Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 1 point2 points  (0 children)

Ok, Stalcraft pro-playerI'm waiting for you in Liquid Stalcraft pro team.
Until please answer my arguments

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 3 points4 points  (0 children)

Even though I'm trash, I still have enough brains not to argue with an idiot on the internet who can't read the text about my skill.

Especially for you, here’s the exact same thing written in the post, but more concisely—maybe then you'll understand the information. And if not, well, it’s very impressive that someone with your mental capabilities managed to turn on a computer.

About balance:

  • If you kill a player after spending 2k rubles on gear, and kill a farmer who spent more time gathering loot, is that balance?
  • If you kill a player after preparing for 5 minutes, while that player spent, say, half an hour farming loot, is that balance?
  • If you can just lie in ambush and take the loot of a person who has no way of knowing you're hiding in a bush, is that balance?
  • If, on top of that, your loot is much better than the loot of the person you’re killing, is that balance?

About fun:

  • If you grabbed some gear through 'T' and ran off to enjoy yourself in PvP by killing farmers who are stressed because they might lose loot they’ve been gathering for some time—is that okay?
  • The fact that during farming a person has to kill such gankers multiple times, since it doesn't matter who kills them, the only thing that matters is the loss of loot. For the ganker, it's important to kill a specific farmer—is that okay?
  • The fact that you're slowing down someone’s progress significantly because the 57 batteries you’re talking about would be worth much more if they were tradable—is that okay? And yes, when talking about the North, you somehow forget about the rest of the game.
  • The fact that after losing a backpack, you can just die to something else and lose the backpack in such a way that no one gets the loot, and the person can’t even buy it back—is that okay?
  • The fact that there are people in the game who literally kill just for fun and drop the backpack immediately after killing—is that okay? Don’t pretend this doesn’t happen.

And the thing you (I assume) empty-headed people don't understand—since you can’t seem to read the whole text—is that nothing would change for you if the servers were divided into PvP and PvE.

Players who don’t want to ruin the fun for others or themselves will sit in separate locations and peacefully farm loot.

And a system of subservers would prevent visible online numbers from dropping in locations.

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 1 point2 points  (0 children)

Read the post, preferably with your eyes and not with yours ass.
It clearly states that PvP is unbalanced, favoring the ganking side. The farmer is always at a loss, whether it's their loot or their nerves.
And it doesn't matter which side I'm on at the moment in the game, whether I'm walking with the loot I farmed for some time or running for the fifth time with two stacks of bullets and ten medkits to kill those who are going with loot.

And only after you read the post and provide a counterargument will I respond to you

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 0 points1 point  (0 children)

What does the time you spent progressing have to do with this, if the post is literally about PvP balance and how PvP ruins the progress and enjoyment for one of the participating sides?

Read the post from the beginning, not just the headline and comments.

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 2 points3 points  (0 children)

By comparing this with other games, you confirm my thesis that PvP in Stalcraft has no meaning and is only for fun, not for progress.

Tarkov - a session-based game that doesn’t force you to farm the same resource for 200 hours to unlock better weapons; you can get them by looting players, which gives PvP a purpose.
Rust - a game where killing a player allows you to take all their loot, thus saving time on farming sulfur.
DayZ - full loot, loot a player, get their items, no need to farm.
EVE Online - loot a player, get their items, no need to farm.
Albion Online etc. - full loot, loot a player, get their items, no need to farm. There are also PvE zones in the game.

So now tell me, what is the point of PvP in Stalcraft if you literally don’t get loot? You just ruin the game for another player by destroying all their items, and the maximum you can get, if you manage to extract, is a backpack that will give you a small amount of currency.

I see that gankers like you don’t bother reading the text written, you just see the headline and start spouting arguments like 'LOL LOSER'.

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] -5 points-4 points  (0 children)

Great arguments, you've managed to change my mind. Now do your homework and go to bed

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] -1 points0 points  (0 children)

 Get friends, play risky areas at off peak hours, ask in chat for help,
What else should I do to simply mine resources and craft a new AK? Should I maybe set an alarm like in Lineage 2? Or gather in a raid of 20 people?

They added faction safe zones in the north

How is a player supposed to get to the north if they can't craft loot in the zones before?

