The game desperately needs a non-PvP mode

  • @sir-green-day said in The game desperately needs a non-PvP mode:

    @dreampage said in The game desperately needs a non-PvP mode:

    Forced PvP makes this game unenjoyable. It needs a mode where players and crews cannot damage each other and I tell you why.

    Because most players can only do one thing, shoot at everything that moves. If you want to play normally, completing quests and actually progress, you can't, because there will certainly be another player or crew that will attack and kill you. The game is so badly designed that after death you spawn back at the very same spot, giving chance for them to kill you again and again. This is ridiculous.

    Not being able to complete quests means no progression so even that little point is lost from the game.

    Rare, if you need reference, please check out Elite Dangerous by Frontier and why most people hate the Open PvP mode. Simply because it's full of griefers who don't play the game properly, only kill normal people. So reasonable players go into private groups or solo.

    Sea of Thieves needs the same solution or else the normal players will put it down and only the idiots remain. There needs to be a non-PvP mode where players can safely and calmly play and enjoy the game. Forced PvP is not a good design choice.

    I agree.

    An example from today.

    I had just sailed into an outpost.

    There was a Gallion with a full crew on the other side of the outpost, so I anchored on the opposite side.

    I didn't have any treasure, but they must have thought I did.

    While I was on shore, a guy from a crew of 4 came and stole my solo boat.

    They didn't get any treasure, but they very well could have.

    It's ridiculous.

    wait... you mean acting like a pirate right?

  • Why buy a game with pvp if you don't want any pvp?
    They have clearly said it has pvp in it forever now.

    If you don't want to pvp it is easy not to most of the time.
    1- see another ship? Go the other way until he passes.
    2- being chased by a Galleon in a Sloop? Head into the wind! They won't catch you.
    3- a ship parked at an Outpost? Go to another one. There are only 6 boats per server right now and 6 Outposts. There is always Outposts with no one there.

    If they ever made non-pvp servers they would have to quadruple the amount of xp/gold needed to do/buy anything since there is no risk. And you should be locked to non-pvp servers with that character.

  • @crash4654 said in The game desperately needs a non-PvP mode:

    @mythicalfable dude, there's been people in these forums who have done it. They've gotten help from a passing ship that saved them from a galleon and later gave them a chest.

    That's not commerce. That's just lending a hand and not plundering the neighbour. The chest belongs to the one who takes it. It doesn't have your name on it.

    There's people who leave one chest next to the gold hoarders tent for the next person just because they were feeling generous.

    Exactly. That's charity. Not commerce.

    So don't be saying it doesn't happen because it does.

    You just testified the absence of commerce. You proved that favours happen and charity works, like it does. However, this is still the only option players can do. Still no commerce there.

    Dividing loot is not commerce. It's charity. It's pity. I can still take the chest you are interested and I will until all rewards belong to me. Then you can have all the treasure you want, if you survive long enough.

    The only reason I leave any loot behind is because my ship sinks. You wanna play charity? Fine. If I'm around, I'm gonna take a cut if you don't be careful.

    But even so, your system is rather pointless because paying a player to do the same thing that you can go do is redundant...

    You misunderstood the idea. You won't be able to do voyages that you form as a client. You won't be able to do any voyages you may form to other players in other crews. You need another player to take that voyage from you so they can depart for it. If you are both in the same crew, then you actually get to go along with them and benefit from it yourself too, but you might want to take those reward crates with you as well. If not, you may follow them or stay behind. However, you ain't getting anything from it even if you do follow them, but following them may help the crew on the voyage to get their reward sooner coz you are the client, with those crates, whose going to reward them when they carry the voyage back to you or some other place the voyage dictates. Still you are the one who gives the reward out of those crates no matter what voyage is in question. No clients equal to no crates. No crates equal to no rewards.

    Do you understand now? The idea here does not change the result. It has never been about the result. You said it and I've tried to explain it as well. No issue here. It's about how the players get rewarded instead.

