RestInPieces
New member
Most people have linked PvP to griefing, harassing and general toxicity and I don't blade them for that. It is a fact that unchecked PvP servers especially in a voxel game like this quickly devolve into a toxic cesspool of hostility and frustration. My belief though is that even such a thing, with the right systems in place, can be exploited towards player enjoyment and immersion even without constant moderation.
(I had also successfully managed to make it work in a custom map minecraft server I used to run back in the day, by writing a small plugin that allowed other players to destroy only a small percentage (I think it was around 0.03% which made for quite a few blocks) of blocks in a claimed chunk to make raids viable without griefing. Players looted the most valuable blocks or made their way to the base's chests)
Humor me and let's suppose 7dtd had a good grief-proof PvP system in place (it already has some elements), how would it be like? Feel free to add stuff.
Claimed land and raiding:
-Ciaimed land tied to the owner's party. Blocks/items in that area cannot be destroyed by other players, while all of the people in the owner's party are offline.
-Other players can only destroy a small percentage of blocks (recorded as "raided" when destroyed) that slightly increases depending on the percentage of people that are online from the owner's party.
-Increased claimed block durability but not by a huge margin.
-Grace period of invulnerability for claimed lands of players that have recently joined and an extended period of decreased percentage of number of destructible blocks in their claimed land.
-Killing players from the owner's party slightly increases the percentage of destructible blocks up to a random point.
-The recorded number of the "tagged as raided" blocks that were destroyed in a claimed area (always within the percentage cap) slowly decrease with time after a certain period of peace (blocks not getting destroyed by others).
-Looting chests in claimed lands only gives access to a random 1/5 of the items that exist in that chest for other players (that are not in the owner's party).
-Looting a chest triggers a cooldown and makes it unlootable for a random range period of time (say 12h-72h) for other players.
General PvP:
-A player attacking and killing another player without prior provocation will be tagged as a murderer.
-Each murder will enable a stacking debuff (as in real life) to reflect its realistic psychological effect (with the added whisper effect from a1).
-Each murder will reduce your reputation with traders, involving higher prices up to denial of trade and even hostility. Could also affect quests or quest availability.
-Killing a murderer has no penalties.
-The victim will be able to pay a small price in order to put a bounty on the murderer enabling bandit spawns tracking the murderer (when they are implemented).
-Other players will also be able to take up the bounties and be rewarded when they kill the murderer.
-Players who recently joined will have a grace period of being extempted from PvP.
Can PvP be salvaged? Try to be constructive when replying instead of saying "no, PvP is griefing" etc.
(I had also successfully managed to make it work in a custom map minecraft server I used to run back in the day, by writing a small plugin that allowed other players to destroy only a small percentage (I think it was around 0.03% which made for quite a few blocks) of blocks in a claimed chunk to make raids viable without griefing. Players looted the most valuable blocks or made their way to the base's chests)
Humor me and let's suppose 7dtd had a good grief-proof PvP system in place (it already has some elements), how would it be like? Feel free to add stuff.
Claimed land and raiding:
-Ciaimed land tied to the owner's party. Blocks/items in that area cannot be destroyed by other players, while all of the people in the owner's party are offline.
-Other players can only destroy a small percentage of blocks (recorded as "raided" when destroyed) that slightly increases depending on the percentage of people that are online from the owner's party.
-Increased claimed block durability but not by a huge margin.
-Grace period of invulnerability for claimed lands of players that have recently joined and an extended period of decreased percentage of number of destructible blocks in their claimed land.
-Killing players from the owner's party slightly increases the percentage of destructible blocks up to a random point.
-The recorded number of the "tagged as raided" blocks that were destroyed in a claimed area (always within the percentage cap) slowly decrease with time after a certain period of peace (blocks not getting destroyed by others).
-Looting chests in claimed lands only gives access to a random 1/5 of the items that exist in that chest for other players (that are not in the owner's party).
-Looting a chest triggers a cooldown and makes it unlootable for a random range period of time (say 12h-72h) for other players.
General PvP:
-A player attacking and killing another player without prior provocation will be tagged as a murderer.
-Each murder will enable a stacking debuff (as in real life) to reflect its realistic psychological effect (with the added whisper effect from a1).
-Each murder will reduce your reputation with traders, involving higher prices up to denial of trade and even hostility. Could also affect quests or quest availability.
-Killing a murderer has no penalties.
-The victim will be able to pay a small price in order to put a bounty on the murderer enabling bandit spawns tracking the murderer (when they are implemented).
-Other players will also be able to take up the bounties and be rewarded when they kill the murderer.
-Players who recently joined will have a grace period of being extempted from PvP.
Can PvP be salvaged? Try to be constructive when replying instead of saying "no, PvP is griefing" etc.
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