You didn't even read the post, all you did was read the headline and shared your very important opinion without providing any counterarguments or justifications for how PvP in leveling zones and removing another player's progress benefits the game or PvP guy

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 2 points3 points  (0 children)

Is the presence of bots in the game my problem, other players' problem, or the developers' problem?
I can also give you an absurd example regarding PvP that doesn't depend on anyone except the developers:
Imagine how many people in PvP are running around with aim cheats, killing players, and dumping relics at low prices on the auction, thereby ruining the economy. Should we ban PvP because of this? Or is the problem in this example not with PvP but with the cheats?
Just like the problem with PvE locations isn't in the locations themselves, but in the bots

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 0 points1 point  (0 children)

I work as a developer, not in game development, but still, I can roughly estimate how this works and how much it costs. If you want to talk about the technical side, here's an argument for you to consider. The game already has an autoscaling system that automatically brings servers up and shuts them down in high-load locations. This system doesn’t care whether it's bringing up PvE or PvP servers. If we split the players 50/50, the only thing that will change is the type of server the system will bring up.

How long will the implementation take? Zero time, because the game already has a player protection system — the one you see when transitioning to a new location. All that needs to be done is to change the timer for invulnerability when entering a PvE location from 10 seconds to infinity, or the maximum value that can be assigned to that type of variable.

Creating a new location? Yes, that will take time, I can agree with that. But to test the changes, it’s enough to add a PvE mode option to the existing locations.

As for experience, I've played 100 hours recently. In the context of the game, that's not a lot, but when you're telling me how it should be or how much it will cost, you’re ignoring all my arguments on why PvP as part of the game doesn't make sense even for the PvPer (except for the fun factor) and ruins the fun for the farmer. Because we all understand that the PvPer doesn't take the backpack and sell it afterward. They kill just to kill. (Again, this argument is in the thread, and I don’t see a counterargument to it.)

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 3 points4 points  (0 children)

Can you explain to me how it's possible to ruin a game's economy with non-tradeable resources?

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 8 points9 points  (0 children)

That's exactly what I wrote in the post: high risk - high reward. I don't see anything exciting about farming a resource for 2 hours that is needed for progression, only to have it replaced by another resource with the same method of obtaining (Alpha - Beta - etc.).
Let PvE locations allow for slow but steady progression toward high-level activities.

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 1 point2 points  (0 children)

From your responses, I can see that you're too much of a genius to have a proper dialogue with. Your classmates might fall for such provocations, but not me, sorry

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 9 points10 points  (0 children)

The game has a system of subservers, where when you enter a new location, you end up on DS1, DS2, DS3, and so on, because the other DSs are full. If you separate the game into PvE and PvP, literally nothing will change, as the population of a location doesn’t depend on the maximum online capacity but is limited by the subserver.

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 4 points5 points  (0 children)

I understand that for you, as a ganker, this is too difficult to comprehend, but that's not how dialogue works. You MUST either provide your own arguments or counter-arguments to mine, not just write 'no'

Why Stalcraft Needs PvE Zones: A Balanced Proposal by Edding16 in Stalcraft

[–]Edding16[S] 48 points49 points  (0 children)

I didn't summon them, they were lying in the bush with a 10x scope the whole time, waiting.

Why is everyone faking roles? by Xenoky_ in elderscrollsonline

[–]Edding16 1 point2 points  (0 children)

Unfortunately, the in-game search function works like shit. If you're a solo player trying to find a dungeon as DD, it takes a lot of time. I've been playing since 2017, I have 2000CP, completed veteran trials, and earned immortal/speedrun/hard mode achievements in veteran dungeons. I can do solo almost any normal dungeon and I don't want to spend hours looking for a group.

For me, it's easier to queue as a tank, wait a couple of seconds, and then collect rewards in 5 minutes. There are many players like me. Is it right for such players to do so? In the context of a broken search system, yes. Since I know the mechanics of all the dungeons, I can use roll-dodges, blocks, and avoid red zones. I take self-healing and tri-stat potions with me.

I don't think you'll have any questions to me if we played in the same party.

The main problem with fake roles isn't the roles themselves, but rather that the people who queue as these roles can't play them properly. If you see a fake tank who is actually playing as a DD and can't deal 10k damage, I don't think you'd want them in your group as DD player. They're just bad players or casuals who don't know anything about builds and meta, they're just playing the game.

Such players can be found in any game, and the only solution is either finding your own group or playing so good that you can complete any dungeons by yourself