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  1. #1
    when you bought the game that you read through the content there was open pvp what did you expect pink flowers and a world where no one kills you and steals all?.
    the world is full of resources without wear for items you will find yourself full of stuff soon
    be killed every time I do not think so if you wanted a serious game pve the market is full of them.
    and in the sandbox pvp is the engine of the economy if not the game itself.
    and because the pvp is no way this game is dying.

  2. #2
    PvPers are leaving because there is not enough PvP. Non-PvPers are leaving because there are too much PvP. Jordi, its hight time to separate the 2 type of players...with different servers or which is better, with different zones.

  3. #3
    Quote Originally Posted by Jadzia View Post
    PvPers are leaving because there is not enough PvP. Non-PvPers are leaving because there are too much PvP. Jordi, its hight time to separate the 2 type of players...with different servers or which is better, with different zones.
    Like other posters have said, whether they like it or not, in crafting games PvEers rely on PvPers to create demand for goods and services. PvPers kill everyone. PvEers PvE for their gear back, PvPers buy their gear from PvEers. Without both neither can survive.

  4. #4
    Xsyon Citizen joexxxz's Avatar
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    Quote Originally Posted by pyrate View Post
    Like other posters have said, whether they like it or not, in crafting games PvEers rely on PvPers to create demand for goods and services. PvPers kill everyone. PvEers PvE for their gear back, PvPers buy their gear from PvEers. Without both neither can survive.
    Well said.

    And Jazdia you told me before that you dont want 2 servers??? What you changed your mind so fast???

  5. #5
    Seriously in a game like this you have to pick your locations wisely. And why would you load up on stuff going out or coming in, carry less than half full loads and make sure you more than enough energy to run if you have too. I mean come on ppl it's not all that hard to evade, stick by the green mists if you have too, it's hard to track someone in the mist. There is all sorts of way to hide, if you see someone approaching you, actually go to guns or defensive stance and find a hiding spot, don't wait for someone to get right next to you before you decide what to do, work on your hiding skill and find trees (if you have any left in your zone). As long as you don't have a pre-order weapon in your backpack you can drop your basket at anytime (as long as it's not on someone elses land). There really is nothing to fear from pussy crafter gankers. And if all that fails then hire someone to grief them.

    If you can't do any of these simple things then yes you probably shouldn't be playing any MMO's

    These pussy gankers and griefers are only looking for easy targets, don't present yourself as an easy target and they will not attack, because pvp to a ganker/griefer is an easy win not an even match. If they think there is a chance to lose they probably won't attack. But I can list some guilds that are like this, and I can't really give them credit for an abundance of brains, so you never know

    Possible solutions:
    1. Hire someone to come out with you for protection.
    2. Find a few homesteaders that are in the same plight to join up with and salvage, cut down trees together.
    3. When doing the above, set down a few baskets to drop loot in occassionally. Just don't leave them there as they are ripe for the pickings if someone places a totem down. More like a temp thing.

    I'm sorry, I'll try and not tell anyone how to play, but did you think going solo in a social group game was going to be easy???? Did you think maybe you're doing something wrong, gathering junk with large PK guilds around, not paying attention to your surrondings, could be a lot of stuff, but don't blame the design, the design is the way it was meant to be. Maybe you just have to try something different to get it to work.

  6. #6
    Quote Originally Posted by pyrate View Post
    Like other posters have said, whether they like it or not, in crafting games PvEers rely on PvPers to create demand for goods and services. PvPers kill everyone. PvEers PvE for their gear back, PvPers buy their gear from PvEers. Without both neither can survive.
    This is such a bad argument. PvP doesn't create any more demand that PvE couldn't create.

    Let's see it.
    Say player A wants an armor. Player B wants the same type of armor.
    PvE game : Both of them buy it from a crafter. So there is a demand for 2 crafted items.

    PvP game: Player A buys the armor. Player B kills player A and takes the armor from him. Player A buys the armor again. So there is a demand for 2 crafted items.

    How exactly this boost the economy ??

    PvP doesn't create any plus demands, items only shift ownership. If there was item loss on PvP then perhaps yes, but not as it works now. But you can implement item loss on PvE death as well, so no need for PvP for that either.

    Only a system which takes items out of the game could boost the economy. It has NOTHING to do with PvP.

