Oh, how beautiful. This is my favorite song, I can always rock out to it! What was the name of the song again? Was it something German?
Right! Quatsch mit Soße!
This game long ago became an RP and building game. It’s not only PvP, but also PvE that has been long abandoned. Every patch they have released since AoS has made the PvE experience worse.
I disagree…you are taking conclusions about something that you didn’t tested yet. Why do you think that nobody though about PvP implications before to start the development? Take the chance to test it first before take any conclusion.
The issue is that RP players don’t really like this either.
We already have ways to place NPCs around our base and fully customise them, including appearance and animations. Hell, we can even attach dialogues to them and make them do things as we please
This is just an incredibly inferior version.
And while them “living” might sound nice on paper, since they choose activities at random, it’s pretty unusable to actually work with it. F.e.: there isn’t any way to create a dining hall unless you remove all other seating places from your base.
Idk but this one is even more so than people think.
For those who trully RP, either you have a good solid system or no system at all. RP players will take “imagination” over crappy systems anytime.
I mean, RP players who are RPers will play TT RPGs, which are by definition only run in your head. You gotta have a pretty good system to top that.
There are many things Funcom could do that mods already do that offer an advantage to certain kinds of players, but as the game is, Funcom has a run for their money in competing with mods for RP crowd. Even the Bazar items, I think they are good, but some mods do much better. They might not be “that functional” in comparison, but in appearance and scope, mods are years ahead.
They should try to work “with” the mods, not “run aside them”.
Even if you replace PvP with “combat in your base”, which is not only pvp thanks to mods, this has not had a real oversight about that as we see.
There is something important about combat in your base that makes it interesting: You dont prepare for it. To be good it must keep you your toes.
Imagine if for some reason, an attack, player or otherwise, comes to your base and your weakest thralls are clogged in the way of your strongest to run from a place of “guard” to the place in need of defense ? Imagine that the clogging is due to a circunstance you CANT control ?
Why I say that ? Because it was that which took me to make a whole feature in my mod of “living settlements” called the “Horn of war”, which allows you to get the whole base to set up for combat in a momentous notice, as to remove any conflict and put them in “alert” so that precise thing I described up does not happen, because experience tells me, without it, that WILL happen.
Furthermore, I had to put tons of specs in the thralls to mitigate the N times in which their roaming and leaving or going to stations make them stuck. Which the dev stream shows they did not.
You have a ton of things you can see by the dev stream that this system is lacking, not because “me”, but there are right now like 4 or 5 mods better known than mine which also implement thrall “live behavior” which went to similar trial and error to make the system to work. What we see is much like the thing on Ironman: