Potjeh wrote:Ardennesss wrote:Potjeh wrote:Nah, making it harder just makes it more bot oriented. Hard cap everything. In my experience factions quit when they fall behind in stats and quality to the point where they can't compete in PvP (and that's very easy, because in every combat system so far ~50% higher stats win every time), and catching up is just too much grind for anyone who has a job or a social life. Especially if you're trying to catch up with botters.
Hardcaps just guarantee that people quit, what's the point of fighting for kills when there are hardcaps and you can just rebuild a capped char in 1-2 days?
It works just fine in Rust. At least their player count is orders of magnitude higher. Also, kills are not even a thing anymore, because of infinite stat growth. It's the same design pattern throughout the game - if something doesn't scale well with unlimited stats, simply nerf it out of existence (see siege for example).
Rust was also released on a larger platform with marketing and advertisement before said release, I'm not sure that's a fair comparison.
Kills are very much still a thing, but rather difficult because of the KO mechanic that basically requires that your opponent be trapped and unable to move or vastly outnumbered/outstatted.
Sieges being non-existent seems like an unintended consequence of a change that the dev team is not 100% sure how to fix. It's obviously an issue that people don't engage in them, but given the ramifications of making sieges easier we should tread lightly. I for one did not much enjoy legacy siege mechanics and their ram check requirements, which is why my village had 4 layers of brick walls.
Even if we revert to that system, you're just going to reintroduce ram check bots. The only people the change will have an impact on are the players that don't know those exist, which are the same players that wouldn't be able to defend themselves from a siege under the current system anyway.