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		<title><![CDATA[The Purge - Game Design Theory]]></title>
		<link>https://thepurge.net/</link>
		<description><![CDATA[The Purge - https://thepurge.net]]></description>
		<pubDate>Tue, 26 May 2026 15:07:40 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Three PvP Factions?]]></title>
			<link>https://thepurge.net/showthread.php?tid=17291</link>
			<pubDate>Sun, 01 Feb 2026 13:05:40 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=645">Zeddash</a>]]></dc:creator>
			<guid isPermaLink="false">https://thepurge.net/showthread.php?tid=17291</guid>
			<description><![CDATA[I was wondering if this was ever really possible to balance this in an MMO? DAoC population balances started to show fast on the server I was on. ESO had the same issue. It always felt like the underdog would naturally begin to be focused by the two others.<br />
<br />
I've had the same feeling playing threes in board games. Even without the verbal creation of alliances, there is sometimes a tenancy to pick on the weakest to get them out of there, which is a very viable strategy and possibly part of the fun (doesn't just need to be 3 players here.)<br />
<br />
There is enough balance issues with two factions.<br />
<br />
What games do you think did this best, video game or board game?]]></description>
			<content:encoded><![CDATA[I was wondering if this was ever really possible to balance this in an MMO? DAoC population balances started to show fast on the server I was on. ESO had the same issue. It always felt like the underdog would naturally begin to be focused by the two others.<br />
<br />
I've had the same feeling playing threes in board games. Even without the verbal creation of alliances, there is sometimes a tenancy to pick on the weakest to get them out of there, which is a very viable strategy and possibly part of the fun (doesn't just need to be 3 players here.)<br />
<br />
There is enough balance issues with two factions.<br />
<br />
What games do you think did this best, video game or board game?]]></content:encoded>
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		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=1">Slamz</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[Russia and China using this to gain intel on NATO seems preposterous to me, because their fight against Ukraine isn't anything like what their fight against NATO would be like. It's like dumping a bunch of M-16s in the South American wilderness and being like "we're going to really unlock the secrets of the American Army as soon as the natives find these bad boys!"<br />
<br />
No offense to Ukraine and all that but they aren't getting top gear, haven't had a lot of training, and definitely are not using NATO strategies and tactics. What saved Ukraine from being overrun was mostly, I believe, the fluke of the fact that they were building a lot of home grown and pretty effective anti-armor weapons, which they were selling to the middle east. They turned all the exports around and used them. The Javelins and such didn't come until later (and their own home system was way better for ambushes because you didn't have to be present to fire it). The fact that Russia's gear was pretty garbage helped too.<br />
<br />
The idea that "Russia could run over them at any time they just choose not to" seems excessively silly. They absolutely tried that and failed, mostly because they are a complete joke in the area of logistics (and/or discipline). Their early paratroopers were out looting convenience stores for snacks and lost the airfields they were supposed to be holding.<br />
<br />
I dunno why you guys seem to overestimate Russia so much. I know we shouldn't underestimate our enemies and all that but they tried to Red Dawn in Ukraine and failed. And that was where they peaked.]]></description>
			<content:encoded><![CDATA[Russia and China using this to gain intel on NATO seems preposterous to me, because their fight against Ukraine isn't anything like what their fight against NATO would be like. It's like dumping a bunch of M-16s in the South American wilderness and being like "we're going to really unlock the secrets of the American Army as soon as the natives find these bad boys!"<br />
<br />
No offense to Ukraine and all that but they aren't getting top gear, haven't had a lot of training, and definitely are not using NATO strategies and tactics. What saved Ukraine from being overrun was mostly, I believe, the fluke of the fact that they were building a lot of home grown and pretty effective anti-armor weapons, which they were selling to the middle east. They turned all the exports around and used them. The Javelins and such didn't come until later (and their own home system was way better for ambushes because you didn't have to be present to fire it). The fact that Russia's gear was pretty garbage helped too.<br />
<br />
The idea that "Russia could run over them at any time they just choose not to" seems excessively silly. They absolutely tried that and failed, mostly because they are a complete joke in the area of logistics (and/or discipline). Their early paratroopers were out looting convenience stores for snacks and lost the airfields they were supposed to be holding.<br />
<br />
I dunno why you guys seem to overestimate Russia so much. I know we shouldn't underestimate our enemies and all that but they tried to Red Dawn in Ukraine and failed. And that was where they peaked.]]></content:encoded>
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			<title><![CDATA[Thanks for the posts!]]></title>
			<link>https://thepurge.net/showthread.php?tid=17263</link>
			<pubDate>Tue, 11 Nov 2025 13:14:53 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=645">Zeddash</a>]]></dc:creator>
			<guid isPermaLink="false">https://thepurge.net/showthread.php?tid=17263</guid>
			<description><![CDATA[Just wanted to send out a general thank you for these boards. I’ve been going through the old posts with new interest since I’ve finally begun to work full-time on my own game. I’ve always dabbled but took the full-time jump this summer, converting an older c++ authoritative multiplayer game server I’ve worked on into rust.<br />
