When we announced that we would create a hardcore PvP server, the reason was to support those of our current players who were into hardcore PvP rules.
We have spoken with a lot of our players since then, as well as the PvP guilds, and the consensus from the vast majority has been that we should not split up the game into a third hardcore PvP server, but instead focus on the two current ones with the updated rules (No Man's Land) and keep adding content instead of complicating things with a server with another rule set. We have also received less than 10 requests to transfer to the hardcore PvP server.
Because of this, we have come to the decision to Not launch the hardcore PvP server. We are however open to revisiting this at a later point if we end up getting a larger player base that would want to play on this type of server, but for the near future we will not do that given the feedback we've received.
Tale of Toast was always designed around PvP, and in our minds this has not changed whatsoever. The game is still focused around PvP, but now within No Man's Land instead of the entire world. During the three years we've been developing this game we gone from absolutely zero rules (level 100s could attack level 1s in Brightwyn), to making adding PvP level caps, to making areas up to Seven Oaks safe zones, to making areas up to the bridge be 1vs1, and now by adding No Man's Land. We have not done these changes to be mean or because we have wanted to cater to players who are into PvE, but rather because we have found that the concepts we thought would be fun didn't end up being as fun as we had envisioned, so we had to alter or implement rules to keep the game fun in the long term.
We understand that there are people who are unhappy with the No Man's Land changes, but our goal is to give you the ability to create and enjoy your own personal and memorable stories when playing Tale of Toast, and we believe that by launching the No Man's Land we will make PvP more enjoyable and satisfying for Everyone playing. This includes players who only want to focus on PvP, players who are happy to do a bit of PvP and PvE content, and also players who are only into PvE content.
Some of the issues with the rules prior to No Man's Land were:
- Players were killed over and over again, to the point they did not venture outside of cities. This meant that for those into PvP, they had nothing to do as they only stood outside the cities waiting for people to come out which they never did.
- There was an extreme amount of bad behaviour on the chats, caused by both players who were frustrated there was nobody to PvP, as well as players who were stuck in cities because they were unable to venture outside without being killed.
- Players were unable to gear up as they could not gather items, leading them to end up without anything. This meant that for each kill, the people who were into PvP got it easier and easier to kill other players, to the point where the feedback we got from PvPers was that it was too easy to kill others.
We hope that the issues above and more will be fixed with the implementation of No Man's Land as players will be able to gear up outside No Man's Land, and venture into it when they feel they are ready and wishes to do so. This means that nobody should be surprised to get killed inside No Man's Land, and it also means that the PvP:ers will get some proper competition as they will be facing players who are prepared and with proper gear. We also believe that by implementing No Man's Land, players who were perhaps not previously interested in PvP will actually try out PvP as they can do so on their own terms.
No Man's Land will have extremely good incentives for players to venture into, as described in previous posts, with things such as larger quantities of gathering nodes compared to the rest of the map, special nodes for PvP specific items that are only usable for PvP, world bosses, plenty of other unique content. The main point is that players can go somewhere for some breathing room after dying and restock on gear rather than dying over and over again without any way to come back.
To get an idea about the Initial size of No Man's Land (No Man's Land Will continue to grow), have a look at the map:

There are bridges from north of Nora, as well as to the west of Burnt Plateau.
The deeper you venture into No Man's Land, the harsher it becomes.
Initially, this translates to higher PvP level caps, but we will add some subareas within No Man's Land where you drop all items no matter skulled or not. So, the deeper you go, the more you risk, but at the same time the more you can also gain. At launch of 0.2.2, the entire No Man's Land will be multi combat.
Also worth noting is that you cannot use your town portal from No Man's Land, so players are not able to go into the deeper part and then simply return home without going through the areas.
We hope you can keep an open mind and give No Man's Land a chance, no matter your play style.
[ 2018-03-30 21:43:35 CET ] [ Original post ]