and that the content throws everyone's idea of "the best starting plan" out the window.
Something that might happen after loftar gets the "major features" out of the way,
but it's has been just around the corner for a few months/years now
soon
Thx forMashadar wrote:I don't know what you mean exactly, but more frequent resets help the developers financially at least, since it brings back players.Shri wrote:Most of payers/players is not good enough to keep server up, even. Its like peanuts to developers. But in longer terms ... to keep developers alive ( wich is my main goal), we need em to push towards some normal standards,, you know...
I thought the same when I originally joined. Why play a game that could get randomly wiped at any time? But the truth is that it is fun, you learn more about the game every world and you can then use that knowledge to do better in the next world. And since everyone is in the same situation of having lost their progress, it doesn't feel that bad.Shri wrote:Non one wanna such resets.. on such huge worlds .. and efforts.. exept those old farts... why do I wana pay for a game, who is like sentence... for fu. single year, man....
It's redicelous.
From my point of view..ofcourse.
The problem with long-running worlds is that it is currently not possible to take a break from the game. If you need a break or want to go on holidays for a few weeks, all your animals will die, your plot/village will begin to decay and it gets robbed. So you basically have to quit.
If that fundamental problem of the game is ever fixed, then I'd be all for long-running worlds. But I doubt it will change.
While ad hominem is often a logical fallacy, sometimes it is a genuine and valid argument. How can someone with only one month of experience and lacking basic knowledge about many aspects of the game have any reasonable grasp on the long-term consequences of yearly wipes on his own play experience, let alone the game as a whole? I could write a wall of text refuting point-by-point how "mak[ing] top quality in everything in each productive way and .. for example .. digging to lvl9 mine .. having huge village and marketing... roads and shit'z .. to hav[ing] whole map discovered" does not take a full year especially when accounting for the world being in a late-game state (hell, I wouldn't be surprised if there's an abandoned level 9 mine hole somewhere that you can just use; you'll definitely get close to it if you explore enough) and how "fighting other villages for area dominance" is just not going to happen even if he gets three years for it, but this is all blatantly obvious to everyone except OP. To save us all some time it's faster to just point out OP has no idea what he's talking about, just in case it wasn't obvious from the post itself.dageir wrote:No point in goin ad hominem. It is a legit question to raise.bumfrog wrote:if you come back after a year of even semi-active play and say the same thing maybe people won’t call you a sprucecap retard with no perspective worth considering
If you ever go on a 3 months vacation and do not touch the game at all during that time, most of your village will likely be gone by the time you come back. If you have anything worth stealing people will siege you upon noticing you went inactive, and even if you don't have anything of value your claim will eventually expire and the stuff on your claim will decay. Even if by some miracle your claim is entirely untouched, at the very least all of your animals will be dead. Even if you're playing with others and think they'll just take care of stuff, it's rare for village mates to stay around for more than 3 months. Wipes or not, you can't go on vacation for 3 months and expect to find everything still intact.Shri wrote:Atleast i can go on 3 month vacation not thinking about fu game.
bumfrog wrote:It is the stated intention of the developers to reset as little as possible, and to someday let the world run permanently. And that’s all well and good, but neither the gameplay nor the community attracted to it really support that ambition (yet).
When was this? World 2/3/4? Because 5 -> 6 was very sudden (server crash) and I don't recall 6->7 very well but I'm fairly sure it wasn't announced three months beforehand. And in none of the Hafen worlds has the time between announcement and wipe ever been three months:Sevenless wrote:We've done preplanned wipes before. It slaughters population. 90-160? Try like 10-20. With a wipe 3 months out.
For the rest of the list (and the rest of the post) I agree, but unless you insist on going for 100% maximum efficiency (which is simply not necessary as LP will not be the bottleneck in your progress (perhaps early-game is an exception for factions, don't know exactly how fast faction industry develops)) most of the curio system is actually really varied and fun, as there's a bazillion ways to get okay-ish curios (and even if you insist on getting only actually good curios, there's still plenty of those unless you restrict yourself to only the top tier curios). The only parts where the curio system feels tedious arebumfrog wrote:especially as you interact with more demanding progression systems which reward with time efficiency but are in practice basically chores (curios [...]) that require daily effort without providing much fulfillment.
So you’re saying you agree that curios are a chore that require daily upkeep to maintain claim pres/auth and rewards only LP which isn’t very exciting once all skills are bought? Neat, also study desks can be upgraded btw it just requires fuckin Scholar cr*doVDZ wrote:I agree[!]
Only the repeated studying of them, which is only one part of the system. The rest of the system (acquiring them, item diversity, the 'passive LP over time depending on items' mechanic, etc) is fine.bumfrog wrote:So you’re saying you agree that curios are a chore that require daily upkeep
While at that point it's no longer as exciting as when you're still unlocking skills (during which time every bit of LP feels like a huge bonus), it does still feel useful. It no longer has the 'wow' factor, but it's still nice to have, unlike e.g. quality growth where after a certain point I can hardly distinguish between my q67 carrots and my q82 carrots which took multiple additional cycles to get.bumfrog wrote:and rewards only LP which isn’t very exciting once all skills are bought?
Technically you're right, but it's a stupid amount of effort for a tiny upgrade which doesn't even begin to solve the problem.bumfrog wrote:Neat, also study desks can be upgraded btw it just requires fuckin Scholar cr*do
Yeah, no. As a peaceful player myself, that's just not how it works. (Nor is the roleplaying part really accurate - while I appreciate the theme, I'm just playing it as a building-crafting game, trying to gradually grow more advanced by upgrading stuff to obtain stuff more efficiently to upgrade more stuff.) I quit when I run out of things to do, not when someone happens to steal my gear. (Actually killing players is pretty damn hard nowadays, and I haven't been killed since Legacy.) Every friendly neighbor I've noticed quitting also just quit because they were bored, not because they got into a PvP encounter. This 'newbies quit because of PvP' narrative is bullshit; I'm not sure if it even still happens to any significant degree anymore (in Legacy killing was trivial, in Hafen you can typically do no more than inconvenience a player), but if it does happen it's only to first-time players (who may have eventually quit and never come back either way), not the people who have played before and are no longer shocked by getting stomped out of nowhere every now and then. Peaceful players grow bored, quit, and when they feel like playing again they want a reset because you can't play the 'real' early game without a new world.Ferinex wrote:As time goes on, the sandbox players are comfortable with and want the world to continue pretty much as long as empty land exists. The player numbers gradually decline over time as sandbox players are killed by the meteorite players, and leave the game.