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7daysguy

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  1. I mentioned previously how the wellness system doesn't really work for PvP, and I suggested spawning with less health instead (but max health staying the same). That might still work, but I think if the character lost a % of experience with each death that would work best. What this means is all skills would be affected negatively across the board. Characters wouldn't lose perks, but all skills would operate at a lower effectiveness. You could call this "being in the negatives". I think negative xp should be temporary and gained back automatically with time, or re-gained through normal gameplay. Since the number would be a percent of your current total, it would never reach 0. For example we call your currrent xp 100, and set a xp loss at 2.5%; 0 deaths = 100 1 death = 97.5 2 deaths = 95.06 3 deaths = 92.68 4 deaths = 90.36 5 deaths = 88.10 The biggest difference between this and the current system is that it's not *just* punishing your health. It mildly punishes all skills across the board. A player can still be combat effective with 80% of their health and skills for example, but it will suck for them only gathering resources at 80% effectiveness on top of the health penalty. If it fades over times that makes is totally bearable, but still a good determent.
  2. Luckily the player kills on a scoreboard isn't used for any kind of competitive judgement, so I've never really seen people gaming it. But on that note you do bring up a good point, maybe there should be a "Raiding" score where it counts every 10,000 damage you do within a claimed zone? That would be a good measure of a player's performance and not something easily inflated. Also the zombie kills adding to a score right now is useful even on a PvP server because it lets you see at a glance who's been active for a long time, who's likely to be a higher level with better gear etc. I wouldn't want to see that go away. Yes the player kills is somewhat useless but since it offers no reward it's still mostly accurate. [edit] Yes I realize you can just see a players level on the scoreboard, but z kills is still nice to see.
  3. The game already calculates the health of each individual block after every bullet hit and tool swing. The heavy lifting is already done. All that's needed is a (sum) function to compare the before health with the current health. It doesn't even have to be realtime. I'm not a programmer but I don't see why it couldn't work.
  4. The thing about a lot of players is that they don't understand the game enough to know what settings they can or can't handle, they want PvP but they don't know what to expect. They don't know if x20 claim multiplier is high or low, or what that even means. It takes a lot of experience to understand these things intuitively and we take that for granted because we've played so much. Players will be discouraged before they learn, they will quit before they learn. Should they learn? Yes. But Will they? Not very often. It's a small line of text on the server browser, I estimate most new players don't even understand the concept of it when they sign up for a PvP server. I still get players asking me how their base got raided since it was claim protected. You list a combination of 5 different settings a new player would have to know about and understand in order to play with an easy learning curve, well if they knew and understood those settings they wouldn't need the learning curve because they would already know the game. They're just going to join the servers with the most people playing, like everyone else on every other game. The servers with "soft PvP" settings will be few and far between because they are boring for anyone who's already gotten past the learning curve. They aren't going to learn by playing SP or Coop.
  5. Easily addressed by not counting collapsed blocks, I would have thought that's how it would work anyway.
  6. Interesting idea, so if someone killed you and stole your loot, they would only get the coin value that you have paid to insure that loot? That would work to prevent players farming the insurance system, but introduces some discontinuity where you don't actually get the item that character was carrying. Totally with you about renting storage lockers at Traitor Joels. Though it should probably be a flat rate for a container of a certain size.
  7. More thoughts on leveled loot Leveled loot probably doesn't need to go away altogether, but like other player progress there should be less vertical progression. When you pull a pistol out of a crate, if it normally has a 5% chance to spawn a purple drop, then maybe with leveled loot it could be a 10%. People who play more will still have better weapons just because they will be rolling the dice more times. I don't think there should be any major barriers for new players getting good gear, other than it being rare in general. With quality joe and scavenging right now, the difference in loot between a high level and low level character is crazy. Even if a high level character has a double % chance of finding better gear that would be huge, would be worth the investment. Since the POI spawns are supposed to be based on player levels now, I don't know if that means stronger zombies or just more zombies, but if it's stronger zombies then that already functions as a way to feed high level characters better loot, assuming the loot tables are better on those tougher enemies.
