Claeyt wrote:Do you think that players like this, that enjoy killing casual noob camps like yours, with no defense and nothing in it, are hurting the game's population?
Yes. However I like the freedom and player driven sandbox elements of this game conceptually. I credit the developers for creating something risky and different. But as much as I want to like the game, I always end up disappointed. In a large part because anything I am able to build or obtain in the game ends up feeling hollow and empty, because of the expectation that all efforts will get erased either by base bashers, upkeep, or a wipe. It doesn't seem a matter of if you will lose what you have built, but when. Some will say my fault for lack of defenses, but I feel putting effort into defenses would only have delayed this outcome, not prevented it. I am not necessarily against allowing the tribe to do what they are doing, but it is a matter of balancing risk vs. reward. Murder at this point apparently carries no risk for some, therefore it can be committed even for no loot and no reward other than another notch on this thread. The system of leaving scents and tracking is a system that sounds good conceptually, but useless in practice for a single low bile player being raided by an organized group. Some will say join a group. Yes, did that but lost the village when the rest of the members quit the game. Which ties back to your game population question.
Yes, I feel the average game players are not coming back after being killed. Or they didn't come back after the purity changes or the wipe because they still have an expectation of effort put in being erased. I feel I am more persistent than most.
But I would not ask for heavy developer intervention. I would agree that it is up to the players to advance their own anti-tribe organization. I do think something needs to be tweaked to address player retention. A hermit player should have greater hope for survival than what is currently present. And maybe there should be in game factions at a higher level than village member. Guilds or political parties. Something in game that would not give claim access to members but would allow members to communicate easier and help each other with less risk of damages by traitors. Maybe a limit on number of members for balancing. Really there is too much going on OUTSIDE of the game that isn't going to get to someone just trying out the game to see if they like it or not, and they will never see any potential because they don't jump back in after being having their base bashed and realizing that it is not something they could have prevented.