There is a world of difference between these two comments. Just because a person does not see the logic of a decision does not mean that the decision is devoid of logic. It is reasonable to say that you don't see/understand the logic; and it is reasonable to say that you disagree with the logic.It has no sense ... i dont get the point of it.
This ^. As I admin 3 servers for large numbers of players. LCBs are never an issue because they can be removed via admin command and they expire after 7 real life days. It's just a fix that was unwarranted and not needed. Alas, I forgot you dont care about the players on the servers larger than 8 players.Yeah, I'm gonna have to disagree with you on that. I don't know what the devs have had to deal with when it comes to coding for the LCBs, but when it comes to running a server, or acting as an admin on one, there has been no cancer regarding LCBs. I'm sure there have been some people claiming large areas with tons of LCBs, or people trolling with them, but that's what admins and server rules are for. I haven't heard of a single instance where this was a problem, because admins could easily remove LCBs, multiple LCBs at a time, in an area with one command. I don't think you'll find one person who agrees with this change, and that includes people who act as admins on servers. This was not a good move on the part of the developers. What we had before was just fine as opposed to this. Seriously, can anyone recall the previous LCBs being a problem? Sounds like the devs are "fixing" something that was never broken. NOW it's broken.
Ignorance is bliss. You dont seem to realize that there is server managers that do this for the server admins Gazz. I know where all the LCBs are at any given moment. When the last time a player signs in and when they expire. I can pop up an LCB at any given moment if a player is claiming too much land or ignoring servers rules. Stacking/overlapping is for players who like to guard their shi_t. Hell all I need to do is run "rlp and a steam id" and I can remove x player's lcbs all across the map. A whole bundle of issues where not considered apparently.That's fine. That's the job of designers. =)
With 3 blocks you need a system/UI to determine which blocks are active or to activate/deactivate individual ones, more bookkeeping, stacking/overlapping rules. A whole bundle of issues made that decision.
The previous spam of claim blocks was a cancer that had to go.
ThisIgnorance is bliss. You dont seem to realize that there is server managers that do this for the server admins Gazz. I know where all the LCBs are at any given moment. When the last time a player signs in and when they expire. I can pop up an LCB at any given moment if a player is claiming too much land or ignoring servers rules. Stacking/overlapping is for players who like to guard their shi_t. Hell all I need to do is run "rlp and a steam id" and I can remove x player's lcbs all across the map. A whole bundle of issues where not considered apparently.
Correct me if I'm wrong, doesnt the Land Claim Block just do that? Claim land for the player? Do they serve some other magical purpose?FYI this has been discussed on a Dev diary with MM directly and he has said he understands the concerns and will make sure that he gets talked about at their table meeting.
It's pretty obvious that you don't know what LCBs are used for which makes sense because they do not play on servers with random people, so although I vehemently disagree with their decision, I do not blame them for it.
Well, the bedroll could have been used for the no spawning mechanic. If I remember correctly, it did, unless there was a bug where it didn't always work or something. If there was, just fix that. Having a bedroll for that and respawning and LCBs to protect stuff from griefing sounds a lot simpler. If the concern is that players would exploit that, then have LCBs prevent zombie spawns AND protect stuff from griefers. If the devs worry about players using that to claim high-value POIs, well that's what admins are for. I'd rather use the bedroll to prevent zombie spawning, so that my area is protected but still allows zombies like screamers to spawn nearby.Yes, they added no zombie spawn to the lcb properties, which does necessitate limiting the number of blocks...
...our job needs to be convinving them that we need a block that prevents griefing and only griefing, so that their "one block does all" approach does not have affects they aren't aware of because they don't fit their game design.
It may go against your concept and how you seem to hate PVP. Those 40 lcbs in a base don't really matter in the long run because we will just drill our way in. They do slow you down, make it so you can't build on lcb'ed land, claim your own area that you can protect. This is a sandbox building game, whats the point of building awesome stuff if you're limited to your silly idea of 1 claim in a 40x area. Thats stupid. I want to build things bigger than that. I can't do that with 1 claim because a griefer will come knock it all down. In a 10k map you might want a base on opposite sides of the map. If you only have 1 claim you wont be able to. There have been bases built with 1000's of claims that still fall to raiders. They would have fallen alot quicker if there had been only 1 claim.This is exactly why.
It goes against the entire concept of a land claim block.
In a PVP setting the claim spam can not possibly be a good thing, which is apparent from some servers increasing the crafting cost to ridiculous levels... which only makes it more devastating if you get killed as a noob and lose the one claim block that you have.
This is just an excuse.This is exactly why.
That might be valid if the game were designed for PvP.I propose a challenge. Devs build a base with a single lcb and give PVP'rs with at least 4k hours in PVP a go. Then time how long it takes to get in.