    Now, if you still insist that there's something you don't understand, let me ask a question. Which one do you prefer; who do you want to carry your voyages to? Another player who brings a whole lot of variables to the table you need to consider or an NPC whose only purpose is to perform as an item stand and showcasing every single cosmetic item you can have. Before you are going to let me know which one you prefer, I'll tell what happens if you pick the first one and also in case should you pick the second one instead. You are going to enjoy the game no matter which one you pick. You will have a laugh and you will have fun while playing. However, only one of these two methods will fill the void you crave to fill. The other one leaves you with the same emptiness inside you that every wannabe-3Ace title tries to fill, but fails inevitably. Guess which one is it?

    maybe you want a service for them to be a body guard of sorts. Well, give them a chest and there you go. Player based economy system.

    Charity at best. A favour not to kill you without any solidity behind it. Effectively makes the progression slower than taking your loot. Player based? Sort of. It's NPC-driven coz that's where the pressure point is. Even if players can decide to do something themselves, it doesn't instantly mean that the model is player-driven. Player based somewhat, but not driven.

    That chest has never been yours and never will be. I can steal it away from you only for you to never hear about it again. Loot is the medium we use to get rewards. The rewards are the true items we need to get bargaining going on. They are the true pillars of commerce. Sadly the rewards are behind NPCs and they are not intelligent enough to bargain yet. To my knowledge, this is also the reason why PvP is always the endgame in every game it is allowed to be utilised. Always. Every. Single. Time.

    You're making it so much more convoluted than it needs to be.

    Incorrect. The same pattern would still be present mostly. The only two distinct differences are the removal of showcasing everything at the same time and players themselves are the item stands instead. To be exact, I'm not convoluting the model. The suggestion I made actually involves a more simplified economy structure.

  • So, a few things..

    1. It sounds like you need to find somebody to play the game with, it's much more enjoyable with even just one additional crew mate. Makes staying alive against rival pirates much easier, less trips back and forth to cash in those precious chests, always great to have somebody to talk to on those long ocean voyages, and most importantly.. Your instruments sync up, perfectly, to really complete that whole.. Well.. "Pirate-y" atmosphere..

    2.Get familiar with your surroundings. Find a few easy to farm islands in close enough vicinity to an outpost where you're not constantly being attacked on the way back to home base.

    3.Learn the combat system. While PvP griefers are certainly a pain to deal with, especially solo..there are ways to counter them. Multiple enemies can easily be taken down with a single gunpowder barrel. You may end up going on in a blaze of glory, alongside your attackers, but at least you made your point.. If you're lucky, you may even sink their ship and force them to respawn, elsewhere. Speaking of sinking ships.. Store your gunpowder in the crows nest, as to not accidentally blow yourself away.. Seen it.. Not pretty.. Another thing a lot of people have yet to figure out is that you can dodge, in sword fights, by holding "block" and jumping in any direction. Very helpful when close up, especially if you catch somebody by surprise and are able to circle around.

    1. Have fun!! You're letting a couple of bad experiences take away from what is a really fun game. There will be a lot of improvements and new content shipping out, as well, in the (hopefully) near future. Just do what you can, to enjoy your time playing.. It is a game, after all..

    Good luck, and safe travels on the open seas, matey!! Arrg!! ✌

  • @sorenthaz dijo en The game desperately needs a non-PvP mode:

    @toastedflowers said in The game desperately needs a non-PvP mode:

    @sir-green-day It's a game about PIRATES.... so you're upset someone tried to steal your stuff (which you didn't have at the time) because its what pirates do. Maybe think about your expectations of the game, and not willingly park next to a galleon ship at an Outpost.

    Can you give any other excuse or logical reasoning beyond "it's a pirate game that's what pirates do"? Because I'm pretty sure other online pirate games did just fine without the need for open PvP.

    PLAY THEM

    You are flying in circles around the same cheap manipulations over and over. This is a PvPvE game, you are not forced to play it, buy it or like it, but it's what it is, you are free to play the perfect pirates game (for you), but this one is PvPvE, deal with it.

