Sevenless wrote:Zentetsuken wrote:Sevenless wrote:Although permadeath is effectively removed, player retention among pvpers and factions seems to be about the same. There are significantly more fights because lower stated/geared pvpers won't be completely ended if they mess up.
You talk elsewhere about making the pvp side of the game accessible, reworking permadeath into the wound system seems to do exactly that.
First of all, I don't think there are more fights and the time frame in which "real fights" happen has been shrinking each year.
Secondly, do you even know what accessible means? Did you read anything I wrote?
Permadeath is still in the game, it's just not something that any faction player worries about because with decent pvp meta knowledge and gear/stats it can pretty effectively be completely forgotten about. Permadeath still exists for everybody else and people are getting killed all the time. Permadeath existing only for the 99% is part of what makes combat and PVP inaccessible.
Factions are built on massive industry and people who nolife the game and minmax everythere, so even if a real actual death occurs, a faction player can get back on their feet with way less hurdles than a 99%er.
PVP is inaccessible because it is dangerous and unfun for 99% of the playerbase. The other 1% do it for fun, without worrying about consequences at all.
"Don't be on water, keep your HHP above 60%" = no permadeath. That's not 99% of players. I've been listening to clueless hermits get ganked all world, and lemme tell you kills are ridiculously rare compared to "I stole his socks". In high intensity PvP areas hermits start avoiding water due to snekkja raiders anyway, kinda works in their favour.
The biggest damage hermits can take outside drowning is the claim bond studying mechanic. No one remembers that mechanic. Also worth noting I have been an avid proponent of shoring up drowning mechanics to make it in line with other KOs. Don't think I've complained about bond stealing mechanics though, I'll go do that.
It's still early in the world, but for probably about 6+ months of the previous world the sprucecap killers were publicly flaunting their ability to guess and calculate the appropriate amount of hits and power it would take to kill their targets. I am also in several discord chats geared toward continent-specific happenings and I can tell you straight up that you are wrong. Hermits, casuals and noobs are being hunted all over the map, on completely different continents than the main PVPing ones.
Also worth nothing that even a KO and gear steal is devastating for most casuals, compared to it being practically meaningless for a faction player.
You are just looking at a fire and saying "well don't go in to it, it's hot"
My brother in christ, the entire game is on fire and there is nowhere left to go for a massive majority of the players, even the PVPers are agreeing.
If it was just as easy as "tiptoe around content and follow these basic steps and you will be 100% safe" then you could certainly argue that this sounds like an agreeable gimmick for a game that calls itself "survival." This is just simply not the case for the majority of players. There are 100s of daily players that will never be competent enough to even bother attempting to fight back in pvp. The fact that just standing and taking your couple hits is actually a better strategy for not permanently dying is a testament to how retarded the meta is and how inaccessible it is.
There is no entry point for this outside of "befriend somebody who knows."
This is objectively poor game design and if you disagree I think you are being dishonest.