    @joexxxz:
    with different servers or which is better, with different zones.
    I didn't change my mind.

  7. #7
    Sorry to see you go MewMew... it's true that the giggling pimple faced hunters can get a bit annoying, and having to babysit them is not much incentive to log in.

    That said, there are also some very cool people in game. It's a shame you didn't get a chance to meet many of them from the sounds of it. I hope you'll give the game another chance down the road. Builders like you often can help create a more relaxed atmosphere which is why many hard working adults choose to play video games.

    I understand you're not branding all PvP'ers... just pointing out that without the right mechanics in place, it only takes a handful of little bully wannabes... seen it happen in other games as well. Shame we have to design for the lowest common denominator but that's how it is.

    Best of luck in whatever game you try next!

  8. #8
    Quote Originally Posted by Jadzia View Post
    This is such a bad argument. PvP doesn't create any more demand that PvE couldn't create.

    Let's see it.
    Say player A wants an armor. Player B wants the same type of armor.
    PvE game : Both of them buy it from a crafter. So there is a demand for 2 crafted items.

    PvP game: Player A buys the armor. Player B kills player A and takes the armor from him. Player A buys the armor again. So there is a demand for 2 crafted items.

    How exactly this boost the economy ??

    PvP doesn't create any plus demands, items only shift ownership. If there was item loss on PvP then perhaps yes, but not as it works now. But you can implement item loss on PvE death as well, so no need for PvP for that either.

    Only a system which takes items out of the game could boost the economy. It has NOTHING to do with PvP.

    @joexxxz:
    I didn't change my mind.
    PvE - PvE players want Armour, either make armour themself or buys it. PvE players have Armour, do not need new Armour.
    PvP - PvPer and PvEer want Armour, PvEer either buys armour or makes it, PvPer buys armour. PvPer kills other PvPers and PvEers, those PvPers and PvEers have to buy new armour. Loop continues.

    With no PvP there is limited loss. Demand cannot be sustained with every player buying something once, eventually you get to a point where every PvE player can either make the goods themselves or have everything they want.

  9. #9
    Quote Originally Posted by pyrate View Post
    PvE - PvE players want Armour, either make armour themself or buys it. PvE players have Armour, do not need new Armour.
    PvP - PvPer and PvEer want Armour, PvEer either buys armour or makes it, PvPer buys armour. PvPer kills other PvPers and PvEers, those PvPers and PvEers have to buy new armour. Loop continues.

    With no PvP there is limited loss. Demand cannot be sustained with every player buying something once, eventually you get to a point where every PvE player can either make the goods themselves or have everything they want.
    Seems you didn't understand what I wrote. There is no item loss with PvP, only ownership shifts. Its exactly the same as with PvE. Both system need item decay, that is the only thing that can create demand, when the armors break and can't be repaired.

    Say there is 1000 players in a PvP games. They need 1000 armors. If a PvPer kills another player and takes his armor then the PvPer will have 2 of the same armor. So he sells one to another player, who won't buy it from a crafter. The 1000 players will need 1000 armor, no matter if its a PvE system or a PvP one. There is no more demand for armors in a PvP system then in a PvE one.

  10. #10
    Quote Originally Posted by Jadzia View Post
    Seems you didn't understand what I wrote. There is no item loss with PvP, only ownership shifts. Its exactly the same as with PvE. Both system need item decay, that is the only thing that can create demand, when the armors break and can't be repaired.

    Say there is 1000 players in a PvP games. They need 1000 armors. If a PvPer kills another player and takes his armor then the PvPer will have 2 of the same armor. So he sells one to another player, who won't buy it from a crafter. The 1000 players will need 1000 armor, no matter if its a PvE system or a PvP one. There is no more demand for armors in a PvP system then in a PvE one.
    You assume that the PvPer will sell back the armour they take, this is not the case. PvPers will stock pile what they get so they themselves will not have to ever buy armour again. Anything that is not really worth anything just gets thrown away. On top of that kill distribution is never equal, it is always a small group that make the majority of kills. The result is a small group of players with an endless supply of goods they take from others, while the majority have to make or buy the goods that the better PvP players take and stockpile.

    Since you have a clear distaste for PvP you do not have a clear picture of what is actually involved with being a PvPer.

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