrote:It's like listening to wall street billionaire investor moguls giving advice to impoverished inner city wellfare families on how to spend their money.
Reiber wrote:Zentetsuken wrote:
there is nothing baring non seasoned pvp players to koin in on the coversation.
take you and me for example.
i give you right that for the average player there is nothing too gain, and an lot too loose in pvp. while it being the other way around for people playing with pvp in mind.
and this needs too change.
we know you are on an crusade to turn haven intoo an non pvp game, everybody knows, thats all you post. and everybody ever responding too your posts calls you an retard for it. take the hint. the vast majority of people caring enought for this game too post on the forums dosnt take pvp as the inherently evil mechanic you take it for. sure. pvp is garbage, and thats why an lot of people either dont bother, or arent able to go somewhere even if they would.
but the potential for pvp makes this game a lot more interesting. and every non instanced open world with object permanence will be subject too "pvp". even without combat. i take the chance of being ganked on an river, over people just claim,body/paliblocking without counterplay.
Zentetsuken wrote:Yet another thread devolves in to seasoned PVPers talking about how to fix the game for people who don't like or care about PVP.
It's like listening to wall street billionaire investor moguls giving advice to impoverished inner city wellfare families on how to spend their money.
There are tons of successful games that give a thrilling sense of difficulty and danger via PvE and other survival elements where PvP remains optional. You guys know damn well it is unrealistic to create some way to force or coerce 99% of the playerbase in to suddenly caring about PvP.
There is absolutely no incentive for any player to ever learn PvP. The only reason that any of the PvP-focused players do it is for the thrill of dickwaving in their own tiny PvP-focused groups and to get their short-lived yearly nostalgia fix. Every imaginable part of their gameplay is different from the average hermit or small villages. The game becomes incredibly small and unfun, ignoring entire industries, eating only certain foods, studying only certain curios.
There is absolutely no realistic way to incentivize this type of hyper minmaxing play for the majority of the population.
PvP for the average, vast majority player offers zero rewards for winning or engaging in it, and if you are not willing or able to put in the effort that a seasoned PvPer puts in with a faction full of tryhards (or even just very knowledgeable people) behind you, it is literally more effective to just stand still and allow yourself to get KO'd than it is to even attempt to fight back and lower your openings.
The most realistic way for Haven development to continue forward is to separate PvP from the core gameplay. Allow minmaxers, dickwavers and nostalgia-hungry players to continue to get their fix and stop bothering the rest of the players with this boring trash. Just like practically every other MMO that is worth playing or considering has.
ItsFunToLose wrote:I don't think you're retarded and I actually agree with everything you've said here until the last paragraph.
Coming from w5 where Murder actually unlocked murder and there was a genuine existential threat every time you stepped outside of your base with none of this carebear KO'd-but-i-can-teleport-to-safety bullshit, the game has made leaps and bounds of progress towards "separating pvp from the core gameplay"
Build a wall, learn how to run and you still don't need to learn how to PvP properly. For months, if ever. At worst, you're risking the clothes on your back and 40% of your stats if something goes terribly wrong.
I am exactly the player snail is describing. no job, 16 hours a day for 2 straight months and I have probably put more hours into the game than most other players, but have very little to "show" for it. Or would be true, If the only metric used to judge that statement is a base designed to turn me into a hat extorting maniac who harms strangers for fleeting moments of joy as efficiently and often as possible. And that's not a game design problem. Hermits should never be able to compete with cooperating members of villages. There's no reason to "level" the playing field so that stick throwing savages, even 100 of them, can compete with 1 nuclear submarine.
The problem with PvP is that it's not real PvP in any meaningful sense. It's a group of well armed, fully loaded on waterskins pirates sailing around in multiple knarrs coming across an exploration-geared hermit in a rowboat with stat lines missing 2 digits. You can't balance that. You can't fix 2 orders of magnitude. You can't "teach" how to PvP and make the hunt fun for the pirates. And devs shouldn't spend a single second of thought trying to.
"forcing" players to learn how to PvP is decoupled insanity. To generate the same internal visceral reaction, I would have to say something like "force snail to stop harming complete strangers for fun"
But I need snail to exist to continue wanting to play this game. I need to know he's out there. Lurking. Waiting. Ready.
Zentetsuken wrote:
Therefore, I truly and genuinely and honestly believe that delete PvP is the most realistic, constructive and forward-thinking goal.
Users browsing this forum: Python-Requests [Bot] and 130 guests