PC Alpha 17 and PVP mode

Working together to survive is a complete joke. The zombies are a non-issue basically after you've crafted your first wooden club. PvPers like the danger of another human, and it makes the whole dynamic of the game more exciting. It makes base building even more interesting and people who like elaborate base planning, traps, decoys, raiding, detective work, reverse-engineering, and figuring out ways to exploit others' constructions have a blast in PvP even if the game doesn't properly support it.
yeah true PVP is such a good part of the game and i think TFP should think about caring more for PVP players

 
Wich will happen. Maybe. After the game is released. TFP said more than once that their focus is fully on PvE/coop until the game is ready.

 
Does customer input not matter? Why should madmole get to decide whether the point of the game is PVP or Co-op? *whistles*
How the developer wants the game to be is what should take precedence. Since Rick and Joel are the owners of The Fun Pimps, and this game is their baby, they've got majority vote over anyone else.

And yet they added PvP steam achievments. And now wonder when the PvP´lers come along all the time demanding things...
Yeah, this never made any sense to me at all given the developers stance on the subject. I think Steam or the console development that was in progress may have had something to do with it.

 
Afaik the steam achievments are done by the developers usually. Steam has nothing to do with them. (well, valve games are ofc a different story)

why they would add pvp achievments due to the console?

Could you earn the right to create achievments as a backer? some games do that and it can lead to strange achievments sometimes.

 
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How to fix pvp in a few relatively simple steps:

1]Do not mix high and low level player game stages. Fighting cops being level 1 is annoying and downright impossible

2]Dramatically increase minimum player vs block protection from landclaim blocks. Also make it so that if a player fails to destroy a certain block it will heal over time. Disable landclaim decay altogether.

3]Join low level players on low level player spawns away from high level players.

4]Add engines earlier in the game. Make cement a higher perk and electrity perks lower level. Having electricity early game means a well protected base.

5]Make dying less punishing. Either disable dropping items altogether or allow only certain items to be droppable (materials and blocks over clothes and weapons).

6]Make player killers having bounty on their heads. Force faction and bounty hunter creations.

 
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Not always. In PvP my main base is a hidden bunker. In PvE it is a giant castle.
In pvp you really go for one of 2 styles, hide underground or go massive, nothing in between works too well, and when i say massive i mean 50x50, moat to bedrock and tower to skybox with one of more drawbridges to get across. of course moats to bedrock and towers to skybox is an enormous amount of work so tends to be only teams that can afford (and protect) that investment.

If you hide underground then if youre smart if very hard to be found although there are many things (that I wont mention here) that can give you away, claim protection being an obvious one (if you use them, and thats got its own risk v reward curve)

 
In pvp you really go for one of 2 styles, hide underground or go massive, nothing in between works too well, and when i say massive i mean 50x50, moat to bedrock and tower to skybox with one of more drawbridges to get across. of course moats to bedrock and towers to skybox is an enormous amount of work so tends to be only teams that can afford (and protect) that investment.
If you hide underground then if youre smart if very hard to be found although there are many things (that I wont mention here) that can give you away, claim protection being an obvious one (if you use them, and thats got its own risk v reward curve)
In serious pvp servers you always go for bunker first because there are gun players roaming the place trying to kill newbies for fun. You turn that bunker into skyscraper very later in the game. And making it big is a huge mistake I see a lot of players do. Instead people should focus on making a labyrinth of traps and preferably turrets. But a patient enemy is always your worse fear,because no matter how well you build your base and protect it with fresh landclaim blocks,they will always find a way into your base with but a pickaxe. Your only salvation is teleport protected servers in my humble opinion.

 
Not always. In PvP my main base is a hidden bunker. In PvE it is a giant castle.
Well early game yes, but also building a big castle in PvP and trying to playerproof it is a really fun and interesting challenge

 
How to fix pvp in a few relatively simple steps:1]Do not mix high and low level player game stages. Fighting cops being level 1 is annoying and downright impossible

2]Dramatically increase minimum player vs block protection from landclaim blocks. Also make it so that if a player fails to destroy a certain block it will heal over time. Disable landclaim decay altogether.

3]Join low level players on low level player spawns away from high level players.

4]Add engines earlier in the game. Make cement a higher perk and electrity perks lower level. Having electricity early game means a well protected base.

5]Make dying less punishing. Either disable dropping items altogether or allow only certain items to be droppable (materials and blocks over clothes and weapons).

6]Make player killers having bounty on their heads. Force faction and bounty hunter creations.

With the skill system and RNG loot, this will never be a PvP game. The best option for the devs would be to make every player-placed block essentially an LCB with indestructibility and remove damage to other players entirely, including from player-placed traps and explosives. Destroying the balance of the game to accommodate CoD players is not a great idea.
Removal is the best option for PvP

 
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the pvp player base is less than 1% of our customer base. Maybe its 40% of the vocal minority community, but its literally nothing, all our players are friends playing coop with friends or single player on private servers.
Again, it's not worth destroying what the game is to make 1% of the loudest whiners happy. Many games do that, and many players hate those Dev's for it.

