Page 1 of 17 12311 ... LastLast
Results 1 to 15 of 246

Thread: "The PvP Update"

  1. #1
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,597
    Rep Power
    2

    "The PvP Update"

    Eventually, The Fun Pimps will turn their attention to PvP. Since the beginning of this game's development the main focus of balance and features has been to make it a great single player or multiplayer cooperative experience. Early on before experience and quality was introduced the game could more easily be played either competitively or cooperatively. However, as development has progressed more and more the PvP players have suffered from design choices that seriously unbalance the PvP experience.

    Madmole has said that there will be a separate mode for the game that will be dedicated to PvP play. The purpose of this thread is for people who enjoy and want the game to be more attuned to the PvP philosophy to weigh in on what changes would need to be made to the current game in order to make it better for PvP.

    Please no arguments or discussions on PvE vs PvP or whether the game should be designed for PvP. Please don't invite people to "go play Rust or Counterstrike". Three facts I think we can all agree upon:

    1) The game in its current state doesn't work well at all for PvP
    2) The game has great potential to have a robust and excellent PvP mode
    3) The devs have said that creating a PvP mode is planned

    So lets start from this basis and not argue about the merits of PvP in this thread.

    Items for discussion that I can think of are as follows (feel free to add new items that I did not consider)

    1) Claim Block functionality
    2) Player Progression and Experience
    3) Skills and Perks
    4) Armor and Weapons
    5) Zombies
    6) Loot Tables
    7) Loot Quality
    8) Airdrops
    9) Scoreboards and Stats
    10) Building and Demolition
    11) Survival Elements
    12) Game Types
    13) Sound
    14) Spawning
    Last edited by Roland; 02-10-2017 at 05:09 AM.

  2. #2
    Super Moderator Roland's Avatar
    Join Date
    Feb 2014
    Location
    On a Zipline
    Posts
    15,597
    Rep Power
    2

    "The PvP Update"

    Claim Block Options
    • Offline setting so that griefing and assaulting your base cannot happen unless you are online to defend

    • Allow claimed area to be saved so that if your base is destroyed you can restore it to the last time you saved it

    • The LCB could teleport any unfriendly player away like the trader does when the owner is offline

    • Dynamic Claim Modifier that gives new players more protection and seasoned players less.

    • Claim blocks should be a lot more expensive to craft

    • If a base is breached the rest becomes invulnerable to prevent total destruction(griefing) of the base

    • No offline invulnerability as anti-player base design is possible through creativity and experience

    • Only one invulnerable claim block that dynamically increases the protection as blocks are destroyed so that bases can be penetrated but not razed to the ground

    • Multiple claim blocks are necessary because part of infiltrating a base is systematically finding and removing claim blocks and part of building is extending your protected zone by adding claim blocks

    Player Progression and Experience
    • Reduction of the vertical difference between maxed out character and new character

    • Start players higher up the progression arc to cut out the lower end grind

    • No change needed in progression as hard work and time should be rewarded

    • Experience should be earned for killing zombies and players

    • Wellness should be able to be gained faster

    • Player progression should be sped up significantly

    • Reinstate static player statistics and remove skills, perks, and progression

    • Keep skills and perks but give limited points to allow for some differentiation/roles

    Skills and Perks
    • Disallow too much compounding of advantages that create an insurmountable progression gap between high level characters and low level characters

    Armor and Weapons
    • Weapon damage vs players should be reduced to allow for reaction time and epic duels and gun fights.

    • Auto turrets as base defense when player is offline

    Zombies
    • Get rid of 7 day feral hordes or at least provide the option to disable them

    Loot Tables
    • Rebalanced to be truly random without regard to skills or perks

    • Gun parts and whole guns should be found in a wider variety of loot containers

    Loot Quality
    • Remove leveled loot

    Airdrops
    • Should be announced in chat along with location

    • Should take longer to open

    • Short term advantage loot

    Scoreboards and Stats
    • Announcements of who killed whom by what means need to appear upon a player's death

    • Points awarded and tracked for player kills

    • Points awarded based on relative level/gamestage of the players involved

    • Show all status bars and world information on the HUD

    • Tool tips and/or tutorial quests to teach new players basic PvP strategies

    Building and Demolition
    • Faster gathering of resources ie getting more for harvesting blocks

