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Simple changes to disable PvE bullying


Illuminatus

Suggestion

Simple changes to disable PvE bullying

After my tribe on legacy Valguero 930 was brontoed by a Chinese tribe which already blocked oil pumps, access to Aberration and all obelisks, I was wondering how some of this could be prevented by better game mechanics.

1.) Brontoing

Dinos which are in the range of an enemy foundation lose offline protection.

2.) Blocking of resources (oil pumps etc)

Public resources, such as oil pumps, gas collectors etc, have no option to be locked in PvE. They will always be public and their presence is treated also like a public building meaning that even the owner cannot build some housing around it as it would report being too close to an enemy foundation.

3.) Blocking entrances to Abberation

It should be impossible to build anywhere near the entrance to Aberration. Of course these changes have to be map specific. Unfortunately it is possible with the really great Valguero map.

4.) Massive pillaring

Tiny "buildings" such as a pillar with a ladder are only allowed near an own building with many parts (at least 20). Everything that counts as a foundation and is outside the range of a foundation with at least 20 parts will automatically auto-decay within 24h.

5.) Piping

Pipes cannot be built in the area of an enemy foundation, in order to allow sharing access to the same spot, but they cannot be built above enemy foundations and especially not thru enemy buildings.

It would be nice if these things would not be necessary and all players in PvE would behave properly. Most players are even nice and helpful. On Valguero 930 most players were extremely nice, but just a few kids can destroy the fun for a complete server this way and since support will not check legacy servers it means that the game play is over. These simple changes will lead to less support tickets, as they address pretty much all main issues with horrible players.

 

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1 minute ago, Joebl0w13 said:

To be accurate, it's been stated that "way more" play PVE than PVP. We don't know if that's official vs unofficial though.

I am hunting for the comment that put numbers to it. It may have been during one of the Extra Life chats. Agreed though that PVE was stated to have a bigger player base (on official)

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1 minute ago, flamron said:

I am hunting for the comment that put numbers to it. It may have been during one of the Extra Life chats. Agreed though that PVE was stated to have a bigger player base (on official)

Nobody put numbers to it.

Cedric said during that event that "way more" played PVE. Other than that simple statement. It's all speculation.

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There is a good reason for both modes and the solution cannot be "my preferred mode should be the one and only mode supported the other one should be removed". No matter which mode has more players - there is obviously a market for both modes. So please let's not get into the discussion whether PvE makes sense or PvP as this is not the subject of this thread. Let's discuss constructive suggestions on how to improve the game mechanics.

The game mechanics are easy to be abused and that's an issue. If you start on some PvE server today, you will hardly find any spot to build some shelter or even to position a fire place. Not because so many buildings are there. No. Just because some people place pillars everywhere without any good reason. Wildcard addressed this issue once by auto decaying non connected pillars after 24h. However then those master pillar guys added a ladder to it or some ceiling. Just one so the auto-decay functionality is tricked. In any other game, this would be considered cheating as the intention clearly is to trick the game mechanics to allow spamming of all regions and those players, which are easy to identify, would get a ban.

Unfortunately pillaring seems to be the biggest issue on any PvE server and frustrates any new player. Another nice technique to disallow pillaring is to say, that there are special parts. For example a "headstone". A tribe gets as many headstones as it has members. Buildings are allowed only up to 50 tiles around a headstone. A headstone reserves already the area around it. So it won't be possible to place a hostile headstone closer than 100 tiles to another headstone. Actually probably 120 tiles because otherwise it would be possible to build one wall next to a hostile wall.

They can be prioritized so if a member leaves, after 24h the building around the headstone with the lowest priority is removed if no other person joins. Wildcard would even make more money with this because if a player leaves the tribe, many would buy an additional account just to keep the size of the base and at the same time everyone finds a spot to build on. So everyone wins except for those which want to reserve the entire map for themselves by pillaring everything.

A tribe can then have one huge base or multiple smaller bases scattered around the map. This would then also allow the mechanics to increase the decay timer for all materials by 2x - 3x as if you're just one member of a tribe, you do have issues to keep your base if you go on vacation. Huge bases then also become a status symbol. If there is a huge base you know that this is also an impressive tribe.

 

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