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Weigh In: Public Beta.. What's Next?

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On 7/30/2019 at 10:12 AM, FROSTBlTE said:

First off, people build in caves because it makes sense that if you put hundreds or thousands of hours in to a base and it's defenses, that it should last for AT LEAST as long as the time you spent building it up. Why spend all this time building up when it can be torn down in hours by some bullies slot capping your server with titans, meks, racers, tek tapes etc.

Caves are the logical place to see a return on your investment. 

I've read through the postings on this thread. It's like 90% of the people want to make it easier for people to be raided. HELLO?? There is absolutely NO satisfaction in slotcapping a server where you fight the enemy 60vs10 and wiping their bases. But the game allows it and it's just too easy this way, that's why it's being done by everyone. Where is the skill? where is the strategy? Nah, screw it, let's just zerg and destroy destroy destroy. 

You don't need to nerf caves that hard (it's already 6x in there..). Just take a look at the threats that are driving people in to caves as opposed to building out on the surface :

-Titans with meshable abilities(Groot grab through shields/mesh, Ice titan ice breath through mesh, desert titan lighting through mesh)
-150k Racers with 100 armor saddles (At this point, they're mini tyrannosaurs already???)
-Tek tape Zerging.
-Meks.
-Being offline raided.
-Ridiculously small turret limit.

Why not reduce the racer saddle armor like you did with the brontos. How does a racer rider with a 1x1 box around his character, even see where he's going. He shouldn't be able to see. Give the turrets/players a fair chance to shoot/pick the guy off the mount. You can't have a 150k racer with 100 armor saddle tank your turrets and have no weakspot?

Limit tek saddle types per tribe. 2 or 3 of each tek saddle.

Why on earth does a mek shield slow it's enemies? How does that even make sense? Let the mek overcharge more when you shoot it's shield, just like a tek forcefield works. Let it even damage the dura for all I care. There's absolutely no thought pattern behind  atm behind mek shields. Mek see enemy, mek deploy shield without any consequences. 

Make the damn tek turret shoot railgun shots instead of this easily avoidable blue balls. How does it make sense that the tek turret is the most advanced turret you have, yet you can soak it with a naked character by tricking it to shoot the ground or just running back and forth from cover?????
If racers can be mutated to have more hp, why can't we do the same for tek turrets? Give tek turrets a base damage + % of dino CURRENT hp? Then base defenses will scale VERY well with the ever mutating tank race.
Give all turrets the option to choose which enemy to prioritize. E.g. Shoot tek tapes before you shoot racers. Give the defenders MORE options to defend their hard work.

People move to caves because it's difficult to get in a cave. If people are discouraged from raiding your cave base, you get to enjoy the game a lot longer and get more sleep XD. This is a bit off topic, if you don't mind, with regards to players slot capping a server, essentially locking out the players that need to defend their base. Not fair at all.

Give each server an artifact, the tribe that is in  possession of this artifact, has the right to reserve at least 20-30 slots on the server.
So when enemies try to cap the server, they can only occupy 40 slots or so. Whenever a defending tribe member tries to join the server, the server kicks any player that's no in the tribe that has possession of this artifact so that the defender, can defend. This continues till the defending tribe has occupied their 20-30 slots. FFA after that.

Increase the Turret limit by at least double it's now and exclude plant x from that limit (plant x can have 50 - 100 limit on it's own). Increase the explosive cost to destroy structures a little. Give us different ammo types to combat different enemies. Armor piercing for tank dinos, incendiary for flyers, emp shots for meks etc. Clamp player movement speed(140%?) Why did you cap weapon damage at 298% but armor durability is uncapped and is reaching 1.5k dura for flak atm. Try killing a player with a capped fabby, running at 190% movement speed with 1.5k dura flak or 2k dura tek?? maybe in 2 or 3 clips yeah, if you hit every shot. 