  • @mythicalfable like hell it does... you're saying player based voyages where a player pays another player to do something for him. You're just taking a static npc feature and implementing it to the players choice.

    You're taking a straightforward quest system and putting it on a human decision system. Player A offers this voyage. Player B "buys" it and goes on it and gets paid by player A.

    But player A could forsake all that paying nonsense and just go and do his own set of quests and voyages and make quicker, more reliable money. How is this not convoluted?

    Even your argument about chests is a stretch. For all intents and purposes, those chests are in your position until you lose them, sell them, or give them. They are as much a trade item/resource as anything. A barter system is still an economic system. A chest or two for protection is still a player decided and dedicated trade system.

    Your method is speaking about putting all means of acquiring money on the players, which is dumb. Plain and simple. There needs to be other methods to acquire currency otherwise the market will quickly be dominated and there'll be nothing to stop exorbitant fees or prices. You can see this with every auction house that's been in games.

    Not to mention the uncertainty of that economy due to PvP. If player B gets plundered by player C he can now no longer accomplish his voyage and the contract agreement between A and B has to be canceled.

    Or. In short. The system we already have, just loads more convoluted.

  • Doesn't need a mode at all and won't get one there just needs to be rewards for peacefully interacting with other players so people do that instead of attacking everything on the sea. You can't just remove something that's essential to the game and think it will solve all your problems because without PVP this game would be boring because if I can beach my ship after being chased by a crew for an hour or so and play Ride of the Valkryes on top of my ship as it gets pelted with cannon balls then thank them for helping me destroy my ship and still have a great time then I see no almost zero problems with PVP when it happens. It's all up to you as the player on how situations play out so you can mad and stomp your feet or joke around with them like I did.

  • @geministatic You've obviously missed the part where the SoT devs have repeatedly stated that they want the game to be as fun for as many different people as possible with as many different playstyles as possible. They're not just pandering to you and others like you.

    So here's an interesting argument: People keep saying that giving us a PVE-only mode would "ruin" the game because all the PVEers would only play on that server and PVP would become boring because the "wolves" wouldn't have any "sheep" to hunt anymore... which says a lot about the how these "wolves" have "fun" (wouldn't you rather play against someone who will actually be a challenge?) But then you keep telling us that if we're unhappy with the PVP elements of the game then we should just not play at all. Won't that result in the same problem a PVE server would give you? If we're all gone, who will you "hunt"?

    ... Oh wait! Or was that just a strawman argument and you really just don't want us to get what we want because you disagree with our preferred playstyle? Gee.

    Also, it's not that I couldn't "handle" Rust, it's that Rust has turned into an unfun griefing gankfest, especially if you're a new or solo player. Its Steam page has negative review after negative review telling people to stay away because it's just not a fun or welcoming game anymore, and that is exactly my point. That is what SoT will turn into if something doesn't change.

  • @bondablesoup387 It's very simple because it seems that simple is all your understand.

    YOU guys are the ones that will ruin the game is anything. PvPers LOVE a challenge and PvP is one of the biggest points of the game... THE TRUE EVOLVING CHALLENGE. If Non-PvPers got their way... they'll get bored extremely quickly and leave the game while Rare loses their support from you anyways. PvPers aren't "wolves" out to get the "sheep"... we're just playing the game. The gaming industry DOES NOT thrive on people that play Easy mode on Single Player games like I imagine you do. So don't hate the player, hate the fact you're not a real player.

  • @geministatic Ahaha wow, welp. You just kinda proved my point for me.

  • @geministatic "If Non-PvPers got their way... they'll get bored extremely quickly and leave the game while Rare loses their support from you anyways."

    No, you think PVE would be boring but we don't and that seems to be the part that you're not understanding. Besides, with the game the way it is right now we're already getting bored because we're not having fun, so isn't it better for Rare to at least try things? Maybe it'll be boring, but maybe it won't be and they'll be able to keep more players. Trying is better than not doing anything because they're going to lose us if they don't.

