This is a consistent theme throughout all of your posts, and honestly to a certain extent I agree. If players put in the time they could compete with you, the question is how much time. Currently for a player to hurt your base (the best players on the server) they would not need to just put in the same amount of effort as you have, they have to put in 2x the effort. So yes getting 100k takes about 3-5 days of very consistent play (I did it myself in about 4 during the second week of the server with fortune III). getting 800k+ (probably about 1m if I am guessing your base protection correctly) would take about 40 days of consistent play assuming a rate of 100k per 4 days (which is near constant mining). So mathematically if you mine 400k by day 20, it is no longer possible for an opposing faction to raid your base in the given time period even if they play almost constantly. And all that mining they are doing will just give your team more chances to kill them and track their base. So yes, players who don't give an effort is on the surface the problem, but if you look just slightly deeper you can see that the real issue is game mechanics incentivising player not to put the effort in (coincidentally this is what im trying to fix)
As stated repeatedly: if there is a team out there that has 2-3x the rupees of the other teams, if they see another player gaining on them it is a simple matter of time for them to constantly attack him while mining and track him constantly so they eventually find his base (if it takes sub 2min to find a base), thus it is impossible to protect your base better in the presence of a dominant team.
Exactly my point, the top player can still keep their dominance but they will need to put a lot more time in far more consistently
I would actually hazard to say considering our current PvP system, with Near infinite health makes it very easy to get away from players if you are just slightly prepared. I got away when 4 players in their best Armour and best artifacts where chasing me. In fact the only way I believe a person who is slightly prepared on this server can be killed is by tracking and using 2x rupees to raid their base. So no, the best players don't die at the same rate as everyone else, in fact a prepared top player will likely not die at all as no one can raid their base and you cant kill them in PvP
Yes and the reason is not good PvP skill, its rupee advantage. In a server where its is nearly impossible to win a 1v4 (if your the 4), the only way to kill anyone is a rupee advantage and base raiding.
Even if this did happen, it would just give a good team a TON of PVP targets, and I have already provided the math about how a weeks worth of only mining while the server is peak cannot overpower 50 days worth of consistent mining.
No, it helps new and old players alike who are consistent miners stay ahead of the competition. So if your a new player you can more easily catch up, and if your an old good player consistent time is demanded of you to keep up with the new players, essentially yes making it harder for people who are doing better, but only people who are doing better and don't put continuous time in
I agree and in my opinion there is an inefficiency in the system. Time spent is valued = everywhere. What my system does is value consistent time spent > one block of time spent. Not all time is equal. Thus in my world everyone is getting equal pay for equal work as consistent time is worth more than a block of time. The reason I value consistent time so highly is it forces the top team to always be working to keep their head above the other, while also giving players who start late chance to rise to the top of the pack. By incentivising these two virtues more players will want to play the server as everyone now has a chance of rising to the top regardless of who already is at the top.
1.) Didn't wait until Team A was offline to mine. -> actually they did, but when Team A saw they were being encroached upon they retaliated by logging on more and staging attacks
3.) Went to their base while Team A was online. -> If team A is on during all peak hours this makes it impossible for almost any Team B to claw their way up the ladder. Equal pay for equal work? why should Team B have to play at the most inconvenient and difficult times of day just to have a chance of challenging Team A as equals?
4.) Was there for more than 3 minutes to get supplies. -> its 2 minutes, and its cumulative... if Team A just leaves their tracker where it is last time.
Nope, I want to reward consistent play and thus devalue 100h put in on week 0 in comparison to 1 h put in every day from week 0-8
The server will be easier for consistent players, Death is still brutal and if you are seriously wondering why we need to make it easier for people to restart just look around when your on the server: its a ghost tone because people don't want to put the time into restarting if that time not only is a lot but is consistently increasing as the dominant team grows.
Actually this was taken out of context, what it meant in context is that it will be easier for players to restart as they no longer need to be in the mine fields as long to just get back to where they were, the same risks are still in the minefields, just less time is needed to get back to your original position comparative to the dominant team.
nope but you clearly stay up late mining!
Yes, people gave up, and the reason they gave up is not for a lack of effort it was because they identified the futility of trying to restart. Trying to restart in the presence of a dominant team is simply a practice in futility as I have demonstrated repeatedly.
as stated if a tracker is focused on just 1 player even if you only go to your base for 30s at a time, they can continually track and track again until they have the full 2min needed to identify your exact location.
Honestly this is not about me. I quit the server a month and a half ago as I knew I was not going to have enough time to mine for a while. I logged on just to see how you guys would try and take me down, and when I saw how this occurred I immediately began thinking, this would suck if it happened often in season 2, and thus the solution you see before you.
There is too much notice, allowing a dominant team to simply camp around and take all the bonus for themselves. And what this really incentivises is a big team with god Armour controlling the rupee fields throughout these time periods.
In the end you need to recognize that MCRPG has a problem, in my opinion the problem is mostly game mechanics yet is most visible as en effect on the community. So to what appears to be a community problem we need to incentivise a specific type of player via game mechanics. This player is a long term consistent player who adds a ton to the community, said player is exactly who my change is attempting to target.