Meshbiting.... dinos can't do damage through structures, so why can they do damage through the mesh? Don't you want to look at that
in your quest to fix meshbiting? I don't know, give the mesh structural properties or something.

Caves eliminate the need for excessive turrets. It confines player movement to a combat able pace. You don't have to worry about titans jumping and destroying your structures (they can still use their specials to mesh you though). The real focus should be pvp and sieging. Not this silly slot cap a server and just offline an enemy base. If you can bring that to the surface, people will move out of caves. People want to fly, people want to live on the surface. People want to build beautiful, strong bases on the surface. But the current meta is not allowing that. 




 

This is the best post yet, I have roughly 28K hours between my accounts in this game and getting the devs to listen to things like this is nearly impossible. I have blown up twitter accounts, emailed and even called with very little success. 

I used to beg them to add personal pin vaults that are tribe owned but personal pinned, got Jeremy to say "thats super easy" on two community crunches and its been 2 years with zero movement on it. 

WC in my eyes ruined the game by allowing Meks and Titans leave extension, at least for builders. The only option now is to hide in caves and they want to take that away now. Don't just nerf titans get rid of them off every server that is not Extinction.

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On 7/25/2019 at 1:49 AM, shockist1 said:

That's not a problem at all, it's totally counterable. There is many things you can do against it insteading of just building in the old META

It's in fact one of the biggest problems in the games for all tribes that have a even a short downtime. All of those "counters" like ground turrets, velos and yutys don't work when the attacker is willing to do slight adjustments to the platformbuilding. All the defences can be ignored and important defencive structures are getting tekrifled or blown in seconds 

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Posted (edited)

I agree caves are to OP at the moment with alot of caves being borderline unraidable some caves could be easy nerfed by adding additional entrances like Center Ice cave while Island  caves should have there entrance extended but also made larger in my opinion. 6x damage could also be removed from the front of caves giving the defenders the capacity to defend the front of there caves while giving the attackers something to grief/attack. This would make the investment of a well built cave alot more expensive and vulnerable while also giving attackers a real chance of pushing a cave once the have pushed the outside defenses.  

 

That said current response of devs to cheating is appalling at this point, want to watch someones mesh breath on a cave with an ice titan just watch any cave raid stream lol. 

I am less worried about the whether caves are to 'OP' and more worried about the level of cheating that is spiraling out of control. The amount of tribes aim boting,  dupping & Buy and selling dinos is dumb at this point on official pvp it's insane. It is now not uncommon at all to see 'fresh' 'bob tribes' with 250+ meks i wonder where they got those from or to just get aimbotted when you grief a server. It is fairly clear that Banning Cheaters does nothing please just Dev wipe them. 

Edited by Unseen

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Posted (edited)

Here's the thing the entire Turret, Soaker, Tribe and Healer system needs changes. The key reason people build in caves is because they resolve the problems that exist in the current systems. 

  • Paracer's are too OP so caves allow people to build where a Paracer can't walk up to their turrets and blow them up or soak endlessly regardless of turret settings. 
  • DPS is too low with the 100 turret cap. When you build outside you have to defend from every angle to prevent "cheesy" methods to raid your base. As a result your DPS drops heavily. You'll be lucky if there isn't a point of your base with only 10-20 turrets shooting. The turrets get blocked by too much structure easily making it hard to build outside properly. Cave's currently suffer from Tek Rifle and Quetzal Bombing problem as their "cheesy" raid methods. 
  • Early game is very difficult and with above problems means it's very difficult to survive outside of a cave below i'll explain many features that need adjusting to make turrets actually useful. 
  • Outside bases can be "Hang" Sniped killing everything in your yard from a safe distance.
  • Outside bases can be attacked from multiple points of entry by multiple tribes. This is another problem as result of allowing "Large" tribes with alliances to flood servers and hit a base with 50-100 players. Where as small caves only have small entrances forcing these "Large" tribes to either raid on foot with rockets and flak or push a single soaker or two at a time. Again "FIXES" the problems with the game.

