SnuggleSnail wrote:Like, idk, maybe it's just me - but not having the ability to just kill somebody for calling me a faggot in realm chat every day, or stealing from my knarrs is genuinely game ruining. Why can't I gank A.D miners? They're literally making weapons/armor for my enemy, the thing they're doing COULD NOT be more hostile towards me, but the game counts them as innocent birds that SHOULD NOT die under any circumstances, immune to this mortal toil. It's not as though 1v1 ganking somebody who has no chance of winning is unlike actual PVP, considering 90% of it is the side with more numbers/stats chasing the side with less numbers/stats.
The problem is that when there is nothing stopping a character from running around slaughtering
everyone else that moves... that is
exactly what will happen (and did, each and every world so far) and leds to way too many unhappy for of the lulz of a few.
The
open PvP + endless growth + permadeath combination
does not make a fun game, at least not for longer than some very few months. Simply because there is a certain point at which the penalty for loss of a character gets too massive, possibly not for the ones running around with bot fed alts... but all the rest of normal humans. That's the reason I came up with the suggestion to toggle death using rage: there needs to be something that stops the slaughter of civilians to no longer 'game over' them, so the worlds population dosn't shrink down to the psychopaths that complain that they ran out of targets.
So one of the three ideas has to go, for the game to stay fun. And as you (as in the PvP interested)
argued against limiting character growth and
open PvP can't reasonably be removed from the game the thing that was left on the chopping block
was permadeath (for the ones not interested in fighting).
Which, in part, seemed to have worked. But also failed in part as non-rage characters still got killed through various means (eg. knarr multi-hit) with the devs doing *crickets*.
Plus the problems in 'endgame' confrontations, as shown in the quote above.
So in case you dislike the lack of permadeath... come up with a way to remove the endless growth (both of qualities and characters) so that, should death return, the slaughtering of civilians comes with a low enough penalty
for them (not for the one holding the B12) to not drive them from the game.
Regarding Truffels/Pepper/(spices in general): they could get satiations of their own, with the consequence of eating one on a regular basis being a massive reduction of the effect of that spice. That would at least reduce the effect they can have on characters and remove the need to bot them for quantity as 'more' won't help at some (hopefully soon) point.