PC PVP- base griefing

Servers that use simple xml mods could have an extra flag to show they are modded...
100% this!!!!

Yeah if we're going to be separating Vanilla from Modded servers then XML should be separate from SDX.

Either go one way or the other... right now it's just not working.

I see people complaining they can't get folks onto their servers because it's "modded" and all they've got are some minor tweaks.

Yeah +1 for this idea.

The real issue at the root is how empty Modded servers can be.

Yeah there's a few exceptions but many seem to be struggling.

 
PvP is for people with something to overcompensate for. Just like inadequate people like to fight IRL. Be a true PIMP and play co-op or SP.

There are no other options.

 
PvP is for people with something to overcompensate for. Just like inadequate people like to fight IRL. Be a true PIMP and play co-op or SP.
There are no other options.
Not sure if trolling or not. If not, then this is quite the harsh generalization of competitive gaming and perhaps competitive activities in general(?).

There is value in competition (even unfriendly competition) and saying something like what you just said, to me seems like a feeble attempt at denying that fact of life. It's condescending as ♥♥♥♥ and frankly just bigoted.

This btw coming from someone who can't handle competition well at all times and tends to avoid it repeatedly and still is able to appreciate the good things it can bring. Sportsmanship. Courage. Personal growth.

Your statement probably applies to a large chunk of, but not all PvPers. I won't deny there's a lot of cancerous people out there, who maybe have a tiny ♥♥♥♥, or a dad that beats them to sleep every night, or whatever. It's hard, but not too hard for a good admin/mod team to identify such individuals and remove them from the game, so the adults can have fun.

So again to all those complaining about griefers, but still not afraid of competitive gameplay:

Look for a decent server with a sensible rule set and active staff enforcing the rules impartially.

Look for servers that have frequent backups of the game world, so in case a griefer slips through, lost work can be restored.

Or go the safe route and only PvP with your friends on your own terms altogether.

 
Last edited by a moderator:
Look for a decent server with a sensible rule set and active staff enforcing the rules impartially.

Look for servers that have frequent backups of the game world, so in case a griefer slips through, lost work can be restored.

Or go the safe route and only PvP with your friends on your own terms altogether.
Its very hard to find a pvp server with more than 3 players in Oceania.

 
Exactly. A realistic human being promotes the good of the group over individual success. Anything else is a recipe for extinction.
Generally speaking:

Cooperation was, is and will be preventing extinction. But cooperation doesn't require total collectivism, but rather a good balance of collectivist AND individualist attitudes at the respective right times. Go into the extremes and you'll either sacrifice a lot of potential advancement for the sake of faux stability, or the group scatters into obscurity.

Friendly competition within a group, with proper regulation, keeping "the good of the group" in mind with a common goal, can be a driving force for a group to advance and prosper as a whole.

A good group draws from the abilities of its individual members and sometimes those individual members find and develop their strenghts only through competition with each other.

"The good of the group" and individual success don't have to (and shouldn't!) be mutually exclusive, as your rhetoric suggests.

There is a reason we developed to have competitive activities like sports and games – And that's what we're talking about here. Just because there are individualists, who come into it with a cutthroat (therefore extremist) mentality, doesn't mean it's pointless.

See PvPers as a group, if you will.

A responsible PvPer knows that purely destructive behavior for the sake of a few individual "wins" drives away future competition, resulting in less opportunities to enjoy it and profit from it. So for the good of the group "PvPers" the PvPer should follow some rules.

 
Other games suffer by this tooOther Devs ignore this issue too

(But to be fair, i never percived this as a really big issue in 7D2D)

2 Workrarrounds

Join a Server with enforced rules that deny this

Make backup bases so that you can loose 1-3 without beeing grounded

Forget the idea to change the mind of griefing players, they mostly dont even understand what we talk about.
Really this.

 
Hackers which is what this sounds like, is a problem in many pvp and especially alphas. And that's not much to do about it.

But to the topic of griefers.

Griefers enjoys to destroy or stop some one else fun factor. But griefers can only survive in a environment where griefing is made easy.

Raiders on the other hand can survive in a environment where raiding is very hard.

Therefore I think TFP (eventhough focus is not on pvp) should do a few adjustments to minimize griefers.