    • Time needed to destroy protected blocks needs to be balanced

    • Explosives need to be rebalanced to make them worth using relative to pickaxes and augers

    • Multiple players using tools vs one block needs to be fixed/balanced

    • Rebalancing needed so fists aren't a better option than tools for demolition

    • Faster(cheaper) building

    • No change to building and resource harvesting as PvP players appreciate the work and effort needed for large bases

    Survival Elements
    • Mental health added to give buffs and debuffs for killing players of unequal levels

    • Remove weather survival

    Game Types
    • There needs to be an option that allows for factions and ways to easily recognize friends vs enemies

    • There needs to be the ability to take over and control territory

    • Reinstate unlimited world size

    • Capture the flag

    • Faction race to achieve a goal

    • Declaration of war to ensure faction vs faction instead of faction vs offline player(s)

    • Smaller map size to prevent avoidance

    • King of the Hill mode with teleporting pole/zone your faction must control

    • Hunger games

    Sound
    • Optimized for being able to hear realistically. Hearing someone's stomach growling from far away is not good but at the same time not being able to hear gunshots from a long distance is no good.

    • Reinstate different sound for opening creative menu

    • Delete all huffing and puffing and groaning and hunger pain sounds from the game

    • No change to hungry sounds as players can self regulate

    Spawning
    • Random spawn points to prevent prisons and camping

    Administration
    • Admins need to have options to be able to change all aspects of the above features and settings

    • Admins need to be able to teleport and be invisible and invulnerable to players

    • Admins need to be able to see through the eyes of players
    Last edited by Roland; 02-15-2017 at 11:37 PM.

  3. #3
    Fun Pimps Staff Gazz's Avatar
    Join Date
    Jun 2014
    Location
    In your brains. Thinking your thoughts.
    Posts
    8,775
    Rep Power
    2

    "The PvP Update"

    How would the game have to be balanced to make PVP viable?
    Broad strokes.
    I'm no PVP player so while I can see the balance issues in the abstract, I am more of a neutral observer here. =)



    Sound

    As mentioned here recently it's really hard to sneak up on someone if your food level drops below 50% or so and your character has an orgasm that can be heard from half a kilometer away.

    Hiding yourself or your base is equally hard for the same reason.

    Keep in mind that the notion of hiding being the only defense can not be the base for everything. It is one aspect!
    If it can be made sufficiently hard to break into bases, hiding would not be the only viable solution.



    Offline raiding / griefing vs PVP

    PVP in theory:
    2-5 players have an exciting time of hide and seek or assaulting someone's base.

    PVP in practice:
    You log in and your base has been reduced to rubble.
    Every. Single. Day.

    Ark has turrets and NPC (dinosaurs) and 99% of the PVP in that game looks like... you log in and your base has been reduced to rubble (and all your dinos killed).
    Can NPC and turrets defend a base while the player is offline or will having turrets and NPC only increase the impact of griefing on the victim because he also has to rebuild turrets and find/hire NPC again?

    I talked to MM about this and he does not consider a separate (and working) offline claim protection a necessity. Is that so?
    (previous claim stone topic: here)

    On the 4 or 5 PVP servers were I asked no one even knew if "offline claim protection" actually worked. (as in having a higher x than when online)



    Loss and recovering from it

    Okay, so you got raided and you respawn around the central hub in your undies.

    Spawn spots are static so on an "established" PVP server with an "alpha tribe" you now log into the steel cages built around all the newbie spawn spots and would have to knock down the wall with your fists.
    With only 2 layers you have to destroy 4 blocks for a total of 13 RL hours of punching.
    You would of course starve to death and respawn in a different cage several times before you had a chance to get out of one such spot.

    Oh, and before you laugh it off as a "no one would ever do that"... I logged into a PVP server, looked up, and saw this:

    Land claimed, naturally. I am not making this up...


    But let's say you are dedicated enough to this particular server to not quit but instead invest a few RL days to get back out of the starter cages and that the alpha tribe is terribly neglect about maintaining their cages.
    Ideally you have caches of gear hidden away but let's say they were found as well.