 

Turrets firstly need a revamp to make them actually able to shoot and kill players and tames properly.

  • Dead Bodies (Tames & Player), Structure, Eggs, and Item Caches shouldn't have ANY collision factors in how Bullets Detect and Shoot a player / tame. These are "Cheesy" methods to glitch the game to allow you to bypass turret shooting. This is an exploit that has always been around.

 

  • Turrets should shoot ALL targets, but allow you to disable features. This direction allows you to more properly setup your turrets to shoot specific settings.

 

  • Platform structure should only prevent tames and weapons from dealing damage to the player. Turrets should be able to shoot beyond the structure on a platform tame and kill the players. This would not only fix the Paracer Problem, but it would also fix Quetzal bombing which allows quetzal to bypass turrets and blow them up with minimal to no damage taken.

 

  • Turret Free Soak Problem - Plant X and Tek Turrets must use a different kind of bullet collision. As a result it is possible to make both these turrets FAIL to hit their target and this can even be performed without moving.  Specific Structure, Terrain, and Hills allow this action to occur. I've tested and even was able to soak up to 5 tek turrets at a time standing still. 

 

  • Turret Initial Shot and Targeting Problem - I believe EVERY turret should target instantly and begin firing bullet instantly. The fact is by end game every base is going to have Heavy Turret's anyways, but Plant X and Auto Turrets (Early Game) are susceptible to the movement speed problem. Even Tek Turrets have this issue making it very easily cheesable. I've seen Tek Turrets soaked with a Movement Speed Yuti by walking back and forth causing the turrets to miss their hits because of delayed shooting. A player can even run past a Large tower of tek turrets getting every turret to shoot and most or all turrets will miss the target. 

 

  • Actually Shooting Proper Targets - If a Turret is setup to only shoot PLAYERS it should ONLY SHOOT PLAYERS. Some awkward glitch allows a turret to "see" the player but some feature on the dino prevents it from colliding with the player. Thus allowing the tame to soak the damage. If the bullet will fail to hit the player the bullet should never actually be fired. However with the setting system. If It cannot shoot players and you have tames enabled it shoot should the tame then.

 

Healers, Vege Cakes, and Healing Plants need a large nerf to how the operate, their usage, and the health recovery.  

  • Turrets should disable all healing for 30 minutes. If your tame takes damage by a turret it should received a healing debuff preventing it for receiving healing benefits for 30 minutes. This would force players to bring more than just a single soaker and a snow owl and run through even large bases. They'd have to rotate their tames more requiring them a higher level of risk if detected or put up a proper fob to defend yourself with as an attacker. 
  • Damage Received from Players and Tames should prevent healing for 30 minutes. Deaden is the exception to this rule and would still be able to heal at the cost of an increased food consumption during this period. 

Tribe Problems - With Regular Official Servers Mega Tribes can inflict far too much damage that no base is safe when you have 20 Paracer's marching at your turret towers. This results in dosing servers to reduce enemy number, flood servers to 100-150 population for defenses, and pull in resources from other servers to assist. This isn't how the game should be played honestly. 

  • Alliances should be removed from Official PVP servers. It doesn't make sense to be able to build a large following that can go to any server and clean house. Sure other followings get started, but then anyone NOT in these groups falls behind. This is another reason people build in caves.
  • Possibly redesign the Server's to support Small Tribes (3 Players), Medium Tribes (12 Players), and Large Tribes (24 Players). This would resolve the current flooding problems and you could even reduce servers to be ~200 each setup. Currently there is 882 servers available on Xbox One network. We only need 200 of each of these servers. Then with the extra 282 servers you can create special modes, allow testing servers, and much more. 
  • Your player should be a Global character for ALL servers. This is Stats Only. You should also be allowed to create four versions of your character that you can alternate between, but they all reside in same tribes you play in. This should be easier than having unique character for EVERY server! This would also prevent character loss due to transfer corruptions. This would also resolve the "Tribe Limit" problem that prevents people from having their Alt characters in the tribe. These Global Characters would load up even on PvE servers and Custom Servers. Your items and tames are bound to the server you play on and if uploaded available to respected server types. 

