Roland
Moderator
ummmm.....I don't think you know these developers very well. Whatever happens, it will be able to be reconfigured.Don't force a manual unchangeable default setting on people.

ummmm.....I don't think you know these developers very well. Whatever happens, it will be able to be reconfigured.Don't force a manual unchangeable default setting on people.
I have a few issues with PvP (besides the obvious hacking, dup bugs, and exploits):
1) While I agree with Shivan78 that your base should be at risk, the current system punishes players that can't play as much as their opponents. Steel walls and LCBs that will take 10 hours to break through? No problem for the guy that can play all day while you're at work.
2) Established/high level players killing new players and raiding their base is griefing IMO. A grey bow and stone axe can't compete against a player with a 600 sniper rifle and 200 wellness. It's not even a challenge.
3) Starting on a fresh PvP server gives you a huge advantage. This is related to point #2, but if you start fresh and gain an advantage and play enough to maintain it, you will be ahead of most players. For this reason, I'm always surprised to see forum posts asking for new players to join an established PvP server.
4) Solo can't win against a group. Yeah maybe you kill one of their members 1v1 or even win a 1v2 but ultimately they can overwhelm you and destroy your base. Plus when you start getting into group strategies with specialized roles, etc. you gain a huge advantage.
And yes, #1 happened to me. Maybe some people are willing to start over after losing 30-40 hours of work but I just moved on.
^^^^ i've spent most of my server playing time now on PVP servers and typically joining 1000+ day servers. as long as the map is 10k sized there's a ton of places to hide out.I don't want to keep replying on this thread since I've already pretty much said my peace but, it's totally possible to start as a new player on a PvP server. We have players who start fresh and within a few days are raiding other players bases. Even if you're not into raiding, it would only take about a week to gear yourself up to being competitive. There's people who play for a month and have big bases, but poorly designed and can be raided. There's players who have something very solid in no time at all.
Play time is one part of the equation, but it's not everything. There's always newbs coming and going, if you look around you'll find all kinds of stuff they left behind. The map is big enough that you can hide long enough to get a good start, and on top of everything else when you die you don't lose your skills and levels so even if you die a lot you can easily grind your way up to where you're pulling purple items out of loot containers.
Even if you lose everything you can still get back into the game a lot quicker with your already developed character than you can starting on a new server. If you just lost items and not your base then you're laughing, items are easily replaced, base building takes forever.
Yah, but there's the rub.The current workaround of spamming claimstones everywhere is just that.
By making it a single claimstone we have all the options for making it very powerful.
No finished design - just throwing some ideas around...
- The claimstone itself is invulnerable. No one can destroy it or undermine it to make it fall.
(it would be an entity and not really a part of the "block" system)
- The damage multiplier is dynamic.
If you destroy x% of a fortification the protection multiplier goes up y%.
And I wouldn't rule out that it can ramp up into complete invulnerability.
So even as an attacker on a giant concrete fortress with 100000 blocks you would want to limit damage and cut a tiny path into it to keep the protection multiplier down. So a raid instead of razing the walls and salting the earth.
However, you're still dealing with A Giant Concrete Fortress so... for values of tiny. And you have to expect traps, surprise pits that you have to backtrack around, hidden switches and motion detectors that may alter the path... fun stuff.
Some guy with a stone axe breaking into a small wooden hut would not have to deal with a lot of auto turrets but the damage multiplier may make complete devastation impractical.
Gazz those are truly awful options, I mean just terrible. Poojam is correct that by allowing multiple claims you enhance the defending players options on survivability of his base and his loot and can be a lot more creative with base designYah, but there's the rub.The current workaround of spamming claimstones everywhere is just that.
By making it a single claimstone we have all the options for making it very powerful.
No finished design - just throwing some ideas around...
- The claimstone itself is invulnerable. No one can destroy it or undermine it to make it fall.
(it would be an entity and not really a part of the "block" system)
- The damage multiplier is dynamic.
If you destroy x% of a fortification the protection multiplier goes up y%.
And I wouldn't rule out that it can ramp up into complete invulnerability.
So even as an attacker on a giant concrete fortress with 100000 blocks you would want to limit damage and cut a tiny path into it to keep the protection multiplier down. So a raid instead of razing the walls and salting the earth.
However, you're still dealing with A Giant Concrete Fortress so... for values of tiny. And you have to expect traps, surprise pits that you have to backtrack around, hidden switches and motion detectors that may alter the path... fun stuff.
Some guy with a stone axe breaking into a small wooden hut would not have to deal with a lot of auto turrets but the damage multiplier may make complete devastation impractical.
Agree totallyI kind of like showing up on a PVP server and being naked and building a stone axe and being terrified of running into another player and having to build up.
Really if you want to fix PVP get serious about eliminating dup bugs, and ways to exploit glitches to walk through stuff (particularly minibikes), the ways to abuse the teleport-to-the-roof bugs (particularly on hostile land-claimed-ground shouldn't it kick you out of the land claimed zone if you relog -- kind of like a trader at night?), and fix or mitigate all the terrain clipping x-ray vision issues.
Wow a little unsure where to start with this one....I have a few issues with PvP (besides the obvious hacking, dup bugs, and exploits):
1) While I agree with Shivan78 that your base should be at risk, the current system punishes players that can't play as much as their opponents. Steel walls and LCBs that will take 10 hours to break through? No problem for the guy that can play all day while you're at work.
2) Established/high level players killing new players and raiding their base is griefing IMO. A grey bow and stone axe can't compete against a player with a 600 sniper rifle and 200 wellness. It's not even a challenge.