    On a PVE server where people build awesome bases instead of trying to cave each other's heads in the resource balance works well enough.
    On a PVP server... should you harvest resources faster?
    I'm not talking about digging faster - but instead of getting 25 rocks and 2 iron from a stone block you might get 100 rocks and 8 iron from the same block.

    If fighting players is supposed to be a substantial part of the game, base building / repair and resource harvesting needs to adjust.



    Explosives / Rockets

    On a PVE server, some players use TNT for mining / excavating which is no problem whatsoever.

    I tried asking around on a few PVP servers today but that was a complete waste of time. No one knows ♥♥♥♥. I got a few guesses and opinions and zero usable data.

    On a PVP server... how well do rockets and dynamite work?
    How many of each do you need to get through an iron / vault door or open a chest?

    Does it matter which block (upper/lower/before) of a door you target?



    Time management

    How long in RL units should it take to knock down a steel block or door?

    Right now tools and skills are really powerful.
    Near 400 DPS for a steel pick so with a x8 modifier, a steel block lasts 5 minutes, a vault door 8 minutes.

    Does anyone actually do that or does everyone use explosives? (see above)


    Blocks like "stone" have a
    <property name="LPHardnessScale" value="2" />

    If it works as designed (did not test it myself) then a stone block only has a 2x claim modifier instead of whatever the server setting is.
    With a steel pick that's two hits tops so the most obvious way to attack someone's base would be to undermine it and let it collapse instead of going through the much harder front door.
    Or am I missing something?

    Naturally that doesn't count bedrock bases but should it be a requirement to build at bedrock to avoid this cheesy tactic?

  4. #4
    Survivor
    Join Date
    Apr 2016
    Posts
    96
    Rep Power
    0
    Offline raidings are actually a sort of tower defense mode were you play on the attacking side. Thats not PvP. Pvp requires players in oposing forces fighting each other. Since any defense will always be beaten with the use of the proper force, going the turrets/traps or npc route is pointless.

    I suggest an offline block to render bases invulnerable 100%, like claim blocks did many alphas ago. If you want raiding the base owner should at least be online, or if its a faction then any member be online.

    Any issue with possible exploits or abandoned bases can be handled by server admins.

  5. #5
    Colony Founder SittingDuck's Avatar
    Join Date
    Jun 2014
    Location
    Bremen
    Posts
    1,127
    Rep Power
    1
    My main question is, what do you want to do in PVP?
    Shoot other guys... ok first my main Problem with that is, that more guys close to each other cause lag that makes serious combat a little bit bad. And can you identify who is who?
    But honestly, any good shooter ist better at that than
    7 days because itīs their focus... so that canīt be the main goal.

    Robbing other guys bases... been there done that... ok but does not thrill me that much.

    I would like PVP missions... along with npcs and factions, there could be global goals for each faction, and fight more faction vs. faction.

  6. #6
    Hunter
    Join Date
    Nov 2015
    Posts
    117
    Rep Power
    0
    Quote Originally Posted by SittingDuck View Post
    My main question is, what do you want to do in PVP?
    Shoot other guys... ok first my main Problem with that is, that more guys close to each other cause lag that makes serious combat a little bit bad. And can you identify who is who?
    But honestly, any good shooter ist better at that than
    7 days because itīs their focus... so that canīt be the main goal.

    Robbing other guys bases... been there done that... ok but does not thrill me that much.

    I would like PVP missions... along with npcs and factions, there could be global goals for each faction, and fight more faction vs. faction.
    We definitely need a faction system. Some kind of territory control game. Right now, pvp in this game suffers from the same stigma as every other survival pvp game. I like to call it TRS, the rust syndrome. Kill on sight with the friends you bring with you and don't bother interacting in any other way. Now, if we were restricted to a certain number of NPCs vs actual player faction members for example, then people would be inspired to go out there and meet new people instead of shooting new people. Survival games in general seem to be treating pvp like it's call of duty. Shallow experience. If pvp were about rebuilding civilization instead of just shooting individual survivors it would be much more interesting. You would have territory wars over good loot spots. But instead we have KOS stuff wherein you find someone's base and destroy it, or if the owner is online, plop down a mobile spawn point and keep coming back because the only viable tactic is to decrease enemy wellness until they don't want to play anymore.

