Can you guys drop the whole "people quit because they died" argument? Nobody knows that for a fact. And no, personal anecdotes don't count, so don't tell me you had a friend who quit because he died. I'm fairly sure the vast majority of players quit because the game stops providing new content that is worthwhile for a new guy to pursue. I'd wager most hermits don't even get to metal before quitting. I think the barrier of entry for mining is just way too steep, and it got even worse since w10 thanks to all the bullshit mechanics added to it like slimes, retarded support beam costs (those at least got fixed eventually), cave-ins etc.
So Granger and Purus, and everyone else who keep bringing the non-pvp/nab people up on every topic: How about you guys do everyone a favour and shove this whole "B-BUT THINK OF MUH NOOBS" rhetoric up your ass and instead start asking questions about how to work towards fixing the community polarization somehow?
Adding CRs would make absolutely no difference to people getting killed in my opinion. I'd expect travel weariness to still be a thing, so CRs could potentially be still roads, just without the requirement to maintain, and without the possibility to easily grief them.
If someone with good stats wants to go kill noobs, they will go and kill noobs. Do you know what helped people kill noobs? Safe palis. I don't know how the current siege mechanics work, but I hope those got fixed by now.
Granger wrote:There's a difference between fast travel and teleportation. In case you experience the need to travel to the opposit side of the map on a regular basis... you should realize that you live in the wrong place.
So if some faction builds a trade hub, everyone should move to the same continent where that trade hub is? So if your opposing faction lives on a different continent, my faction should move its whole base there? If everyone went by this logic, everyone would live on the same continent. To a certain extent, this probably still will happen, but is it favorable? I don't think so.
Granger wrote:Should you need to click the ocean for hours to get where you want to go: maybe try to go in the right direction from the start?
I'm fairly sure he assumed you have enough intelligence to guess that the "going in the right direction from the start" condition is met, and it still takes hours to go through the ocean.
I already gave ideas on how to fix sea travel: Adding more whirlpools, removing whirlpool damage from knarrs, and causing them to lead elsewhere if people go through it too many times. Whirlpools could be made into reliable, accessible sea travel junctions in my opinion.
Granger wrote:Please make an argument on why you should be able to spread yourself across all over the map.
For a time, traveling long distances sure is fun, you explore new places and see cool stuff, but once you mapped your local area and have your usual travel routes, it becomes less and less engaging, thus the activity of travel becomes unfun. Now roads were the intended fix for this, but they are easy to grief and hard to maintain. Some poor chap has to check and rebuild them often, without feeling rewarded for having it done. It just had to be done, it is a chore. Once that "road repair guy" had enough of doing that, either somebody takes over that chore, or your road system falls into disrepair and you can walk everywhere again.
So what do you do? Make the segments invincible? GG, now you can build indestructible walls, get ready for griefing. So what else? We could remove the shitty paving requirement, and make them not decay on their own, that's cool but we're just back to square one and people can still bash your road system on an alt, which will trigger a road bashing war between the opposing factions. The whole mechanic of road segments just stinks.
How about getting a mix of CRs and roads? Make it so that we can only jump one supergrid, but you at least don't have to build and maintain stupid segments everywhere, and you can claim the points with a wall. This together with the whirlpools would fix all fast travel issues in my opinion that we face at the moment.