    You seem to be resorting to insults and suggesting that you're the only type of player that matters. That's not very conductive to being taken seriously, is it? If games didn't want to bother with casual players who like easy mode then they wouldn't put casual/easy modes in their games, would they?

    Also, your assumption about me is wrong but thanks for showing us your true colors. It adds a lot to this discussion.

  • @bondablesoup387 How so? I love PvP but I won't pick on smaller guys... I even had an advantage to kill someone at a dock and COMPLETELY get some booty (no pun intended) but instead I was testing my mic... I confirmed my mic worked and then I played music and danced... and that was that. You see you mistaken the two extremes of PvPers... us that love it and participate because we love the challenge and then there's griefers. I'm not a griefer.

  • @geministatic said in The game desperately needs a non-PvP mode:

    @bondablesoup387 It's very simple because it seems that simple is all your understand.

    YOU guys are the ones that will ruin the game is anything. PvPers LOVE a challenge and PvP is one of the biggest points of the game... THE TRUE EVOLVING CHALLENGE. If Non-PvPers got their way... they'll get bored extremely quickly and leave the game while Rare loses their support from you anyways. PvPers aren't "wolves" out to get the "sheep"... we're just playing the game. The gaming industry DOES NOT thrive on people that play Easy mode on Single Player games like I imagine you do. So don't hate the player, hate the fact you're not a real player.

    You speak for all PvE players when you say they'd get 'bored extremely quickly' without PvP?

    Rare makes their money here from the initial purchase of the game and micro transactions that will follow in 3 months.

    Appeasing the PvE crowd who will absolutely buy from the game store will just put more money into the game in time, not less.

    A 'real player' like yourself, should have no issues with PvP servers full of other 'real players'.

    Why do you want to play with eazy mode, 'fake players' anyways?

  • @stem589 You're so right. Not only would we have a stronger community but we'll also have a "B******g-Free Zone" and also we'll know where you'll be once the new World of Warcraft Expansion will be... totally not in this game.

  • Yar! Te pyrats life tis not bein' fer ye! If ye bein' p****n' in yer pantaloons aboot pyrats hornswagglin' yer loot.. then mebbe yer not cut out fer the life of a scallywag. Git yer booty back on land wit te womenfolk ye son uv a sea-bisquit! (spit)

  • @geministatic said in The game desperately needs a non-PvP mode:

    @stem589 You're so right. Not only would we have a stronger community but we'll also have a "B******g-Free Zone" and also we'll know where you'll be once the new World of Warcraft Expansion will be... totally not in this game.

    In a game with no progression outside cosmetics, cartoon characters eating bananas, and essentially no PvP ladder, are you sure this game is 'hardcore' enough for you?

    You seem like a 'real player', so I'm guess the 'real players' go where the real action is.

  • @crash4654 said in The game desperately needs a non-PvP mode:

    @mythicalfable like hell it does... you're saying player based voyages where a player pays another player to do something for him. You're just taking a static npc feature and implementing it to the players choice.

    Static optional NPC-based feature drawn and bent into a dynamic fully optional player-driven feature. Now you are getting there.

    You're taking a straightforward quest system and putting it on a human decision system. Player A offers this voyage. Player B "buys" it and goes on it and gets paid by player A.

    In this example I take it that both player A and B are in the same crew. Except player B doesn't buy it. Player A offers a voyage. Player B either accepts it or player B tells player A to show what they offer instead. Both look at their voyages and depart on one OR they may risk it and find a player outside of their crew to have fun with. In case they wish to act out another fantasy, this works well. In this example, however, player A accepts the voyage player B offered. Once the voyage is complete, player A goes to player B and tells them to show the wares again so they may pick the one they wanted to order from them. Player A may ask player B to show their wares before they undertake a voyage and after one is carried to the client. Player A pays the material cost for the reward or in case material deficiency is an issue, they may compensate the deficiency with gold although the crafting delay grows longer.

