Where is the voice chat in this game? It seriously needs it.
Secondly, why is all the housing overprotected? A house should not become a ‘relic’ for any reason like it’s a dungeon without enemies, it draws the point of PVP away. Raiding needs to happen, walls need to have some resistance but they should be able to be broken into, survival must be put to the test. All this beaconing system really turns me off when all I want to do is bait people into raiding me and falling into a deathtrap. There needs to be a possibility to loot the victims when they are lured into raiding the wrong vilage, yeah? The beaconing system may save some from griefing, but then again, it’s a survival game, isn’t it? We want to feel powerful as we progress, not weak. We don’t want another minecraft, so far this is the game with potential to have a common universe where there is everything (maybe with gates between PvP and PvE regions), but the hardcore players really do want to build out in the open and near like-minded players. We need features that strengthen the point of having a tribe and a base.
If you play Pixark, -assumes 99% don’t- you’ll realize the factor of replayability relies mostly on the freedom to decide whether a server is Chaos (PvP), Fury (Hybrid PvP/PvE) or Pionnering (PvE only), the downside of pixark really is the player capacity capping around the 100 active players on a server at a time, the upside is that most of the known players are in the same server regularly because they ‘get it’ already, so whenever a new server comes up with 0 uptime they all get into it and the campaign begins until it’s over or the limited map area has been really tampered with, there’s tons of ways of being aggressive and defensive, either through animal tames, industrial technology or magic. However the more interesting aspect of the game after building a stable base or hiding below the rocks really is the tribe and the diplomacy, with the openness of allowing people to destroy your buildings and your hard earned gear inside the chests should they decide to grief it locked or not, it becomes the incentive to grow stronger and push back, which sprouts the necessity to forge relations with other tribes, despite being different factions, and see tribes get together by will and not by obligation.
If you want the server activity to thrive all there needs to be is a place where the training wheels are left and the collective of organisms get together to build and risk their bags, and the possibility to earn more bags, to build massive structures that can be seen from afar to invite others to explore, join as recruits or challenge such tribe.
Just think about it… Cause we’ve already played all the other voxel games out there, and some of them have been deserted for different reasons. What’s the point of landmarks that are invulnerable for active or inactive players alike? In pixark you can’t build near the enemy structure in PvP however it doesn’t limit you from destructing their structure so you can construct the train tracks passing through that area even if it takes time to destroy. Do I make sense?