A maniacal scurrying of activity is this buzzing brood of proletarians in service of a dark queen

A maniacal scurrying of activity is this buzzing brood of proletarians in service of a dark queen






SnuggleSnail wrote:Lol larpers
(having no intention on responding to "lol autists/larpers")DonVelD wrote:blah blah
literally "source: i made it up" over here, jorb is not against people dying left and right. i personally don't care about there being more risk but saying that koing random nabs is the cause of players quitting is dishonest. there's just not enough content/the content is annoying that it makes players stop caring about the game. people just get everything they can get, kill a troll or two and quit. it's also worth considering the fact that the game takes a lot of time out of peoples lives so its just a good strat to play for a few months and quit. conveniently that's when the fun moments stop or other players quit for whatever reasons so its just not worth playing anymore 'cause a lot of things depend on the social aspect of the game. bonus reason to quit: winterGacrux wrote:Player retention is directly correlated to how pvp is in the game. The game literally would have a stronger player base if pvp or just random killings came with more risk. The current game sits at 1k players its first month and after 2 months has less than 300 people playing.
I dont intend on putting words in Jorb's mouth but I'm sure that he would like to see player retention last longer than an in-game "year".
disingenuous posts like this that misrepresent the risk had by anyone remotely competent (read: doesnt leave their base with sub80% HHP) if they get in an engagement with someone is the kind of attitude that makes people do stupid shit and quit for literally no reason because they get this doormat attitudeGacrux wrote:Player retention is directly correlated to how pvp is in the game. The game literally would have a stronger player base if pvp or just random killings came with more risk. The current game sits at 1k players its first month and after 2 months has less than 300 people playing.
I dont intend on putting words in Jorb's mouth but I'm sure that he would like to see player retention last longer than an in-game "year".
SnuggleSnail wrote:Lol larpers(having no intention on responding to "lol autists/larpers")DonVelD wrote:blah blah
DonVelD wrote:literally "source: i made it up" over here, jorb is not against people dying left and right. i personally don't care about there being more risk but saying that koing random nabs is the cause of players quitting is dishonest. there's just not enough content/the content is annoying that it makes players stop caring about the game. people just get everything they can get, kill a troll or two and quit. it's also worth considering the fact that the game takes a lot of time out of peoples lives so its just a good strat to play for a few months and quit. conveniently that's when the fun moments stop or other players quit for whatever reasons so its just not worth playing anymore 'cause a lot of things depend on the social aspect of the game. bonus reason to quit: winterGacrux wrote:Player retention is directly correlated to how pvp is in the game. The game literally would have a stronger player base if pvp or just random killings came with more risk. The current game sits at 1k players its first month and after 2 months has less than 300 people playing.
I dont intend on putting words in Jorb's mouth but I'm sure that he would like to see player retention last longer than an in-game "year".
just admit that you want to conveniently make killing players not worth it so you feel safer, and don't try to fool anyone with the "it'll make the playerbase twice as big instantly trust me" (spoiler: it won't)
viewtopic.php?f=39&t=73773&p=913316&hil ... at#p913316jorb wrote:Our ambition has never been to create a PvP game. Our ambition has always been to create a game with PvP. There's a huge difference.
WowGain wrote:disingenuous posts like this that misrepresent the risk had by anyone remotely competent (read: doesnt leave their base with sub80% HHP) if they get in an engagement with someone is the kind of attitude that makes people do stupid shit and quit for literally no reason because they get this doormat attitudeGacrux wrote:Player retention is directly correlated to how pvp is in the game. The game literally would have a stronger player base if pvp or just random killings came with more risk. The current game sits at 1k players its first month and after 2 months has less than 300 people playing.
I dont intend on putting words in Jorb's mouth but I'm sure that he would like to see player retention last longer than an in-game "year".
SnuggleSnail wrote:Lol larpers(having no intention on responding to "lol autists/larpers")DonVelD wrote:blah blah
had someone the other day who threw his keys on the ground and logged out because i walked onto his base while his vgates were open. i had visitor debuff, it was impossible for me to do anything to him. its your attitude that coddles and validates this kind of mindset on conflict in this game.
I'm pretty sure your risk assessment is inaccurate. You seem to think there is a non-zero amount of risk.Gacrux wrote:I fully am aware of the risk when playing/leaving base ect.
Does completely burning down a new player, with minimal effort, by exploiting their lack of knowledge count as "some light griefing?"SnuggleSnail wrote:I'm pretty sure your risk assessment is inaccurate. You seem to think there is a non-zero amount of risk.Gacrux wrote:I fully am aware of the risk when playing/leaving base ect.
Haven is just harvest moon with some limited griefing, a casual PVP mini-game, and a lot of extra tedium
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.