jpjpjpppjp wrote:
Just because ganking is in the game doesn't mean it's good design and should be part of the game. It's a one sided mechanic, the aggressor has nothing to lose and the defender has everything to lose. It's objectively bad design. If you think new players are killed for their gildless spruce caps, then you are honestly delusional. There is no gain for the aggressors to gank. And there are cases such as being in a lake or ocean where it is completely due to rng. Unless all watercrafts have same movement speed.
This is almost the equivalent of playing world of warcraft and getting spawn camped by a max level character at the starting area. No way of playing against it.
Ganking is only fun for the aggressor while it is the aggressor, if you change the roles around it stops being fun. The loss of players being on the recieving end far outshadows any enjoyment the 0.1% of the players ganking get. When there's a 1k AI bot zerg killing everyone with 10k stats 1st day, everyone would cry for it to be nerfed.
then find some autistic game without pvp, or a pvp game without autistic progression,
nobody is spawncamping you, unless you base is without pali right outside snails base, and he stands next to your hearthfire all day.
the autistic gankers, is litterally the only reason why you have walled off settlements, and learn how to build them, they are why you dont use dugouts anymore, why you walk instead of boat, and why you shit your pants while doing so. even bears arent dangerous, if you manage to click on cliffs, or caves on the minimap.
but because the playerbase has every right and opportunity to fuck you over in this game, you have to learn the game, and interact with it, sometimes it gets iffy, and shit gets abused, but in general, your playstile evolves, because of the pressure of your fellow players. and that builds the only bit of tension or grief in the game.
pvp. might be the driving force in this game, even for the large population of players who never interact with it willingly.