 

Possible Cluster of Suggestions to Help Slow Down Soaking Speeds

  • Saddles Break from turret damage. The saddles could operate like player armor, but durability could be 1 durability per bullet. The durability stat could be reintroduced and we could see values upwards of mid 100's or even close to 1000. This would mean on top of having to heal the tames you would need to repair the saddles or bring extra. 
  • Saddle Piercing Bullets - A new Bullet type that must be loaded into a Heavy Turret that does NOT contain Advanced Rifle. The bullets are single fire and will deal same damage as an Auto Turret that would shoot an unsaddled tame. This would be similar damage to a Heavy Turret but make soaking take much longer. The cost should probably be 10 ingots and 20 Gunpowder. This makes it 5x the Ingots cost and just over 2x the Gunpowder cost of an advanced rifle. 
  • Larger Bullet Stacks. 4800 wasn't enough.. 5800 still not enough. Without enough nerfs to everything else these bullets drain too quickly. It takes 20-30 minutes to drain a single turret. If every turret it shooting then that is how long you can soak them all. With rotation and healing of tames you can keep this soaking going on forever. I'd estimate 1 hour with rotation and healing times and proper setup. 
  • Explosive Bullets - These bullets would do little to no damage vs tames. However they will deal damage to players and structure heavily, but not nearly as strong as a C4, but similar explosion range.  These bullets would be VERY expensive to create. 12 Ingots, 80 Gunpowder,  and 10 Obsidian or something like that. These bullets also are capable of hitting multiple players and structure at once. 
  • Plant X on separate Turret Cap - Plant X just isn't vital enough in bulk due to turret cap. In some cases it's nice to have, but with poor dps it's always better to go all heavy / tek turrets making Plant X and obsolete feature end game. 

 

 

Edited by JeremyDX

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this is drastic and will probably sounds ridiculous but heres my suggestion for the cave meta and the game in general.  just give every tribe their own instanced area/menu to store dinos!

this helps big tribes so they can have room for some breeders, nothing huge maybe a limit of 5-10 dinos. this should help the cave meta a bit, among other changes i suppose.

this also helps small tribes/solo players (casual players) since they can just store their main dinos in this area. its impossible for a casual player to succeed in this game .. this will help with people trying out the game for a week, getting completely wiped, and moving onto another game, and make alphas focus on fighting other alphas and not wiping a small base that took someone 100 hours to build up because they are bored.

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Essentially wildcard created the cave meta by creating Extinction and not caring about balance for 3-4 months.  The root cause is not Titans, overpowered dinos, meks, or game meta X as people have stated in this thread.  Sure a lot of those things have contributed toward pushing people into the mindset of the cave meta, but no one thing was the root cause.  The main problem is pvp balance of the game in general is very poor at current implementation.  For example a 150-200k hp racer in cryo  is scarier than any nerfed Titan from extinction.

 

The issue is pvp balance.  One example is nothing defensive does % damage in base defense ie turrets etc.  Why is this a big deal?  You have different modes of play ie 6 man, 25 man, or official mega tribe raids where all turrets do the same flat damage.  Is there any difference to the size of base that a mega tribe or a 6 man tribe can make?  No.  Take the mega tribe's builder to 6 man and he will still build a mega tribe size base.  My point is that pvp/raiding balance is nonexistent and the tools the dev team has at their disposal to create balance do not exist.

 

If you want to fix the underlying root cause for cave building.  Start developing the correct tools to balance pvp/raiding in this game.  Making drastic changes such as removing all building from artifact caves will not solve your problem.  People will still make OP bases that no one wants to raid.  

