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Separate PvE and PvP balances


DauntedVenus

问题

There should be a way to separate the balances made to dinosaurs and game mechanics between PvE and PvP.

Multiple balances have made PvE nothing but hard. Managarmr being a recent example, in PvE they're useless now thanks to the many balances made to make PvP better.

Flier nerf was a huge change in PvE making fliers and transportation harder by forcing us to land since PvP was taking to the skies too often and the game tried to "ground" the fight

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On 4/24/2019 at 9:43 AM, divisd1 said:

It would not be easy at all. Have you ever looked at the dev kit to see how stuff actually works? Easy to give suggestions and say they are easy to implement if you haven't the slightest idea of how any of it actually works.

There is already a single player setting that adjusts the game for sp. Why couldn't there be a setting for pve that just unnerfs everything? honestly all the nerfs are for pvp they take all of this time to fix pvp and destroy pve. Save the setting you have before the nerf, create a boolean that when =true enacts the nerfs. It would only be a lot of work because they didn't start doing it this way.

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I completely agree!!!

PVP SHOULD NEVER EFFECT/CONTROL PVE GAME PLAY!!!

Otherwise developers need to decide from day one if the game is PVP or PVE controlled. IF PVP, those of us who do not play PVP, can spend our cash elsewhere. Destiny was awesome, then year 2 and 3 PVP controlled 100% f the game mechanics. When Destiny 2 was release, I spent my money elsewhere. 

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while i generally don't play pvp except in frequent wipe servers like arkocalypse because i just can't get invested in pvp, i would like them to get it right in the first place since i know they aren't going to seperate pve and pvp balance issues.  I personally do not want another managarmr incident where i got whiplash from all the changes in pve so that pvp players could cope with it.  It seems to me though that going forward they have been keeping that in mind so we'll see.

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31 minutes ago, AveryParker said:

For real though. For example the inability to pick up wild dinos in PvE is just ridiculous 

Unless you lived back when we could. And all everyone did was pick up and drop wild Dino’s into your base and pens, on your head while you tamed… 

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10 Seconds snow owl cooldown this patch - PvP vs PvE

In todays Patchnotes:

"- Players and Dinos are now immune to the snow owl freeze for 10 seconds after being frozen"

While this is probably a good PvP change, it hugely nerfs the snow owl in PvE gameplay on PvE servers. I'm using the snow owl as main taming mount. Please consider balancing PvP and PvE seperatly.

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3
On 5/11/2019 at 4:41 AM, GreenRoc said:

Before Flier Nerf:
Less than 5 minutes to fly from one base on my Unofficial to another base.

After Flier Nerf:
15+ minutes between bases, with one or two rest stops.

This was my unofficial, my rules, my server. And the flier nerf was unwanted, but was forced on us regardless of how much I verbally rejected it, or verbally requested configs to opt-out.

Flier nerf may never have happened to PvE if PvE and PvP were coded separately.

I see zero reasons why any tame needs any nerf on any PvE server.

Who cares if a tame dodo on PvE could 1-shot a wild giga... (just to show an example of an extreme). I cant imagine any downside or "unfair" advantage to this.

Nerfs are based on balancing the game.  Mana became too op and the fact that PVE players are complaining so much that they want them back is enough that you too also thought they were Op.  If they code the dinos differently for PVP verse PVE than that is doubling the work for when a dino getting updated and it doubles the chances for something to get coded incorrectly.   

 

Also without dino nerfs PVE would get destroyed by Ark Turkey Trials.  OG Wild Turkeys were no joke. 

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1 hour ago, YourHearse said:

If there are separate settings for PvE and PvP then what happens when PvE tribes go to war ? 

 

Do the settings change for those PvE tribes ? 

Dino stats?

Player stats?

 

 

 

These would all be possible differences. PvE might have a more generous player weight setting.

 

As for tribe war, it would have to be based on the PvE mode. It wouldn't make sense for tribes at war to suddenly be under PvP settings like wild flyer carry. 

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I would have to agree with your initial statement on the mana's being practically useless in PVE at the current moment. It's beyond frustrating that not only can we not hardly use them but on a couple maps (and even then with risk of losing the mana and your gear forever), but that they continue to ignore the extreme buggyness of them and keep nerfing them with no way to revert to old settings without mods. I absolutely love manas and think they were a great addition to the game, but I just wish they would spend more time on the bugs with them before worrying about so many heavy nerfs. 

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On 4/23/2019 at 11:18 PM, covenantgrunt said:

In pve they should just enable creative mode and God mode. People should not even have to farm just spawn in creatures and bases. And instant kill anything by right clicking on it. It's pve balance don't matter.

I.. I cant... I. Can. Not. Even. Explain. How. Stupid. This. Statement. Is.

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6 hours ago, BuddhaDaBoss said:

They could easily do elemental type damage with the nemesis to counter. They could set 'combat triangles' with elemental differences. I can see all large flyers/gliders being much more viable then.

That's an interesting idea. There could even be weapons with elemental type damages and maybe force fields.

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