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PeglegTheAngry

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Posts posted by PeglegTheAngry


  1. 1 hour ago, Winter Thorne said:

    No, you don't get it.  I like young people just fine...

    If you'd like to respond to this, please respond to the actual points I've made rather than attempting to paint me as someone who hates young people,

     

    Your complaints have all centered around age; or you have given age as examples. If you feel that I am not adequately understanding you; perhaps stop involving youngsters in your complaints.

     

     

    1 hour ago, Winter Thorne said:

    You'll get a lot less pushback from pve players who want no part of it , for one thing, and for another, it would get a real test before it's inflicted on an already diminished playerbase.    If you choose to do this, you might want to discuss that in the pvp forums just to make that clear. 

    General Discussion is for everybody; PvE and PvP players. I am well aware there will be a lot of pushbaack. If the playerbase is already this diminished... (and waning) what is the harm in trying a change like this? There is nothing to lose at this point. I feel perturbed that yourself and others want to cling to the current system that is clearly not working.

     

     

    1 hour ago, Winter Thorne said:

    I'll give this one last try after which I'll just have to give up if you can't manage to stop deliberately misunderstanding everything I say.

    It's not a deliberate misunderstanding. You have justified every complaint with "teenagers" and "idiot 20 year old." It reminds me of my HOA meetings that half are dedicated to listening bout complaints of brown people and eleven year olds on skateboards. If you can make an argument against a merged grid that doesn't involve how other people are playing the game around you... I'm all ears.

     

    Hold, on... I know what you are about to say; and here's my rebuttal:

    Why do you need the entire map to sail in? Even in the best conditions it takes eight hours to do a full loop if you wanted to go East to West. Even for a person who doesn't work, that's not a healthy amount of gaming. That's not even getting into the fact that the map is set up so that all the resources you need for mythics are within five tiles of you (this is also why lots of private servers are 5x5s.)  The map can and should be modified so strict PvE players never have to go into PvP areas.

    Being affected by PvP events: Allright, let's assume someone brings their war to your front door; you have to leave game chat for a bit. Now your grid is littered with corpses and dead boats for YOU to salvage. Do you not like free stuff? Think about how that war will stuff your tax bank. Think about the people you'll meet. You might actually find lots of us PvP players are older than you think. Don't go by what the worst people do.

    With this being said, I find it very saddening that you aren't willing to make simple concessions like muting chat and avoiding PvP zones. From where I am standing avoiding a scary zone or annoying players has zero impact on your enjoyment of the game. I help run a server with this set up... none of our PvE players have the problems you are worried about.

     

    1 hour ago, Winter Thorne said:

    When you mix ages and backggrounds in crowds, people are expected to behave differently.  Lots of people "get" this.  Some don't. 

    YIKES, CAPTAIN


  2. Quote

    Pve players need always the possibility to travel and play without gettin killed or griefed by other players. Why should the PVE community agree on a PvPvE mixed server, if we lose our free world?

    How do you think the PvP players feel about not being able to blap everyone everywhere?


    1. Both Reddit and this forum have a group of very outspoken players who's attitudes hinder the game's development. They tend to be really ignorant of other games and development practices. It makes me fear that the game isn't going anywhere.
    2. Lost tames due to RNG or goofy mechanics
    3. S...... a...... i..... l....      s..... o..... u.... n..... d....       l.... a..... g..... caused by the sound in game being always forced to quaternize.
    4. Cyclones
    5. The sleep inducing color palette of tropical zones.

  3. 6 hours ago, The D Legacy said:

    thats fine, you are free to defend your point but to be honest i still fail to see what value would that "merge"add to the game, rather i only see the need of more technical work added to the developers and more potentially annoying situatons if the pvp pve members are not properly separated 

    Are you a developer? Why do you think this going to be a massive change? It's already something that they  could implement in a few minutes by changing ini settings. Alot of you in this thread do not understand development. I have heard goofy things like "having to maintain two codebases"  or a million excuses about how difficult it will be to code said changes.

     

    Quote

    More deliberate misunderstanding, more strawmen, more personal insults.  You are not making a good case for your idea. 