    But player A could forsake all that paying nonsense and just go and do his own set of quests and voyages and make quicker, more reliable money. How is this not convoluted?

    I'm not sure what your issue is. In a solo play I would allow a player to do their own voyages coz this idea is not about forcing players to do teamwork and act out fantasies they don't want to play. Only if they want to act out fantasies as a crew, then they play as a crew, succeed as a crew and die as a crew the way they want. Wanna play solo? No problem. Just go for it. Making a quick buck is mostly an issue between your own ears. You don't see the whole canvas beyond all those colours.

    You can already do money as quickly as you can, trying to be as efficient as you like, and making all players get the same benefit just makes everyone have an equal chance at the pace. Do they all perform as efficiently as possible? Nope. Why should they? Not everyone want to do the same thing as we do and not everyone are mastersailors at start.

    Even your argument about chests is a stretch. For all intents and purposes, those chests are in your position until you lose them, sell them, or give them.

    In your possession. That's the word you were looking for. Yes. In your possession until you either lose them or sell them, but giving them away is still charity that only works with specific players. Definitely not amongst PvP players coz they see thorough your options and therefore sink your ship every single time if you allow them to do so. That's the most probable outcome unless you are more experienced at fighting them and decide to do the correct reaction; fight or flight. One of those will get you to safety and one will leave you with a sunken ship.

    They are as much a trade item/resource as anything. A barter system is still an economic system. A chest or two for protection is still a player decided and dedicated trade system.

    Technically it's never worth it. Not worth it at all. From a technical standpoint the probabilities are against you every single time you meet a PvP player. It's 100% battle. You can only have a chance at specific PvE players and even with PvE players there's at least a 50% chance that you are betrayed.

    A barter system is indeed an economic system. Point is that this is not implemented here. Players can try charity, but it only works with specific players who want to act out the fantasy behind it. Others will sink your ship coz that brings in the easy money. Not quick money. Easy money. The practical money. Have a crew deal with PvE and then sink their ship. Done deal. Works wonders and especially with those who think they have anything to bargain with. LOL

    Your method is speaking about putting all means of acquiring money on the players, which is dumb.

    Incorrect. Just because I tell you about the idea piece by piece, doesn't mean that this is all there is. Well designed plan is half the price.

    I told you to go read the MegaThreads and comments. I can give you a link if you don't feel like exploring or you don't have enough time.

    Material can be gained from islands with and without a voyage. They are scattered on and around the islands. Found from any points of interest just like those cannon balls and planks are. Gold would be the premium currency you'd find mates generate when they are interacted with. Killing one generates you gold just like carrying out voyages or anything related to PvP interaction. You could also buy gold from the premium shop at the site. Whatever rocks your boat. The time you reply to this comment, I reason that you will target this one here next.

    Plain and simple. There needs to be other methods to acquire currency otherwise the market will quickly be dominated and there'll be nothing to stop exorbitant fees or prices. You can see this with every auction house that's been in games.

    No auction houses here. There are multiple ways to gain materials and gold as I mentioned above. One thing I don't understand though. Why would anyone care about materials and gold if you can only get cosmetic items for them? No one cares unless you like cosmetics. Most of us here want to act the fantasies though, but still the cosmetics are just a relative significance. Pure PvP players don't care anything else except sinking your ship and griefers just want to break you. Only those who want to dress up for the occasions want to find some nice outfits to wear and after they get those, the currencies won't matter again anymore. The quantity of currency sources is not a big deal to handle if there are no incentives to match and the ways how long an incentive, that actually does match, carries the players.

    Not to mention the uncertainty of that economy due to PvP. If player B gets plundered by player C he can now no longer accomplish his voyage and the contract agreement between A and B has to be canceled.

