alloin wrote:You might be lucky that the new management might introduce a PVE server though
There's pve & no permadeath inside the boston (*providence*) claim
![Trollface ¦]](./images/smilies/troll.gif)
I'd like to play on a Player versus Environment server, or if that's not possible, can safe zone Boston be enlarged?
The pacing of this game and the skill progression is just right for me. Not many games let you learn how to swim, let alone learn how to put berries on a blade of grass. That sounds like sarcasm, but I'm elated by the simple things. The slow progression makes it all worth it. I don't want to be raiding end-game dungeons for loot with 19 other people after a month of play.
It's exciting, though, to strike out into the unknown dangers of the wilds, not knowing what you'll encounter—flora, fauna, geological formations, bodies of water, native inhabitants, the rare and dangerous wielder of curses and wearer of pointy hats. With great risk comes reward or abject failure, as is natural. That prospect is what makes this game enticing, the exploration and advancement amid a backdrop of mortal peril is what makes this game stir anxious fun within me.
The Harvest Moon games and Star Wars Galaxies did it right by rotating natural resource availability. I'd love to see something similar implemented. Also, Star Wars Galaxies had permanent death for Jedi at launch, did you know?
EverQuest had a book every character began with. If you destroyed it or put it in your bank, no player could attack you, let alone kill you. However, if you gave it to a Priest of Discord—no, not the chimera from Equestria—Player versus Player would forever be enabled. This allowed people who wished to tangle with each other the option while keeping passersby safe from undue harm, as well as letting a player choose when they felt they were strong enough to pick fights.
Permanent death is still an exciting feature, but allowing other players to grief you is not an exciting feature.