HookedGrip wrote:jorb wrote:HookedGrip wrote:Happy to expand on why Jorb, if you care for a long read let me know.
By all means, shoot!
Industry is in large part tied behind the quality of the cutting tool, which for I'd argue the first long stent of any world is being done by means of the Stone Axe. Its entire crafting cycle, and spiraling can be broken down into 4 main parts:
Farming (least contributor): Fine Plant Fibres
Foraging (early giant, fizzles out fast): Basic resources such as Pit Clay, Ocean Water, Water, Sand, Soil, Cave Clay
Mining (heavy contributor): Stone, Ore, Coal, Feldspar, Flint, Quartz
Hunting (heavy contributor, this is where cheesing PVE nukes the longevity of every world, and is the root of other problems): Bones, Hide Straps, Intestines(mulch)
By far, the two most important, time consuming, and forever relevant until world end parts are mining, and hunting. Farming is quite negligible in all of this outside of Plant Fibres, but that spirals on its own with time. Foraging has an extremely busy start at the world, but once discovered the only real use for the forager in spiraling mid-game and on, is for cave clay (which arguably just gets done by miners as they're already there anyways).
The fact that 1 of the 2 most important and time consuming parts of this game can get truncated into botting ocean edges for whales/orcas, roading to cave anglers, and trapping mammoths in palisades to then defeat them with 10MC, almost any weapon, and no brain, is disappointing to say the least. This can be accomplished at the start of the world, all the way to its retirement with every animal in the game.
I mean the fact that treeplanting isn't even mentioned here tells me that this player doesn't understand how industry actually works and really shouldn't be taken seriously for any incoming game-changing updates.
The problem with 'fixing' any type of cheese of animals means that you also need to fix food and FEPS (likely because hunting will thus become absolutely cancer and a massive time-sink with any non-cheeseable methods). i.e if you can no longer boat hunt animals and are expected to go hunting in 5-10 man groups to kill a bear and 20 man groups to kill a mammoth, those animals better be dropping 10-20x the amount of meat, and the food better be giving 5-10x the amount of FEPs to counteract the new time investment and group requirement. Woe be to the sprucecaps, though, who now are no longer ever able to hunt again. Honestly, I'd love to see this occur just to see the divide widen between the 1% and the other 99%
Anything that could be seen as a more interactive experience (i.e animal hunting in salem where combat is not deck based and more action styled) would require such a massive overhaul to how combat works in this game it really isn't worth the effort, considering how poorly implemented many things end up being (examples: winter, sleds, etc)
wreese2u wrote:I think that PVP needs to be more accessible and have the risk of losing less. Losing a single fight, getting 80% of your HHP in wounds and losing all your gear is really hard to deal with for the average player.
If there were more people willing to PVP that would add a reason for people to keep playing longer throughout the world.
Maybe a karma system could be interesting too, incentivize players to weigh whether attacking a player would be worth the hit to karma, could give a reason to not instantly KO then bash that hermit you caught lacking on deep water.
PvP has literally never been MORE accessible than now. Wounds and gear loss is overall meaningless. You no longer 100% die if you get KO'd like you used to in previous worlds and you really, really have the mess up to actually die in combat now. The average player isn't participating in the real PvP - they're getting ganked by chads out in the wild. And if you're getting ganked by a chad, you can really only blame yourself - it's SO easy to run away. You get one or two speed buffs and then you TP away. It's literally that simple. You even have the ability to use a thicket and it turns into a 50/50 on whether the chad chooses the right direction you've juked to at the worst case, a 33/33/33 chance at the best case. The average player simply put, has a skill issue with not being able to run properly which means they'll always be getting KO'd

