Statistics says that hundreds (~100) of people play in the world of thousands ruins

Uephorias wrote:Make the game harder, make it more threatening, make quality harder to increase, make hearthlings all have finite lifespans
SnuggleSnail wrote:Uephorias wrote:Make the game harder, make it more threatening, make quality harder to increase, make hearthlings all have finite lifespans
o no it's another larper that thinks making the game more cancer will somehow make people want to play it more
Uephorias wrote:SnuggleSnail wrote:Uephorias wrote:Make the game harder, make it more threatening, make quality harder to increase, make hearthlings all have finite lifespans
o no it's another larper that thinks making the game more cancer will somehow make people want to play it more
my point is less about growing the malignant tumor of difficulty, and more about shortening the gap between players who have been alive since reset, and players who are starting a new character 10 months in, cunt
SnuggleSnail wrote:The main differentiating gap between players is the skill(also client, tbh) gap.
Iggie wrote:Let the stats decide when to reset the world.
Statistics says that hundreds (~100) of people play in the world of thousands ruins
SnuggleSnail wrote:The main differentiating gap between players is the skill(also client, tbh) gap. Making things harder/more threatening exacerbates that, which feels intuitively obvious to me but I guess not for you.
The highest stated character in the game RN could be replaced in a month. A good enough for faction combat character could be made in a relatively casual week. It's not hyperbole say people who imply they can't compete because they weren't around from the start are shitters of the highest degree whose opinion on mechanics should be 1000% ignored under all circumstances.
Your feelings are probably valid critique, though. It's probably partially the game's fault your feelings are so wrong.
SnuggleSnail wrote:
- Natural decay every MMO faces after launch/major content patches
- The fact you need a graduate+ programmer to spend hundreds of hours to make and maintain an in-house client to be at all relevant, and as of late an opengl specialist too
- The developers consistently changing things for the worse in a way that generally isn't fixed for months/years/ever, in spite of the issue being plainly obvious within minutes or even before implementation to the majority of the player-base and the fix being trivial (realms, whales, satiations, knarrs, snekkjas, seasons, skiis, sleds, boulders, mine support decay, million% ARP swords, old bows, new bows, invisible crop growth speed fields, etc, etc)
- The game being needlessly unintuitive, with pretty bad punishments for doing adventure game logic tier shit wrong
- The harvest moon-esque early game being so disjointed from the PVP orientated portion of the game that PVPers don't get enough action, and harvest moon bois never learn the basics fucking both groups over
- People thinking they want a hardcore PVP experience when they absolutely do not
Mostly natural decay / bad development decisions caused by devs not rly understanding the player-base or the game, I'd say
Users browsing this forum: Claude [Bot] and 0 guests