Kaios wrote:
Okay and I was simply adding on that list with other bad mechanics. The majority of those changes occurred with the intent being to slow down quality progression, which it hasn't really done when it comes to those players that such changes are meant to impact, but who they do affect far more significantly are the casual/hermit players. The whole reason the claim stake movement mechanic was added was because it was a nice quality of life feature, but due to this being abused (or in other words, we can't have nice things) it had to be changed in a way that the mechanic might as well be removed altogether. This has been the case for so many quality of life features and other implementations that have been attempted in the past.
One thing I will, honestly, never quite understand is their insistence on their stance to not outright say "don't bot" or to put minimal effort into combating it, specifically due to this. Yes, I understand and agree that attempting to fight bot and alt abuse at every point is going to create an ever-spiraling arms war that will drain devtime just to deal with them, and that the "ideal" dream is to create a system that discourages botting by its nature/doesn't need to be botted and that players can do just fine without.
But that system likely doesn't exist, and all the effort that has gone into trying to create such systems and have been wasted/extremely harmful to the game (like, yknow, global pools) have consumed more devtime than just going "don't do this" or bruteforcing something to make botting less appealing; or likewise, having to use an alt to do every little thing (digging, hunting crabs, getting bees, lumberjacking, credos etc) because doing them on a main character (in fact, having a "main" character is probably a terrible idea currently, but i digress). So where are we now? Five worlds later and people can bot things so much more important than foraging (but yes, foraging is one of them)- you set up a bot that lurks around a good angler spawn to alert you periodically and you have everything set for you: mulch for trees, bones for all things boney/gluey, hides for string and leather- and a pretty goddamned good source of good food, and a really good source of an amazing curiosity. Using these for a few local resources, too.
Or more dangerously; people using alts to scan for players to react to things (like rams, or aggressively using them to scout out players you dislike so you can kill, etc etc.); you can't really design around this either- so what's the next 'step' at making alt-abusing and bot using less appealing in the game? Is that even a focus anymore- will it ever be?
This also relates to what you said earlier about the devs seemingly not caring too much about bug abuse; I don't really know the details behind the extension-raid that happened a bit ago, but it's super weird to me that the entire thing can be fixed ages ago as if it was a bug, then get reverted (for some reason?)- and then the dev response to this is "well it's technically not a bug". Sure, yeah, but that's not the problem- the problem is some obscure mechanic has been used, that you can basically only be aware of if you've seen it happen before, and now some poor dude has had his base most likely flattened (because once your walls are done, tearing down the rest of your base is extremely easy- something that barely makes sense to me imo). I remember one of the big reasons i quit back in w9 was because the response to me being killed by the nidbane exploit was "ehh there's ways to prevent it so we don't really care too much"- how is
anyone supposed to react to preemptively defend themselves from an exploit that causes nidbanes to attack people before they come online by suiciding an alt without seeing it before, and how are they supposed to magically know the way to prevent it is by staying indoors? I was frustrated for sure; less about the fact i died and more about the casual response to that exploit- and iirc it wasn't fixed for well over a year later from what i was told.
But yeah; there's lots of things that frustrate me. I love the game overall and enjoy it each day, but the general weird lack of direction and flip/floppy nature of dev focus as well as the slow embrace or ignoring of abusing niche mechanics (what you said about hunting being a buggy mess/other things like above) to the point that they become the only way to fight mobs is fairly irritating. The small mechanics that bother you don't bother me nearly as much as the fact that more dev-time seems to be spent on them than fixing the big issues in the game (in regards to wounds and glassmaking) that have been around for far too long.
But at the same time, i have to empathize with them a little; there's a LOT that's broken and needs fixing.
Realm conquest was dumb, botted, and extremely uninteresting- this world is their attempt to fix that.
Combat is still half-implemented and has put the devs into a hard spot because you can't expand on it without factoring in everything about the combat system, so additions can easily break the meta/breakl everything- so much so that they can't even add new weapons.
Archery is a problem child and will probably always be a problem child until it gets mixed with the regular combat system... of which there's no point in doing until we get a new combat system.
Murdering characters has been artificially made extremely hard (sort of; you can still easily get instantly killed if you arent wearing any armor because of how dumb b12's are because of the above issues with the combat system + how hard 'big' players outscale newer ones (but admittedly, way way way better than how it used to be. Lots of things now that equalize fighters- but gear ql is still a big extreme here.)
Global pools have ruined a lot of the appeal of foraging, but there's no real easy solution because bots ruin everything
Tokens consuming all value of public markets and being the only way to trade.
Quests and credos are just a mess entirely.
There's lots of commonplace bugs being abused, but often those bugs are abused because the default way of doing things is ridiculously difficult (imagine actually fighting a whale or mammoth legitimately without having a big faction behind you)
Where
do you pick to start on that list? Or the dozens of other things that still need to be fixed and looked at? I don't think it's easy for sure- but maybe some conversation about it would be good- figuring out what to prioritize next instead of jumping around from thing to thing; as much as i like thingwalls, perhaps w13 could've used a different priority rather than realmstuff.
Queen of a cold, dead land. Caretaker of the sprucecaps.