    I guess you don't agree that different age groups of people enjoy different things, and that the insanely hilarious joke of a 4 year old, ("Poopyhead! poopyhead!") will remain funny to you even into your old age, where you will trot it out at retirement dinners to entertain the guests.  Don't worry, if they dont' like it you can fall back on your excuse that it's perfectly possible for 70 year olds to yell poopyhead too, and that you heard Anderson doing it just last week back at the home.  (disclaimer: Nowhere should this be construed that it is a good idea to ban toddlers from yelling "Poopyhead!" at each other since it suits their age group and they find it funny, but rather an idea that it's just not very comfortable for those two groups to spend excessive time in each others' company.)


    So let's say it's my birthday and I decide to throw a big cocktail party for it, and some idiot brings his 20 year old son and his friend who spend the entire thing drowning out the music yelling obscenities, chugging expensive booze and throwing up all over my house.

     The "old lady" also doesn't want to listen to a lot of teenagers threatening to <insert obscene vulgar action here> each other and yelling about who was griefing who and blah blah blah.  It's why you don't commonly see mature grownups hanging out with random large groups of kids on their days off.  (And vice versa)  Why push two very different groups like that together and force the one to have to deal with the other?  Because that's what happens...as Pegleg says...in this situation, the grownups have to shut down another part of the game. 

    At this point, I am not trying to make a case for this idea to you personally. You are not a player who is interested in the MMO or social aspect of this game. That's okay, I get it, You don't like young people, and... I guess that's something that comes when you are older and forget that you were young once too. I understand how you could feel insulted by being told an opinion sounds entitled.

    However, if you want to play the insult game; rather than just accusing me of insulting you we can do that.

     

     

    3 hours ago, Winter Thorne said:

    Here's an idea for you.  GS has already fiddled with various versions of pvp, so here's a great way to test your idea.  Convince them to turn one of the existing pvp servers into pvp/pve and see how it affects the player numbers, and what kinds of complaints start coming out of that arrangement.  If it works and attracts all kinds of new players to the game, great, I'd be happy about that.  If it doesn't , then you've not lost the few thousand players left playing who would all quit as the final straw.  Or convince them to allow character exports to the pvp servers (which is no different at all than allowing people to cross a zone line from a pve zone to a pvp zone)  But there's no reason to push the idea as some kind of global change when you can see there's so much opposition to it.  And there's really no reason to go around slamming pve players who play pve precisely because they want to stay away from pvp.

    It is very obvious you did not read my suggestions in the least, Winter.

    Jat did though.


    👀

     

     


  4. Related Thread:

     

     

    General Play QOL + "Short Term Implementation" Suggestions:

     

    QOL for Blueprints:

    More consistent and predictable based on level:

    Common 101%+ Fine 110%+ Journeyman 135%+  Masterwork 160%+  Legendary 185%+  Mythic 200%+  Ascended 300%+

     

    SoD, Flotsam, and Bottle Glow VISUAL QOL:

    The colored glow of the aforementioned items should match that of blueprints/maps of the same quality.

     

    Water:

    On islands without fresh water, players should be able to dig a well in which a underground pipe can be placed.

     

    Terrain Issues:

    Will touch on this in a later thread, almost every island gets it's own one of these.

     

    Sextant Skill:

    QOL:  Having played  the heck out of servers with the "Master Navigator" mod I find that the sextant buff is critical to enjoying the game. This buff should be reworked and it's benefits active all the time. Instead of granting its current benefits; it should instead allow ships to have a better wind angle and allow the player to mark a known place on the map, drawing a becon on the compass and in world for them to follow.

    Cyclones and Storms:

    QOL: Okay, so... cyclones are... in my personal opinion one of the dumbest mechanics ever. Instead of spawning tons of them on ships, why not spawn  far fewer and make them more of a threat  when actually encountered?  Entering one,  rather than damaging you and your entire boat should throw you off course and damage sails.

    Tames and the Taming Tree:

    QOL: A Stirrup equip-able (with item health of course) that prevents dismounts. Something like 100% resist for PvE, 10% resist for PvP

    QOL:  Skill: "Master's Call Feat" The pathfinder shouts loudly, alerting any tames set to follow the player; or those recently ridden to teleport to the player. This feat also causes tames to disengage from their current, ignore new targets, and become immune to damage for a short duration. This feat is granted upon unlocking the taming tree.

    Skill: "Intimidate Feat" The pathfinder's vast understanding of animal body language and vocalizations has granted them the ability to dominate any creature. The pathfinder shouts loudly also encouraging any nearby or ridden friendly tames, to do the same. The more  involved the stronger the effect. This causes wild creatures to freeze in fear before running way or disengaging from the player. The creature will continue to run and ignore any creature or player that shouted. When used on enemy tamed creatures it causes a stat debuff, and at stronger levels a short stun. Against other players it increases aimsway, debuffs stats, and causes melee attacks to occasionally do no damage.

