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Messages - MilesD37

#1
action: dissolve faction should ONLY be usable by the admin of the faction, not "leader". larger factions will have multiple leaders and this can stop salty leaders from dissolving out of spite.
#2
Setting in land claims that:
1. Allow faction members build access
2. Allow faction members door access
3. Allow allies door access.
4. Inability of non claim owner to demo (so that yiu can allow faction to access and even build... But can't just remove your claim, like they can now)
#3
Ideas and suggestions / Re: Log Off Mechanic
October 20, 2018, 01:23:46 PM
I look forward to seeing what you guys do with it, you guys are doing great with the game - obviously I hope that you never take ANY of my suggestions as an offense to your work!
#4
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 01:31:46 PM
@Neoxion

Oh, i'm not trying to infer that you think it's bad that I can't play 12 hours a day. Maybe my estimate is high, but if there is a choice between a server that allows minimal inventory save and no inventory save, a vast majority will choose the form. It benefits even the most hardcore players too. There's still a constant sense of danger, but also there's the ability to not lose a decent set of armor and a weapon, or tools...

Like i said, i'm sure that in the end there'll be enough people that like it like you to support a server, but i'm talking about long term players. the person looking for a new game on steam, the ongoing income for the game that will support it's continued development... those players are going to prefer either something like my idea, or pve.

The casuals
#5
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 11:16:40 AM
It's not about "wanting pvp when we want it" i always want PvP... but because I have a full time job, and in law school full time, and have 3 children at home - i can't devote the time necessary to enjoy pvp at the level it is. Others feel the same, so it'd be nice to not lose everything during the 16-22 hours a day I don't have time to play.

Like i said, idea for future, and i concede that you're right that there should be a separate server for it... but watch, if everyone had the option to save 4-8 stacks or not, 95% of players with go to that version of pvp
#6
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 10:37:50 AM
I think the key with an idea like this is to look at it from a more utilitarian standpoint... what options and features will create the maximum amount of good for the maximum amount of players (and ultimately maximum sales)?

I would say some system of "save" mechanic fits that build, whether it's log off or saving within your land claim system, will broaden overall appeal for the game to casual players, even if it's only certain servers in the end.
#7
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 10:28:22 AM
@Neoxion

Maybe you're right - there will be a subset of players that want that hardcore mode PvP... and once clans/party/city systems for joint defenses are implemented then it could be absolutely worth it for a more casual player to play.

A mixed PvE/PvP server where there are "zones" of PvE and PvP are there would just turn into a weird mesh and defeat the purpose of wanting to still play in a PvP type server, for a game like this. Maybe a better solution is, in the end, having 3 tiers of servers. "Hardcore" that is pure PvP like we have now, "Softcore" which is just like the current servers but with some sort of limited log off/chest save system, and "Easymode" which is all PvE.

Lastly, I've never been a fan of using the slippery slope logical fallacy argument like you did there "As soon as this chest is implemented with 4 slots - people will cry that it's not enough." Sure, someone will always want more and someone will always want less... Simply choosing NOT to do something because it won't make everyone happy is a silly reason to not do it at all. In the end, we are just helping development to a great team of developers that will institute their vision. This suggest that Xargt and I discussed was not geared to a player like you, at all. It's an idea for the developers that may help them (upon paid-for release) appeal to players more like i described. I think in that, a future plan for a variety of "difficulty" in servers may serve better.
#8
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 08:37:39 AM
@ojosdelcielo

That's the overall issue, that is the way it is now. The worry is that it'll push away people like me who have limited ability to play but still want to play PvP. Some limited ability to save something will help.

Even if this isn't Fully implemented anytime soon, i'll be playing throughout the entirety of free alpha, using each wipe to try to figure out the best ways to avoid this as is... however, any current in game mechanic that can be used to protect your items will take an immense amount of time and work... that's the primary reason I think a highly limited protection mechanic (like 6-8 slots total maybe) will boost play and sales to the casual crowd.
#9
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 05:28:21 AM
@neooxion

Thats why you limit what is safe in you inventory to the gear you're wearing + your quick access bar. Or something like that. Or you make a system with a persistent bank that only you can access from some console.


So, maybe it isn't that you log off and your character disappears, but maybe at a t3 land claim you can store items like a large fridge, 8 items and it's persistent to any of your t3 or t4 land claims. This give you max access at 4 locations, you can't just log off and be "safe" but you can save a backup helmet, armor, legs, melee weapon, ranged weapon, bullets, plus two more stacks of something or tools so that when killed, IF you planned ahead and built a secondary base you could rebuild and protect yourself easier.


