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


o no it's another larper that thinks making the game more cancer will somehow make people want to play it moreUephorias wrote:Make the game harder, make it more threatening, make quality harder to increase, make hearthlings all have finite lifespans
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, cuntSnuggleSnail wrote:o no it's another larper that thinks making the game more cancer will somehow make people want to play it moreUephorias wrote:Make the game harder, make it more threatening, make quality harder to increase, make hearthlings all have finite lifespans
Killing characters won't help if you don't destroy both the food stockpiles that let the player rebuild the character in no time and the entire industry around it which allows the player to recreate the food stockpile even if destroyed. The character matters little; the possessions are the real progress.Uephorias wrote: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, cuntSnuggleSnail wrote:o no it's another larper that thinks making the game more cancer will somehow make people want to play it moreUephorias wrote:Make the game harder, make it more threatening, make quality harder to increase, make hearthlings all have finite lifespans
I'd argue having reliable allies is probably an even bigger factor. If you go full solo hermit and don't even rely on friends you know from factions for convenient trading but be like an absolute nobody only interacting with people you meet in-game or under an alias in other community communication like the forums or Discord, there's no way you'll get anywhere near as far as when being part of a large group or having close contacts with people in large groups who can give you a boost. There's also a massive skill gap between people in the same circumstances who know what they're doing and those who don't, but I don't think skill alone can make up for not teaming up with skilled players. (I mean in general progression, wealth acquisition, etc. I can imagine a particularly skilled hermit can win solo PvP battles even with zero outside help.)SnuggleSnail wrote:The main differentiating gap between players is the skill(also client, tbh) gap.
Rather, that many accounts play in the world in its current state. How many are genuine players is impossible for us to determine.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
I'm going to refrain from flaming the shit out of you and instead ask what, in your opinion, has caused the playercount problem for all these years, both the low player count in general, and the parabolic dropoff shortly after resets.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.
I agree with some of these points, but I think much of the PvP problems are fundamental rather than some sort of skill issue. You'd probably say the game isn't for me, then, because I don't like that the entire game essentially comes down to drinking, running, and having botted harder than your neighbours, and maybe that's true.SnuggleSnail wrote:Mostly natural decay / bad development decisions caused by devs not rly understanding the player-base or the game, I'd say
- 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