<br />
Forum based discussion is something that I miss now. Reddit dev communities are becoming a slog-fest of bots and look-at-what-I-did posts with no real value or discussions happening. My favourite sub being completely inundated with bots lately. I use Discord but it’s really just walled communities. Who knows, maybe as a society we’ll ‘devolve’ back to forums again, IRC… Gopher anyone?<br />
<br />
I’m not here either to fish for ideas or get anyone involved, although there are some truly great minds here when it comes to world building and game design. I’m just working alone in a vacuum right now, where historically I’ve mostly worked with teams. Posting… even if no one reads this or cares, makes it a little more real to me.<br />
<br />
While I’m not going to make an MMO, this game will be multiplayer and the server will be MMO ‘ready’ as per my design philosophy.<br />
<br />
I have a few game design documents made but still not sure where I’m going, I'm fine with this because I really want to get a good multiplayer foundation first. The first idea was to build something like Dwarf Fortress or RimWorld with more RPG elements. In RimWorld you learn that very little is going on behind the scenes outside of the map you’re currently on. It's an effect and fun solution so I'm not knocking it at all. I’m building my own server partially to have a more world-like simulator for NPCs. Building this in a 3D world gets quite complex. The initial idea was one massive 2D world loading in chunks. I was thinking of having a character you control initially as opposed to pure colony sim ‘god mode’, then Dwarf Fortress came out with Hero Mode. I really want to avoid the ‘I’m going to make x game but make it better!’ to a degree. That would be very subjective and also you fall into the trap of players reasoning, ‘why would I play x when I already own y?’ I think so many MMOs over the years fell into this trap of trying to make a better WoW as one example.<br />
<br />
So, thanks all! Hope you’re having fun doing whatever you’re doing and wherever you are!]]></description>
			<content:encoded><![CDATA[Just wanted to send out a general thank you for these boards. I’ve been going through the old posts with new interest since I’ve finally begun to work full-time on my own game. I’ve always dabbled but took the full-time jump this summer, converting an older c++ authoritative multiplayer game server I’ve worked on into rust.<br />
<br />
Forum based discussion is something that I miss now. Reddit dev communities are becoming a slog-fest of bots and look-at-what-I-did posts with no real value or discussions happening. My favourite sub being completely inundated with bots lately. I use Discord but it’s really just walled communities. Who knows, maybe as a society we’ll ‘devolve’ back to forums again, IRC… Gopher anyone?<br />
<br />
I’m not here either to fish for ideas or get anyone involved, although there are some truly great minds here when it comes to world building and game design. I’m just working alone in a vacuum right now, where historically I’ve mostly worked with teams. Posting… even if no one reads this or cares, makes it a little more real to me.<br />
<br />
While I’m not going to make an MMO, this game will be multiplayer and the server will be MMO ‘ready’ as per my design philosophy.<br />
<br />
I have a few game design documents made but still not sure where I’m going, I'm fine with this because I really want to get a good multiplayer foundation first. The first idea was to build something like Dwarf Fortress or RimWorld with more RPG elements. In RimWorld you learn that very little is going on behind the scenes outside of the map you’re currently on. It's an effect and fun solution so I'm not knocking it at all. I’m building my own server partially to have a more world-like simulator for NPCs. Building this in a 3D world gets quite complex. The initial idea was one massive 2D world loading in chunks. I was thinking of having a character you control initially as opposed to pure colony sim ‘god mode’, then Dwarf Fortress came out with Hero Mode. I really want to avoid the ‘I’m going to make x game but make it better!’ to a degree. That would be very subjective and also you fall into the trap of players reasoning, ‘why would I play x when I already own y?’ I think so many MMOs over the years fell into this trap of trying to make a better WoW as one example.<br />
<br />
So, thanks all! Hope you’re having fun doing whatever you’re doing and wherever you are!]]></content:encoded>
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			<title><![CDATA[Video Game Lore]]></title>
			<link>https://thepurge.net/showthread.php?tid=17197</link>
			<pubDate>Thu, 02 Jan 2025 14:30:47 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=1">Slamz</a>]]></dc:creator>
			<guid isPermaLink="false">https://thepurge.net/showthread.php?tid=17197</guid>
			<description><![CDATA[I've been watching a lot of anime lately (<span style="font-style: italic;" class="mycode_i">don't judge me!</span>). One thing that's kind of interesting is the number of animes out there that are basically:<br />
<br />
Guy dies and wakes up in a video game.<br />
Guy falls asleep playing his video game and wakes up in the video game.<br />
Here is a group of adventurers in a fantasy setting with dungeons and monsters but also they have video game stats and it's part of their normal life. Like "Oh, you have 198 agility? That's cool bro. How'd you get it so high and you're only level 15?"<br />
<br />
The part that got me thinking is how these shows always incorporate the reality of what's happening as part of the lore of the show.<br />
Like you need a group of heroes to endlessly fight some dungeon. Okay. Why is the dungeon there? Where do these monsters keep coming from? What's the point of it all?<br />
<br />
