Topic: KillinTime
After spending two days, well, not two whole days, lets say two 8hr days going through the UI, market, stats, burning most of the EP for speed. (gots to have me speed). I realized most of my goals that i would of set, are past the trial span.
Now i have to figure out if this game is worth getting a PayPal account.....ahhhh, no. When we talk sandbox, most think of open world. The safe zone with the pvp switch is right on. The booting of peeps that shoot each other in the safe zone, to beta while pvp tagged is not.
Rule #1 for a sandbox game is,,,Penalties for doing what you play the game for inforced by game rules shovels sand out of the box. Fun things to enhance pvp that are not needed, but put into games to broaden the fighter class are bounties, pr.
I am a pvp mind set player,,,with prejudiced opinions. These are not going to change much through debate, ill just keep looking until game rules are within my frustration limits. In games its not about winning or losing debates on game rules. When rules are restrictive to a play style, that play style leaves. Ok you won,,,enjoy playing in a empty world.
Rule #2 to a sandbox is.....Pve players can exist anywhere, in any harsh environment. All you have to do is put a mining tool on a rover and say "theirs gold in them there hills". While the numbers of players that will put a defenseless rover in the middle of no where, to mine are limited, they do exist. I am one of those players. My impute is totally based on thousand of hrs of playing this role. I don't get shot much, make good profits, in a player generated market.
Lets get one thing over with now, before there is any misunderstanding. Pve players in a Pvp world need Pvp rovers. This is one thing i don't see in this game. It is the same old debate,,,,,Wolf verses Sheep. This game is all about Wolves, or should be. Putting a pve player in a slow unarmed rover and asking him to go into the wilderness, is feeding the wolves. This is not what i am looking for in a game. I don't mind getting shot. I do mind sitting in a rover and watching my armor burn away slowly, pummeling my attacker with skinny arms, and girlie screams of,,, stop.
One game i pvp in as a pve player has the big fat hard slow resource rover with a ranged art, high splash weapon, and a ranged splash cannon. If the attacker gets under 100 meters, the pve player is pretty much cooked,,,,unless he is covered by another pve player over 100 meters away,,,I shoot those that shoot you, and vice versa. These rovers can bust telly camps, but because they are so slow they hold the telly spawn, and carpet bomb the advance. Fast rovers that can avoid art, and cannon are used to counter these rovers,,,in that game they have a magnetic charge they place on the foe, and try to hide while a 30 second ticker freaks out the art driver..."a sweet girlie voice tells the driver, there is a object attached to your hull". while a ticker is heard. Good teams cover these art with a tank so they don't have to switch weapons or targets while supporting an advance.
Somehow the role of pve players in a pvp centric games has evolved into the Sheep model. So,,,no, it don't work for me. This part is broke in my opinion. The other model that works is radar masking, speed and distance. Which this game does not have either. I have not tried the portable telly, it is a good idea. But will probably get nerfed because of drempt up exploits. The first time a fighter loses a kill to one,,,the cries will be heard of fowl.
Now for the bad part, the part that is past reasonable acceptance. Fighters have to pve to make cash. This design is from the mind set of devs that consider their game a "indy" game. They "want" players to buy multi accounts because they don't expect many players in "their" harsh environment. Urp...or constant pvp will unbalance the game,,from goons, or giant gaming groups. Horror stories of inflation, quick endgame, total dominance from one group or the other have them putting in a grind that is unbareable. This is the product of a tec tree, and progression where the end game has uber players that stomp the crap out of half the player base that is below them in progression. The game lasts longer, but the result is always the same. The pve tree is also designed for multi accounts, i see many with them, it is the same o same o and while i like the tree, because of the goodies, i am not willing to sit around running missions for a year, to get one geedunk to play with.
Ok,,,,but what about the grinders? There are those that love to grind.. yes there are, and they are pve players. From games like eve, where they learned this play style. They never learned to pvp with a pve ship because they never got the chance. The sheep model in a pvp game is counter intuitive. This model is probably the one thing that drives player numbers that play pve from ever testing the "risk v reward" elements in a game. Go ahead and put it in. If they can't at least burn the shields off the attacker, they wont play. Buffalo can run over lions, if they are Buffalo. Think Africa.
Would i play if i could sub with a CC? Probably, i would also have a account for my wife. I understand this is a new game and there is a lot of "stuff" in the pipe line. I also understand that players run through content faster then the devs can make it. This is the biggest reason we see the "i am gone, because i have reached the end" threads. Expanded room is cool, debates on newbie retention might help. But honestly, one thing that needs to happen is the numbers of care bears in Alpha need to disperse to somewhere. This island is the starting spot, not the destination of these players.
Think ill go shoot something...
Across the great divide,
Just grab your hat,
And take that ride.