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Cyrik

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  1. Hey Bloom! Good to see you again. That's a server config option, unless it's broken and I'm not aware of that. I played most recently on a server that has a 10x multiplayer if you're online, and a 20x if you're offline. Encourages people to attempt online raiding. What sucks though is that the person being raided is then rewarded for giving up and logging out. Would love to see something similar to the ORP mod in ARK (Offline Raid Protection) where claims take a while to spool up to full protection depending on the value of what is inside their influence. So in ARK, a full steel base with turrets would take much much longer for ORP to kick in than a small stone hut. Not sure how to implement this with a decentralized system like 7DtD's LCB's.
  2. One other balance issue that's relevant to PVP. Within an LCB zone Secure Storage Chests take 200 punches, 100 hits with a good Steel Axe and max mining, and 50 hits with a shotgun. They are incredibly cheap to craft. Wall Safes and Desk Safes are more expensive to craft and hold far fewer items, but they are less secure than a wooden box! Storage Crates are great for helping you organize your goods. Also, they require more nails and more wood than Secure Storage Chests. However, they are FAR easier to break into within an LCB zone. Why? Gunsafes are the most expensive for a player to craft, and despite holding more than the Wall and Desk Safe requires two blocks of space, so effectively holds half of what you can get from Secure Storage Chests. A player sees all of this and intuitively deduces that this is the most secure storage option of all. To their surprise, they are very very wrong. Can we please see a balance pass addressing this? I'd love to throw my loot into metal safes instead of boxes that cost 10 wood, but that would only be helping those seeking to raid me.
  3. I enjoy the idea of PvP in this game. It's really why I build, because the conflict between players gives what I built a purpose and a chance to have that purpose tested. As PVP is at the moment, two things stand out. The first is that end game armour (600 military, 600 hazmat shirt, 600 poncho, 600 gasmask) feels to me like an absolute necessity when going up against established players. With perfect armour, your resists to bullet damage is over 95%, isn't it? Trying to defend against that sort of disparity when you have mid level gear (so around 50% resists) isn't happening. I don't have a solution, and agree that the established player should be rewarded for their investment. Yet I feel like the resists on perfect gear are too high to permit appropriate counterplay, therefore necessitating opponents to grind for the same before engaging. The second thing that stands out to me is just how quickly a fight is over for a person with mid level gear. This is anecdotal, but wherein a game like Golden Eye or Perfect Dark or Farcry you would have the chance to react to an opponent opening fire on you, in 7days people are often dead before they know where they are being shot from. As regarding land claim blocks. I wish the claim range could be larger so that we don't have to go through the tedium of digging out so much of a land claim grid to protect a large base. However, once the claim size is larger than the range a pickaxe has from outside of the radius, a balance shift occurs which is heavily against those seeking to raid. Boring and uncreative towers which reach from sky to bedrock will always be the meta in the current system, but at least with a default claim size defenders have to be more creative to stop raiders from cutting into the middle of their tower and getting in. Does anyone think it would be exciting if dynamite or TNT could be used as an effective raiding tool? (Pending a balance of values, of course.)
  4. Created a little link to make it easier to share this thread with players on your server. http://tinyurl.com/7dayPVP Should be easier for them to type in.
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