Well, <span style="font-style: italic;" class="mycode_i">you see,</span> what <span style="font-style: italic;" class="mycode_i">happened</span> wuz... there's some God-being who spawns dungeon cores and some local monster finds it and becomes a dungeon master and starts summoning in creatures and blah blah blah and everyone wants to kill them to rank up their entirely visible stats that appear in front of them on magical parchment whenever they want to check because why wouldn't they. It doesn't necessarily make <span style="font-style: italic;" class="mycode_i">sense</span> but it's <span style="font-style: italic;" class="mycode_i">what's actually happening.</span><br />
<br />
This made me realize why I hate so many computer RPGs, especially so many MMORPGs. I mean, I put thousands of hours into them but for every hour of it there's at least one thing going on at all times that irritates the hell out of me.<br />
<br />
The problem is video game RPG lore never matches <span style="font-style: italic;" class="mycode_i">what's actually happening.</span><br />
<br />
"Adventurer! Save us! There are these wolves and they have already killed my grandmother and taken her necklace! We might all be next! Kill the wolves, retrieve her necklace and save our village!"<br />
<br />
And there I stand looking at a field with 37 adventurers standing around waiting for a wolf to spawn. Come back two years later, the wolves are still there. Bro has gotten 159,000 necklaces returned to him. Keeps them in a barn somewhere, presumably. Stacked to the ceiling. Wolves ain't ever taking over the village. Far as I can tell the only thing they're guilty of is being bloody stupid and standing around in a field. And every time I see something like this, which is <span style="font-style: italic;" class="mycode_i">constantly</span>, it takes me right out of the experience.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">We need better lore.</span><br />
<br />
Video game lore. To match the video game. I don't mean "we need deeper lore with tales of old gods and how we are the chosen one meant to save it" but more like the <span style="font-style: italic;" class="mycode_i">opposite</span> of that. We need lore to match whatever is actually happening around us.<br />
<br />
I want to log in for the first time and be unceremoniously handed a sword, a spellbook, a hat, and pointed towards the door because after the first 1200 "heroes" spawned in, the people (NPCs) at the starting area couldn't be bothered to give us all proper intros anymore and treated us as exactly what we were: an anonymous assembly line of cookie cutter level 1 bozos who keep tromping in out of nowhere. If there's a tutorial let it be in the form of some tireless personal imp whose only purpose in life is exactly that. Your sword, your book, your hat, your imp, off you go.<br />
<br />
If we are fighting a war without end, don't pretend that it's a glorious fight to save our people (unless, via actual game mechanics, that's actually what it is). Just tell us the Gods are having a contest, and they are keeping score (Imp: "You can see the score on a magical floating parchment if you hit TAB"), and we will respawn when we die, may the best team win, Gods will reset the scoreboard every 3 months because they like to keep things fresh.<br />
<br />
Now <span style="font-style: italic;" class="mycode_i">that's</span> some lore. Now I can play the game and feel like I'm not distracted by some made up stories that are completely out of touch with what's actually going on.<br />
<br />
I just want a lore that actually matches the gameplay.<br />
<br />
Or vice versa.]]></description>
			<content:encoded><![CDATA[I've been watching a lot of anime lately (<span style="font-style: italic;" class="mycode_i">don't judge me!</span>). One thing that's kind of interesting is the number of animes out there that are basically:<br />
<br />
Guy dies and wakes up in a video game.<br />
Guy falls asleep playing his video game and wakes up in the video game.<br />
Here is a group of adventurers in a fantasy setting with dungeons and monsters but also they have video game stats and it's part of their normal life. Like "Oh, you have 198 agility? That's cool bro. How'd you get it so high and you're only level 15?"<br />
<br />
The part that got me thinking is how these shows always incorporate the reality of what's happening as part of the lore of the show.<br />
Like you need a group of heroes to endlessly fight some dungeon. Okay. Why is the dungeon there? Where do these monsters keep coming from? What's the point of it all?<br />
<br />
Well, <span style="font-style: italic;" class="mycode_i">you see,</span> what <span style="font-style: italic;" class="mycode_i">happened</span> wuz... there's some God-being who spawns dungeon cores and some local monster finds it and becomes a dungeon master and starts summoning in creatures and blah blah blah and everyone wants to kill them to rank up their entirely visible stats that appear in front of them on magical parchment whenever they want to check because why wouldn't they. It doesn't necessarily make <span style="font-style: italic;" class="mycode_i">sense</span> but it's <span style="font-style: italic;" class="mycode_i">what's actually happening.</span><br />
<br />
This made me realize why I hate so many computer RPGs, especially so many MMORPGs. I mean, I put thousands of hours into them but for every hour of it there's at least one thing going on at all times that irritates the hell out of me.<br />
<br />
The problem is video game RPG lore never matches <span style="font-style: italic;" class="mycode_i">what's actually happening.</span><br />
<br />
"Adventurer! Save us! There are these wolves and they have already killed my grandmother and taken her necklace! We might all be next! Kill the wolves, retrieve her necklace and save our village!"<br />
<br />