    Skill: "Familiarization Feat" Can only be used while riding a breed creature raised by you. Entering a trance like state a pathfinder uses this ability they temporarily become one with their mount, disappearing and changing the mount visually. If the tame is killed, the pathfinder is killed.  This feat allows the pathfinder greater control over a mount resulting in a faster turn radius, increased stats, faster speed, and more effective Natures Cry/Touch effects.

    QOL:  Taming should be changed in a few ways. Bola's should last longer (but cost more.) Head thrashing and having to feed at a certain point on the critter feels really icky; allow it to be fed from anywhere.

    QOL:  Powerstone Tames  Theres no reason the wilds at a powerstone shouldn't be tameable. I can tame a 130 dino razortooth there, but not a 75 bear for no reason other than "lol its magic." If a player is willing to risk it, and has the powerstone for that island they should be able to tame critters there.

    QOL:  Breeding: Breeding times are FAR too long and dont allow for healthy play habits. Reduce them to a maximum of 8 hours from conception to adulthood.

    NPCs:

    QOL: Covered in my other thread, but Ill touch on it here. NPCs need to be able to do anything a player can do. Repair ships, baby sit, harvest resources, etc.

    QOL: Allow players to place their own crew recruiter.

     

    Ships:
     

    QOL: De-Planking: As mentioned in my other posts, deplanking is a really poopy mechanic right now. Instead of losing my mythical planks, they should leak progressively, starting somewhere around 200. In the Long term, visually, rather than darkening planks could show what sort and amount of damage and they took.

    • Player/NPC Cannon Damage: Starts as splintering and misaligned boards at low damage, medium to high damage sees cannon balls sticking in place on hit (if from an SoD they continue to glow) at the point of being "planked" they show large holes that accordingly burn ghostly colors or with a worldly fire.
    • Whale Damage: Low damage shows dents and misalignment over large areas, medium damage shows splintering and dropping planks, at high damage the plank loss looks like it does now.
    • Terrain: Low damage shows splintering and scrapes, medium damage shows light gashing and exposed wood pulp, high damage shows large gashes exposing the inner decks.

    Sails:
    QOL: Speed sails should increase top speed potential, and a CORRECTLY RE-RENAMED ACCELERATION SAIL (handling) sail allows you to reach said top speed.

    Weight sails should also be worked into the meta by causing them to reduce the weight of anything stored in the ships cargo racks, docks, or resource chest.

    QOL: Alert players when there are low or no repair resources.

    Intimidation Feat: Activated on a boat, All crew and players attempt to intimidate the enemy, clattering melee weapons and jeering, those with firearms and mounted on cannons fire salvos of blanks. Has a slowing effect vs other ships.

     

    Power Stones & Mythic Content:

    Mythic content and powerstones are a little too difficult. More players would be interested in doing this content and using mythic tames if these areas were more forgiving. There are plenty of ways to use mechanics to make these areas less punishing without removing any challenges.

    This could be  as simple as turning down the spawn rate. Some of the ruined buildings are a great example of this. There are so many lions, tigers, and bears stacked up in one spot it not only slows the clients performance, it destroys any chance of progressing in that area.  Mythic creatures like Cyclops, Elementals, and Gorgons should each have ways to disengage from and not get totaled. For example, Cyclops could be semi-passive like Shieldhorns and leave you alone if you run away. Rock Elementals, for example could ignore you when you stop moving or crouch past them requiring the player to dismount and sneak, lava elementals could fear getting splashed and will run and disengage at the sight of a bucket, Gorgons could be passive if you dont look at them for more than a few seconds.

    Kraken: I managed to solo the Kraken but it was impossible to do it as part of the Destiny Alliance. Go figure. It is simultaneously too hard and too easy.

     

    Offical PvP QOL

    Based on my experience of US-PvP and forum posts.

    Torpedoes still suck:

    Can we do away with all future PvP "tek" style stuff? The Sub was a smart addition, but the torps are a little advanced. Airships have more of a place than torpedos. (Actually a slow, unarmed, lumbering cargo airship event would be SUPER COOL) I could see torpedoes being used for PvE content. Let's stick to cannons for ship to ship fights.

    War has come down to China v US at this point.

    Creating a reason for players to naturally band together regardless of national origin is needed to quell the loss of players.

