The Rippity Hermits Thread

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Sevenless
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Re: The Rippity Hermits Thread

Post by Sevenless »

TeckXKnight wrote:
banok wrote:Umm well none of this feels new to seatribe games. They are always griefing casuals, poisoned mushrooms, cant even remember the rest.

development runs off of noobie and hermit tears.
It's not new to video games in general. If you've ever played Guild Wars 2 and ran into the mindless horde in World v World v World then you see just how insignificant one person is compared to the combined efforts of a hoard. Number advantage wins in real life and it wins in video games. It's nearly impossible to make it not win without making the game into a single player experience, which is what a lot of guides stress to give hermits a leg up.
Albion online was doing a good job of that. But it turns out, the alternative is just as bad. High geared players were locking everyone out of all resource gathering worth any real cash. No one could advance their skills, or make money to buy armor. You couldn't even band together and blob them because the game significantly penalized your DPS on a single target from multiple sources.

It was pretty unfun for 95% of the community.
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Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

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Ronin30
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Re: The Rippity Hermits Thread

Post by Ronin30 »

I'll give you an A for effort, but that was a terrible way to describe Albions anti zerg mechanics, no one was blocked from anything.
Any group of 2-3 could have gone to the black zones and farmed freely last test, we didn't "block" them

Everyone was just too scared, and our presence made it seem like we were camping every road waiting to waylay people, but that simply wasn't the case ^ ^
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wonder-ass
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Re: The Rippity Hermits Thread

Post by wonder-ass »

the weak die the stronk live
its live or die
see homo sexuality trending,. do not do that.
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Sevenless
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Re: The Rippity Hermits Thread

Post by Sevenless »

Ronin30 wrote:I'll give you an A for effort, but that was a terrible way to describe Albions anti zerg mechanics, no one was blocked from anything.
Any group of 2-3 could have gone to the black zones and farmed freely last test, we didn't "block" them

Everyone was just too scared, and our presence made it seem like we were camping every road waiting to waylay people, but that simply wasn't the case ^ ^
I had my whole guild quit because we got shit locked out of every territory in the area. I was the last one left and eventually gave up out of loneliness. We did try raiding deeper areas for stuff, got stomped every time by the local pvp hunters

It's definitely accurate from my point of view. Maybe later after the population died down enough that no one was actively hunting you could do that. But not when there was any amount of playerbase still playing.

They have definitely added mechanics to curb this problem with gear gating areas. But you start stripping sandbox elements for that a bit. This was the situation before black zones were even introduced btw
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
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Explanation of the logic behind the cooking system
Someguy87
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Re: The Rippity Hermits Thread

Post by Someguy87 »

I'm a hermit who has died twice and still living safely within my awesome palisades. Sounds like people need to haven better.
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Shiala
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Re: The Rippity Hermits Thread

Post by Shiala »

Grable wrote:
Jacobian123 wrote:Walk far enough in a N S W E direction and you won't find anybody to pester you. This always worked in previous worlds in my experience.
Did it though? No place on map in previous worlds was unreachable with a just bit of effort. Established villages had teleports all over the map and could visit you for a daily rape in your base if they wanted. There wasn't really secluded places, so to say. Dunno, might be different this time around (are there even crossroads?). I mean, I walked for like 10+ hours north and haven't seen a single soul after 1-2 hours of walking from the spawn, but I think this is just because the world is fresh, everyone is gathering the necessities close to where they spawned (also easier to meet) and then they will relocate all around the world.
If the world isn't significantly bigger than previous worlds, there's no way to be a real hermit.
There's always been a way. I have played since world 5 and the only time any of my hermit bases has been looted by other people is when I have abandoned them. Smart hermits have always been able to find success.
Xalorian
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Re: The Rippity Hermits Thread

Post by Xalorian »

I'm an hermit until I can easily find my friends. We are casuals and can't waste 20 hours finding each other.

It's harder than during HnH 1.0 for me, that's for sure. The slow healing injuries is a big ass pain for me, playing a single character alone. But it's definetly doable. Walked 8 hours in a direction, in the course of 2 or 3 days, gathering curiosities and using all my LP to get explo to 10 as fast as possible. I haven't seen a soul in 2 days. Even without Yeomanry, my shit was safe. Don't have my wall yet since I don't have that much time to invest for now, but I have the skills for it, explo at 15 and survival at 12, intel at 21 and perc at 18. Will be working on my farming skill next, just need to discover wheat and get seeds to work on my beehive. Will probably get a wall this week-end if shit doesn't hit the fan. That's all in 15 hours of active play time since day 1 of release (a lot of curiosities studied while offline).
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Lupich
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Re: The Rippity Hermits Thread

Post by Lupich »

I'm a hermit.
I have a palisaded base, deer hides, fox hides, and tons of leather and bone glue. Working on finding ore now.

I got 99 problems, but the Jorb ain't one. ¦]
venatorvenator
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Re: The Rippity Hermits Thread

Post by venatorvenator »

I don't understand the point of this complaint. It seems to be suggesting that hermits and organized groups of players should have the same chances in the game. I don't think that's a fair expectation. It's not like their botting or something. Circumstances couldn't be any fairer at this point of the game.
Xcom wrote:Most good things last only a short time
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chrisrock
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Re: The Rippity Hermits Thread

Post by chrisrock »

Xalorian wrote:I'm an hermit until I can easily find my friends. We are casuals and can't waste 20 hours finding each other.
good news, party arrows are back.

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