PvPers Warned You. Numbers don't lie

This is a very stupid take for a plethora of reasons I can’t even be bothered to make so I’m just going to move on.

dogpilled arguemaxxer?
[1]


  1. why did I say this? ↩︎

horrible bait

mods close this thread please and thank you

would be funny bait but this reeks of chatgpt writing so ill have to downvote this thread :-1:

  1. Majority of the playerbase is pve
  2. You said you were talking about pvp, not ganks. Well guess what, only people the toggle really affects are gankers and rkers
  3. AO has never maintained the post-update counts for very long, this is no different

and even that reply is obvious bait which I’m falling for

isn’t it normal for every game

update causes player spike, then slowly goes down till next update where another player spike happens

:popcorn:

Post read and thoroughly understood—we need to add replayable PVE content that encourages player interaction.

Hey so what if we made changes and advancements to the party system to encourage players to party with strangers instead of just friends. Like, for example…

  • Parties can be made with a “tag” which indicates what you want to do in them. Tags would include “Fishing”, “Dark Sea”, “Treasure Hunting”, “Bounty Hunting”, “Boss Grinding”, etc.
  • Fishing near party members grants a 5% fishing rate boost and doubles the duration window for reeling in fish (in case you’re chatting).
  • You can share chart hints with nearby players and the loot is split. Also, you get slightly more loot in total to make up for the split.
  • Players sailing in a party can take the average speed of their ships when sailing in formation, allowing slower ships to keep up with the faster ones. (Wouldn’t apply in-combat).
  • When grinding bosses in a party, players will receive equipment they haven’t gotten, rather than having a chance at receiving duplicates.
  • The Dark Sea was already party-based, but maybe it would be better if there was a designated outpost-dock right at the edge of the sea which would serve as a launching-off point for expositions, to give players a place to gather and bust open sealeds.

“Oh, but wouldn’t this be overpowered???”

Yes. And considering it’s enabling friendliness in the community and probably boosting player counts, I’d say that’s perfectly okay.

Congratulations, you read a graph and came to a conclusion.

Now, show us the FULL graph of player activity, and I’ll give you a proper conclusion.

From what little I know (and honestly I might not have researched very much myself, but you have a burden of proof to uphold with your claim, too), here’s what I can say:

  • Players played the game.
  • Players gradually lost interest in the game, but a fair few maintained their interest in it until the content dropped off over time.
  • An update occurred, causing the amount of players playing to spike as a result of the update, before tapering off as expected.
  • The graph shown was during the time PvP toggle, alongside the whole of Full Release, occurred.
  • There is also a low point behind the update spike, suggesting that the game was still being played by a small amount of players (roughly between 1 and 2k) before the servers shut down for temporary maintenance.
    Conclusion: **Normal update and playerbase behavior occurred.**

There, now I’ve engaged with the “bait” and given my own analysis of the crop of the chart provided.

That’s actually a great idea. Apart from being “overpowered,” it would make the game more sociable and add elements of interaction that players can enjoy further.

If I may explain exactly why this is untrue as heck
:chart_increasing: :office_worker:

Global PvP is not a universally bad mechanic, when done right, such as in The Wild West, and to a lesser degree, World of Magic, it can be a driving force behind the game’s popularity, but it’s a very hard mechanic to properly implement.
Players are often incentivized by default to randomly kill each other, simply for an adrenaline rush.

The way to counteract the natural tendency to gank is counterincentives, such making players take a risk by killing others. In The Wild West, this comes in the form of gaining bounty, which allows people to kill you without gaining bounty themselves, and in fact gaining money for doing so. This, however, doesn’t kill PvP, because bounty and PvP are directly related in the game. You can do a safe job like hunting and mining for money without gaining bounty, but you can also rob a bank or rob other players, which gives you a bounty but rewards you more quickly, but also incentivizes others to PvP you for their own benefit.

Arcane Odyssey and Deepwoken failed where Wild West succeeds because Wild West makes PvP a means to an end and a fun way to gain and display skill, while in AO and Deepwoken PvP provides no incentive not to gank, causing human nature to decide ganking will be fun, and the games’ impossible balancing results in skill being nigh-irrelevant compared to good equipment.

AO and Deepwoken are both RPGs with lots of stat scaling though, while Wild West’s unlocks are more about specialization and preference, so Wild West has an easier time implementing this due to the nature of it, but that doesn’t mean that AO and Deepwoken can’t create a similar circular system.

game is not dying. just confirmed.

this has to be ragebait, i have never seen this game to have as up to 7k players this long

plus we can’t ignore the abysmal updates that roblox did or are planning to do, age groups, planning to remove r6, animated faces replacing old ones, planning to remove 2d clothing

You put that very well. When done right, it creates wonders.

With the current state of PvP, the only “real” way to deal with ganking is to extend invulnerability times as of right now.
Additionally, the only reason to be “ganking” is to increase your position on the leaderboards.
Anyone with a high fame or bounty, you take them, you gain a high boost in leaderboard points, you target and camp them, you gain more.

It’s a toxic, perpetual loop of gained resources until the target in question leaves.

If there was a good way to actually improve upon PvP without implementing solid walls against bad behaviors, then I’d love to see them implemented, but with a rigid system as of right now… well, you have to make stiff, but sturdy supports.

Other than that… yeah. Thanks for putting everything into perspective with how PvP is done.

i am still not fucking playing this shitty ass game without pvp toggle

This is because you managed to make a topic that was only reasonably understandable if it was bait.

Okay, so the player count is dropping?? So? That was bound to happen, how are you going to prove that the drop is because of pvp toggle.

also
image

I agree.

We should remove PvP toggle, that way we can have more risk in the game. Us PvPers are the ones actually keeping the game alive, meanwhile the lazy PvErs don’t put as much dedication into the game as us higher beings.

I am right and if you disagree you are wrong.