Lowest pop for a new world ever

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Re: Lowest pop for a new world ever

Postby SnuggleSnail » Thu Sep 03, 2026 12:58 pm

MightySheep wrote:The gatherer/crafter types are all just expected to learn how to run from pvp, theres no big debate about it you just have to learn how to survive ganks if you want to play.


that's exactly what haven's culture was in like 2016 lol
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Re: Lowest pop for a new world ever

Postby Kaios » Thu Sep 03, 2026 1:28 pm

The overall progression of a world seems like it becomes worse with each new attempt. By that I mean, the amount of time it takes for players to reach high values in something whether that is in relation to quality or stats/attributes. Taking 2-3 weeks to reach upwards of 100-200+ quality in some resources and tools for example seems incredibly fast to me, and the pace of progress wasn't always this quick. It really messes with every other mechanic that relates too such as dealing damage to animals and players and protecting oneself from damage with higher quality equipment.
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Re: Lowest pop for a new world ever

Postby SnuggleSnail » Thu Sep 03, 2026 1:41 pm

I hate industry and will always be happy for it to be slower, but you're delusional if this world feels particularly fast or cumbersome compared to other worlds.

World 11 I had Q300-400 rocks on day 3=4. World 12 we had Q400-500 string/clay on week 2. Nobody has day 3 steel or day 7 thanes. In world 13 we'd be on level 9 by now. I think what you're experiencing might just be your group becoming more competent after the 27th time they do the same thing.
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Re: Lowest pop for a new world ever

Postby Kaios » Thu Sep 03, 2026 3:07 pm

I've played solo for the last few worlds and have had absolutely no competitive stats or high quality resources/products of my own. If I recall correctly the reason those qualities were so high in those worlds in particular were for reasons beyond simple mechanics progression such as level 2 stone/ore qualities going up to q200 or higher. I'm simply pointing out that even casual play can result in reaching that point in a very little amount of time, especially when compared to world 10 and older.

The devs have previously stated they intend to do something about quality progression going forward, and yet every world since then it's been the same thing with way higher qualities available earlier than they should be.
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Re: Lowest pop for a new world ever

Postby Lurux » Thu Sep 03, 2026 3:16 pm

In the current state of the game : a Huge map with a sad 650 active characters -
We might as well make one continent non PVP. Part of the same world (so not a different server) with the ability to trade and with the surrounding water being pvp from a certain amount of tiles and with the ability to chose where you spawn : pvp continents or single non pvp continent when making a character. Maybe its better to attract more long time players who want to play stardew valley ( and who will dabble into the dangerous PVP world later on ) then to gradually lose the entire playerbase world by world ..
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Re: Lowest pop for a new world ever

Postby SnuggleSnail » Thu Sep 03, 2026 4:06 pm

world 16/16.1 were extremely bad for casual PVP. Especially 16.1 I think being a casual fighter wasn't just kinda bad, but not realistically achievable.

Most (all, now I think about it) of the casual fighters from my village quit in the last 2 worlds, and didn't come back for 16.2. Which is ironic, since this is probably one of the friendliest worlds for a casual fighter there has ever been.

yeboi rly fkn needs to pick a target demographic and stick with it instead of changing genres once a week and surprisepikachuing whenever people are permanently alienated
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Re: Lowest pop for a new world ever

Postby Rebs » Thu Sep 03, 2026 4:13 pm

Kaios wrote:The overall progression of a world seems like it becomes worse with each new attempt. By that I mean, the amount of time it takes for players to reach high values in something whether that is in relation to quality or stats/attributes. Taking 2-3 weeks to reach upwards of 100-200+ quality in some resources and tools for example seems incredibly fast to me, and the pace of progress wasn't always this quick. It really messes with every other mechanic that relates too such as dealing damage to animals and players and protecting oneself from damage with higher quality equipment.


Tell me how the stone axe nerf has sped up progression please?
Last edited by Rebs on Thu Sep 03, 2026 5:52 pm, edited 1 time in total.
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Re: Lowest pop for a new world ever

Postby Luno » Thu Sep 03, 2026 5:30 pm

Lurux wrote:We might as well make one continent non PVP



WOW!!! WHAT AN INCREDIBLE IDEA! HOW COME NO ONE HAS EVER THOUGHT OF IT BEFORE?!
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Re: Lowest pop for a new world ever

Postby Kaios » Thu Sep 03, 2026 9:52 pm

Rebs wrote:Tell me how the stone axe nerf has sped up progression please?


You're right that it does at least mitigate some of the quality spiral that resulted from mining with a stone axe, it doesn't really address the core issue though being that stone and ore reach those qualities at such an early stage in the first place. Although it doesn't appear to affect quarryartz for whatever reason, I assume they overlooked that.

You still use a high quality stone axe to get high quality bones, presumably if they were to follow-up with similar changes the next logical step would be to apply the same quality modifier of 0 to butchering with an axe and require the use of a proper tool like butcher's cleaver. Adding another type of butchering specific tool or two that does not require hard metal would also likely be necessary.

Personally I'd prefer if stone axe had a significant quality reduction rather than always counting as q10, and then other tools follow that pattern similarly (some already do) up to a point where they could perhaps have an opportunity to enhance the quality when utilizing the highest grade tools.
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