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It would be great if tek turrets just drained your tek generator instead of using shards.  Once their assigned tek generator is empty they all turn off, but you can't stealth soak one side of a base with a turtle and a jobless loser's schedule.  You would have to increase tek generator capacity.  This would encourage building outside caves.

This 0/0 breeder storage stuff is stupid.  Increase breeding cooldown and mutation chance at the same time so that there is an equal chance of mutations over time as there is now with 100 0/0 breeders.  Even if you take into account meat runs and other maintenance when figuring the new cooldown to mutation ratio the math should be easy.  This removes the requirement for 0/0 breeders.  Another idea is having a way to boost mutation chance tied into keeping dinos in cryopods, maybe you keep them in some kind of radiation chamber for a period of time and they have a triple chance to mutate?  It's all just math, not a big deal.  Why did you give us cryopods to reduce your server loads and then not give much incentive to use them?

Remove the ability to throw out someone's imprinted tame and use it.  You need to encourage cryopod use, why not make it so people's 100% imprint tames maintain their current tribe affiliation no matter who throws them out?  It is too easy to steal bred soakers and people don't keep them in cryopods for this reason.

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On 7/30/2019 at 11:12 AM, FROSTBlTE said:

First off, people build in caves because it makes sense that if you put hundreds or thousands of hours in to a base and it's defenses, that it should last for AT LEAST as long as the time you spent building it up. Why spend all this time building up when it can be torn down in hours by some bullies slot capping your server with titans, meks, racers, tek tapes etc.

Caves are the logical place to see a return on your investment. 

I've read through the postings on this thread. It's like 90% of the people want to make it easier for people to be raided. HELLO?? There is absolutely NO satisfaction in slotcapping a server where you fight the enemy 60vs10 and wiping their bases. But the game allows it and it's just too easy this way, that's why it's being done by everyone. Where is the skill? where is the strategy? Nah, screw it, let's just zerg and destroy destroy destroy. 

You don't need to nerf caves that hard (it's already 6x in there..). Just take a look at the threats that are driving people in to caves as opposed to building out on the surface :

-Titans with meshable abilities(Groot grab through shields/mesh, Ice titan ice breath through mesh, desert titan lighting through mesh)
-150k Racers with 100 armor saddles (At this point, they're mini titanosaursuses already???)
-Tek tape Zerging.
-Meks.
-Being offline raided.
-Ridiculously small turret limit.

Why not reduce the racer saddle armor like you did with the brontos. How does a racer rider with a 1x1 box around his character, even see where he's going. He shouldn't be able to see. Give the turrets/players a fair chance to shoot/pick the guy off the mount. You can't have a 150k racer with 100 armor saddle tank your turrets and have no weakspot?

Limit tek saddle types per tribe. 2 or 3 of each tek saddle.

Why on earth does a mek shield slow it's enemies? How does that even make sense? Let the mek overcharge more when you shoot it's shield, just like a tek forcefield works. Let it even damage the dura for all I care. There's absolutely no thought pattern behind  atm behind mek shields. Mek see enemy, mek deploy shield without any consequences. 

Make the damn tek turret shoot railgun shots instead of this easily avoidable blue balls. How does it make sense that the tek turret is the most advanced turret you have, yet you can soak it with a naked character by tricking it to shoot the ground or just running back and forth from cover?????
If racers can be mutated to have more hp, why can't we do the same for tek turrets? Give tek turrets a base damage + % of dino CURRENT hp? Then base defenses will scale VERY well with the ever mutating tank race.
Give all turrets the option to choose which enemy to prioritize. E.g. Shoot tek tapes before you shoot racers. Give the defenders MORE options to defend their hard work.

People move to caves because it's difficult to get in a cave. If people are discouraged from raiding your cave base, you get to enjoy the game a lot longer and get more sleep XD. This is a bit off topic, if you don't mind, with regards to players slot capping a server, essentially locking out the players that need to defend their base. Not fair at all.

