Potjeh wrote:A lazy way to do it would be to just put walls all around Providence, though I guess walls on the sea would look ugly.
how about Willy the whale who will tail-hit you away if you come close ?

Potjeh wrote:A lazy way to do it would be to just put walls all around Providence, though I guess walls on the sea would look ugly.
Potjeh wrote:JohnCarver wrote:It also removes In-Game Events, location for leaderboards, location for expedition launches, centralized trading area, NPC sold goods, Safe-ish area for new players to socialize.
Players can rebuild some of that, but not all of it. I don't find removing Providence to be the answer.
Make Providence it's own "plane of existence", so you can't actually walk out of it into the "real" world. This removes the asymmetry in time it takes two players to get to each other's claims. It can be on that newbie island that's on the roadmap, as long as that island is actually a separate map.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
Potjeh wrote:Yeah, but that other town would need to make the same run to challenge their authority, too. There's just no way around this without *drastically* reducing the map size, which would involve nuking a lot of bases and alienating their owners. IMO you should just live with it for now, and do a full world reset when you finish the roadmap. And TBH I think this whole authority challenging thing is kinda silly and doesn't bring all that much to the game.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:Xsardi wrote:I must be silly, but why you need to change it?
There are too many mechanics that we cannot implement when it is possible for players to be more than 12 hours 'wander' distance from one another. We consider it much more reasonable that it is possible to reach a players base in 2-3 hours travel time.
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