    I personally wouldn't even bother balancing for the type of KOS pvp. It's a waste of time. Call of Duty and those sorts do it much better. I would try to develop a deeper pvp experience. One in which whole factions intimidate, fight or diplomacy their way through conflicts with other large groups. You know, kind of like how it would be in real life.

    Star made does this exact thing pretty amazingly. They have a section of their forums for faction level diplomacy and many factions use it. They have faction diplomacy between servers even. It's not uncommon for a faction to start a war and have other factions from other servers jump over and fight. It's almost like all the servers are part of one big universe. It is extremely cool and if something like that were implemented here I think it would lead to some pretty amazing pvp experiences.

  7. #7
    Colony Founder HAL9000's Avatar
    Join Date
    Feb 2014
    Posts
    1,913
    Rep Power
    1
    For offline griefing / base raiding I still think my editor has the best system which is to allow players to save the area in their landclaims and have periodic cooldown (say 6 hours or something configurable in the XML) for restoring it.

    So you build your epic fortress or your mansion, you save the area and log off. When you come back the next day and it's reduced to rubble you can just load it back from the save.

    Items aren't restored so there's still a cost to being raided but you don't have to start from scratch every time someone comes and knocks everything down.

    You get the benefits of:

    1) It's FUN to take on a base's defences and try and beat them (especially if we get turrets/npcs to guard too). The attacker has fun but not at the expense of the builder. Having infinite durability would just lessen the options for players.

    2) Builders who might like to attack someone but would feel bad about wrecking a base can now go nuts knowing it's not spoiling someones fun

    3) Cheaters aren't ever going to go away with this game. So if you can't get rid of them at least you can make all their "hard work" mean nothing (and doing it in front of them when they've just spent 20 minutes destroying everything just to have it pop back into existence is quite rewarding). Trolls do it for the reaction, if you remove the "oh no I've lost everything!" they soon get bored.

    4) The code is already in the game because of the prefab files so it's quick to implement

    5) Server admins have copies of everyone's bases that can be used to move from alpha to alpha or in case of world corruption / deletion

    6) Glitches with the SI can be mitigated so if placing that final hay bale causes your entire base to collapse you can recover from it quickly

    For an idea of what it's like my first ever youtube video back in Alpha 9 was a demo

  8. #8
    Colony Founder lazerblade01's Avatar
    Join Date
    Jun 2014
    Posts
    2,842
    Rep Power
    1
    One thing that may help with the PvP grief - at least in regards to spawning in and spawn camping and such, is to maybe provide the option to spawn anywhere on the map as a selection, prior to loading into the map. Sort of like the spawn on bedroll / spawn near bedroll option, except you can manually spawn (some of the server managers allow teleporting, so it wouldn't be hard to implement).

    Something else that may help with being robbed and homeless is to beef up the LCB in a minimal radius - like 3 blocks - where nobody can enter that radius except the LCB owner. It could allow for a bedroll that can't be destroyed, a single chest or 2 chests / boxes, and the LCB. Might not help much if SI causes the area to fall, but could also disable SI within this sphere. Not sure how well it'd work.

    HAL's fixes would work well too, but I think having the option to avoid spawning on or near your bedroll when it's hot would be helpful.

  9. #9
    Hood Ornament Gamida's Avatar
    Join Date
    May 2015
    Location
    The Rock
    Posts
    4,091
    Rep Power
    1
    Quote Originally Posted by Lightgemini View Post
    .....Pvp requires players in oposing forces fighting each other........
    I have never played PvP.....I may never play PvP. My opinion may not even count on this subject because of this.
    I will say it though. I agree with the above part...to me the P's in PvP is the important part Player(s) vs Player(s)
    It seems to me to be more sense to do it like the Bartertown Wars did it....have some factions compete against each other with both side starting off relatively equal. Beating someone who is not even online or is so far below your level that they don't even offer a hint of a challenge wouldn't seem that much fun to me...........if I played PvP ofc

  10. #10
    Fun Pimps Staff Gazz's Avatar
    Join Date
    Jun 2014
    Location
    In your brains. Thinking your thoughts.
    Posts
    8,775
    Rep Power
    2
    Quote Originally Posted by Balkoth View Post
    If everyone started at ground zero that could be potentially interesting -- but logging onto an established server where you have a grey quality bow with stone arrows while everyone else is running around in Iron Armor and has purple Crossbows/Hunting Rifles or better?
    IMO that is a big part of the problem.