Give each server an artifact, the tribe that is in  possession of this artifact, has the right to reserve at least 20-30 slots on the server.
So when enemies try to cap the server, they can only occupy 40 slots or so. Whenever a defending tribe member tries to join the server, the server kicks any player that's no in the tribe that has possession of this artifact so that the defender, can defend. This continues till the defending tribe has occupied their 20-30 slots. FFA after that.

Increase the Turret limit by at least double it's now and exclude plant x from that limit (plant x can have 50 - 100 limit on it's own). Increase the explosive cost to destroy structures a little. Give us different ammo types to combat different enemies. Armor piercing for tank dinos, incendiary for flyers, emp shots for meks etc. Clamp player movement speed(140%?) Why did you cap weapon damage at 298% but armor durability is uncapped and is reaching 1.5k dura for flak atm. Try killing a player with a capped fabby, running at 190% movement speed with 1.5k dura flak or 2k dura tek?? maybe in 2 or 3 clips yeah, if you hit every shot. 

Meshbiting.... dinos can't do damage through structures, so why can they do damage through the mesh? Don't you want to look at that
in your quest to fix meshbiting? I don't know, give the mesh structural properties or something.

Caves eliminate the need for excessive turrets. It confines player movement to a combat able pace. You don't have to worry about titans jumping and destroying your structures (they can still use their specials to mesh you though). The real focus should be pvp and sieging. Not this silly slot cap a server and just offline an enemy base. If you can bring that to the surface, people will move out of caves. People want to fly, people want to live on the surface. People want to build beautiful, strong bases on the surface. But the current meta is not allowing that. 




 

This guys couldn't be more wrong, and couldn't say more nonsense like that... just ignore him... all he says is bs... and doesn't make any sense, he is talking from his perspective because he seems to be alpha in his server and he is hiding inside a cave like a scared chicken... so.. Wildcard please, remove small cave entrances... modify all the caves that can't fit stegos,trikes and golems, make it fair for everyone, it is not fair to have so OP caves like ''Pearl Cave on center'' ''Ice Cave on the island'', ''glowtail cave on ab''... no more caves with crouch spots... no more alpha mega tribes blocking artifacts... make all the artifacts caves unbuildable like the Gatekeeper cave on Scorched Earth... no one can build in there... and that's how all caves should be... increase the turret limits so people doesn't need to hide inside a cave like a scared chicken... real pvpers build outside, just do what you need to do, to make this game fair for everyone, but right now caves are ridiculous overpowered, it is not fair when you can get attacked by a cave tribe and you cant attack them back because you can't fit a stego or a trike... just modify all the caves entrances and make it bigger enough to fit soakers in...

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What most people agree on is that what made large tribes go underground are titans. So making something with them, like anti titan artillery will make playing possible.

 

But please remember that while now playing from caves is must have for everyone but the Extinction Mega tribes which run their titan 24/7, then for a smaller tribes being in a cave was just an strategic option to be able to stand against larger tribes. 

I hear that many people scream about one man being able to defend a cave against larger tribe.. What is wrong with that? Without that option small tribe cannot defend against bigger at all. They still wont be able to destroy bigger tribe but at least wont get wiped.

I have 4k hours under my belt. I played in a no tame, in a mega tribe, but mostly I play solo on normal official pvp. And when i speak solo i don't mean trolling, and griefieng everyone around. But playing the GAME with taming breeding and doing bosses. I usually do not attack nor grief anyone and try to help fellow solos and smaller tribes. The only way it is possible for me is when i get my cave. And it is not only about choke points. I usually build in ragnarok dark cave where i can setup 100 turret tower to defend from the one dirction the attack is possible. And still I am affraid of mega tribes as I cant get enough ammo to get rid of soakers when I'm not online . C'est la Ark

 

Truth to be told is that cave meta is a mega tribe hated as they cant wipe everyone easily and have to hide on smaller area which they werent used to before extinction. And the mega tribes tend to be the loudest players online....

