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Vexus

Pathfinder
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About Vexus

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  1. Do not fragment your playerbase into multiple game modes.
  2. So the PvPers are winning so hard they made you quit the game. This is, interestingly enough, one of the main goals of every PvP survival game - to get your enemy to quit the game (for the wipe, like Rust does). That's a huge win. I do understand that when faced with the difficulty of grouping with a large alliance and living in the middle of their territory where almost no one ever bothers you, you prefer to go to a safe server with little to no conflict whatsoever (or perhaps, more structured). It really is the lack of ability in handling loss - as you've stated. You cannot handle logging on and seeing that you spent 6 hours building something, and someone else spent 6 hours destroying the things you've built. There was equal time investment, but you cannot handle that nor mount the time or ability to fight back. I think structured PvP is probably what you want; pre-determined fights, everyone on 'equal' footing. If you have a 'brig fight' you'd be mad if someone brought a galleon. I get it. But there are a plethora of games available like that. Sea of Thieves seems right up your alley. The next patch should bring some structured elements to the game, but overall it will just be hours of people PvPing you during your island's warlike status and the same people that couldn't handle the current ruleset will not be able to handle that much more lenient ruleset either. There are tons of games that give you structured PvP - the mentality of trying to corrupt PvP games to make them more PvE is really bad, and that's why I'm combating this mindset here. Leave the very few PvP games alone with your (not personal) desire to make them more casual. Let the very few hardcore games exist for those who want it. If you have the option (again not personal) then go to the unofficial servers to find your outlet for less brutal PvP. You have the option. Trying to change the base game to suit your (not personal) whims is arrogant and wrong.
  3. First regarding PvP players not being happy - this is provably wrong. CS:GO for example has had almost no change in years, and is still a top PvP game. League of Legends gives players a new hero every now and then. Same with other MOBAs. Those games also boast the exact same map for absolute years on end. Starcraft2 has different maps, but very few new units, and is a top PvP game. Rust gives its users a bunch of new content each month, along with trying out a bunch of new mechanics, and has found that to work, but the core gameplay is still the PvP raiding your enemies, and it's constantly worked. The PvP players are generally happy with the game given to them - it is not those players demanding change or balance. Devs are the driver behind finding balance - they see issues with gameplay that they did not want and move to correct it. The people playing the game had little input to that decision. And to your quote: you proved my point. You cannot handle loss, and cannot dare fight other players. The whole reason you think there is a 'toxic environment' is because the PvP players are beating you over the head so you will quit and go to PvE - they're winning so hard, they make you leave the server and go play somewhere 'safer'. They've literally PvP'd you out of existence. That, to me, is absolutely hilarious. And something I will have to remember when talking to PvE players in the future. You've been destroyed so hard you literally make up an excuse that people are 'toxic' so you don't have to engage with them in a skill vs. skill environment. I love it! The fact that you expect PvP to be some roleplaying, "Arr, I challenge yee to a duel," is great! You want this fairness that does not exist, and all the PvP players can see deep into your soul that you cannot handle a 'toxic environment' so they use that as a tool to PvP you - and they're winning. They will continue to be 'toxic' as long as that gets them what they want - you losing. It is working, and you've lost the mind game. Which means you're not even competition, you're literally no threat at all. PvE players don't want something to fight for, they want an easy win. To kill a Ship of the Damned and say they did something useful that day. You could easily carve out a PvE existence among the PvP servers, working with large groups which provide you safety, but the simple small risk that you might lose something some day is why you go to PvE. You cannot handle loss, period. You cannot wave your "d**k" around, because no one would notice. You cannot see the reasoning behind the conflict, because you're a push over who when faced with aggression shrinks away from it rather than tackling it head on. If you think I'm wrong I will challenge you to this: describe an unscripted/unplanned PvP scenario which a PvE player would enjoy.
  4. PvP does not get boring at all ever; that's why it's such good content for games. All the top games are PvP games. Even WoW is very competitive inside it's PvE raiding schedule and arenas. The great thing about PvP is the developers can release content on their own schedule without being demanded to provide it. In other words, the PvP players are happy while the new content is developed, because their content comes mainly from fighting other players. PvE players are not needed for the finance, because they don't spend money - they quit the game as soon as they've consumed it. This is one of the biggest problems I have with PC game developers, how they keep catering to PvE players as if they are selling a $60 copy of a AAA game that has 20 hours of gameplay in a single-player story mode and no multiplayer content. Console players and PvE players do not have thousands of hours in PvE games, they have 40-60 hours and then quit and move on to the next game to consume. This is great for consoles, where you sell a $60 game once a month to keep those PvE players buying the next game, but in an online muiltiplayer setting it makes no sense to cater to this kind of player, because they will leave the game and not invest in its future success. The PvE players LOVE to CONSUME and then quit a game. They are NOT the target audience for online multiplayer gaming! PvE players do not buy your cosmetics and microtransactions moreso than the PvP players who want to look badass while they kill their enemies. There is ample evidence showing that PvP games with microtransactions far outperform PvE games with microtransactions, and it is such a shame to see any game developer for online multiplayer PC games trying to cater to a PvE crowd, when they should be trying to amass as many hardcore players as possible.
  5. You're completely right. The devs need to spend a ton of time developing new PvE content to keep the PvE players happy. All the while, the PvP players create their own content and don't give a damn about new PvE content that isn't normally scheduled. As such, the devs should shut down any official PvE servers and send everyone to a single official PvP gameplay server where if you want to make your ship and sail it around all peaceful-like, you have to join a large group who will protect you and give you some meaningful reason to exist in the game world. Because otherwise you're completely right, they will need to cater to the never ending hunger that PvE players demand - more and more PvE scripted content that isn't 'boring and repetitive'; quests, dailies, more and more useless 'stuff' for you to 'do' because you can't handle loss in a PvP setting. As such, catering to PvE players is a waste of time unless it is monetized with DLC and so on, and they should just forget about official servers for PvE players and let those players find unofficial outlets for their PvE satisfaction where individual server admins can spawn in stuff and implement mods to keep the PvE players happy.
  6. Post on reddit with more details: https://www.reddit.com/r/playatlas/comments/aoynqx/video_cstg_hacking_highlight_compilation/
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