And there I stand looking at a field with 37 adventurers standing around waiting for a wolf to spawn. Come back two years later, the wolves are still there. Bro has gotten 159,000 necklaces returned to him. Keeps them in a barn somewhere, presumably. Stacked to the ceiling. Wolves ain't ever taking over the village. Far as I can tell the only thing they're guilty of is being bloody stupid and standing around in a field. And every time I see something like this, which is <span style="font-style: italic;" class="mycode_i">constantly</span>, it takes me right out of the experience.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">We need better lore.</span><br />
<br />
Video game lore. To match the video game. I don't mean "we need deeper lore with tales of old gods and how we are the chosen one meant to save it" but more like the <span style="font-style: italic;" class="mycode_i">opposite</span> of that. We need lore to match whatever is actually happening around us.<br />
<br />
I want to log in for the first time and be unceremoniously handed a sword, a spellbook, a hat, and pointed towards the door because after the first 1200 "heroes" spawned in, the people (NPCs) at the starting area couldn't be bothered to give us all proper intros anymore and treated us as exactly what we were: an anonymous assembly line of cookie cutter level 1 bozos who keep tromping in out of nowhere. If there's a tutorial let it be in the form of some tireless personal imp whose only purpose in life is exactly that. Your sword, your book, your hat, your imp, off you go.<br />
<br />
If we are fighting a war without end, don't pretend that it's a glorious fight to save our people (unless, via actual game mechanics, that's actually what it is). Just tell us the Gods are having a contest, and they are keeping score (Imp: "You can see the score on a magical floating parchment if you hit TAB"), and we will respawn when we die, may the best team win, Gods will reset the scoreboard every 3 months because they like to keep things fresh.<br />
<br />
Now <span style="font-style: italic;" class="mycode_i">that's</span> some lore. Now I can play the game and feel like I'm not distracted by some made up stories that are completely out of touch with what's actually going on.<br />
<br />
I just want a lore that actually matches the gameplay.<br />
<br />
Or vice versa.]]></content:encoded>
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			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=111">Vllad</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[[quote='Arsilon' pid='215182' dateline='1692218150']<br />
Do you not find it at all 'convenient' timing of all this?<br />
<br />
[/quote]<br />
<br />
I find it perfectly convenient. This gives an opportunity for the Republican party to actually keep itself from making a terrible mistake and it increases the chance of Biden losing. Most of all if these prosecutors don't pull this off Americans have the opportunity to ruin multiple DA's and kill the careers of boneheads who brought these charges and couldn't make them stick. Their are many AZ, MI and GA politicians whose careers are ruined if they can't make these charges stick. <br />
<br />
If Trump and his posse are guilty then it is a win for everyone. <br />
<br />
<br />
If this was done 2 years ago or say another year from now their would be far less motivation to get this right. It would also have had less impact on next years election. Plus it eliminates the possibility of real violence if we were put in a situation where a President is found guilty then decides to pardon himself or NOT leave office.]]></description>
			<content:encoded><![CDATA[[quote='Arsilon' pid='215182' dateline='1692218150']<br />
Do you not find it at all 'convenient' timing of all this?<br />
<br />
[/quote]<br />
<br />
I find it perfectly convenient. This gives an opportunity for the Republican party to actually keep itself from making a terrible mistake and it increases the chance of Biden losing. Most of all if these prosecutors don't pull this off Americans have the opportunity to ruin multiple DA's and kill the careers of boneheads who brought these charges and couldn't make them stick. Their are many AZ, MI and GA politicians whose careers are ruined if they can't make these charges stick. <br />
<br />
If Trump and his posse are guilty then it is a win for everyone. <br />
<br />
<br />
If this was done 2 years ago or say another year from now their would be far less motivation to get this right. It would also have had less impact on next years election. Plus it eliminates the possibility of real violence if we were put in a situation where a President is found guilty then decides to pardon himself or NOT leave office.]]></content:encoded>
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		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=3">Dharus</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[Another angle is that the AG might have a weak case or evidence.  This has been an unhealthy trend to make serious charges against someone, make headlines, and then back down those charges or penalties to get a "win".  I saw this with the EPA lawyers back in the 2000s a bit where they'd throw the book at a company over some seriously questionable reasoning only to back down later and settle on minor issue and then congratulate everyone on a "good job".  They would threaten to paint the company as serious polluters to the public to get to settle even though what they did was screw up some maintenance issues or not catch a faulty piece of equipment. [i] Intent[/i] had nothing to do with it and it was more about leverage and "winning".  Couple that experience with how political AG state offices actually are (I've seen Republican AGs sweep away violations of pig shit being continuously dumped into a river with loads of evidence... and then the head of the state environmental becomes a VP of that company after his term was up) makes be very skeptical about this news article.<br />
<br />