 

In a summary, Yes do some kind of anti titan artillery which will make megas go back to their favorite spots but PLEASE DO NOT BLOCK CAVES as they are the only things that make playing game possible for other then mega tribes and trolls.... 

Best regards

PGSaper aka Vulcan

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Posted (edited)

So you force players out of the caves but right now there is an even bigger problem with UNRAIDABLE bases, Valguero and its aberration zone ceiling trees and ledges, with the amount of Valgeuro maps you have put in play all tribes will just move over to there and then you have to deal with that meta.

 

Caves are not unraidable but the new meta coming with Valguero world ceiling caves may just well be unraidable.

 

I am not going to post a link, but go look on Youtube people put videos up of raiding caves all the time.

Cave bases are good for the game as they offer different tactics both for attack and defence instead of soak a bit, snow owl heal, soak, snow owl heal bore fest.

Edited by cfrostyscriv
adding text

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Caves are not overpowered to build in the only reason people build in them is because above ground bases have to deal with the turret limit so it makes all your defences spread out and increase the amount of structures/turrets you need over a large area making server lag worse do to such large bases when before you could have a small base with 300 turrets and not have to worry about people throwing cryoed gigas from the sky on aggressive meat running your tames or flying above sniping down on a Griffin turret limit I feel should be higher for out side bases like 200 ever 20 foundations and lower for caves like 50 every 30 foundations along with 3000 structure cap in a 30 foundations radius also to help fix the duping on xbox remove the mek from the game and so it deletes all the duped meks like what happed with the ten drake saddle then add it back in so it delets all ths duped meks 

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9 hours ago, PGSaper said:

What most people agree on is that what made large tribes go underground are titans. So making something with them, like anti titan artillery will make playing possible.

 

But please remember that while now playing from caves is must have for everyone but the Extinction Mega tribes which run their titan 24/7, then for a smaller tribes being in a cave was just an strategic option to be able to stand against larger tribes. 

I hear that many people scream about one man being able to defend a cave against larger tribe.. What is wrong with that? Without that option small tribe cannot defend against bigger at all. They still wont be able to destroy bigger tribe but at least wont get wiped.

I have 4k hours under my belt. I played in a no tame, in a mega tribe, but mostly I play solo on normal official pvp. And when i speak solo i don't mean trolling, and griefieng everyone around. But playing the GAME with taming breeding and doing bosses. I usually do not attack nor grief anyone and try to help fellow solos and smaller tribes. The only way it is possible for me is when i get my cave. And it is not only about choke points. I usually build in ragnarok dark cave where i can setup 100 turret tower to defend from the one dirction the attack is possible. And still I am affraid of mega tribes as I cant get enough ammo to get rid of soakers when I'm not online . C'est la Ark

 

Truth to be told is that cave meta is a mega tribe hated as they cant wipe everyone easily and have to hide on smaller area which they werent used to before extinction. And the mega tribes tend to be the loudest players online....

 

In a summary, Yes do some kind of anti titan artillery which will make megas go back to their favorite spots but PLEASE DO NOT BLOCK CAVES as they are the only things that make playing game possible for other then mega tribes and trolls.... 

Best regards

PGSaper aka Vulcan

I hear that many people scream about one man being able to defend a cave against larger tribe.. What is wrong with that? i will tell you... those caves you are talking about are not taken by noobs or small/medium tribes... those caves with super small entrances are taken by the same alpha tribes that owns ext. titans.. so it has everything wrong, that's the problem small or medium tribes usually are not allow to take those caves and build inside because those caves are already taken by the alpha tribe who rules the cluster and wipe with titans too... soo... Wildcard wipe everyone that built inside artifacts caves and caves with crouch entrance... and make them unbuildable... force everyone to build outside but make turrets stronger and soakers weakers, make turrets bullets cheaper, and more amount of resources... like make it easier to get gun lot of gunpowder or turrets bullets.. increase the amount of turrets in an area...  no 100 turret limit... 

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Posted (edited)

Building outside of caves must get more attractive. I think, my ideas could help with that.
 

