Re: New devblog: The Gamma proposal
Syndic:
yes i have played other MMOs before. And the PvE part there felt much more entertaining, even in the full PvP areas.Since you and Ville see "Sandbox" as soley PvP enviroment with full loss on death, there is no use in explaining you what could make perpetuum to a real sandbox game.
If you havent read the whole blog, i point out for you two the direction that Perpetuum is going:
DEV Zoom, Blog wrote:Issue: Too few NPC spawns in general, with emphasis on starter islands.
NPCs on Alpha 1 islands will only attack when attacked. This makes it possible to place more fixed spawns without interfering with mining, artifact hunting, transport and travelling. (Of course NPCs popping out of beacons and artifacts are not affected by this rule.)
Increase all normal (non-starred) distress beacons to 10 waves.THAT is themepark. go to your attraction booth (NPC spawn) and they will only start to "play" with you when you are ready for it. Its only missing the "put in a coin here to spawn npcs on demand" terminals all over the island. I dont think even WoW has such a dumbed down AI...
Do not presume to know what and how I see something.
Perpetuum is a game where players need to replace their equipment either through a communist system where they produce everything, or through a capitalist system where they buy everything. Either system requires NIC on multiple layers; prototyping, reverse-engineering, repairing and producing being the fundamental NIC sinks.
Thus, intelligent players put 2 and 2 together and come up with the most efficient way of aquiring vast amounts of NIC to fuel their ability to keep playing the game. This is called "farming", it is what players are doing in every sandbox or themepark, either farming for purple loot or skill-ups or level-ups or whatever -ups the game provides as an option.
Perpetuum is also a game whose combat system is keeping X range and pressing space. That is fundamentally the reason why "PvE" will always be lackluster.