PvP VS Tower Defence
I have a few spare bucks to throw around so I might as well throw in my 2c
IMHO PvP should not be a priority for 7D2D.
PvP is the games weak point yes!
But this is overshadowed by all its other stronger and more desirable characteristics.
to me the P's in PvP is the important part Player(s) vs Player(s)
I believe that this is a very important point to be made.
In the majority of PvP games all players are online for the duration of the game instance (barring dropouts, rage quits etc.)
7D2D is a very different animal in this regard.
-Barring Private Servers, No one player is online all the time that the server is running.
-There is not intermission between potential battles.
-Maps are dynamic; often with alot of hard work and time, added by the player base.
-Voxals while awesome, have definate drawbacks to offline base defence.
Offline raidings are actually a sort of tower defense mode were you play on the attacking side. Thats not PvP. Pvp requires players in oposing forces fighting each other. Since any defense will always be beaten with the use of the proper force
As light describes, most raidings will take place while the majority of players are offline, so why concentrate on the actual PvP side of the game when it is only a minority part.
The game was suppose to have a tower defence aspect to it, and I believe that tower defence mechanics could also be used to solve most PvP problems.
going the turrets/traps or npc route is pointless.
However I would have to dissagree with this statement.
There is a difference between something that is hard and something that is pointless!
Yes preempting every possible entry point in a voxal environment is mind staggeringly endless, but setting up traps and kill points to let NPC's and online alies man while you are away (Sleeping/Working/Living in RL etc.) could be quite fun, especially if something like HAL's editor was implemented into vanilla.
For offline griefing / base raiding I still think my editor has the best system which is to allow players to save the area in their landclaims and have periodic cooldown (say 6 hours or something configurable in the XML) for restoring it.
However I would go to the extreme of also restoring all/most stolen items to remove the penalty for having a life outside of the game.
Instead implement some sort of raiding score system,
Not only would the raiders be rewarded with the loot they stole but they would also score points against the group that they raided.
Then once the offline player came back online their base could be restored to its former glory and they would be advised that their clan had losed x number of points to the raid by y clan.