  • Limit Titans and Meks to Extinction
  • Reduce costs for c4
  • Increase damage to structures made by arthroplueras
  • Add Option "auto attack nearby structures" to arthroplueras
  • Remove arthropluera saddle
  • Reduce costs for advanced rifle ammo
  • Add new turret, that can only damage structures (hatchframe quetz)
  • Make Plattform-Saddle riders unhittable from Weapons/Tools and Bullets
  • Remove element costs for Tek Forcefield and make it requiring energy from tek generator
  • When server is slotcapped, activate visible timer "auto-kick after 360 minutes". Disable timer, after population went down to under 20

With those changes, it would get more attractive to get out of the cave, since living there can be very annoying (griefers destroying outside tp's). 

After that, you could start forcing tribes to get out of the cave. It must be announced 4 or more weeks before. 

  • Add structure limitation to caves, so its still possbile to build there, but not a full mainbase

 

Edited by FaaB
Forgot the slotcap thingy

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On 8/3/2019 at 9:15 AM, PGSaper said:

I hear that many people scream about one man being able to defend a cave against larger tribe.. What is wrong with that? Without that option small tribe cannot defend against bigger at all. They still wont be able to destroy bigger tribe but at least wont get wiped.

I hear that many people scream about one man being able to defend a cave against larger tribe.. What is wrong with that? Without that option small tribe cannot defend against bigger at all. They still wont be able to destroy bigger tribe but at least wont get wiped.

All mega tribes just living in caves is the problem. It reduced the pvp there to "raid the 1-Tower outside tp". We mostly just build "poverty tp's". Sometimes its just a foundation, a tp and a tek gen box, coz its not worth it, to build more outside of caves. And if you prefer to play alone, then this was your personal choice in a multiplayer game, which is designed to make it attractive to get into a tribe. And on small tribes you can play without bigger tribes. And crying, that  you can't defend alone your landbase versus an army is so stupid. It is a multiplayer game. The more people you have, the more powerfull you are. You want to be alone, then don't complain, that you are not powerfull and accept, that more powerfull enemies should and will win.

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8 hours ago, FaaB said:

All mega tribes just living in caves is the problem. It reduced the pvp there to "raid the 1-Tower outside tp". We mostly just build "poverty tp's". Sometimes its just a foundation, a tp and a tek gen box, coz its not worth it, to build more outside of caves. And if you prefer to play alone, then this was your personal choice in a multiplayer game, which is designed to make it attractive to get into a tribe. And on small tribes you can play without bigger tribes. And crying, that  you can't defend alone your landbase versus an army is so stupid. It is a multiplayer game. The more people you have, the more powerfull you are. You want to be alone, then don't complain, that you are not powerfull and accept, that more powerfull enemies should and will win.

Mate I am far from complainig, I play this way BECAUSE it is the hardest way possible and i like it.

I only ask for devs to remember about those who play otherwise. Not only in Megas. This game is not only about go big or go home and seems like people playing in large tribes forget about it. If that would be the case the only players on official pvp would be included in two megatribes fighting eternal war or even only one couse why not. 

Most of players that play the way i do (that i talked to) just don't want to be included in policy, abusing tribe bosses, or other players in the team that just don't care about the others. We have enough of this stuff IRL. 

That is why i ask devs to remember the small players and include them in the thought process not only mega tribes

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Guest No1SuperNoob

I’m built in a cave because it’s the safest place to build,  changing anything about them will certainly result in a lot of people quitting. It’s not impossible to raid a cave and anyone who lives in one knows that it’s not impossible. The reason people choose to build in caves though is because of mega tribes, smaller tribes just can defend there bases on a 360 radius especially with turrets limits and build limits and  are just wiped on a constant basis by megas that have over 300 people in them contributing to the tribe. How is any small tribe ment to defend against something like that? Easy answer is they can’t. Leave caves alone there’s nothing wrong with them 

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