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Structure Decay Changes


Jatheish

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Survivors,

First and foremost, thank you! Since our announcement post yesterday, we've received an incredible amount of feedback and have decided that we are not going to be rolling out the structural changes this week. We've decided to step back and reevaluate our solution, taking into account the feedback you’ve provided.

Our intent behind the change remains the same. We want to address structure spamming issues (pillar/foundation spam) which often takes place when players attempt to claim or grief different areas of the map in both PVE and PVP. However, we understand that there is legitimate gameplay uses for these mechanics. We want to make sure that the inevitable change we make recognises and can differentiate between illegitimate and legitimate cases.
We want to ensure that our change is a step forward for the game overall. 

We anticipate that this could be a significant change for the game, which is why we need the extra time to step back and reconsider all possible options. We remain vigilant and dedicated to addressing issues that affect survivors the most and want to be cautious that changes like these benefit players overall without causing more harm than good. Stay tuned, as we’re hoping to have more details on the update in the future, as well as the ability to work with you directly in determining the best solution.

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13 minutes ago, Jatheish said:

Survivors,

First and foremost, thank you! Since our announcement post yesterday, we've received an incredible amount of feedback and have decided that we are not going to be rolling out the structural changes this week. We've decided to step back and reevaluate our solution, taking into account the feedback you’ve provided.

Our intent behind the change remains the same. We want to address structure spamming issues (pillar/foundation spam) which often takes place when players attempt to claim or grief different areas of the map in both PVE and PVP. However, we understand that there is legitimate gameplay uses for these mechanics. We want to make sure that the inevitable change we make recognises and can differentiate between illegitimate and legitimate cases.
We want to ensure that our change is a step forward for the game overall. 

We anticipate that this could be a significant change for the game, which is why we need the extra time to step back and reconsider all possible options. We remain vigilant and dedicated to addressing issues that affect survivors the most and want to be cautious that changes like these benefit players overall without causing more harm than good. Stay tuned, as we’re hoping to have more details on the update in the future, as well as the ability to work with you directly in determining the best solution.

Just dont allow anyone to build within a certain distance of heavy resource spawns

 

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This is great news that you are evaluating the situation more!! I think blocking the spawn areas where people are using to block members in when they spawn would be a good idea.. So many times I have been trapped and had to wait till I pass out and eventually die.. (My health been at 440 kinda sucks for that situation!) and maybe like said above, rare spawns having a distance to build with so people don't have to pillar as much would be worth a try! :) It will give the genuine people more chance of playing and building in a fair game..

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@Jatheish Why not try to implement a claiming system kinda of like the one that PixArk has? Something like allowing players to unlock certain plots sizes depending on level of the player or something of the sort. Just an idea, hope this helps at least a little bit. Good job so far guys and thank you for the concerns and solutions.

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i bet he 

1 minute ago, Billy166 said:

@Jatheish Why not try to implement a claiming system kinda of like the one that PixArk has? Something like allowing players to unlock certain plots sizes depending on level of the player or something of the sort. Just an idea, hope this helps at least a little bit. Good job so far guys and thank you for the concerns and solutions.

i bet there will a special "idea collecting thread" come soon

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And the problem of pillar spam will never end.

 

SIGH. thanks devs, you found a solution, and caved to the LARGE PVE TRIBES. Because face it, there the only ones with true pillar spam whilst "protecting the metal spawns, and the meat spawns, and the bush spawns, and the tree spawns".

 

In other words, pillaring every piece of land any where near them to prevent pthers building in any kind of proximity to their base"

 

Like seriously, go on any high population PVE server, notice how there are 3-5 tribes on the entire server, and they own every pillar there. This is not to protect spawn areas, but to stop other people being able to play on their server. at one point the top 5 PVE servers were entirely pillared ffs.

 

11 minutes ago, Billy166 said:

@Jatheish Why not try to implement a claiming system kinda of like the one that PixArk has? Something like allowing players to unlock certain plots sizes depending on level of the player or something of the sort. Just an idea, hope this helps at least a little bit. Good job so far guys and thank you for the concerns and solutions.

Listen to this guy, this could work,

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@Jatheish why not use the same "land mark signs" mechanics from Pixark, that need certificates to keep the protection over the claimed land, those certificates must be earned by the ammount of hrs played or a kind of dailly  quest.

That way the ammount of land claimed will be proportional to the number of active people on the tribe.

About beach bob or dino spams (specially spinos) as goberments implemented on real life, tribes must respect a public coast area on beaches and rivers, by protecting that only sleeping bags or campfires are placeables, via code in the game, as sleeping bags are the only allowed on caves actually.

Rich spwans must be protected areas designated by devs, if you let that players decide what is priority, spawn structures will continue.

And finally HAPPY  BIRTHDAY #3 from some one that got the free version for the first 15 days.

Regards,

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@Jatheish ok here my idea than

Like arma 2 and 3 (epoch) have it, a special item (plot pole/frequency jammer how ever you wanne call it) which allows only your tribe to build in a larger circle (or volumetric area) than the normal 10 foundation radius. 

Make a limit for that item depending on tribe size AND block building at player/key recource spawns (rich metal/crystal/obsidian etc), spino spawns and beaver dams

 

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 What is needed is property flags, similar to boss battle flags that can be picked up and moved.  They would have a similar no build radius as a pillar. You can assign a set amount per tribe. With each additional tribe member, you get additional flags as bigger tribes require more space and may have more than one base. Structures that are built within the range of the property flag will not have decay timers  unless the flag timer expires i.e. person doesn’t sign on, ETC. (meaning no dummy tribes just for more flags unless they want to sign in on each of them everyday and pass the exact flags that tribe has set)

 This would limit how much can be built per tribe and what radius they can cover pending how many members they have. 

 The closer you put a property flag to a neighboring base, or on a spawn point for materials, the smaller the radius it can block off. The radius of the flag should be visible when placing it. 

This would cause tribes to be cautious where they set their flags. Any extra flags can be put down at material rich areas and meat runs areas by multiple tribes. 

Something along these lines. 

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We were paranoid that our bronto defense would crumble, pillars about 5 tall on a single fence foundation not snapped to others... The pillars lived... for now :P
FRD8s1J.jpg
A safeguard should be added if any pillar change is made, say if they belong to a tribe, and tribe has tames and large structures in area the pillars will "not" be removed

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13 minutes ago, RooRoo said:

I agree the taming cap is now on the FRESH Ragnarok servers. But I think the pillaring issue is more serious than the taming cap for PVE players right now :)

 

what? u cant tame on a tame capped server man, pillars aren't the problem, u can find a good place to build if u tame a pteranodon but if the server is tame capped u can't fly to look for a good place

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