  8. That divides the player base. I would like to see more players interacting on one server, and being able to try different play styles without having to start on a new server. The online/offline claim multiplier is a nifty idea, but even when it worked you would get players logging out (with their loot) as soon as someone threatened their base. I think the game would have to change a lot to be a tower defense game against other players. (PS claim decay doesn't work either)
  9. There are some PvP servers that run very high claim multipliers on purpose, such that raiding is not really an option. Some people like to play a game where they can kill players and steal their loot, but still like having a safe zone at their home base. Personally I like player killing and base raiding. I don't mind the high stakes game play because I've learned lots of little tricks to keep my loot safe, but it's going to be too much for the casual player. I've seen many players quit after their base is gutted, which is why I think a "dip-your-toe-in" approach to PvP is the right approach. Having different areas in the same map with different levels of safety might be ideal, it's worked for Eve. I would like to see more PvE players graduate to PvP, but that's not going to work if all you do is throw them to the wolves. That will just discourage them from the game or drive them to pure PvE servers.
  10. "The PvP Update" ^^With all due respect man, you're replying in the wrong thread the "real issues" and "fix the glitches" thread is that way >>
  11. I see problems with that approach since it would do nothing to protect smaller bases, and abruptly make bases past a certain size effectively invulnerable. A claim block that gradually increases protection, without ever giving full invulnerability, would be better. Also if the claim protection is based on number of "blocks" destroyed, then people will throw up huge wooden structures quickly that can't be breached. The protection should be based off total block damage, otherwise it makes all those high tier blocks obsolete. Even if the claim protection increased linearly (every 3000 damage for example), it would give the desired effect without needing full invulnerability. After the first 3k damage the claim multiplier goes from x1 to x2, then x3.... at x64 it's still "technically" possible to raid but boy you better have a lot of time on your hands. Once protection is high enough that every hit with any weapon is doing 1 damage, that ought to be invulnerable enough for anyone. Having complete and sudden invulnerability will also lead to situations where people get themselves stuck in someone else's base with no means of tunneling back out.
  12. One of the most important things a PvP player can learn is that there's no such thing as a "hidden" base. If you're building underground it might take a bit longer before someone discovers you, but with the seeing underground glitch nothing is safe. Experienced raiders can tell when there's a player operating in the area just by the number of loot containers that are opened, trees that are planted, clay that is mined.... From there it's just a few strategically placed nerd holes and the base is revealed. If you are building underground it might give you a little bit of breathing room to get started, but that's it. Build underground just as if you are building above ground. Protect from all sides, bottom and top. If you don't you will be sorry. Too many people build their base like they're defending against AI, they have a long concrete tunnel with steel doors and they expect someone to come through the front door. Meanwhile there's only one or two walls protecting the loot room from the side.
  13. 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.
  14. Madmole was talking something about resources respawning in one of his videos (boulders he mentioned, but probably trees, cactus, aloe, cotton, cars...) I used to run a mod like that. I'm not modding anymore because it's too much work with each update but I think those store supply crates should regrow too. It's not a big deal if someone tries to claim them because you can always breach your way in, but once they're gone they're gone for good.
  15. Totally with you on the weapon parts. For the claim system, yeah I think it needs an overhaul. Both things you suggest sound really good. Also, we need that renovation tool. If there's not going to be a structured difficulty progression with the land areas, then probably will still need leveled loot. And just so I mention it, we also need invisibility / invulnerability / looking through players eyes in our admin tools. I would go so far as to say take a screen shot of a player when they kill another so we can see what was happening, or even a 5 second video, but that's probably dreaming. It's just that if we have to accept dealing with cheaters as a reality, it would be nice to have some tools to combat them. I could probably make a long write-up about all the things that would make our job easier. [edit] And seeing underground, obviously. But I think a fix is coming for A16 (fingers crossed).
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