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MrPunchers
- Posts: 1679
- Joined: Mon Jun 06, 2016 9:54 am
- Location: Where do you think?
Re: Game Development: Whack-a-Mole
New update!!!!111111111111?///?
Suck me good and hard thru my jorts
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isdel
- Posts: 179
- Joined: Wed Jan 11, 2017 12:53 am
Re: Game Development: Whack-a-Mole
There's value in questioning some core mechanics insofar as they conflict with some of the devs' stated objectives. I think permanent worlds, in particular, are a pipe dream that will never see the light of day given how the whole game is built around a massive imbalance of power determined by who has put the most effort into the game, combined with the fact (common to other survival/crafting games) that one eventually runs out of new mechanics to explore and gets bored. There's obviously nothing stopping them from running a permanent world, but it is pretty much guaranteed to languish at a low playercount once the initial wave of popularity passes.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Whack-a-Mole
The are reasons for this:satanXsatan wrote:The community is very small...
Granger wrote:... is unattractive to many as for them it is to pick only two from long-term investment / permadeath / fun.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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dvsmasta
- Posts: 216
- Joined: Sat Jul 13, 2013 3:58 am
Re: Game Development: Whack-a-Mole
I would reason that a private server with a different ruleset (or even an official Seatribe run server, which is best option in my opinion) would do amazing. Even if they only tried it for one round, let the community voice their opinion about which one they want to play. Your could even argue for a smaller map and different local resource spawns to help boost the PVP server interactions.
For large factions who can grind out good alts like candy, permadeath is no big problem. For that poor hapless hermit who steps in the wrong place during someone's bad mood, it is end game.
Like it or not, the center gameplay mechanic is crafting and larping. If it wasn't, why would they be adding so many non-combat related updates and eye candy objects.
I agree, it has been debated to death many times, devs come out in favor of one option, and half the playerbase eventually gets fed up and leaves. The cycle continues.
Some people say that other options exist, but i would conjecture that Jorb and Loftar have created something truly unique in this game, even sans permadeath.
For large factions who can grind out good alts like candy, permadeath is no big problem. For that poor hapless hermit who steps in the wrong place during someone's bad mood, it is end game.
Like it or not, the center gameplay mechanic is crafting and larping. If it wasn't, why would they be adding so many non-combat related updates and eye candy objects.
I agree, it has been debated to death many times, devs come out in favor of one option, and half the playerbase eventually gets fed up and leaves. The cycle continues.
Some people say that other options exist, but i would conjecture that Jorb and Loftar have created something truly unique in this game, even sans permadeath.
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Jacobian123
- Posts: 1311
- Joined: Sat May 08, 2010 4:41 am
- Location: The Inn of Brodgar
Re: Game Development: Whack-a-Mole
So, update today, or no?
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

W9 - (Ex)-Leader of Vidarrheim
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KatoKhan
- Posts: 211
- Joined: Fri Oct 28, 2016 1:10 am
Re: Game Development: Whack-a-Mole
NOOBY93 wrote: permadeath has to be a thing.
there's barely any players playing the game right now,
heheh without all the other stuff you summed it up perfectly.
Now, concentrate real hard and see if you can find a correlation in there somewhere.
Don't hate me 'cause I'm Beautiful
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razfen
- Posts: 369
- Joined: Sun Mar 24, 2013 10:49 pm
Re: Game Development: Whack-a-Mole
Correlation is fucking zero.KatoKhan wrote:NOOBY93 wrote: permadeath has to be a thing.
there's barely any players playing the game right now,
heheh without all the other stuff you summed it up perfectly.
Now, concentrate real hard and see if you can find a correlation in there somewhere.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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dvsmasta
- Posts: 216
- Joined: Sat Jul 13, 2013 3:58 am
Re: Game Development: Whack-a-Mole
Believe what you want, correlation is there. Almost daily a new player comes to the boards complaining about being insta-ganked and decides this isn't the game for them.razfen wrote:Correlation is fucking zero.KatoKhan wrote:NOOBY93 wrote: permadeath has to be a thing.
there's barely any players playing the game right now,
heheh without all the other stuff you summed it up perfectly.
Now, concentrate real hard and see if you can find a correlation in there somewhere.
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FictionRyu
- Posts: 1655
- Joined: Wed Jun 01, 2011 5:12 am
Re: Game Development: Whack-a-Mole
No disocvery LP for getting a mole?
Scooby Doo taught us that the real monsters are humans.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Game Development: Whack-a-Mole
Some players like permadeath, some don'tKatoKhan wrote:NOOBY93 wrote: permadeath has to be a thing.
there's barely any players playing the game right now,
heheh without all the other stuff you summed it up perfectly.
Now, concentrate real hard and see if you can find a correlation in there somewhere.
your daughter has nice tits but u have no brain, stick to shotguns and whiskey and fuck off from game development discussion
REEEEEEEEEEEEE
Jalpha wrote:I believe in my interpretation of things.