Vert wrote:the developers listen to pvp players too often that's why the game became like this,
The levers of pressure on pvp children have been lost and we have what we have.
Well no, the developers have always wanted this to be somewhat of a competitive pvp game, as per this thread (actually read this if you seriously think the PvP Cabal “pressured” the devs into making a pvp game).
And, not for nothing, supposedly “evil” pvpers are constantly arguing for the removal of unfun and noobtrappy mechanics, which they have leveraged to great advantage, like whales for instance. I’d argue the mechanics that incentivize toxic play patterns are overwhelmingly added by the devs of their own stubborn/clueless volition.
in this link jorb says that there are no bad players who need to be punished, but there are actions of some and counteraction of others.
In order to resist attacks on the village, you could gather a crowd and catch a boor so that he would be treated for a long time, but pvp players want to be treated instantly and they were allowed to treat injuries in bed and if earlier a player needed from 1 to 3 days to recover, now he is healthy in 10 hours.
A character who surpasses the entire village in stats in case of defeat, will be ready to fight the next day. Will this village try to resist and do they have this opportunity.
no, these people were deprived of the opportunity to defend themselves, they were deprived of the opportunity to counter aggression. Even if they gather all their strength and miraculously manage to win a fight of 10 newbies to 1 super child, this person will recover and come the next day. It will be fun for him, there is no risk of dying or getting hurt, and only the opportunity to feel how good he is.
The same thing with needbanes, they were too strong (but even with such needbanes, fights took place and were not devastating) and now they are simply useless. Why was it necessary to remove the ability to counter aggressive players when the game is built on action and reaction.
A person commits crimes when it is convenient for him, you adjust to his time, call for help in the form of needbanes and go to counter, but no, let's do without needbanes. Here is the cooldown on needbanes when he wants, then he will fly, and he will also fly as much as he wants. If you want to use them, adjust.
Both requests for these changes were from PvP players. I can understand them, they like PvP and they want to participate in it, but here there is an injury and you can die and it is better not to go. On the other hand, they had the opportunity to make another character a little weaker as a replacement. Yes, it takes time, which would affect the strength of the first character, but didn't it help peaceful villages.
In the 15th world, a titan can come to you every day, if you defeat him, he will come the next day, but if he was treated for several days, he could be killed if he came the next day or you would have to go to another, weaker version of the character, and the titan himself would be weaker since the player would be pumping several characters.
With a long treatment of characters in the case of a village siege, the titan would be weakened after the knock, and by the end of the siege he would have a choice to possibly die but try to defend the village again or save the character. In the 10th world, when in my opinion the village was much more important than the character, people made the choice in favor of saving the characters. In the 15th world, the character is more important than the village. The character is more important than the village and more protected.
The time of healing from PvP injuries is an important characteristic during village sieges and when defending against a gang
Since we are making concessions to PvP players, maybe we should reduce the cost and speed of construction by 2 times?