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there are skills in this game ?
I can completely see the reasoning in pvp. Thats why they should make it a toggle-able server setting. That way, we have pvp servers with it off to maintain raiding, and the pve people can enjoy a modern QoL that damn near every survival/crafting game is doing now.
They have no argument against that statement because there isnt one. It should be a thing for pve, and it should not be a thing for pvp. A toggle is the perfect solution for all parties
stop telling the truth, the pvp boys will realize that they are only a tiny minority of the V rising community who piss off everyone with their E-penis
It can also take this a step further and add a special storage chest in which it siphons its inventory from a hub allowing you to have a base inventory. During a raid this would either be inaccessible for the base owner or force raiders to raid the inventory hub itself. There's infinite ways this could be balanced for PVP but arguably I dont even think PVP should be the focus of base building survival games anymore, devs need to reassess whats acceptable for players to gamble in a PVP conflict. Being bombed to the stone age is counter productive to bringing in new players and makes the senior players invincible.
I mean we even get teleporters like no joke i can put a telporter next to a storage box for a room that might need it further away and teleport there. like I got gem cutter upstairs, and workshop that some times needs gems downstairs, teleporter boom I am efficient now...
Also can we stop pretending you can build a nice looking pvp castle? Optimal pvp builds are tons of doors and random stairs. It looks ridiculous.
pvp ruin every game
Totally. Spending that extra 5 seconds getting what you need and another 5 seconds wolfing to the crafting station is 10 seconds you’ll never get back!!
/s
Pvp is what makes games fun to play.
I've given you 3 games that released this year that added the feature, and your response is "ah, but they are not true Scotsman!".
Then, I've given you the example of teleport with resources, that the devs did add as a toggle, and you completely went over that, even tho that's a bigger QoL feature then crafting from storage. Cause when you turn that feature on, you save a lot of time, and potentially don't risk death, while crafting from storage would save you maybe 5 minutes a day of playtime, but would make the game more enjoyable for a LOT of people.
Let's cut to the chase, if you're gonna use the "as a tester" argument, then I'll give you the "as a programmer" argument...
The reason they are not adding it is cause they don't know how to implement it and not mess up the current systems. Getting every log turned into a plank, with no control over it, not to mention multiple recipes using the same ingredients and then your stuff gets turned into the wrong thing cause of auto crafting is a logistical nightmare.
Since the teleport option is a toggle, that shows that the devs are willing to listen to what the community wants, not to mention the countless other QoL changes they made, the reason this one isn't being added is cause they don't know how to, not cause they are "dying on this hill".
See? I can play the "hidden knowledge card" too :)
Games have changed over the years. 20 years ago, I would call my friend on the landline to tell him what Mephisto dropped for me, after kill number 142.
Today, we play games differently. I have a job and a life now and a lot less time to kill. I want to spend my free time having fun. Challenged by a hard boss that I can't overcome by by shear numbers. Sometimes I like to outlevel an enemy and feel like a badass while I'm one shoting everything on the screen. Sometimes I like to plan out my factory for most efficient resource usage with no waste. Sometimes I will walk for hours to just enjoy the world so that I can deliver packages to a shelter in the shortest route while avoiding the evil rain of the future.
But never, LITERALLY never, will I see that I'm missing 2 iron bars in my inventory and go "oh joy! I'm missing resources, now I can walk to my storage that is 3-15 seconds away and grab them, then walk back!".
1: Nightingale is in early access, not a finished game. It doesn't have PVP and is a very small scaled survival craft game with co-op features.
2: Enshrouded is another game in early access, and is not a finished product. However, Enshrouded does not have PVP, never will have PVP and is strictly a PVE building simulator with RPG and survival elements.
3: Palworld is a literal survival lite game that has an overabundance of QoL features, which is also why it has been all but abandoned by the player base now. Too many QoL features is never good, especially in a game that wants to be a survival game.
4: If you think that having lots of QoL features that hold your hands in a survival game is good, then you're not playing a survival game anymore, you're playing a wannabe survival game. I don't care what kind of programmer you are but you sure ain't no game developer if you think like that.
Games have changed over the years in terms of how they're being developed, but the reason they've changed how they develop games, some survival genre games in particular, is because of the newer generations of gamers being more lazy than the last generation of gamers, where effort = waste of time. It's also why newer generations of gamers keep coming to forums like this, whining about how much effort everything takes, how much time they're wasting doing anything, how hard everything is and demanding they litter the game with QoL features that takes away the entire point of a survival game.
Devs who are willing to listen and blindly listen to everything their player base suggest and demand, and devs who are willing listen but still stick to their guns and develop their game in their vision are two different things.