    Uncertainty is still in the similar level as it is now except thorough this model a voyage can actually be carried to the ship instead of an outpost, in case the client did bring the crates with them. If not, the crew simply needs to return to the outpost they began from to find the crate and get rewarded by the client who is the only one to interact with it. In case the crate is left behind, the voyages behave almost exactly the same way they do now except they are not brought back to the NPCs. The import and export dispatch points are dictated in the scroll.

    Why would they have to get their contract cancelled? Is it something specific or are they just dumb enough to not find another chicken to catch? The suggestion here encompasses the whole repertoire of activities, not just voyages mind you. There are a lot of technical stuff below the hood.

    Or. In short. The system we already have, just loads more convoluted.

    Gratefully this is why we are having this conversation. The model is not convoluted like I explained above. It is the opposite. It takes more to code properly, but it's nothing the devs cannot handle I'm sure and it solves the fundamental issue this game has at its core.

  • @geministatic "How so?"

    I said: "You've obviously missed the part where the SoT devs have repeatedly stated that they want the game to be as fun for as many different people as possible with as many different playstyles as possible."

    And you went on to argue that me and others like me will "ruin the game" and that the gaming industry doesn't cater to people like us.

    You proved my point. You don't seem to understand what the devs really want this game to be because you're arguing for the exact opposite things.

    And yes, I understand that most PVPers are not griefers, but that's missing the point entirely. Not everyone plays like you, not everyone is going to leave friendly people alone, not everyone is going to refrain from picking on those who obviously have less skill/firepower than they do.

  • @stem589 I played Rust for a very long time and thanks to that game I have cardiac issues. So I think its time to vacation here for awhile. Besides in a sense... this game has what I want. This type of Journey is not something you get in every other game with PvP. Plus, once the whiners leave we'll have more to look forward to while continous supporting Rare in the long-run with this game.

  • @bondablesoup387 But yet you think a solution is having a PvE Server? Excuse my french my friend, but that's f*****g weak. Someone else in another thread I started actually made a good point.. like a Bounty System or something.. where another PvP can help you get your revenge without doing any of work. Sounds like something sort of up your alley... would you agree with a Bounty System?

  • @mythicalfable if it takes more to code properly then it's more convoluted... involving players only, by default, is more convoluted... you're showing some extreme bias towards your idea here man...

  • @geministatic

    I honestly don't think this game has enough PvE content to satisfy a PvE community right now, but why should that affect me?

    If the PvE players want to fight skeletons for months, they've paid their dues to Rare, bought their shoulder monkey/parrot, and have moved on.

    In time, more content will be added, and those that left (PvE or PvP) can come back again for their type of fun.

  • @stem589 Oh I agree with you there too. We do need more PvE content FOR SURE. I think truthfully speaking all the "PvP MasterRace" talk aside. I do feel like more PvP content needs to be added but guess what? It will and that was mentioned by the devs as well.

  • @darkassasinwolf said in The game desperately needs a non-PvP mode:

    The pve mode could be possible but i dont think it should remove all threats, it could add skeleton ships that are ai's or a lower gold count to discourage easy grinding. You could also make the amount of skeletons and sharks higher so you'll have other dangers to worry about. There can be a balance.

    I was actually about to suggest something like this.

    A purely PvE setting right now would be like Subnautica without the leviathans: a bland and ultimately pointless experience with no sense of danger or reward for survival.

    The only way to rectify that would be to up the danger level by 500%: sharks follow your boat everywhere, just waiting for you to get in the water. Storms are constant, making navigation difficult. Skeletons will take over your boat if you leave it in one place for too long.

    And to top it all off, the ghost ship of the legendary "Ragebeard, Maker and Devourer of Orphans" would need to patrol the waters looking for victims.

    It could be done, but without the random element and sense of real and constant danger, you're just doing what equates to MMO fetch quests for hours at a time, meaning SoT would be an ultimately pointless game that breaks no new ground and just rehashes concepts we've already seen before.

