Dammit wrote:RobertoKarlos wrote:Why dont you remove permadeath? or just leave it when certain events are met? like bloodmoon. I think that you are trying to dev the game from the wrong playerbase, which seems to be more carebear than criminal. Leaving permadeath to certain times/events will promote the friendly pvp, more political fights,an increase of playerbase,etc. You will just need to rethink the crime punishment system. I have never seen someone complaining about gluttony(except from the fact that most of group foods seems to be incomplete) or char development(Whats the point in raising proficiencies repeating actions when the proficiencies in most cases doesnt have a worth diminish return). Is time to dev for your community Popham just show that no one is interested in hardcore pvp/murder.
Crap did you for once just speak the truth and somehow make sense? I actually kinda feel the player base is like this myself.
I see this also. What I saw on Popham was a great excitement, and a frenzy as people who were unprotected engaged each other. Expeditions were fun for those that have grown to big to venture out with their 'titans'. As much as it may seem mainstream, expeditions would be a great battle ground type system, longer lasting than most games, but temporary. Perhaps, even limit some skill trees (instead of increasing technology like cannons, remove some like nothing more than a makeshift fence). It allows people to build up and engage each other with relative safety (mains on providence are untouched), and no infrastructure or titans to counterattack or prevent an attack by hiding behind. Once walls went up, which was very quickly for some groups, the pvp all but about died. The executioner went quiet and the numbers appeared to dwindle. Once this happened, the players were forced back into the humor grind, and thus back to how they were on Providence.
The animals were not the draw for some, but that beginner nostalgia, that excitement, that the permanent server just does not have anymore. That new player feel. The permanent server serves a greater purpose, and should remain intact, but the expeditions should be revisited as to what the purpose is, because they seemed to reveal a few things about the player base, and what it wants, at least as far as I observed.
As far as your VOTING, I think both of the systems mentioned would be great additions. Somethings to me, perhaps bias from 20 years of gaming, seem intuitive, such as gaining skills for chopping trees. It takes places more value in the chores, not just the finished goods. Also, a beginner, who is incapable of yet creating the higher end items, can still be useful and reap rewards simply by performing labor to invest time in a town when their skill tree has yet to be useful.
The gluttony system would be a welcome change from stockpiling days or weeks worth of food, in lieu of a variety of all foods at the ready. Or that's how I interpreted it. Instead of a few power foods, you would need a large variety of all foods.