This idea comes from watching many players before me build up, get wiped out, and never log back on... I can say that as is, my motivation to log in with 1/2 month left till wipe after being wiped out is nil. Granted, my wife and I have some plans to make it so that something like this is less like to be an issue in the next wipe... But my best friend is done with the game for a few updates until he sees how the game handles these things for casual players (that isn't pve, none of my group wants to play pure pve). I've got 2 other friends that haven't started playing because they want similar style options.


Now, I'm not saying these are the only options, but with armor and weapons not being stackable, and being one of the most important things to have to rebuild, some system that allows for the saving of a few slots would go a LOOONG way to ensuring the more casual pvp players stick around.
#10
Ideas and suggestions / Re: Log Off Mechanic
October 17, 2018, 08:52:31 PM
The thing is, I know a lot of players may point to the planned PvE servers as a less worrisome type of play... But I don't want just PvE, the PvP is one of my favorite parts of the game... However, the ability to lose EVERYTHING while you sleep or work could work against PvP players that can only play for 2-4 hours 3-5 days a week.

This was an idea xargt and I bounced back and forth a bit.

Allowing a immediate safe log off won't work, it'll be abused in a fight... Maybe make it so you can only safely log off at your bed, within your own land claim. Or within a cryo chamber. Something like that.

The limited chest idea is like an ender chest in minecraft... Limit to 8 stack spots... You can save some armor, a gun, some ammo, and some tools so that if raided and done for rebuilding isn't the end.

Or, maybe make the only thing safe in log off when you've equiped on you or in access bar...

Yeah, PvE is great for casual players, but some casual players like pvp too...
#11
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 11:14:41 AM
@Neoxion

also, i don't know that it's the right move to make it so no one isn't at a "disadvantage"... that's kind of the point of all of it, he who controls the oil controls the world... then it's on the world to take that control away (and ultimately become what they fought against).
#12
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 11:09:09 AM
@Neoxion

But not having a permanently claimable resource takes away the tug and pull of fighting for the resources/their control and it's just a race to the next one each time with generally the only people that know another is spawning soon being the ones that deplete the resources.

making it so that the resource CAN be taken, just not immediately, fixes that imbalance more than simply making the resource deplete over time but still claimable.

@ai_enabled

Maybe a better mechanic than just fully depletable resources would be to make it easier to get them out in the world, like oil pods... instead of limiting them to a small forest area they can spawn elsewhere too, with a similar mechanic for lithium salts too. This makes exploring and foraging for limited amounts to allow you an in on a base.

Or, other reasonable options for entering a base (heavy firearms, other more powerful bomb options that don't require a seep and deposit, or other such option), though these ideas are more long-view ones that don't seem like they'd be a mechanic that could be easily be implemented quickly as they change a lot.
#13
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 08:55:43 AM
Here's my take and input...

Having a sprinkling of unclaimable deposits and seeps are a decent idea as a stop gap measure... Not too many, for my tastes, I would keep the same claimable ratio for map size but just add 2 or so non claimable (so, like a 2 to 1 or 3 to 1 ratio)...

I actually *like* the overall idea that you can't follow destroy a land claim immediately and take it right away, however I would suggest the following to balance it out (and hopefully something like this is an easy to implement thing).

1. Decrease the time. 24 hours is too long if even no owners log on, anyone that walks by it in that time can see it, time it, and go to take it after a player or group did the work to raid it. 8 hours, or even 12 would be more reasonable.

2. Once destroyed, it can't be repaired during the count down. Basically, the claim area becomes unclaimable for the duration of the countdown, then the raiders and the owners (and anyone else that wants to ride into the fray) has to wait and hold that area until the countdown is completed at which time the claim is removed and can be rebuilt by the surviving party(ies).

This gives players that don't play 16 hours a day a chance to save their work, or what is left of it while also not giving the raiders an instant win for camping and waiting until the group logs offline.

This also gives players an incentive to not place all their eggss into one basket, and having a secondary base with tools to defend available incase an initial is taken down and looted fully.
#14
Thanks lurler!
#15
So, perishable is 1h real time to rot... but 10h in any fridge.

I'm assuming that our farmed foods are what's considered perishable... why not adjust fridge time by level of fridge? so primitive fridge is 8h, small fridge is 12h, and large fridge is 16h? (or insert more appropriate numbers). Basically, i think the only thing we really want in this is the ability to grow something on monday night and it not be rotten tuesday evening when we log back in.