    There is so much vertical progression in the game that it would never pass muster in a PVP game.

    There is a damage factor of 5 between "no skill and crappy weapons" and "max skill and top weapons" and if you factor in armor and high wellness it's over 20.

    You can tell me about "player skill" whatever you want but if I do 20x as much relative damage then I'll win that "fight".

    If I was told to rebalance the game for PVP I would have to create a different balance.

    • You get XP for killing zombies but not for players. You get ego points for doing the latter...

    • All skills like Heavy Armor, Mining Tools, or Rifles go straight out the window.
      There will be no grinding skill.

    • You can buy perks from skill points but they dont have as much punch, either. No 2x damage modifier.
      Maybe +30% is manageable.

    • Weapons and parts retain QL but a QL 1 part does not have 40% but 66% of a QL 600 parts' stats.

    Much less "progression" and therefore a far more level playing field but you can still do all the things you do in the vanilla (PVE) game - with the exception of watching skill numbers go up.

  11. #11
    Colony Founder Aurelius's Avatar
    Join Date
    May 2014
    Posts
    1,737
    Rep Power
    1
    EVE Online has handled a lot of PVP issues in interesting ways; you may want to look into their game mechanics Gazz. Mind you, CCP is handling 15-40k users online all at once in one "universe" so it has vastly different scope and scaling than what 7DTD does. But here are some highlights which may (or may not) encourage you to investigate further.

    1. They have designated zones where non-consensual pvp has severe repercussions to the aggressor. If you attack someone in one of these areas (high-sec) you are obliterated by the NPC police and lose faction standing. No where is truly safe, but there are consequences for breaking the law.

    2. At the other end of the spectrum they have zones where it's lawless (null-sec) or the law is established by the local community players who have control of those zones. No game mechanics exist for consequences to unsolicited aggression in these areas.

    3. They are able to significantly mitigate old player vs. new player skill discrepancies through increasing skill by time as opposed to activity. Meaning a player who chooses to start training "Sniper Rifles" right out of the gate can be at max effectiveness with it after a given period of time has passed no matter what they do or don't do. The only advantage older characters have over newer ones is breadth of skills and accumulation of stuff. With that said, this forces new characters to specialize into niche roles (scout, e-war pilot, etc.) which doesn't exist in 7DTD.

    4. Regarding bases, they have implemented a cool down period where after a base has been almost knocked out it becomes invulnerable for 24 hours. This gives the defender time to muster forces and prepare for a defensive siege or counter attack. After the timer has expired, the attackers can continue destroying the base.

    (Note - it's been awhile since I last played EVE, so the mechanics may have changed since then...)

    -A
    Last edited by Roland; 02-10-2017 at 02:42 AM.

  12. #12
    Tracker
    Join Date
    Apr 2016
    Posts
    210
    Rep Power
    0
    Quote Originally Posted by Gazz View Post
    IMO that is a big part of the problem.

    There is so much vertical progression in the game that it would never pass muster in a PVP game.

    There is a damage factor of 5 between "no skill and crappy weapons" and "max skill and top weapons" and if you factor in armor and high wellness it's over 20.

    You can tell me about "player skill" whatever you want but if I do 20x as much relative damage then I'll win that "fight".

    If I was told to rebalance the game for PVP I would have to create a different balance.

    • You get XP for killing zombies but not for players. You get ego points for doing the latter...

    • All skills like Heavy Armor, Mining Tools, or Rifles go straight out the window.
      There will be no grinding skill.

    • You can buy perks from skill points but they dont have as much punch, either. No 2x damage modifier.
      Maybe +30% is manageable.

    • Weapons and parts retain QL but a QL 1 part does not have 40% but 66% of a QL 600 parts' stats.

    Much less "progression" and therefore a far more level playing field but you can still do all the things you do in the vanilla (PVE) game - with the exception of watching skill numbers go up.

