Hello Gazz,
I’m writing this on behalf of the players and the admin from nopainnogaincommunity.de,the most active pvp server according to the gametracker website. We are glad, that the pvp aspect is finally getting more attention.
We have gathered information from our players and admin, regarding the points you mentioned and suggestions we have, so people to enjoy the pvp aspect of 7d2d more.
The most important aspect of a server is the admin.
He is the one, who defines the rules and the settings, which in turn define if the server is for beginners, advanced gamers or pro’s.
As every server is different and players have different levels of game experience, it is impossible to define a clear set of data, to suit everyone’s needs. On a pvp server, experience is one of the most crucial points, when talking about base building, scouting, raiding, recovery, etc.
We’ll first address the points you made in your posts and then offer some of our own thoughts, experiences and data.
Sound
Sound Bugs
It is of utmost importance to fix the still existing sound bugs of the AK 47 and the Auger.
When sneaking around (or inside) an enemy base, switching to the AK will cause a loud shooting sound, which instantly makes the base owner aware of intruders.
The auger on the other hand makes a constant augering sound after being used for a short while. This sound stays even when not augering or switching to a weapon / other tool. The base owner can easily locate the intruder by that continuous auger sound.
Stomach Growl
The growling of the stomach is a good feature to remind the player to eat but we perceive it as too loud. It should not be possible to hear it as far as it currently can be heard. Also, any experienced player will not go to a raid, while starving. On the other hand, no player who has a base should be starving in it, as he can gather large amounts of food in a small time period, either by growing crops in underground or tower gardens or spend some time hunting and setting up a stock of provisions.
Sound Distance
Arguably the most pressing issue regarding sound is the distance it can be heard at. This used to be extremely far (Pickaxes could be heard at 7km for example). There is still some lack of realism, as the pickaxe or stone axe sounds can be heard further, than those of explosions for instance.
We suggest to create different sound categories like: explosions, tools, motorized tools, firearms, chests, walking, etc. and to give each of them a certain sound range. This sound range should easily be editable by the admin, so if he believes a sound to travel too far or not far enough, he can change it by changing a number in the server settings.
Suggestions for base values:
- Explosions: 3km
- Firearms: 2km
- Motorized tools: 1,5km
- Tools: 800m
- Chests, walking, safes: 300m
Offline Raiding
Auto Turrets
Auto turrets are a cool idea and have already been implemented by the modding community. If these are going to be implemented in the main game as well, they must work properly.
They have to recognize owner, friends and enemies and they should not be fooled easily.
If auto turrets were to be used on a pvp server to protect a base, I as a raider would simply find out their range, place a bedroll right at the border and let them shoot me & respawn until their ammo is used up. Perhaps even hiding behind a rock might make the turret waste it’s ammo.
We believe auto turrets to be a good idea, but they have to do their job properly.
Griefing
You mentioned your experience of logging back into the server and finding your base reduced to rubble.
Some admins allow this kind of action, though it is not allowed on our server and so far it has proven to be a good rule to not allow griefing. Destroying what’s neccessary to get into a base, at chests and keystones and get back out is fine. Making parts of a base collapse or even destroying the entire base is pointless in our eyes. We have seen servers been raided empty by the alpha team before. Players who had their base destroyed tend to leave the server, as they are pissed off and have to start all over again, so they may as well go to another server for it.
As someone who raids alot, I made the experience that it is better to steal everything from a base, but leave it as whole as possible, so the owner can build himself up again. That way, I can raid that base again later on and the owner can learn from having been raided and improve his defenses.
When it comes to griefing, it is also very important to have an active admin, who checks the raids and ensures everything is going according to the rules. If the admin is not online, a bot can be used to record what is happening on the server, so if there are any complains, the admin can retrace the steps the raiders took.
Offline Raiding
Offline raiding is most of all a trade of resources (materials and time) and a pinch of psychological warfare (lots of empty safes, hidden chests, fake rooms, traps, etc.) Both raiding and raid protection are arts in and of themselves. It is not merely augering blocks for hours on end. Here again, experience comes into play on both sides. This experience can only be obtained by raiding / getting raided many times and learning from the mistakes.
Dynamic Claim Modifier
It might be worth thinking about implementing dynamic claim modifiers (DCM) though, as it is very easy for high-end raiders to get into a new player’s base. The DCM could make the claim protection extremely high (for example x200) within the first few days and have it gradually reduce to the server’s standard claim protection setting. This way, it is extremely costly to raid a noob base, however the noob is under time pressure to make his base safe.
The DCM should be optional and the extra claim protection and the duration should be changable by the admin in the server settings.
Different Claim Blocks
Another idea in regards to claims is to have several different claim blocks, with different ranges. Obviously the greater the range, the more expensive the claim block has to be. Again, this should be an option for the admin to choose. If he does not want to use it, he can simply not tick the box in the server settings and use the current system.
Offline Claim Protection
It is not surprising, that most players you talked to didn’t know about the offline claim protection, as it does not work. The idea is good but if you intend to implement this feature in future builds, please make it work.
Loss and recovery
Random Spawn Points
The current system of fixed spawn points leads to the problem you encountered. People will either put spikes or cages at the spawn points. The logical conclusion is to have truely random spawn points rather than a set of fixed ones.
It has to be noted though, that cages, spikes, etc. at spawn points are considered griefing on our server and are punishable by ban. Therefore it is a matter of the admin and the server policy again.
We recommend you getting in touch with Smegz0r on steam. He has a bot that has a very good system of setting up random spawn points.
The radius of the spawn points should also be adjustable by the admin in the server settings.
Harvest Multiplier
We like the idea of a harvest multiplier, though this should also not be fixed, as it plays a direct role in the difficulty of the server. Make it optional and adjustable by the admin as well please.
Explosives and rockets
As you are interested in player experience concerning rockets and explosives, we gathered some data for you.
Our server runs with a 32x multiplier and we tested everything at highest skills, highest quality and used double reinforced vault doors as our test objects. We also modified the auger, so it deteriorates 5x slower, as the standard setting renders the auger useless. A raider would have to carry an entire inventory of repair kits into a raid, which is dropped on death on our server.
The auger deals 5 dmg per hit, which means it takes around 20 minutes to break down the vault door.
The pickaxe deals 18 dmg per hit, but as the hits come in a much less rapid succession than those of the auger, it takes around 35 minutes to break down the vault door.
This is where the first problem arises, as there is still a bug when using more than one auger on the door (or any other block). The second auger tends to “repair” some of the damage the first auger made. We believe this to be due to the rapid hits that the auger does. Therefore, 4 augers break down a door much slower than 4 pickaxes do. Not to mention the auger sound bug, which usually causes players to lower their in game sound to zero.
The rocket launcher deals 18 dmg per hit and is therefore just as strong as a single pickaxe hit. This renders the rocket launcher useless on our server settings. The same goes for dynamite. As TNT can not be placed in claimed territory, it is out of the question.
As there are currently no effective explosives, we introduced a new kind of dynamite called Raid-Dynamite. The specs are:
- Range: 3
- Damage (block): 9000 (xml value)
- Damage (entity): 50
- Damage on claimed blocks: 564
- Costs: 2 plant fiber, 20 paper, 2 ducttape, 100 gun powder
Using Raid-Dynamite, you can break down formerly mentioned vault door with 43-44 sticks of Raid-Dynamite.
Additionally Raid-Rockets could be introduced but we have not done that so far. They would have to be half as strong as Raid-Dynamite and would cost twice as much gun powder as normal rockets, plus 4 ducttape.
Part 2 in Next Post