Granger wrote:dafels wrote:It had its downside, but you can clearly see that the benefit is way stronger than the downsides to crs. The people that want to play an alive game would agree with me.
Along you line of argumentative reasoning toward azrid: my account is older, thus I'm right and you are wrong.
(EDIT: nice edit, while I was typing the above the 'I play longer than you, thus I convince' was removed - should have quoted it)
You employ fallacies to distract from your lack of arguments, but fail.
Stop being lazy and build roads to where you want to appear quickly, in case you want to have more QoL with them support the ones (like me) that try to motivate the Devs to fix the maintenance problems they have.
I edited it out 12 minutes before you posted lmao.
I think the player drop shows what the playerbase thinks about having to travel few hours prior to have some fun. The question is not about being lazy you ass, it is about the game being fun. It might sound cool, but in reality traveling becomes nothing more than a chore and makes people quit
There are way better ways to encourage people to actually travel, make foraging, exploration great again. But when you are forced to travel for hours to actually have fun in the game in daily basis its pretty bad design