SnuggleSnail wrote:I feel like you had 1 good experience in legacy, then one bad experience in modern, and you're drawing a lot of conclusions from that. People are ABSOLUTELY NOT more murder-y now than in the past. If anything people are nicer now than in W7.
Not talking about legacy, nor about single experiences.
I've played every Hafen world, pretty much the same. I go around and try to talk with people. A few worlds back, it mostly worked fine: occasionally someone would run on sight, but many stopped to chat once they saw I had no weapons or pvp gear on. They were cautious, but still talkative. Very rarely I got attacked.
The last few worlds, this has become impossible: everyone auto-tp before I even see them on my screen, or aggro me on sight. Only chats happen from opposite sides of a palisade. Only exception is week 1, since nobody got much to lose.
SnuggleSnail wrote: Also there wasn't anybody camping roads to CF2, because there were no roads in W11.
The camping was in CF1. But back then you'd have to survive a few steps, not walk 2+ hours knowing you're going towards the enemy camping the area. Anyway, that's not important. CF is the past.
Thingwalls, roads, and charters make it easy to travel despite oceans. The issue remains: there's no community.
- Realms work like shit. Should be a way to bring people together, but nobody other than the owners really interact with it.
- Thingwalls + Roads make it so you never have to walk anywhere. Way less changes of meeting new people (and when you do, problem mentioned above). Also super easy for murderers to appear out of nowhere, despite having their village 5 hours away from yours.
- KO protection is a scam.
- Impossible siege make villages feel super safe, and in contrast the outside super dangerous, leading to even less interactions outside.
- Global markets with their fancy websites make it so you don't even have to talk with people to trade.
We play with very different people, and I can tell you this: for the "weaker" player population (not top villages or pvpers), attacks have become way worse.
Also, death or lost gear is rarely the issue. The reason behind it is.
Most players I've played with got attacked at some point. They quit if they feel griefed, otherwise they usually quit playing.
People are ok with losing someone to other players if they feel the item was valuable to the attacker. Sure they aren't happy, but still.
What kills their spirit is seeing their whole equipment dumped in water (or even their body taken), despite the fact the attacker clearly has no use for any of it. That's just getting griefed.
And the fact that nobody is able to "punish" the griefers is a big factor in making people quit the game, and a huge obstacle to building a community.
So yeah, want to build a community? Find a way to channel PvP energies towards collective goals, rather than random griefing.