It'll be interesting to see what the court finds out but I wouldn't be surprised if it largely gets dropped.  My basic reasoning is for this opinion is the two parties in our government are pretty freaking corrupt.  What applies to them doesn't apply to everyday people.  Police can use a drug warrant to break down a door of the wrong house, shoot someone, and say oops and not get charged but the Secret Service with all of their abilities at their command can't find any suspects/evidence of cocaine use inside the freaking White House.  An IRS whistleblowers just put out some serious evidence on the President but it'll be dismissed.  1/6 had some bad actors and for the most part they've been handled decently but 1/6 also charged people using some seriously authoritarian techniques.  Some States have very muddy waters for elections which is a major factor in this problem.  The muddy process allows for bad actors both for or against the argument.  I agree with Vllad that bad actors lying about the election is an issue.  However, even if Trump would of won threw those actions, it still would require a LOT more lying to destroy democracy as it has more checks and balances.  However, how much democracy do we actually have now?  If the FBI, CIA, etc is influencing social media, justice is being unequally dispensed from privileged vs not, and people are having less and less choices through their daily lives and the ballot box, are we truly free?  Honestly, I'm leaning that we're already an oligarchy posing as a democracy.]]></description>
			<content:encoded><![CDATA[Another angle is that the AG might have a weak case or evidence.  This has been an unhealthy trend to make serious charges against someone, make headlines, and then back down those charges or penalties to get a "win".  I saw this with the EPA lawyers back in the 2000s a bit where they'd throw the book at a company over some seriously questionable reasoning only to back down later and settle on minor issue and then congratulate everyone on a "good job".  They would threaten to paint the company as serious polluters to the public to get to settle even though what they did was screw up some maintenance issues or not catch a faulty piece of equipment. [i] Intent[/i] had nothing to do with it and it was more about leverage and "winning".  Couple that experience with how political AG state offices actually are (I've seen Republican AGs sweep away violations of pig shit being continuously dumped into a river with loads of evidence... and then the head of the state environmental becomes a VP of that company after his term was up) makes be very skeptical about this news article.<br />
<br />
It'll be interesting to see what the court finds out but I wouldn't be surprised if it largely gets dropped.  My basic reasoning is for this opinion is the two parties in our government are pretty freaking corrupt.  What applies to them doesn't apply to everyday people.  Police can use a drug warrant to break down a door of the wrong house, shoot someone, and say oops and not get charged but the Secret Service with all of their abilities at their command can't find any suspects/evidence of cocaine use inside the freaking White House.  An IRS whistleblowers just put out some serious evidence on the President but it'll be dismissed.  1/6 had some bad actors and for the most part they've been handled decently but 1/6 also charged people using some seriously authoritarian techniques.  Some States have very muddy waters for elections which is a major factor in this problem.  The muddy process allows for bad actors both for or against the argument.  I agree with Vllad that bad actors lying about the election is an issue.  However, even if Trump would of won threw those actions, it still would require a LOT more lying to destroy democracy as it has more checks and balances.  However, how much democracy do we actually have now?  If the FBI, CIA, etc is influencing social media, justice is being unequally dispensed from privileged vs not, and people are having less and less choices through their daily lives and the ballot box, are we truly free?  Honestly, I'm leaning that we're already an oligarchy posing as a democracy.]]></content:encoded>
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			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=272">Zouji</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[https://github.com/valheimPlus/ValheimPlus/releases/tag/0.9 <br />
<br />
Download the windows client .zip]]></description>
			<content:encoded><![CDATA[https://github.com/valheimPlus/ValheimPlus/releases/tag/0.9 <br />
<br />
Download the windows client .zip]]></content:encoded>
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		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=1">Slamz</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[That's a nice spreadsheet find.<br />
<br />
I really like the plate boot "shield charge" ability. Handy for when tanking is getting out of hand. Pops a shield on you and everyone directly around you. Only catch is it's also a charge so you can't shield someone who isn't within melee range of an enemy which might really limit its usefulness in PvP (though it does always shield you and it's a pretty big shield).<br />
<br />
I've been doing plate knight boots, plate guardian chest and plate guardian helm. Been using a Wildfire Staff most recently but may try some of the other fire staffs too and I may look at trying more with Frost. Frost doesn't seem as good for PvE but all the slows seem like they would be handy in PvP.]]></description>
			<content:encoded><![CDATA[That's a nice spreadsheet find.<br />
<br />
I really like the plate boot "shield charge" ability. Handy for when tanking is getting out of hand. Pops a shield on you and everyone directly around you. Only catch is it's also a charge so you can't shield someone who isn't within melee range of an enemy which might really limit its usefulness in PvP (though it does always shield you and it's a pretty big shield).<br />
<br />
I've been doing plate knight boots, plate guardian chest and plate guardian helm. Been using a Wildfire Staff most recently but may try some of the other fire staffs too and I may look at trying more with Frost. Frost doesn't seem as good for PvE but all the slows seem like they would be handy in PvP.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Skillful Gameplay]]></title>