 
Again, it's not worth destroying what the game is to make 1% of the loudest whiners happy. Many games do that, and many players hate those Dev's for it.
nobody is asking for that.

a lot of the things dont effect soloplay or would enhance that as well.

PS: the 1% figure is wrong and depending on time of the last release is closer to 10% maybe more.

 
Nefer when did you start playing? Back in A12 and earlier the sound radii was huge. You could hear a forge forging metal from 2,000m, an auger from 3,000 meters, someone chopping a tree from 1,000m. It was actually REALLY fun. They nerfed it in A13 and I've been bitching ever since.
The sound was incredibly ♥♥♥♥ed up back then. I remember I had a bunker in bedrock level and the Y axis was infinite so people would hear me or I could hear people while being underground covered by km's of stones.

I think now it's better, or last time I played anyway, I havent played A16 that much.

A17 will be better for PVP because of the new map system: Much bigger maps AND no need to have lag when running at high speeds (think vehicles), so the fights should be way smoother.

Ive heard some guy saying that they dumbed down how often snipers appear. I hope they keep it as a rare item because snipers in open world games are OP as ♥♥♥♥ so they should keep it as a strong rare item for players that have been in the server surviving for a while. Of course people can get lucky and find it too earlier but it should be rare.

As far as PVE vs PVP goes... all PVE players are potential fuutre PVP players. Once you've mastered the game and you have your base safe and you've done pretty much everything, you will start looking for extra challenges, and surviving with the mance of zombies + the randomness that cannot be coded of other humans makes the game much more interesting objectively. Specially once the game is finished and there aren't more additions to the game it would be pretty autistic to play solo or coop forever... PVP+PVE is the final form of survival.

 
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nobody is asking for that.a lot of the things dont effect soloplay or would enhance that as well.

PS: the 1% figure is wrong and depending on time of the last release is closer to 10% maybe more.

How to fix pvp in a few relatively simple steps:1]Do not mix high and low level player game stages. Fighting cops being level 1 is annoying and downright impossible

2]Dramatically increase minimum player vs block protection from landclaim blocks. Also make it so that if a player fails to destroy a certain block it will heal over time. Disable landclaim decay altogether.

3]Join low level players on low level player spawns away from high level players.

4]Add engines earlier in the game. Make cement a higher perk and electrity perks lower level. Having electricity early game means a well protected base.

5]Make dying less punishing. Either disable dropping items altogether or allow only certain items to be droppable (materials and blocks over clothes and weapons).

6]Make player killers having bounty on their heads. Force faction and bounty hunter creations.

Drastic reduction in gun damage vs players would be really important to me as a PvP player. One-shotting someone, or loading them full of 7.62 from an AK-47 before they even know you're there is so lame. From both an attacker and a victim's perspective. Being able to react is an important fun part of PvP, and right now there isn't enough time to react in most scenarios. Drastically increasing the sound radii and miscellaneous player sounds would help a lot so players could recognize that other players are within 500m or 1km of their position. Early and mid game battles are the best, with a roughly thrown together toolset like a landmine, a crossbow, maybe a pistol or a hunting rifle at most. Once it progresses to full purple iron armor and AK-47s I just hate it lmao. I don't think we need more guns at all. Most PvP happens at very long intervals and it's entirely too explosive. Like you won't see someone for 60 hours and then boom some guy with a 600 qual ak-47 was crouching in a corner so you're dead and you lose several days of work just like that. The AK-47 was the worst addition to the game from a PvP perspective because it's just too strong. The sniper was already too strong but at least it was rare, now snipers feel like they're literally everywhere and everyone is capable of one-shotting anyone else within the first few hours.
You are incorrect.

BTW the 1% figure came from Madmole 2 days ago, as you can see here: https://7daystodie.com/forums/showthread.php?74084-Developer-Diary-Alpha-17&p=839407&viewfull=1#post839407

 
And the "1% is bull♥♥♥♥" comment came from me.

Whats your point?

Nothing against MM... I like him. I've talked with him in the very early alphas quite a few times. But he doesn't even know his own game. Unless he provides a statistic (which I have btw) that debunks what I have said, his word is not worth more then mine. Its even worth less because I at least gave some figures (and used the smalles amount of PvP players, while the maximum amount is probably closer to 15 or 20%)

 
The poll I had done came to a tad over 3%, and the last time someone pulled live data over the weekend it was similar. I think you guys are over-inflating the percentages just a tad.

 
I'd like to see PvP values when A18 drops and not at some random point in the patch lifecycle. I think PvP is most alive in the first month after a patch drop. Also, I'd like to see documentation on how "live data over the weekend" is calculated. I'm guessing whoever collected the data didn't do extremely thorough research regarding the ruleset of every server with active players. If you just look at servers with PvP in the title and assume everything else is PvE, you could seriously underrepresent the PvP community. A lot of servers claim to be neither PvE nor PvP but function with free for all rules. Likewise, some are definitely PvP and some are definitely PvE. I think more high-quality research right after the new alpha drops will show dramatically higher numbers than 3%. Maybe not 30% but definitely in the 10%+ region. Even 3% is more fair than madmole's 1% though.

 
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