Sevenless wrote:NOOBY93 wrote:Trash idea, if dying removed only combat stats why would anyone raise any quality/stats/whatever at all? Everyone could do everything at Q10 - if you die, whatever, you didn't raise your combat stats anyway! Enjoy the sandbox!!!
Because you can use these stats to kill people in a way where they can't kill you back? Why do you raise stats now? You could just run around with q10 alts all day, dying means nothing because you spent nothing raising the alts. There are lots of other games out there that are sandbox, lack permadeath, and yet people still play/grind in them. Wurm for example, EVE for another. Why bother flying anything but a frigate in EVE? When you go to a game that's just full loot, god you get so many more fights. Haven's severely hamstrung in the pvp department due to permadeath. And at least in my opinion, frequent pvp (and its resource use) is the only real endgame sandboxes can offer. As is, even with just the wounding system haven is by far still the hardest core game out there for punishment of death.
I'm not really sure your logic is a proper argument against the concept other than "I like permadeath". But you could just say that if that's your position.
I think the issue here is how many people quit the community due to permadeath/lack of accessible pvp and how they'll not be checking the forums to comment on this. I guess the idea is doomed to fail because the people who are left either like permadeath or are at least tolerant of it.
But if you grind combat stats you can only actually "kill" (read: remove stats of) people who also grind combat stats. Others can just choose not to grind combat stats and you can't do anything to them. This would effectively be a "PvP toggle", where people could choose whether or not they want to be able to participate in combat - if not, getting killed does nothing to them and they're not capable of killing anyone.
PvP toggles or mechanics that serve the same effect have no place in a game like Haven, again, because of things like localized resources, hitboxes, long-lasting effects to the world (such as - chopping trees makes them go away forever)