     

    Group limits suck.

    "Ahhh real megas!" Things were better with no group limits, and the population drop off right after this change is all the evidence you need.

     

    Big groups are the backbone of this game

    Dont listen to the Reddit cry babies. While its not my cup o grog, mega groups drive the economy, and emergent gameplay in all other games like this one.

     

    Tames kinda suck to fight

    The crab, lions, and  bears are all the worst things to deal with in fights. Tames should have a less critical role.

     

    Structure Regeneration/Raid recovery.

    As detailed in my "Nations" post; if an island is not lost in a raid, its structures should heal and anything popcorned/left to decay deposited in the tax bank/claim flag.

     

    Offical PvE QOL

    Based on my experience of US-PvE and forum posts.



    Bring back the ability to demolish abandoned structures:

    Exploring and pilfering player ruins was an intriguing and engaging part of PvE play. Structures can still auto-decay but the ability to destroy should  come days or a week before auto destruct. Players who remained in these structures become skeletons or mummified corpses allowing anyone to loot them.


    Decrease the cost of islands:

    Since PvE players are generally solo or very small groups up keep potential is generally very low. Plenty of 55+ islands remain unclaimed. Price for both upkeep and island point cost is too high.

     

    Global Chat:

    This is a feature on lots of private servers. All servers share the same chat channel. This would make trading and arranging to do hard content easier.

     

    Wind Patterns:

    Wind should always be strong. The reasons behind licky winds are purely PvP. Slow winds just make for a slow play experience.

     

    Ship Loss:

    As detailed in my "Nations" post; there should be a way to re-float your ships that have sunk.

     

    Lawless is pointless:

    As long as PvE is in it's current state Lawless areas serve no function. Allow them to be claimed.

     

     

     

     


  5. 27 minutes ago, Kidori said:

    Yes, I've read that, and I stand by my statement. You have some nice ideas, they solve some issues but create others, many of which have already been mentioned here. It's a nice thought and I hope certain aspects do get implemented, but sadly I don't think it seems like a viable solution, and would require far too much work to implement (much, much more than a week) 

    Right. Well, I'm going to continue to advocate for a merged-platform. Along with its multiple code-bases.


  6. 5 minutes ago, Elmo said:

    Why not have the ability to declare your PvE/PvP intentions.  Back in the days of Star Wars Galaxies you could go to a recruiter and declare it.   Overt and covert as I recall.  Basically if you declared ready for PvP you were open game to anyone of the opposing faction who was also PvP declared.  This would keep PvE completely away from PvP but still on the same server unlimited.   Not sure how this would play into base raiding or building of bases.  Perhaps whole islands would need to declare. 

    Just a thought to try and keep everyone happy on the same server. 

    That's pretty much what I have been suggesting... but in a very very distilled form.


  7. 1 minute ago, Kidori said:

    Unfortunately, I don't see a way that open-world PvP can remain a thing without all the issues that come with it. The only real way to solve them would be to overhaul how PvP works. I also don't see a viable way to have PvE and PvP players coexist without doing the same (and yes, I read that post and stand by my statement)

    I already covered such a system, and it doesn't change much at all over the current one. You could implement what I am suggesting in less than a week.  All of the fancy stuff to tie it together, like reputation and NPC Factions would be some work. Check it out.
     

     


  8. 2 minutes ago, Jack Shandy said:

    I know what to say.... go play PVE......Oh! Wait, never mind.

    "Just stick to Empire Waterss, you cant be attacked and it has all the resources and there are lots of abandoned bases you can demolish raid! It's great!"

    Such a terrible future.


  9. 5 minutes ago, krazmuze said:

     

    "PVE area would have less resources and less profit."

    Sorry all your pure PVE players just left your ideal PVP/PVE server.  The entire point for PVE players is to dominate the trade markets using only PVE means, your server would mean only PVP can dominate the trade markets.

    Players who undertake more risk deserve more. Participation trophy gaming killed WoW and Runescape 3. If players want to leave for getting a little bit less than someone who is risking  losing everything AT ALL times... I dont know what to say.


  10. 1 minute ago, globytheoldpirate said:

    What could be a better reward than "Can't be raided" ?
    Just build base in PvE, and get stuff in PvP
    So you got both advantages 

    PvP Players would not be safe in PvE zones. Stop bringing this up.

