jorb wrote:Would the trick be to first lower the bar of entry by flattening the effort-to-advantage curve, but then add top tier drops in dangerous dungeons and such which could theoretically compensate for some part of that flattening?
When the biggest problem for PVPers is a lack of competitors, obviously any reduction in needing to spend time is good.
That said, I think the core issues for average players are more related to complexity, and lack of ///forced/// practice and lack of public clients.
If you asked 95% of the playerbase what they need to do in order to gear/develop a character to be top tier they won't even know. I've been autisming it up for years and I can't even describe it succinctly. Like, truffles, spices, drinks, whales, autisming out which recipes are good, making setups for 30 different kinds of food, managing hunger, using localized resources effectively, and that's before you even talk about gear which has always been harder than stats.
There are /a lot/ of people who play haven a lot more than the people with top stats and end up with nothing to show for it because they didn't figure it out. I feel like that's rly wasted potential. It's also a trap I think a lot of people fall into, thinking they need bigboi stats to PVP, so they spend all their time grinding and none PVPing so they never actually become a threat. I was like that for a while.
For the average player I don't think the stats matter at all, though. The skill difference between the worst vaguely competent PVPer and an average player is insane. Maybe stats-wise things being a bit more even would encourage people to git gud. It doesn't matter how strong their character is if they can't even move well. I don't know how to fix this rly, but IMO it is the single biggest balance issue. It is not ok that I can invite a friend to this game who has never played before, spar with him for a few hours, and he's already good enough to dunk on 99.5% of the haven player-base. Average players NEED to be FORCED to practice to run/fight a bit.
I'm not super sure how to force people to learn, but maybe if you want to shit out a new dungeon with valuable rewards focus on making the PVE somewhat emulate PVP. Iunno, loot goblins running around that click on kritters/take speedbuffs/drink that you need to down, ant queens trying to med you with worker ants fueling or something idk