3) Starting on a fresh PvP server gives you a huge advantage. This is related to point #2, but if you start fresh and gain an advantage and play enough to maintain it, you will be ahead of most players. For this reason, I'm always surprised to see forum posts asking for new players to join an established PvP server.
4) Solo can't win against a group. Yeah maybe you kill one of their members 1v1 or even win a 1v2 but ultimately they can overwhelm you and destroy your base. Plus when you start getting into group strategies with specialized roles, etc. you gain a huge advantage.
And yes, #1 happened to me. Maybe some people are willing to start over after losing 30-40 hours of work but I just moved on.
I think this is a preference thing. I will say that upon further reflection and reading I agree that a somewhat shallower vertical progression would probably be okay but I also think that there will be plenty of people who will not look at two weeks of hiding and building up before emerging to compete as something that will hold their interest. I have no idea which type of player is the majority but like Jax said you get quite a lot of PvP players across several games crying out for a more level playing field and doing away with features that create such huge margins in relative player power.Agree totally
Roland is wrong here, pvp has been enhanced, multiple times, by the ability to grow your character.
If you like Rolands idea then hey, why not spawn in fully geared with the best weapons and a pre built fortress cause hey! 'HARD WORKS SUCKS RIGHT'' ?
Games are meant to be fun and competitive and not necessarily a simulation of the dog eat dog world of Darwinian philosophy. The former is what the typical majority of gamers enjoy as a default version and the latter is what hardcore niche gamers enjoy by changing settings and/or modding. This is a good discussion of different ideas but it doesn't need you calling other people ridiculous or inexplicably feeling offended by someone who can't play the game as much as someone else. Keep things civil. Disagree but don't demean other ideas or your voice will go missing from this discussion.snip
I guess to each their own. But what you classify as a problem... I would call the intended design.I have a few issues with PvP (besides the obvious hacking, dup bugs, and exploits):
1) While I agree with Shivan78 that your base should be at risk, the current system punishes players that can't play as much as their opponents. Steel walls and LCBs that will take 10 hours to break through? No problem for the guy that can play all day while you're at work.
2) Established/high level players killing new players and raiding their base is griefing IMO. A grey bow and stone axe can't compete against a player with a 600 sniper rifle and 200 wellness. It's not even a challenge.
3) Starting on a fresh PvP server gives you a huge advantage. This is related to point #2, but if you start fresh and gain an advantage and play enough to maintain it, you will be ahead of most players. For this reason, I'm always surprised to see forum posts asking for new players to join an established PvP server.
4) Solo can't win against a group. Yeah maybe you kill one of their members 1v1 or even win a 1v2 but ultimately they can overwhelm you and destroy your base. Plus when you start getting into group strategies with specialized roles, etc. you gain a huge advantage.
And yes, #1 happened to me. Maybe some people are willing to start over after losing 30-40 hours of work but I just moved on.
Did you remove a post? I don't see the source of that quote.Games are meant to be fun and competitive and not necessarily a simulation of the dog eat dog world of Darwinian philosophy. The former is what the typical majority of gamers enjoy as a default version and the latter is what hardcore niche gamers enjoy by changing settings and/or modding. This is a good discussion of different ideas but it doesn't need you calling other people ridiculous or inexplicably feeling offended by someone who can't play the game as much as someone else. Keep things civil. Disagree but don't demean other ideas or your voice will go missing from this discussion.
Personally, I think you have great ideas. Now work on your delivery...
I didn't remove any posts. If you click the little double arrow in the heading of any quote it will link you to the original post the quote is referring to.Did you remove a post? I don't see the source of that quote.
I wouldn't call us hardcore niche gamers. We are just playing the game exactly as it is designed.
The person you are defending is promoting the idea of neutering the game into a zero progression, protect my base while i'm at work, make me be able to defend against 4 players, eliminate the ability for advanced players to hurt me.... weird weird environment in a thread to talk about how we can make PVP better. None of these concepts are true to the scope of 7dtd, and it just comes off as noise. It sounds like polluted entitlement thinking where someone has literally gotten beat. If anything, designing a game around those ideas is catering to a hardcore niche gamer mentality.
Yea. I did that. Maybe I'm blind, and I just didn't see it in the post. But Shivan is the only one on that page that said "git gud". It looks like you paraphrased Bloom's post within quotes with your own exacerbated flavor and then chastised him for the language.I didn't remove any posts. If you click the little double arrow in the heading of any quote it will link you to the original post the quote is referring to.
I fixed the quote to remove any inflammatory language. Now back to topic please. Seeing how threads like these have derailed into PvP vs nonPvP and hardcore vs casuals insulting each other I will not tolerate any language that is insulting or disrespectful of opposing ideas. If someone doesn't know how to disagree without being disagreeable they better not post.Yea. I did that. Maybe I'm blind, and I just didn't see it in the post. But Shivan is the only one on that page that said "git gud". It looks like you paraphrased Bloom's post within quotes with your own exacerbated flavor and then chastised him for the language.
That has a whole lot of potential. Maybe make it so that the inner one is only indestructible so long as it is surrounded by other claim blocks? Once you've breached the outer perimeter you can take on the central area. Have the distance from the central claim block be the factor that determines the multiplier that that claim block gives to things built around it. The farther you build from center the weaker your defenses.What about a single claim block that is indestructible but needs nodes to extend its claim zone and the nodes are destructible? Then you could have different nodes that add different abilities. It would be like adding perks to your base and allow for more customization and also provide the infiltration feeling of removing layers of protection.
Except that this is a worldwide game and some people will be many hours (12+ in some cases) apart by the real world clock. And some of us have to work.LCB's are dumb. They cause players to scale faster towards invulnerability, and just don't make sense in a PvP setting. Not online to defend your base? Tough. Why should people suffer because of your schedule?