Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
NOOBY93 wrote:I must note that non-PvP players are much more whiny than PvP players in that, when a non-PvP update comes out, there's no PvP players whining about it, but when a PvP update comes out you have posts like this. I feel like this is "disheartening" to the devs themselves
PvE are whiny assholes, PvP are aggressive assholes. And so the world turns.
Gotta say though, if we're on the topic of being objective, PvE has seen a massive amount of improvements. Game is at its best spot yet for PvE side of things imo. Nothing's perfect, but I enjoyed the game before it got all these improvements too.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
ven wrote:Yet, despite pvp being constantly tweaked to make the game more enjoyable for most players possible, people still quit. Right now we're only about 60 players above the w7 average, which was, by definition, a dead world. It's hard to be certain on these things but this at least suggests people dont quit because of too little combat.
Probably because pvp isn't as big a deal as some people make it out to be. The most fun I've ever had during pvp situations in this game are either the big ass fights with lots of people, despite the lag and despite the overall craziness it's still a blast or 1v1 fights against a somewhat evenly stat opponent. These situations are fun because they are challenging or have some skill component involved in them but still make it possible to come out on top.
Then on the flip side you have the guys roaming around with their butt buddies ganking solo players, hermits and newbs. Maybe they have fun doing this but yet they still complain about the boring state of PvP and the game in general so it really seems like these guys are shooting themselves in the foot on that one.
We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
You say this as a joke, but we actually talked a fair bit about Mario Kart, and came within a hairsbreadth of implementing Banana->Peel->Throw.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
I think that any update that Ozzy whines about is a good update, already healed the sore in my hearth about the melding getting thorn off from the patch.
Hopefully the next implementation will please majority
New Implementations
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i like a lot the new implementations, make some nice PVP and PVE scenarios, without of horses of course, would be nice if horses unmount you when finding a trip root
the amount of the buffs is to common, making finding them not interesting, jsut add 2x the power and 2x the time and the buff and le tthem be 300% less frecuent
a nice addition would be to let them be visible by perception scales, like 100+ 150+ 200+ 300+ it can give hunters/foragers a advantage over pure PVE people since high perception people will be able to see the buffs and set traps or take fast scapes while pure pvp chars can only get the bufss by chance of walking over them. (invisible)
Key Fixes
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love the drinking thing, most of the old gangers will hate because it makes people have the good chance to scape even to 3 or 4 vs 1, currenlty i have seen people droping their items to the water,before getting KO denying even the loot to the usual pks ;D
about the combining curious its really easy to find why you failed
this is my sugestion
Learning points = ((LP1 + LP2)/2)*1.75
Mental Weight=MW
EXP cost =EXP*2
Estudy time= ET*2
really enjoyed the patch untill the rollback ;D
and for the goods, we have guano, we have coal, he have HQ carpentry and smithing, WHERE ARE THE GUNS!!!! WE WANT GUNNSSSSSS
loftar wrote:We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.