SnuggleSnail wrote:If you'd like to pick a single bullet point I'd be happy to explain why you're wrong
I'll bite
First: A huge chunk of these are not "QoL", they push a goal you like (and maybe or maybe not that goal is good, dunno, don't care), but have nothing to do with the quality of life of entering/exiting pvp, and im not sure I agree with slapping them in with everything else as if they were simple universally agreed upon qol changes. I'll target the big ones I disagree with.
Free thingwall travel directly to any challenged thingwall from any other thingwall
I get the idea is to encourage pvp, but if anyone in the world could travel anywhere else in the world for pvp, you'd have way more opportunistic giga gangbangs and I'm not entirely sure that's fun or interesting. I'm still in favor of less fast travel than more, or at the least some sort of additional cost to the extra-long-range fast travel. I think there's a place for small scale 'scuffed' low level pvp in the world, but the existence of fast travel in the way that it exists eliminates it (+ the rise of gigafactions over time, but thats a different topic).
Make challenging a thingwall require murderous rage be active, but only if the above 1 happens as well
Make challenging a thingwall redhand you, but only if the above happen as well 2 else it will be pointless
Raise base grievous damage to 50%
None of these are to make pvp more 'engaging' nor raise it's quality of life: the goal is to make it more possible for people to die. I understand a big argument of yours over time is that not enough high level pvpers die enough in combat, but I'd like to hear a proper reasoning as to why you think this discourages big pvp. You also argue that this is 'bad' for newbies but... I don't really think it is? Faction-scale autism is on a whole nother level and even if a top level pvper like you died 4 or 5 times in a row, that still doesn't close the gap. Factions have the resources to churn out a baseline level of pvp combatant, which is already far above what any sprucecaps can deal with as well as any other mid-tier village can deal with usually. Not only that but it arguably impacts lower tier players MORE because it's still possible to dodge deaths via cheesing mechanics (yes I will always consider bodyblocking people to chip them down with low quality swords for a big cleave as a cheese mechanic that shouldn't exist, the system is clearly meant to make death a baseline level of difficult, and just because you can bypass it and jorbtar haven't bothered to do anything doesn't mean it's the accepted norm.)
Tl;dr: I'm just not sold on the idea that "more death" (both for big and small players) is good for the health of the game nor for the fun of pvp.Raise aggro range to be render distance (if you do this you have to raise raw hide dist too or things will be fucked) < big 1 for tracking outlaws
This one is a huge 'hell fucking no' so long as visitor gates work the way they do. Yes it'll help you kill veterans, but see above: If we had some sort of mechanic that allowed people to escape a combat mid-combat and erased how safepalis work, then yeah sure, but we don't and bandaid solution upon bandaid solution is lame. You want running to be the main skill determination for whether someone can escape combat or not, I think the game needs to officially include some sort of mechanic to be played around to escape combat (I think DDDD or something made a suggestion about dugouts being used to 'teleport' or something on a long cooldown, that was based and a good direction to go in.) Do the rest first, then do something like this.
Slow anybody in aggro on a rowboat/snekkja/knarr/wagon/sleigh/sled to the speed of a dugout/coracle < big 1 for tracking outlaws
Mixed feelings. Boat pvp is lame as hell and the main use of this is to allow people not in combat (the chasers, for example, can break combat way more easily than the chasee) to follow up on attacks. Probably not the way to go, I'd rather some sort of 'contested waters' type beat where if pvp is detected in a large region of water, *everyone* in that region is slowed down.
Add "boats cannot be bashed if someone is riding it" and I'll happily agree to anything related to boat pvp being made easier to down people though.
Remove normal gates < big 1 for tracking outlaws
If not remove normal gates, make glass keys not work on gates
This is "Remove safepalis", again meant to encourage more deaths. I already stated above why I don't think removing safepalis without adding other measures to escape combat is a good idea.
Some stats on scent's tooltips, like perp's name if memoed, province they're in, maybe even current health if you wanna get REALLY spicy
I'd actually go further and do some sort of voodoo type beat where you compare your stats to the person who left behind the scent, maybe through some sort of ritual, and maybe only possible at the location the scents were dropped (so you cant pass it around too easily or w/e, who cares). I think someone (DDD? You?) made a suggestion about some sort of item or buff you can use that equalizes your stats slightly if you are fighting someone you have scents of, that would also be a neat little mechanic to encourage fighting outlaws, but also probably not enough due to how outlaw hunting works-- just something to add down the line if we get outlaw hunting into a healthy spot.
I still really like the idea of being able to challenge a criminal to a "1v1 me bro" type challenge and if they refuse they get some major debuff that lasts for a while, but I didn't like how jorb presented his idea.
AND SINCE I KNOW YOU HATE MY WORDWALLS here's a summaryIf you want to encourage pvp, the route isn't to make shit more deadly. The route is to make the grind easier for all players involved (increase product yields across the board, increase quality raising variables across the board, make it easier for EVERYONE to hit hq things and thus high stat numbers), to rework the combat system into something less completely mindbending for new players to try and learn (big ask, I know.). Provide a way for players who are interested and 'okay' at the game to be able to at least semi-compete with the giga autists, and bam, you'll have more pvp. If we're at the point where more players can readily access that type of content, then we can start being fine with killing more people too, and then i'm 100% all in on the "make pvp more dangerous". (P.s this is why i made that giant ass suggestion about turning the game into a more wipe-based environment instead of aiming for the perpetual server, just make the game faster and make it simple to hit extremely high stats all around.)
Queen of a cold, dead land. Caretaker of the sprucecaps.