    Quote

    Got one man in friendly tribe, and put everything in his tribe.
    So while you do PvP, your stuff is protected on the PvE friend. So you can't be raided at all, but you can raid others

    Easy solution: PvP players can not ally PvE players.


  11. 4 minutes ago, globytheoldpirate said:
    1. Every pvpers will build on PvE zones, so can't be raid.
    2. Even if it looks awesome on paper, it simply doesn't work if people aren't fair.
    3. While it works on unnoficial, cuz of admins and all
    4. That's totally different on official, where rules are always break, exploit in every sence.


    There is too many exploits, it can't work on officials

    1. Being at war with someone means you arent safe in a PvE zone.

    2. I don't know what you mean by this.

    3. Official has admins too, player moderators can also be volunteered, these are not difficult work arounds.

    4. This is true of all games, all the time, on all servers. Look at speedrunners.



     

    10 minutes ago, krazmuze said:

    PvPvE players will absolutely go for the incentive risk of PVP even if they can safely base in PVE.   Where you are confused is thinking this applies to all PVE players.    A PvPvE player is NOT the same player as a PvE player.    The instant you say well no....the two PVE/PVP splits are not actually identical - the PVE player has to come to the PVP side for better risk reward - that pure PVE player leaves the server and goes find a pure PVE server.   It is because the game mode has to be designed so that the PVE side is lower risk reward than the higher risk reward PVP side - if not designed that way it fails as a PvPvE server.   These game modes always realize the PVP itself is not enough risk reward, and they design it so that better mats, mobs, bosses, dungeons etc are on the PVP side to force PVE into having to go there if they want the entire game experience. 

     

     

    Not really. Powerstones and dungeons would be PvE areas only. PvP areas would have more abundant resources but going there is not a requirement, instead... its a risk you take for the sake of convince, or large profit.


  12. Quote

    That was on purpose, it's a lot easier to use systems either already in the game, or have previously used, rather than create a whole new system.

    My proposal isn't really a new system, its just another layer on top of the current one.

     

    Quote

    With your system, with a shift in the balance of power someones PVE base, ships and tames can get wiped out, people won't accept this. 

    Depends. If it's someone else's land that's the risk you take and part of the intrigue and emergent gameplay. If it's your land, that's on you since pure PvErs cant lose their land unless they go inactive.


  13. 2 minutes ago, krazmuze said:

    So if you draw the lines so it is perfectly safe for PVE player side - the only way to do that is a duplicated server half that are identical so there is zero reason for PVE to ever have to ever go onto the PVP side because trade and advancement is self contained within the PVE side.   The problem is that PVP wolves cannot exist without their PVE sheep, PVP do not actually want to fight against themselves for fear of being destroyed.    

    Put up this two identical half servers I guarantee after the first week there will be PVP saying there needs to be incentive for PVE to come to the PVP side beyond just PVP itself - because no PVE are coming over to the PVP side.   That is why the design of PvPvE servers always makes the PVP side the higher risk/reward side.   That is the way Eve Online works, it is how Mortal Online worked, as well as how the unofficial Atlas PvPvE servers have set themselves up.   It comes down to the fact that you cannot have predators without any prey. 

     

     

    Exactly. As long as there is reason to go to a PvP zone, PvErs will do it because the risk vs reward is almost always worth it.


  14. Quote

    So let's say it's my birthday and I decide to throw a big cocktail party for it, and some idiot brings his 20 year old son and his friend who spend the entire thing drowning out the music yelling obscenities, chugging expensive booze and throwing up all over my house.

    Ah. Yes. The ole "All young people are degenerates" routine.

     

    28 minutes ago, Winter Thorne said:

    When I say I'm not happy about that, you say:   "Wow that...is very entitled of you.  You should just drink alone"

     No, its more like you are unhappy that your neighbors are listening to music, drinking, and throwing up on their own couch. So, why have neighbors if you don't let them do their own thing?

     

    28 minutes ago, Winter Thorne said:

    Listen, I have no objection if you'd like to argue the fact that pve and pvp are NOT 2 different games, that the players don't want different things or that it's completely fair to tell pve players just to suck it up and put up with the abuse or turn off their sound, their general chat, and never travel to other zones.    You want to debate a point I made that's fine with me.  I even change my mind sometimes if someone's argument is good enough.

