abt79 wrote:Vert wrote:I think that the influence of individual players needs to be reduced, at the moment you can easily try to exterminate everyone around you, while the best worlds were when groups of people depended on each other.
Titans should be rare, PvP injuries should take a very long time to heal, so that it would be necessary to create 3-5 combat characters with average stats per person. Prioritizing industrial villages and their development, and not the development of one character who will do whatever he wants.
If we have 15 people who will do whatever they want, there will be no interesting game. Superhero kids will destroy everything. I don't think this is a game about superhero kids.
After this, PvP will definitely become more interesting, because it will not be for the sake of PvP, but for the sake of achieving goals. There will be such a word as defeat and victory.
1. The game has always been inherently competitive, which rewards stomping all players around you, and minmaxing to make stomping easier
2. Devs have spent years intentionally making the game more opaque and bloated (e.g. adding trillions of food/alchemy recipes when only ~twenty are viable, adding large endgame creatures which reward with massive amounts of endgame mats with no intended way to kill them, making glassmaking and mining more tedious, lower mine levels require thousands of str and give best ore, etc etc) such that only the most committed players can parse that overwhelming information and progress optimally - some do, but they also need pvp prowess to not get stomped themselves and pvp stomping is one of the few things that can motivate a person to conquer such ridiculous obstacles
Whether it was their overarching design goal or not the devs’ design decisions have created the game you seem to think it shouldn’t be. Git gud or leave tbh you won’t change jorb, better men have tried.
the developers listen to pvp players too often that's why the game became like this, pvp players said oh my god i got injured and can't play i have to heal if i go out to fight i'll be killed.
Give us the opportunity to heal on the bed. they were given this opportunity and pvp completely lost its meaning.
pvp kids want fun but don't want to take risks. I would for variety bang a debuff of +30% openings and damage for those who often pvp. and none of these great warriors will go beyond the fence. because they are not fighters but children.
Let's say a great pvp kid attacked a newbie, how can you punish him in the 15th world. destroying the base is too expensive and ineffective. it turns out the only way is to go in while he is playing and try to track him down by his tracks and if he survives, and he will survive, he will be cured in 5-10 hours. If you are not interested in pvp, it all looks like a waste of time.
who suggested allowing pvp players to heal on a bed, instantly recovering from injuries, who suggested removing needbains.
the punishment for a pvp child walking and causing mischief will be depriving him of the opportunity to engage in pvp. and it is precisely this relaxation that pvp children have begged for.
The levers of pressure on pvp children have been lost and we have what we have.