pretty much this ^
jorb fix this shit and game will be like 10x better
Red-hand only lasts 15 minutes too long instead of 55
Hunger matters, playing the game makes you weaker & feels awful
Enforcing variety in food created awful, unfun metas with regard to FEP gain
Timed satiations encourage/require you to play very consistently over a long period instead of just when you feel like it
Siege gone
Death gone
Oceans (especially without a central continent) making the map way too big
Oceans created a very boat-centric meta that is extremely unfun
Credos are (drastically) harder to get
Bunch of power crept mandatory bullshit added (whales, truffles) that are unfun to farm
SnuggleSnail wrote:The specific problems/solutions aren't worth discussing. Most major issues have obvious time/cost effective solutions. The problem with the game is that J&L can't identify/prioritize issues or solutions, leading to every update being a dice roll between better/worse.
SnuggleSnail wrote:Most major issues have obvious time/cost effective solutions.
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
Robben_DuMarsch wrote:SnuggleSnail wrote:Most major issues have obvious time/cost effective solutions.
I understand autism makes it hard to understand certain social cues, but haven't you gotten some less than subtle messages that your playstyle is viewed as unintended albeit tolerated?
My best interpretation of the fairly clear vision that Jorb and Loftar communicated is that they've always wanted the freedom of player interaction and ganking, but have never viewed the game as a competitive PvP experience, designed to be played efficiently as possible.
It's much more about the exploration, discovery, experimentation, and social sandbox elements.
Virtually everything you suggest is an "obvious implementation" only if you ignore other players of different playstyles. I realize I'm wasting my time talking to the most self-absorbed autist of them all, but you may be able to understand something a little simpler:
Fox population closely tracks available prey population. If there is a dearth of prey, foxes starve and die. You can indirectly improve fox population and quality of life by ensuring the prey prosper.
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