    I can tell you feel other people play the game in a way you don't like and interact in a way you don't like. However, it is very entitled of you to expect the game to be catered around your needs. Its also very entitled of you to speak for all PvE players, even though this thread is being replied to and supported by other PvErs. I can tell you don't like the idea of having to turn off voice or leave chat while people smack talk; but I don't think that's reason enough to separate people. Also, what is wrong with just *not* going to a dangerous zone that has nothing to offer over the safe zone next to it? With the current playerbase one server is more than enough to host a PvP and PvE zone and still have room to spare. Splitting the playerbase up so that you can sail where you want with no risk and not deal with young people is super  entitled. Nor does it make sense because all of that smack talk and grief exists on PvE too. You also keep like, making the false correlation between PvP and age. I know a 96 year old who plays Rust and tangles with even the most teens... and he WINS.

    Almost all of your complaints are age based. So, it really feels like to me that you have a gripe with young people... which as a 30 something I feel a bit offended by. Im not young, but nor am I old yet. I feel for these kids, your hate just seems so icky and misplaced.

     

    Quote

    But don't bother coming back with nothing and just flinging personal insults like a monkey throwing poop at the zoo.  Cause that means you got nothing, and it makes you look like you're in way over your head.

    Personal insults are the last refuge of people too ignorant to actually respond to someone's points.  

    If you are feeling personally insulted by getting called out for entitlement, or obvious dislike for youngsters I really can't say anything but... please don't play online games, for your own sake.


  15. Quote

     The "old lady" also doesn't want to listen to a lot of teenagers threatening to <insert obscene vulgar action here> each other and yelling about who was griefing who and blah blah blah.  It's why you don't commonly see mature grownups hanging out with random large groups of kids on their days off.  (And vice versa)  Why push two very different groups like that together and force the one to have to deal with the other?  Because that's what happens...as Pegleg says...in this situation, the grownups have to shut down another part of the game.  You don't like the other group's behavior?  Don't go to these zones, don't participate in general chat.  The pvp group gets to do whatever it wants, and the other group just has to put up with it.  I guarantee you that if the game started making rules the other way around and restricting the pvp group, they wouldn't be happy with that. 

    The two groups are very different.  The pv and pve games are actually quite different.  Shoving them together serves no real purpose.  If all you want is the ability to travel back and forth between pvp and pve zones, ask for an export and save everybody else a lot of grief.

     Wow that... is very entitled of you.

    It sounds like you want to play single player.


  16. ADDENDUM POST

    I'm going  to add to this post to clarify and explain things further. I feel like I missed some stuff in my sleepless manic induced stupor last night.


    Pirate and Trade Companies

    So one thing I forgot to expand on was piracy and trading focused companies.

    Trading Companies: Companies that flag themselves as a trading company have PvE waters in their sovereign tiles. They do this by flagging their company as a "trade company" this prevents them from being wardeced. However, this title is lost upon aggression against another player. Defending yourself does not drop the Trade Company flag. When a trade company declares sovereignty waters in that zone become PvE and behave like empire water. Companies declared as trading companies can only join alliances with other trade companies. Standard companies who store ships or build in sovereign trade areas are open to attack by enemies. 

     

    Pirate Companies: are players who only prey on others; not as a result of war.. but for the sake of it. Pirate players are not allowed in secure waters. If these  players wander into secure waters such as Trade Sovereign, golden age, or empire they are free to attack; by anyone, but can not defend themselves in PvP.

     

    Gameplay Philosophy


    Complimentary Gameplay:

    Pure PvE players should never have to be subject to PvE scenarios; but they should not be left out of being touched by them. PvP conflict would be of great benefit to PvE players under this system: Traders could open vast market places, beautifully built show casing their skill and creativity to its fullest. These area's could one day end up as hang-out spots and areas touched by conflict that unaffected players are able to witness there by immersing everyone into the same event. I go back to EvE:

    The reward for the participating players is intrinsic; the battle itself is the reward. Now imagine this, but it happened at YOUR personally owned and built Port. You get to clean up the wrecks, you get to profit from the recovery, you get to witness, participate in it.... and it only benefits you... as a PvE only player.


    The PvP Players, likewise benefit from PvE players. PvP players have a place to trade knowing they wont be scammed or attacked. BPs that are otherwise useless to the PvE Players can be purchased by PvP players... and vice versa!

    Risk vs Reward:

    For the players who chose to risk PvP, they are rewareded with more resources, better BPs, more rep gains, and the instant gains PvP can bring.

    Likewise, for the easy going life of a PvE player; rewards come at a slower pace and with patience. After all... who else is going to breed that line of 125 bears?






     

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