VDZ wrote:The only evidence of running away being totally possible without lucking into a random dugout or running for 20+ minutes is a video of Nightdawg running to his base which is within 1.5 minutes walking distance, while actually slightly losing distance from his attackers rather than gaining it. (In fact, he got attacked for a while until his attacker slowed to a crawl because he wasn't drinking any water...but any decent runner can at least get enough distance to not be in attack range constantly even with a better chaser.)
Yes, Nightdawg so happened to be pretty close to his base in this particular instance and had a safe-pali built, but you are literally taking evidence from someone who knows how to run away in a fight. Using this as a "see, he only got away because he was close to his base" standpoint is pretty stupid. Show me a video of a hermit doing the same thing and then maybe that argument might have a sliver of a foundation.
VDZ wrote:Even I can do better than that
Since we are having this conversation, I HIGHLY doubt that my dude...
VDZ wrote:and the PvP guide tells me nothing new (other than the 'chaser bonus' which I never noticed because it's so minor). The problem with escaping isn't maintaining the distance, which I can do endlessly as long as I have water and don't run into a dead end. The problem is getting away when you're nowhere near your base (or due to terrain can't get back to it, e.g. you need to cross a river and they have a snekkja). Unless either side is retarded it just turns into a 'who has more water and patience' contest.
So tell me, is there a problem with
running if you are able to maintain distance from your attacker? Or do you just have the attention span of a goldfish and cant stand doing something for 20+ minutes? Preparing enough water to run away is literally one of the easiest things you could possibly do. And before you say, "wElL i CaRrY tOoLs So I dOn'T hAvE rOoM"

This is my belt, this is how much water I carry. Yes, it's a troll belt, it's late in the world, semantics. But I have every essential tool on it AND I PVP, chase, and run all the time. Even the basic 6 slot belt still has 3 slots for water if you carry a stone axe, saw, and pick or whatever. I ran with a silk belt for 80% of the world just fine, and getting one is pretty easy, I digress.
There are scenarios where you are fucked no matter what, like in your example with the snekkja+river. But that's just the way the news goes, every encounter isn't going to be fair. If your parents raised you to believe that the worlds always fair then I'm sorry I had to be the one to break it to you, but its not. Look, I understand this feature of the game isn't your idea of fun, but I iterate,
it doesn't mean it's broken or needs to be changed. But since you clearly need some further explanation on how to run, I might write up something more detailed in the future so I can just paste it whenever this smooth brain shit pops up again.
VDZ wrote:How does carrying enough water to keep it up fix the problem that "PvP" in a ganking encounter consists of almost nothing but running for 20+ minutes straight?
This is not a "Problem". If I need to explain this then you need to go see a Psychiatrist.
VDZ wrote:Clemins wrote:Trust me, it's very hard to catch someone who knows how to run away.
This is certainly true. What is also true is that it's
very hard to get enough distance from someone who knows how to chase to hearth home. The combination of these two results in a chase that takes fucking ages. My problem isn't chasers catching up to me (I take chip damage at most during the chase) - it's gaining enough distance to break aggro for long enough to hearth home. The only chases where I actually take any significant amount of damage during the chase is those that aren't on foot (notably Snekkja chases are unwinnable with lower quality so I just head to shore immediately, and kicksleds don't have all of the usual runner advantages so the chaser can just take the faster route whenever you make a turn).
Anyone equal to or better than me at running gets away 85%-90% of the time. It might not seem obvious to someone who isn't used to running, but haven favors people running away more than you seem to know. Speedboosts always cross the person running away first, you see animals and bunnies first, and the game automatically drops aggro at a certain point allowing you to start to hearth behind a log or rock. I mean it when I say,
practice, weather your attention spawn allows it or not. (I assume) you've been playing long enough to have no real excuse other than pure stubbornness and unwillingness to learn and practice. I know you know all the little things you need to do to run, I've seen you mention almost all of them at one point. So until then,
Skill issue.