matheuswm wrote:
I do think your experience is valid, but just take into consideration:
How many hours has every time you died WITHOUT A CHANCE TO FIGHT BACK (excluding animal deaths of course) set you back?
How many hours do you play per world to stay remotely within range of being able to fight back?
How long would a player take to even recuperate a 50% loss to his attributes if he plays 10h a week?
Should 20h/week minimum be necessary for this game to be enjoyed?
-People say lategame in this game is boring. Sure, if you're so overfed that every dungeon is cheesable by having high stats you'll never face a problem, but most people don't even reach enough stats to do dungeons. The lategame isn't boring, you're just complaining that you got to a lvl 60 encounter while being lvl 99. Mythic dungeons in WoW might be your thing if you need something to occupy you 50h a week for marginal improvement.
-I'm very confident most people claiming this game's combat is baby-like and boring in order to complain about us who don't care about PVPing with their beefed alts never pick unfair fights with trolls, wolfpacks, mammoths or even players, using their mains. You need INSANE stats time-wise to fight them fairly.
Player interaction
-The fact visitor gates and similar mechanics have to exist so we have central markets such as WB is proof you do need this type of mechanic to allow for peaceful cooperation and growth, just like complex societies need laws to function. Being unable to have even a single place to interact safely is detrimental, and the burden was on the community to maintain such environment, but what happens when nobody wants to put in this effort?
i mean, you experience is valid aswell, i know it well even, been there for a long time.
but in hindsight, (and there is still a lot in this game i am oblivious of, or chose to not pick up )
most of these points came from a failure to understand how this game plays out in the long run.
let me try to share, how i see certain things now:
1. somehow, yes, this game that claims to boast infinite progression needs to reward interaction, and obviously, if you play 20-40 hours a week, you will see your effort bear fruit. but i think thats a good thing, a lot of wich can be relativized with knowledge, discipline and eficciency. i know for a fact, that a lot of players, that are ontop of the stat/quality curve of me, spend way less time on the game, they just know what to eat, and when, and how, and dont spend so much time aimlessly larping :
death has been nerfed multiple times so far, and currently it is absolutely feasable to reclaim all your stats/hunger and gear in under 6 hours, with a bit of luck and a modicum of support from people in your village.
this might be harder for solo players. but even small villages of non competitive players can pull that off, but in the end, it kinda balances itself out somewhat, as the % loss of stats, kinda balances out the fact that, its easier to regain your stats, the more meaningfull the loss of stats was ,
so jonny 50 mc, prop can just eat his table empty, and gets his stats back,
in the end, haven world circles tend to be marathons, ofcourse you can sprint ahead of the curve and terrorize people, but in the end, every scrub comes intoo an statrange, where you arent ahead enough anymore to just faceroll 1v4 against scrub characters piloted by decent players anymore.
2.dungeons are a whole diffent bag of worms my friend, they are buggy unrewarding messes, jonny 50mc actually can solo ant dungeons, i did that with lower stats, its just about knowing in wich ways jorbtard fucked up dungeon generation this time, not so much stats,
and beaver and bat dungeons, are basically uncheesable, and largely rng dependant. i saw 50 faction boys in steelarmor getting hopelessly fucked, and mediocre fighters grind their way through solo, with shit q bronzeplates.
lower threat dungeons have way better rewards actually, bat dungeons have a single ultra rare drop that is worth something, never saw that one in 10+ dungeons over multiple worlds, and its single use.
ant , and bee dungeons are doable by scrubs, and very much worthwhile.
but yes, they are way more fun with multiple people and better gear and stats, i give you that, dungeons are very much intended as group content.
and overworld lategame content can all be cheesed with a spear.
but that isnt the true lategame, currently the true lategame is infinitely spiraling your quality in ever smaller increments, once you reached lvl9 while also seeing how that stat , and quality lead you have , and maintain, means less and less, as scrubs can buy swords 120q, but just 80 damage below yours, and while you eat your farmer to exhaustion, they start lessening the % gap with , like 20 pumpkinpies.
meanwhile. those same scrubs, discover that collecting 900 hedgehogs lets them buy better gear than they could craft themself if they did nothing but mine all day. and loose interest.
3. someone will always make a market, that shit is printing money. and the same guys are always trying to tear it down.
if you like a market, learn to defend it, if not, just wait for its management to fuck up, or rile up the forums, and wait for the next one .
4. base safety and visitor gates are 100% gay, compleatly agree with you, this whole game is just a set of noobtraps that are only working to allow the playerbase to regulate themself if they know how to utilize them, or try to deter bots, and if you dont know how to play around it, you fall intoo the bot traps. its an unfortunate hurdle, that eventually could be cleaned up perhaps, but at this time, it is an functioning(hopefully) part of the games evolution to an better state.