			<link>https://thepurge.net/showthread.php?tid=16350</link>
			<pubDate>Fri, 18 Oct 2019 14:20:23 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=1">Slamz</a>]]></dc:creator>
			<guid isPermaLink="false">https://thepurge.net/showthread.php?tid=16350</guid>
			<description><![CDATA[I'm probably just being old and grumpy.<br />
<br />
I keep thinking about "skillful gameplay" and how hard it is to find in online gaming. <span style="font-style: italic;" class="mycode_i">Especially</span> in MMORPGs and <span style="font-style: italic;" class="mycode_i">even more especially</span> in PvP and <span style="font-style: italic;" class="mycode_i">extra super especially</span> when discussing something like a 1v1 fight (or a 1vX fight).<br />
<br />
First person shooters mostly inject skill into the game by rewarding clever ambushes, situational awareness and twitch/aiming skill. In a good FPS, a fresh faced newbie can beat a 3 year veteran by outplaying him with good old human player skill. Even if it's 5v1 or 50v1, that newbie still stands a good chance of getting at least a kill out of it because FPS games are inherently skillful. I've ambushed and killed entire teams in games like DayZ just because I had a great position, the perfect gun for the job and several of them were dead before they knew where I was. It <span style="font-style: italic;" class="mycode_i">feels</span> skillful. Choices I made and my own ability to land hits with a gun lead to me killing a group I'd never beat in some worse circumstances.<br />
<br />
Ship combat games usually do a good job of this too, without the twitch. Understanding wind angles, how this impacts each ship's performance, how to best use your gun layout vs their gun layout and proper timing of turns and aiming can make a sizable difference.<br />
<br />
But then there's a typical MMORPG warrior vs warrior duel. There is frequently little to no room for player skill to shine. You do 120 dps, I do 100 dps. You have 2000 health and 100 armor, I have 1500 health and 80 armor. I'm just flat out going to lose and there's no human player skill that's going to change that. Maybe there's a little bit of stunning and interrupting but the margin by which skillful use can swing a 1v1 fight against a higher level opponent is going to be minimal. My best bet is to rely on lag to help me escape via running away. In a "melee combat game" like Mount &amp; Blade, it's a different story. Directional parrying is a human player skill so if I'm better at parrying then I can probably beat that higher level opponent.<br />
<br />
So MMORPGs tend to inject skill via "group synergy". 1v1 there's little to no room for skill but understanding how my 5 man team can work together better than your 5 man team at least throws a lot more variables into the mix and therefore creates space for human player skill to make a difference.<br />
<br />
But then think of movies like Harry Potter. They don't go into a lot of depth on this but there's at least a concept of "magical defense". Someone shoots a spell at you, there are ways to parry that spell if you're quick enough. Or you outdraw them and kill them first. But how would you do that in a game without making it twitch based (and therefore, lag dependent). If I see a fireball coming at me and there is a counterspell for that, then the fireball needs to move slow enough for me to see it coming and counter it but ideally not so slow that countering it is easy or obvious.<br />
<br />
<br />
I just keep wondering if there are ways to make a non-twitch based RPG PvP setup where even a 1v1 feels skillful.<br />
<br />
I'm sure the secret ingredient is "active defense". Or maybe decisions on switching your character between stances. Not rock-paper-scissors but maybe rock-paper-scissors-lizard-spock. Similar to group synergy (or naval combat), maybe the key is to throw more complication at it so that there are more decisions to be made and therefore more ways to do things wrong, even 1v1.<br />
<br />
<br />
I just hate the old MMORPG trope of I-kick-you-then-you-kick-me until someone runs out of hit points and I get depressed about the future of ever seeing a really good, skill based RPG PvP setup that doesn't simply lean hard on group synergy.<br />
<br />
(I do recall thinking that Guild Wars 2 did a good job of this. They added interesting ways for things to interact. Ability X + Ability Y yielded Effect Z that you couldn't get any other way. It was fast paced but not quite twitchy. Shame about the lack of maps and content, but looking back I still think GW2 was one of my favorite actual RPG PvP combat systems.)]]></description>
			<content:encoded><![CDATA[I'm probably just being old and grumpy.<br />
<br />
I keep thinking about "skillful gameplay" and how hard it is to find in online gaming. <span style="font-style: italic;" class="mycode_i">Especially</span> in MMORPGs and <span style="font-style: italic;" class="mycode_i">even more especially</span> in PvP and <span style="font-style: italic;" class="mycode_i">extra super especially</span> when discussing something like a 1v1 fight (or a 1vX fight).<br />
<br />
First person shooters mostly inject skill into the game by rewarding clever ambushes, situational awareness and twitch/aiming skill. In a good FPS, a fresh faced newbie can beat a 3 year veteran by outplaying him with good old human player skill. Even if it's 5v1 or 50v1, that newbie still stands a good chance of getting at least a kill out of it because FPS games are inherently skillful. I've ambushed and killed entire teams in games like DayZ just because I had a great position, the perfect gun for the job and several of them were dead before they knew where I was. It <span style="font-style: italic;" class="mycode_i">feels</span> skillful. Choices I made and my own ability to land hits with a gun lead to me killing a group I'd never beat in some worse circumstances.<br />