    Actually, I would not mind seeing the vertical progression reduced in general. I do not really think the skills and quality need to make that big of a difference.

    You could try and balance perks to result in different play styles, instead of just making the player stronger.

    Since you can actually hide in this game, unlike rust, random respawns and land claims are probably good enough for it to function. Renewable resources would be a good idea too.

    A lot will probably depend on how NPCs and bandits work though. Will larger bases with loud turrets and defenses attract more hordes?


    If you are making different pvp modes, there are so many ways you could go with this game heh. You could totally recreate a game like Savage, or a MOBA, along with factions, and maybe even a zombie faction. There could be defended faction town starting points.

  13. #13
    Inventor playlessNamer's Avatar
    Join Date
    Nov 2014
    Posts
    773
    Rep Power
    1
    I suggest this a long time ago allready:

    The idea is based on the mental state of the character. Living in a zombieapocalypse can drain your mental condition. Seeing friends die, get beaten or die by zeds, long time no good food, scrappy clothings,...

    In PvP apocalypse you have to kill humans from time to time, this has massive impact on your mental condition.

    1. killing a naked Lv.1 players makes your char feels like a a.hole and gives him pangs of remorse.
    2. killing a players same or higher level has still decent noticeable impact.
    3. when you get shot first then its always self-defence without any punishment.

    So the player has to decide if its worth to kill another player based on his level he look like. You know you get the punishment anyway but ponder if its worth the loot.

    The mental state couldt give buffs and debuffs over days/weeks, marking you as a killer and let other player hear your steps louder or at latest mark you on the minimap. There is a difference between just PvP players and pure Ego-Shooter players in this game. Some ppl shoot on everything thats moves and some think about if they kill or not, using ingame voice and such things.

    As secondary and this is extreme important: Reduce the damage dealt from player to player by 75% or more. The fights are way to fast to give both players a chance, a reaction time, a chance to run away and flee or at least every players has to hit some more shots what brings skill into it. Even the Guns and Armor are more important and little differences can decide it after 15-20 hits.
    The movement, the moment of reloading, the positioning and the aiming while evading hits,... that makes all no sense when the fight takes 1-3 seconds.

    Players are like Heros in this game and zombies are just creeps. Fighting a player should always be a epic fight or least anyway a fight. Sometimes you loose everything you have to a death, this must be more worth.
    Getting a headshot while standing still with open inventory is bllsht! Maybe give 50% damagereduction when your inventory is open, you are standing still anyway.

    Raiding a base is a hard topic. In my opinion the base, the creative build of a player is untouchable but its a interesting part of the game wich is sadly not proper supported with more defenses, turrets and some alternatives to spikes and pits.

    There are options:

    low claimhealth: easy to raid everything
    medium: the same like low but it takes some hours and many players have to much time.
    high: it takes 1-2 complete reallife day with some mates hitting, hitting, hitting, repairing axe, hitting, hitting, hitting, repairing axe, hitting, hitting, hitting, repairing axe,.. this is no gameplay in my opinion and should not be supported by the game. Dont mislead players to do such things.
    over high till untouchable: Deaktivates the raiding feature and take the PvP out to the streets/towns. Additionally you can take a rest from PvP in your base.

    Baseraiding is nothing more than hitting endless amounts of time to blocks and doors. There is no gameplay included, no brain, no game, nothing, ... just hitting thousands over thousands of block hp down. Think about this pls, this is no gameplay! This is putting a weight on your left mousebutton and go afk or at least switch your brain off meanwhile raiding or it couldt be damaged eventually!

  14. #14
    Banned
    Join Date
    Jun 2014
    Location
    London
    Posts
    875
    Rep Power
    0
    Quote Originally Posted by playlessNamer View Post
    Raiding a base is a hard topic. In my opinion the base, the creative build of a player is untouchable but its a interesting part of the game wich is sadly not proper supported with more defenses, turrets and some alternatives to spikes and pits.

    There are options:

    low claimhealth: easy to raid everything
    medium: the same like low but it takes some hours and many players have to much time.
    high: it takes 1-2 complete reallife day with some mates hitting, hitting, hitting, repairing axe, hitting, hitting, hitting, repairing axe, hitting, hitting, hitting, repairing axe,.. this is no gameplay in my opinion and should not be supported by the game. Dont mislead players to do such things.
    over high till untouchable: Deaktivates the raiding feature and take the PvP out to the streets/towns. Additionally you can take a rest from PvP in your base.

