magnet wrote:imagine how different things would be if hermits could actually pose ANY threat to faction guys during PvP
people commonly compare this game to Rust when defending why PvP needs to be this brutal curbstomp experience for less geared/statted characters but in that game a naked guy with an eoka can actually have a chance to drop a fully geared guy with an AK47
whereas in this game even if you form a bear cape militia with your neighbors you are basically guaranteed to still get wiped by the guy that has been poopsocking from day 1, just because his numbers and industry is way ahead of yours
its a real shame they scrapped the "everyone has 100 health" constitution changes just because they didnt think through every edge case with bows and armor and didnt have enough time to fix it before world start. also I seem to recall all the PvPers flaming the fuck out of jorb and loftar for even proposing that system, I wonder why?
It's the combat system itself.
stchristopher wrote:animary wrote:"Some of you want to turn this game into just another generic farming simulator."
Not at all. There are many ways to die in this game without worrying that any other player you encounter will kill you for no other reason than you are there. Why bother creating a nice market when the PvP crowd will just attack and demolish it? Why create a high q public well just for some strong PvP player to destroy? For many players it seems the PvP folks' sole enjoyment of the game lies in ruining it for everyone else.
Thus the current experiment with concurrent worlds. Short, fast worlds that play to the strengths of the PvP crowd who, within 30 days are wearing metal armor and eating cheese and sausage, and within six months have depleted the available targets and are lobbying for a restart; and longer persistent worlds that cater to the rpg players who enjoy farming, fishing, exploring, crafting, etc., and may not even feel they're making progress til six months in.
It's also a pretty narrow view from PVPers that without PVP there's no sense of danger. Most excited I've been in terms of combat in H&H has been through going into dungeons I have not been prepared for. Being ganked by more developed PVP players is just basically a done fight unless there's an option to run. There's zero excitement in that and I doubt PVP players don't find much excitement in killing sprucecaps either.
I just wish devs could drop PVP completely and focus on a solid PVE experience that would satisfy way more players in general.
QueueSS wrote:stchristopher wrote:animary wrote:"Some of you want to turn this game into just another generic farming simulator."
Not at all. There are many ways to die in this game without worrying that any other player you encounter will kill you for no other reason than you are there. Why bother creating a nice market when the PvP crowd will just attack and demolish it? Why create a high q public well just for some strong PvP player to destroy? For many players it seems the PvP folks' sole enjoyment of the game lies in ruining it for everyone else.
Thus the current experiment with concurrent worlds. Short, fast worlds that play to the strengths of the PvP crowd who, within 30 days are wearing metal armor and eating cheese and sausage, and within six months have depleted the available targets and are lobbying for a restart; and longer persistent worlds that cater to the rpg players who enjoy farming, fishing, exploring, crafting, etc., and may not even feel they're making progress til six months in.
It's also a pretty narrow view from PVPers that without PVP there's no sense of danger. Most excited I've been in terms of combat in H&H has been through going into dungeons I have not been prepared for. Being ganked by more developed PVP players is just basically a done fight unless there's an option to run. There's zero excitement in that and I doubt PVP players don't find much excitement in killing sprucecaps either.
I just wish devs could drop PVP completely and focus on a solid PVE experience that would satisfy way more players in general.
imo its extremely unlikely that youll die in most pve encounters unless youre just a new player, the threat of pvp is important in my opinion. There is always inherent risk in traveling long distances, you can't just bring all your most expensive items/equipment with you at all times, and you can weigh the value of extending a trip, etc. Also the person who was complaining about how there isn't a point in hosting a market if pvpers will just come ruin it honestly just doesn't understand the game fundamentally in my eyes
animary wrote:"PVE doesnt pose threat to dying"
drowning
cave-ins
aggressive animals (particularly in dungeons)
alchemy mishaps
poisoning
exhaustion (some tasks your character will not pause to drink and will literally work themselves to death)
starvation
I have come within 13 points of dieing from adder bites; within 15 points of death from a cave-in (my favorite horse was killed); five walruses attacked my rowboat, I survived with 18 points. A friend was killed in our mine when eight green globs popped out of the wall and blocked his path, he killed five before they took him down. I've known three people killed by trolls, and one killed by something in a dungeon in a cave.
animary wrote:starvation
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