<br />
Ship combat games usually do a good job of this too, without the twitch. Understanding wind angles, how this impacts each ship's performance, how to best use your gun layout vs their gun layout and proper timing of turns and aiming can make a sizable difference.<br />
<br />
But then there's a typical MMORPG warrior vs warrior duel. There is frequently little to no room for player skill to shine. You do 120 dps, I do 100 dps. You have 2000 health and 100 armor, I have 1500 health and 80 armor. I'm just flat out going to lose and there's no human player skill that's going to change that. Maybe there's a little bit of stunning and interrupting but the margin by which skillful use can swing a 1v1 fight against a higher level opponent is going to be minimal. My best bet is to rely on lag to help me escape via running away. In a "melee combat game" like Mount &amp; Blade, it's a different story. Directional parrying is a human player skill so if I'm better at parrying then I can probably beat that higher level opponent.<br />
<br />
So MMORPGs tend to inject skill via "group synergy". 1v1 there's little to no room for skill but understanding how my 5 man team can work together better than your 5 man team at least throws a lot more variables into the mix and therefore creates space for human player skill to make a difference.<br />
<br />
But then think of movies like Harry Potter. They don't go into a lot of depth on this but there's at least a concept of "magical defense". Someone shoots a spell at you, there are ways to parry that spell if you're quick enough. Or you outdraw them and kill them first. But how would you do that in a game without making it twitch based (and therefore, lag dependent). If I see a fireball coming at me and there is a counterspell for that, then the fireball needs to move slow enough for me to see it coming and counter it but ideally not so slow that countering it is easy or obvious.<br />
<br />
<br />
I just keep wondering if there are ways to make a non-twitch based RPG PvP setup where even a 1v1 feels skillful.<br />
<br />
I'm sure the secret ingredient is "active defense". Or maybe decisions on switching your character between stances. Not rock-paper-scissors but maybe rock-paper-scissors-lizard-spock. Similar to group synergy (or naval combat), maybe the key is to throw more complication at it so that there are more decisions to be made and therefore more ways to do things wrong, even 1v1.<br />
<br />
<br />
I just hate the old MMORPG trope of I-kick-you-then-you-kick-me until someone runs out of hit points and I get depressed about the future of ever seeing a really good, skill based RPG PvP setup that doesn't simply lean hard on group synergy.<br />
<br />
(I do recall thinking that Guild Wars 2 did a good job of this. They added interesting ways for things to interact. Ability X + Ability Y yielded Effect Z that you couldn't get any other way. It was fast paced but not quite twitchy. Shame about the lack of maps and content, but looking back I still think GW2 was one of my favorite actual RPG PvP combat systems.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=635">Crice</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[Sure thing. The day crew has been preparing logs and such, materials, foods. I hope this will allow some people the ability to focus on other things. Do we want to use the resources for XP before moving? I am open to whatever. Not sure how long it will take but we can certainly head up there. We will want some farming at some point so maybe the seasons matter? Dharus can make Bows soon if not already.]]></description>
			<content:encoded><![CDATA[Sure thing. The day crew has been preparing logs and such, materials, foods. I hope this will allow some people the ability to focus on other things. Do we want to use the resources for XP before moving? I am open to whatever. Not sure how long it will take but we can certainly head up there. We will want some farming at some point so maybe the seasons matter? Dharus can make Bows soon if not already.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=1">Slamz</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[The easiest thing is to fill your fleet with warships, fill your warships with repairs and sail over. If you die twice you have to go back and get another fleet of warships to sail over (although some people could use storebought helpers but we wouldn't want more than like 2 of those in use at any time).<br />
<br />
Don't bring traders. We won't have much use for them and can probably steal some anyway.<br />
<br />
Putting up a shipyard (presumably on Arsilon) is tricky but may be doable.<br />
<br />
One idea might be to basically take the entire Strategic Reserve worth of crafted materials (not raws) and sail that over. That's really only enough for a few ships, though, and we're still talking about several Indiamen worth of materials. (Teak planks and teak frame parts alone will fill up one Indiaman).<br />
<br />
We could create a new reserve based on something like 10x fir/teak Cerberus, though. I bet that's pretty doable. So if you lose a Cerb we can make you a new one. If you lose a Bellona or Connie you'll have to switch to a Cerb until we/you decide to go back for something else.<br />
<br />
I mean if we're successful we should also be stealing some ships.<br />
<br />
<br />
I feel like that's the most reasonable plan:<br />
* Bring your big ships.<br />
* We'll build a level 2 shipyard in La Navasse and stock it with stuff to make some good number of Cerberuses and when they grind us down to the point we're running out of those, we'll have to sail home and spend time rebuilding.<br />
* Steal anything we can that looks like a decent PvP ship.<br />
<br />
Don't sail your warships over by yourself though. If we're going to move cargo then we need to at least wait for one cargo person to go with one warship person as an escort. I can sail over 2 Indiamen worth of stuff tonight but someone might as well come with me and bring a couple of warships.<br />
