Nothing in my post suggested that. This is your interpretation of what was written. My post implies the exact opposite, and that after the PvP peaks out and these people quit - only the PvE players remain at the end of the servers life. This cycle has played out for over a decade. Exactly the same way.Rebs wrote:
Haven just has a lot more content now than it did ten years ago and can absolutely stand on its own legs as a survival sim.
Someone in here said, “Salem and Hearth” and unironically, yes please.
Runescapes almost entirely PvE with the vast majority of players owning mains and questing/bossing/PvE.SnuggleSnail wrote:Most of people who play games in this genre don't PVP. The threat of it still colors their entire experience. It adds perceived value to their work. It makes them feel tenacious and smart for not dying to the imaginary threat. It makes the world "feel alive" when something spooky happens. For most people the boogeyman being real or not is optional.
Like how runescape, arguably the most popular MMO in the world, is basically a single player game that would never work as an actual singleplayer game. The entire game is make character's number's go up, but the character's numbers have no value unless somebody else is looking at it.
Number go up.
The PvP aspects are incredibly popular, but again it’s still a niche community. It’s why RS3 still exists and why OSRS became its own thing. Then deadman and the such.
Haven is in a state in which it can emulate this very thing, but with a much richer player driven world. Offer two products and bring in a larger audience. Players will absolutely drift between servers and the game grows organically.
Choosing to just continue as it has been is such a loss of potential.
Wonder then if they’d be willing to sell the IP to someone that’ll create this if they get bored?