A low level player should always have a hard time killing high level players. (Level based armorbonus from player injuries)

Use the value property you calculate hp of containers. Ex. If a box have 100 concrete blocks with s value of 300 add an 300 or whatever hp bonus to the box.

The amount of time a player has put in to gather a resource should inflict on the amount of time it takes to steal it!

 
I returned back to the server, it used to host on average 5-10 players per night. It was abandoned, according to the day in game, barely any days passed. Which means most players gave up around the same time as me.

On my way back to my first base, I came across a level 1 wooden base, using level 350 steel axe i decided to do a quick test. The claim block was active and after few hits, I basically got nowhere, it would take a long time to break in, which makes me wonder, were there hacks used to break into my base which was level 2 concrete?

The fact they spent time destroying things which didnt really need destroying, while some claim blocks were still active???

 
Looking back at how you describe it in your OP makes me ask:

Was it a surface base turned to a pile rubble entirely and if so, what was it built on?

If it was on relatively weak ground like dirt or sand it is absolutely possible to just dig under the base and make the whole thing collapse in short time – Even with claims active. Something to keep in mind anyway.

 
Looking back at how you describe it in your OP makes me ask:Was it a surface base turned to a pile rubble entirely and if so, what was it built on?

If it was on relatively weak ground like dirt or sand it is absolutely possible to just dig under the base and make the whole thing collapse in short time – Even with claims active. Something to keep in mind anyway.
Most of the people that have this happen are in the phase of their playing where they are really just learning about base building to protect their assets. It takes a lot of trial/error or watching youtube tutorials to figure out how to build a well defensed base. As it should!

 
Most of the people that have this happen are in the phase of their playing where they are really just learning about base building to protect their assets. It takes a lot of trial/error or watching youtube tutorials to figure out how to build a well defensed base. As it should!
I have 1760 something hours, concrete walls inside a hill surrounded by stone.

Maxed out steel doors. But like i said issue isnt me getting raided.

 
(...)Use the value property you calculate hp of containers. Ex. If a box have 100 concrete blocks with s value of 300 add an 300 or whatever hp bonus to the box.

The amount of time a player has put in to gather a resource should inflict on the amount of time it takes to steal it!
I like this idea a lot. I guess the only downside (for the base owner) would be the modfied HP value giving away which chest has the best stuff, so in addition to your suggestion container HP should maybe be turned invisible.

 
I like this idea a lot. I guess the only downside (for the base owner) would be the modfied HP value giving away which chest has the best stuff, so in addition to your suggestion container HP should maybe be turned invisible.
Even better and also adding to the excitement for the raider. Not knowing how long it will take to loot. :)

 
I recently saw a video about what makes a PvP game successful (on base of Fortnite being in high demand by so many players). Basically it goes down into a few points (surprisingly all of them are true):

1. All players feel they are above average (better than most other players)

2. The excitement of starting a new match brings new emotions and can craft a unique experience

3. Finishing in top 10 or as the first player leaves you wanting more with some meaningful prize or sense of progression.

In 7DTD i think the most important factor is lack of cooperation. As some stated this game would be great if cooperation was worked upon better, but i think it needs a few additions (like in some other games where cooperation is fun):

1. The enemies will be harder compared to the number of active players - This would make the experience harder for an individual, forcing players to cooperate more, yet giving more rewards for success. Imagine Diablo series where more players enhance the enemies making them tougher, yet give more loot. - How that translates to 7DTD? I dunno...

2. Each player could receive a specific goal or all would have overall goals - This would allow the players to compete for some made up points, with each quest completed giving them some to finally compare who was best in what manner and give out prizes of sorts.

3. New incentives required - Apart from killing zombies, survival and gathering resources, there need to be more to do in general. If people are bored, they come up with stupid ideas. The game is not based on attacking others (like many mobile games i played and quit after a time), nor it rewards for griefing or PvP, yet for some it is fun as there is no other fun thing to do for them.

Adding to the general discussion of stopping the griefers: Just make some of the player placed blocks indestructible in a claim block area, while many other things really tough. If you have to dig through 10000 hp of a door with each hit taking 1 damage (no matter the tool) it will take time, even for a number of players. This could be toggled as when the player is online it would be a more normal damage, with indication for the player that his base is being attacked.

 
Back
Top