<br />
[quote="Dophuz"]perhaps its not a question of lurking in la Navasse but where we go from there[/quote]<br />
<br />
Yeah there is no reason to hang out at La Navasse and good reason not to. If I set foot out of port it would be to immediately sail somewhere else.<br />
<br />
East: interdict White Oak shipments.<br />
Northwest: interdict whatever it is pirates are doing up there. We've seen trade ships that way.<br />
North: mess with pirates but probably run into their PvP fleets<br />
South: mess with British and interdict trade but avoid getting too close to Jamaica.]]></description>
			<content:encoded><![CDATA[The easiest thing is to fill your fleet with warships, fill your warships with repairs and sail over. If you die twice you have to go back and get another fleet of warships to sail over (although some people could use storebought helpers but we wouldn't want more than like 2 of those in use at any time).<br />
<br />
Don't bring traders. We won't have much use for them and can probably steal some anyway.<br />
<br />
Putting up a shipyard (presumably on Arsilon) is tricky but may be doable.<br />
<br />
One idea might be to basically take the entire Strategic Reserve worth of crafted materials (not raws) and sail that over. That's really only enough for a few ships, though, and we're still talking about several Indiamen worth of materials. (Teak planks and teak frame parts alone will fill up one Indiaman).<br />
<br />
We could create a new reserve based on something like 10x fir/teak Cerberus, though. I bet that's pretty doable. So if you lose a Cerb we can make you a new one. If you lose a Bellona or Connie you'll have to switch to a Cerb until we/you decide to go back for something else.<br />
<br />
I mean if we're successful we should also be stealing some ships.<br />
<br />
<br />
I feel like that's the most reasonable plan:<br />
* Bring your big ships.<br />
* We'll build a level 2 shipyard in La Navasse and stock it with stuff to make some good number of Cerberuses and when they grind us down to the point we're running out of those, we'll have to sail home and spend time rebuilding.<br />
* Steal anything we can that looks like a decent PvP ship.<br />
<br />
Don't sail your warships over by yourself though. If we're going to move cargo then we need to at least wait for one cargo person to go with one warship person as an escort. I can sail over 2 Indiamen worth of stuff tonight but someone might as well come with me and bring a couple of warships.<br />
<br />
[quote="Dophuz"]perhaps its not a question of lurking in la Navasse but where we go from there[/quote]<br />
<br />
Yeah there is no reason to hang out at La Navasse and good reason not to. If I set foot out of port it would be to immediately sail somewhere else.<br />
<br />
East: interdict White Oak shipments.<br />
Northwest: interdict whatever it is pirates are doing up there. We've seen trade ships that way.<br />
North: mess with pirates but probably run into their PvP fleets<br />
South: mess with British and interdict trade but avoid getting too close to Jamaica.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=616">Arsilon</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[Was speaking with Lord Howe this morning in global and he confirmed they were waiting in port thinking the group we had formed outside was preparing for a port attack.  They did not want to pop out lest, they get tagged and held out of the port battle while our main force attacked.  So it was very much indeed a Mexican standoff.<br />
<br />
He said the few that did come out were the only ones that had 3rd and 4th rates handy and would have been worth risking in any open sea engagement.  So this tells me that either that was indeed all they had or that as we guessed they did have their full 10k BR fleet hiding in there in wait.<br />
<br />
He did appreciate the fight we ultimately ended up having even if it took a 1.5 hours of looking at each other before it could happen.<br />
<br />
Also add one more to the list of 3rd rate captains as I ground out the last several thousand xp this morning.  I have all the High Grade Notes, all the Large carriages and most of the mediums made already towards a 3rd rate as an FYI for Wolfe.  I just hit level 36 last night so I'm still a bit away from being able to make exceptionals myself.]]></description>
			<content:encoded><![CDATA[Was speaking with Lord Howe this morning in global and he confirmed they were waiting in port thinking the group we had formed outside was preparing for a port attack.  They did not want to pop out lest, they get tagged and held out of the port battle while our main force attacked.  So it was very much indeed a Mexican standoff.<br />
<br />
He said the few that did come out were the only ones that had 3rd and 4th rates handy and would have been worth risking in any open sea engagement.  So this tells me that either that was indeed all they had or that as we guessed they did have their full 10k BR fleet hiding in there in wait.<br />
<br />
He did appreciate the fight we ultimately ended up having even if it took a 1.5 hours of looking at each other before it could happen.<br />
<br />
Also add one more to the list of 3rd rate captains as I ground out the last several thousand xp this morning.  I have all the High Grade Notes, all the Large carriages and most of the mediums made already towards a 3rd rate as an FYI for Wolfe.  I just hit level 36 last night so I'm still a bit away from being able to make exceptionals myself.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[]]></title>
			<link></link>
			<pubDate>Tue, 26 May 2026 11:07:40 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://thepurge.net/member.php?action=profile&uid=165">Jakensama</a>]]></dc:creator>
			<guid isPermaLink="false"></guid>
			<description><![CDATA[Hillbilly.]]></description>
			<content:encoded><![CDATA[Hillbilly.]]></content:encoded>
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