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:
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.
Audiosmurf wrote:I just need to ensure that no one takes you seriously even for an instant. Thanks for helping.
VillagerAs wrote:I think 99% of playerbase has access to a bot which logs in, checks gobs, sends a Discord message, and logs out. Zero time spent looking for animals to hunt.
Schwarzvald wrote: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?
Crest wrote:TL;Dr - Devs should pick a lane and either focus primarily on PvE or PvP because this half in half out shit sucks. Game does start getting dull once your walls are up though, that's all I'll say.
Crest wrote:TL;Dr - Devs should pick a lane and either focus primarily on PvE or PvP because this half in half out shit sucks. Game does start getting dull once your walls are up though, that's all I'll say.
Lao_Bao wrote:How about increasing the cost of the walls,
each piece of wall will cost as much as the original
To cover a large area with at least a palisade will take much more time due to the fact that each segment will require more resources
Even building a fence around a house would take a lot of time and resources.
This could have a significant impact on the initial game, making it much longer. It's a good solution in my opinion.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.
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