    Baseraiding is nothing more than hitting endless amounts of time to blocks and doors. There is no gameplay included, no brain, no game, nothing, ... just hitting thousands over thousands of block hp down. Think about this pls, this is no gameplay! This is putting a weight on your left mousebutton and go afk or at least switch your brain off meanwhile raiding or it couldt be damaged eventually!
    You are quite obviously harbouring some grudges after being raided in the past and you know nothing about raiding yourself which is apparent by your last sentence above.

    Things to consider when going to raid a base;

    1. Do we need to build a staging base, where should we put our bags down
    2. Do we need to go underground as the base has excellent above ground vantage points
    3. Do we know who the owner/s are
    4. Do we check to see if anyone is home, if they are, what are our options
    5. Do we take our best tools and gear on servers where you will lose them if you die, this is often difficult call
    6. Do the owners have allies and are they close by
    7. Is the server really busy and are we likely to be interrupted, if so what do we do about it
    8. How many people can we take, if multiple then what are their roles (lookout, back guard, miners)
    9. Do we have an idea of the layout judging from the external design
    10. Should we try and locate the claims and remove them or just try and find their loot
    11. Where are the owners sleeping bags, important to get these first to make the rest of the raid easier once we kill them

    Those are just off the top of my head, there are many more considerations and just because YOU dont like raiding does not mean it involves no gameplay.

  15. #15
    Inventor playlessNamer's Avatar
    Join Date
    Nov 2014
    Posts
    773
    Rep Power
    1
    Quote Originally Posted by bloom_meister View Post
    You are quite obviously harbouring some grudges after being raided in the past and you know nothing about raiding yourself which is apparent by your last sentence above.

    Things to consider when going to raid a base;

    1. Do we need to build a staging base, where should we put our bags down
    2. Do we need to go underground as the base has excellent above ground vantage points
    3. Do we know who the owner/s are
    4. Do we check to see if anyone is home, if they are, what are our options
    5. Do we take our best tools and gear on servers where you will lose them if you die, this is often difficult call
    6. Do the owners have allies and are they close by
    7. Is the server really busy and are we likely to be interrupted, if so what do we do about it
    8. How many people can we take, if multiple then what are their roles (lookout, back guard, miners)
    9. Do we have an idea of the layout judging from the external design
    10. Should we try and locate the claims and remove them or just try and find their loot
    11. Where are the owners sleeping bags, important to get these first to make the rest of the raid easier once we kill them

    Those are just off the top of my head, there are many more considerations and just because YOU dont like raiding does not mean it involves no gameplay.
    I was getting raided and i raided several bases (its not about beeing pis.ed about anything) but you are interpreting way to much into it. 90% is just to wait them to go offline, ye you should know who lives there to see when they are offline, thats no gameplay, and then you take for sure the most likely efficient way (not really gameplay too) then its just the claimhealthmodifier/time to break in. Usually you know allready exactly before when players usually go offline because they have a job or other life and leave the server every day at this time.

    The only option is claimhealth 4 (useless), 8 (useless), 24 (useless, just hours), 40+ (getting started be usefull but allready close to impossible for humans with a life/brain)

    The rest of the "gameplay" you list is just in the imagination or at least very unlikely. There is nothing to know about it expect the 3-4 obvious things. Reminds me of some DayZ player stealthing around every corner like James Bond in Mission Impossible even there is no one other in 10km range but he feels like a superagent stealthy imba player.

    For me, i raided several bases and the longest one took about 12 hours with 3 mates. Wasnt even fun once and will for sure never ever do it again, not even on drugs and the game should not support this.

    Turn raiding on with a 10-24 multiplier or turn it off. End of the story. Thinking about claimheathsettings is waste of time. Game doesnt support it and living underground like a rat... is this funny? Getting found by glitch only?

    Hitting a block 15 minutes, 30 minutes, 1hour, and more.... seriously? Pls remove from game, makes the game look really bad!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •