Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
Vigilance wrote:this sounds like such a fundamentally bad idea that would just drag out the (possibly less than) two months of enjoyable gameplay to several months entirely arbitrarily. it's just shuffling around values and stats entirely needlessly in efforts to shake up the game to give the illusion of a fix until the status quo is reaffirmed. i dont see how purely changing numbers will do literally anything positive for the game whatsoever. i have NEVER understood the concept of "Well, we should just make everything sloooooooooower" as a solution to anything.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
Vigilance wrote:you havent known true suffering until you've mined thousands and thousands of cast iron bars worth of ore to watch it turn in to a small anvil quality upgrade, rinse and repeat.
Vigilance wrote:the thing is that if the beginning pacing of the game was dragged out any longer than it already is people would get bored sooner purely off of the fact that the sticks and stones to palisades tier takes a couple weeks and the fact that, for one instance, instead of taking a couple weeks to go down minehole layers it would, in your example of 1000 strength being "legendary," take several months at a certain point to descend. arbitrarily prolonging gameplay can make some elements seem to overstay their welcome. i've seen quite a few instances of otherwise very enjoyable things (mostly in MMO's) get repeated for so long that the novelty wears out and you're just suffering waiting to get to the next step.
the pacing is fine as-is, we just need meaningful content once the walls are set and the infrastructure is all built, and it can't be in the form of "oh, well, you can do some dungeons if you find them and your stats are unreasonably high." or "oh, well, if you have an abundance of these random materials or an excess of time you can do this weird credo or craft these weird items." bigger mobs don't solve anything.
it needs to just come from the core gameplay loop at the "end" being different from it is now-- which is realistically "Do the same thing you've been doing for months" (farming, treeplanting, mining, spiraling)
you havent known true suffering until you've mined thousands and thousands of cast iron bars worth of ore to watch it turn in to a small anvil quality upgrade, rinse and repeat.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
vatas wrote:My assumption is that the change in how stats scale in higher numbers would be much better fix than this. You'd slow down the early game and catch-up of newer players.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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