  • @geministatic A bounty system sounds cool and very helpful but that's not what I'm after and it definitely wouldn't fix the main issues. Again, you're missing all of the points. A bounty or rep system wouldn't stop people from picking on others because they wouldn't care about such a system. Yes, it might make them bigger targets but most of them would think that's fun and you know they'd find ways around it because they're not here for the game, they're here to dominate meeker/unskilled players.

    Yes, having a PVE server would be fantastic and if you think it's "weak" then you are welcome to not play there. See? It's almost as if when people have options and can choose their preferred playstyle, everyone is happy. But instead we're resorting to calling people names and discounting their "real" player status (as if that's even a thing) just because they like different things and have different skill levels.

    Any chance you can have a mature, respectful discussion without using insults?

  • @bondablesoup387 Not really honestly. Thankfully you'll never get a PvE server.

  • @BondableSoup387
    Yeah, I really hate it when Counter-Strike players shoot me when I am roleplaying a terrorist planting a mine. Why wont they add PvE servers?

  • @crash4654 said in The game desperately needs a non-PvP mode:

    @mythicalfable if it takes more to code properly then it's more convoluted...

    Correlation does not necessarily imply causation.

    More code doesn't make it by default more intricate. It's the one who isn't able to follow the code they form who makes it more convoluted than necessary for others to follow. I know it's hard for some people to really understand some of my comments, but that's why I clarify them whenever asked. Besides, you make it sound like simplicity cannot be convoluted or that intricacy is always a negative trait to have. Of course I know you don't mean this so I don't pretend that you do. Doesn't serve any purpose.

    involving players only, by default, is more convoluted...

    However, all games hopefully do involve players. Playing Chess or Go would be boring without an adversary. Plus, I didn't say anywhere that the concept involved players only. Just like chickens, other NPCs do have a purpose here as well. It's just an unorthodox one.

    you're showing some extreme bias towards your idea here man...

    Biased? Your current reply surely suggests that you might see me biased in some way. No particular reason why though. In case you want to explain why that is, I'd appreciate it.

    Either that is correct in some unforeseen way, which is highly unlikely, or you still don't understand the very fabric of the concept. I haven't told you everything about it so this is much likelier reason why you see me biased. You just don't have all the details you need to see the point. Just so you know that I don't blame you for not knowing coz the idea was mine after all and some individuals do have issues understanding my ideas.

    Shaping this vision for you is my job, not yours albeit personal experience of yours would help me get there. Tell me what ails you and I will clarify them.

  • @mythicalfable if you're purposefully leaving out details then of course it's going to sound convoluted...

    I'm working with missing information and you have this idea in your head in it's completion... how am I not going to see it as convoluted?

  • @crash4654 said in The game desperately needs a non-PvP mode:

    @mythicalfable if you're purposefully leaving out details then of course it's going to sound convoluted...

    I'm working with missing information and you have this idea in your head in it's completion... how am I not going to see it as convoluted?

    On paper, not just in my head and not on purpose. Very often I simply forget to explain things thoroughly, especially when I have written it all down once already. Once I finish a design, my mind just tends to shove them away. I do remember bits and parts, but what I remember and the length of an answer depends on how deep the question itself is. Sometimes the idea is just longer than two over 36k letter MegaThreads so please do understand that I may not be so keen on repeating them in every reply letter to letter.

    Of course you would. I'll fetch some links.

    [MegaThread] Predictions & Ideas Part 1

    [MegaThread] Predictions & Ideas Part 2

    [Feedback] Constructive & A Heads-Up Gesture

  • One simple word. 'NO'

    I say, suck it up buttercup. Fight back or sink trying.

    Show no quarter and expect none in return.

  • 0_1521658324335_b013bcef-5d9b-4511-8883-a62e6f2946a0-image.png

  • Bro, u just gotta sail away to a new outpost/archipelago - I.e run away - or fight back. It’s the whole premise of the game

  • @karstenx1971 Woah someone needs a ego cut, I think your a little too proud of yourself. Maybe you should take off that creeper hoodie and look in the mirror.

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