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  1. #1
    im curious to see how/if this discussion has evolved now that the game is kinda live.

    is crafting and terraforming without purpose still 'awesome'?
    Do the proponents of the 'forever safe' environemnt still feel that way, having now experienced a game largely devoid of purpose and motivation (that being there is no reason to do an activity, besides the activity itself)?

    Don't get me wrong, personnally i don't think the safe zones should be removed until a) we have an ability to secure our towns and b) combat mechanics gets a revamp and fnally c) PO weapons are made to disintigrate after 10 hits

    but 'forever safe' seems to be a moniker for 'forever boring'.

  2. #2
    With this single server deal we have now...

    I seriously doubt that it'll be safe zones after prelude. You might have safe areas (as in protected with gates or pets or something and indestructable).

    But that's a ways away from now and it has been proven that things can always change.

  3. #3
    I fully agree Dubanka. Thats a large reason why I think splitting forever safe servers from PVP servers is a really, really, bad idea. The PVP servers will die fast and the forever safe servers will die slow. Put together in an environment where higher risk means higher reward, they have the ability to enhance each other.

  4. #4
    He talked about going dual servers right after the botched launch as a way to reduce the load on the servers to reduce lag. But then he went back to single server and said that tribes will be able to set their tribe as a safe zone but it would be hard to switch back and forth. So you decide, set and leave it for the most part. Tribes would then also have the option of making their tribe a spawn point once the safe zone spawns are removed.

  5. #5
    Safe Zone will still be going away after prelude. Sorry.

  6. #6
    Quote Originally Posted by Millstone View Post
    Safe Zone will still be going away after prelude. Sorry.
    You need to see a professional about your denial.

  7. #7
    Quote Originally Posted by Dubanka View Post
    im curious to see how/if this discussion has evolved now that the game is kinda live.

    is crafting and terraforming without purpose still 'awesome'?
    Do the proponents of the 'forever safe' environemnt still feel that way, having now experienced a game largely devoid of purpose and motivation (that being there is no reason to do an activity, besides the activity itself)?

    Don't get me wrong, personnally i don't think the safe zones should be removed until a) we have an ability to secure our towns and b) combat mechanics gets a revamp and fnally c) PO weapons are made to disintigrate after 10 hits

    but 'forever safe' seems to be a moniker for 'forever boring'.
    This has more to do with the fact there is no decay then the fact there is no war. If you have PvP those items would still be in the game! This only means that you will have a portion of player that would not have to buy gear and an other portion who would need to buy a lot of it.

  8. #8
    Quote Originally Posted by Redus View Post
    This has more to do with the fact there is no decay then the fact there is no war. If you have PvP those items would still be in the game! This only means that you will have a portion of player that would not have to buy gear and an other portion who would need to buy a lot of it.
    This. I still feel that the option to keep safe zones forever is a good and needed thing. What we need is item decay and item loss on death to keep the economy alive.

  9. #9
    Giving the playerbase 2 options: War tribe and Peace tribe -

    So easy to exploit.

    Peace tribes may be peace, but will always rely on the crutch of their safezones (exploit). Gives much and/or same rewards with no risk.

    War tribes will simply need to have an alt account that will be a Peace totem owner. Full benefit of peace tribe, switch tribes when needed or when wanting to war, switch tribes back. Use War status to gain land, drop totem/recreate peace -> new permanent peace land not able to be taken away. Abuse Abuse Abuse.

    That is NOT balance. Doesn't matter who likes what, it simply will not work and will be extensively exploited by both sides.

  10. #10
    Quote Originally Posted by Salvadore View Post
    Giving the playerbase 2 options: War tribe and Peace tribe -

    So easy to exploit.

    Peace tribes may be peace, but will always rely on the crutch of their safezones (exploit). Gives much and/or same rewards with no risk.

    War tribes will simply need to have an alt account that will be a Peace totem owner. Full benefit of peace tribe, switch tribes when needed or when wanting to war, switch tribes back. Use War status to gain land, drop totem/recreate peace -> new permanent peace land not able to be taken away. Abuse Abuse Abuse.

    That is NOT balance. Doesn't matter who likes what, it simply will not work and will be extensively exploited by both sides.
    I fully agree if peace/war tribes share the same zones and same rewards.

    If war tribes are pushed to the outer territories where the best rewards are though, then that changes things. You can't put down a peace tribe in the outer territories meaning if you want access to those greater rewards, you either have to maintain a fort in the outer territories or run all your goods back to the inner territories. Either method poses considerable risk, and the riskier method of maintaining the fort will allow you to gather faster. You can even wall off rare resource deposits within your fort. Peace tribes can't do that. If you ship your goods from a fort in the outer territories to the inner territories all the better. Hopefully by this point they have wagons or some such thing, and a fully loaded wagon would be a prime target for outer territory bandits.

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