Vetarnian wrote:The thing is that players who don't want to be forced into a war should have a way of remaining out of it.
Sadly I have to say that this shows a lack of understanding for the game mechanics. If people cannot attack you, then what is to prevent you from, for example, building offensively? How does the game detect whether or not you are staying within the limits of your professed peacefulness? What prevents you from hogging a specific resource? I think open PvP is a requirement for a sandbox to work at all. At the more quantum levels of analysis the distinction between offensive and defensive acts becomes meaningless. For example: If i build a forest of drying frames around your camp, am I being constructive or destructive, and how would the game know? Even if I thought it possible, though, I wouldn't want to get rid of open PvP, as I think it's a core feature of the game.
@ burg: If and when we do implement alternative sources of metal, they shouldn't be able to hold a candle to mines in terms of quantity and reliability of output. I picture a player panning/trudging through the bogs for a good damn while, exposed to mosquitoes and snakes and shit, and getting a few nuggets for the effort. It's more about implementing
some alternate route to metal, rather than an Autobahn to it. It generally bothers me that metal is non-renewable. I do believe that serious amounts of metal at good quality should more or less be limited to mine owners.
Also, yes. I've had moments with this game where the PvP -- despite broken combat and black skills and claims and walls made of wet cardboard and blah, blah, blah -- has really shone like gold and diamonds. Saving a certain someone from a certain someone else was certainly one of those moments (James, Jesse was the guy in the boat, if you know what I'm talking about

) and I wouldn't want to lose that at all. Some of the drama has been so juicy.
@ People advocating quick-fixes: No.