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Messages - Neoxion

#1
Ideas and suggestions / Re: List of ideas.
December 19, 2018, 04:00:53 AM
Instead of increasing number of free slots with every tier, how about decreasing them instead? People will trade safe slots for base cooldown, build area and reclaim difficulty. If a person has a t3-4 land claim he is not a newbie anymore, if someone thinks it is smart to stay in t1 he/she will be raided pretty easily once someone realises that he has good stuff. But of course it will work if claims are not invincible. But in general with this safe storage you forget about one thing - people can create multiple accounts (even if you need to pay for a game several times) and make as much safe storage as they want which ruins the whole PVP idea (or simply cooperate and even 20 slots per person is a lot in this case). Just make a PVE server with a PVP zone and leave PVP servers free from all of these nonsense, so you will not need to please everyone because it's impossible.
#2
Ideas and suggestions / Re: List of ideas.
December 17, 2018, 04:52:45 PM
It's kind of funny that all the problems that were stated before (like 2 months ago) are still there. I remember writing about not being able to claim someones land and that a lot of people left after they realised this. Looks like it's even worse now - 96 slot safe space storage - are you kidding? When I played, 1 large steel crate was enough to save ALL valuable stuff - of course raiding is not profitable, because everything is in a safe storage now. You are worried about newcomers too much or people who never played these types of games before, making your game too safe for a PVP game. Why do you think that they are the majority of your playerbase or target audience? Why do you think casuals will be interested in this game for a long time? People who play this game casually play on PVE servers or leave these type of games in 2 weeks. The majority of PVP players I knew in ARK, Rust and other similar games are quite hardcore to say the least - most of them will not cry over raided base and some of them are complete no-lifers.
I haven't played in latest patch because I was checking server population in prime time and it was 10-20 people on a server even after wipe. When we had 60+ I met other people on the map once per 20-30 mins probably. With 10 it will be a PVE game and in its current state this game has 0 PVE potential - you will get all the stuff and skills in a week or 2 and for what? And I also wonder how is trading going on with 10 people on server? I also stated this population problem and suggested to not split players between a lot of servers (spanish, russian).
I'm not trying to mock anyone here, but I read this whole document and realised that everything was written 2 months ago - even suggestions are the same. I really want this game to succeed, but I cannot do anything for it. I cannot even recommend it to anyone who enjoys these types of games. What can I say to them? "Ok guys, there is a cool PVP/building/crafting game, but PVP is actually dead and you cannot raid anyone or claim their territory and after week of playing you have nothing to do". You can make content for a year of playing, but it's not easy. The longevity comes from PVP playerbase and their interactions. PVP is the core of this game unless you redesign it completely - if you dont fix it, nothing else matters.
#3
Ideas and suggestions / Re: Raiding
October 25, 2018, 05:52:15 AM
As you also mentioned, you cannot compare this map and whole EVE map - this is a small server which can be easily controlled with 10 people (once they killed all competition) even if you triple its size (what are you gonna do once you killed all competition is a different question). And, for example, whole Serenity server (China) in EVE online was divided between 2 corporations at some point.
#4
Ideas and suggestions / Re: Raiding
October 23, 2018, 03:53:33 AM
Any decent size group, who wants to wipe and take over server, will do it and there is no solution for that. You either ban people for cooperating (not an option) or create similar power force to counter that.
In order to fine-tune or balance something you need to have a core concept:
-will there be automatic defence structures?
-will there be protected storages?
-will offline players vanish from the map (like in EVE) or not?
-will resources be stationary or not?
To indroduce the core concept you need to answer a lot of questions, because playstyle will vary greatly. I guess we just need to go with a flow and see how the game evolves (its only closed alpha for now).
#5
Ideas and suggestions / Re: Log Off Mechanic
October 22, 2018, 01:27:41 PM
I agree with Warbot - anything that allows safe saving will be heavily abused. Newcomers can just learn how to save stuff, and I wonder what severe damage they suffer when they got raided. Everything up to tier 2 (incl.) can be refarmed really fast.

But in some games players are allowed to pincode their storages, so people need to actually destroy them in order to get the loot. Maybe there should also be something like this, but its storage space and construction cost should be appropriate (high cost, very low space - so people will not simply build them instead of usual boxes). But the idea of invincible storage is not good.
Another concept is a hidden stash, that can only be seen by other players with a help of special devices (stash available at low tier, device at high). If you put it inside your base - it will be scanned for sure if attacker has a device because people, who raid your base, will expect a hidden stash and scan your base. Basically this stash will work for low tier PVP, agains low-mid tier raiders. High level players dont really raid newbies because its a waste of time/resources. You can also link an ability to see this stash to Searching skill for example.
#6
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 11:50:44 AM
@MilesD37
I didnt say it's bad that you cannot play 12 hours per day (everybody should play as much as they want), but some people can and you will compete with them :) And you are so wrong that 95% will go to these servers. No, because if you can be wiped completely than you can also wipe someone completely. A lot of people like a constant sense of danger in these games as well.
#7
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 10:50:37 AM
@Xargt
Sorry, actually. Second message was from Miles. You never mentioned anything about not being into PVP. But still, this concept works in other games and will work here as well. Yes it's a mess but it still works for casual players who want to PVP when they want, not when someone else wants.
#8
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 08:55:11 AM
@Xargt

I also agree with this. But what if the chest can only store around four items?

As soon as this chest is implemented with 4 slots - people will cry that its not enough. I am personally against any of these types  of completely safe storage.

You have just said "Looking for easy ways to store your loot?"
Then I'll ask the same question.
Are you planning on having a friend in PvE zone to stay there to store your loot?


What are you talking about? I offered a concept of a mixed server because you said that you like both PVP and PVE but dont want to go full in either. I also mentioned that I dont like this concept, but it exists for people who want to try both but are afraid to loose everything. And you dont need any friends - you can just have a base in PVE zone.

@MilesD37
Then this mixed server I described can be appropriate for you too. Not everyone is suited for, has time or likes pure PVP concepts in this type of games, but you will accept them anyway. PVP rules (except hardcoded) are dictated by players. If someone in Assault Armor and Machine Gun is running around and killing newbies in cloth armor or raiding your wodden base with t3 bombs for whatever reason - you cannot do anything with it, they want to do it and can do it. Find someone who will help you, find a group to play with. If you want to play alone at your own pace and dont want anyone touching you unless you want to PVP yourself, then official PVP server is not for you. Im pretty sure there will be plenty of private servers to play on after release with different rules.

@ojosdelcielo
Exactly.
#9
Ideas and suggestions / Re: Few suggestions
October 18, 2018, 05:38:40 AM
@Xargt
If you want to capture something now - you need several people. Get in the base, destroy claim and bed, build your bases around this base (isolate it) so previous owner cannot get there for an entire duration of the countdown, but dont you think that it's kind of extreme? And not all spots can be secured that way (there is just not enough free space around). Or you can guard the spot for an entire timer duration - good luck with that.
Server restart will definately be a mess and someone will have an advantage for sure, but I think it will be the most action packed lifecycle of the server anyway. It's not a strategy game in it's pure form, but you need some strategy for sure.

@ai_enabled
People are saying that wipe will be on 25th of October? Is it just a rumor? I don't know where this information is coming from.
#10
Ideas and suggestions / Re: Few suggestions
October 18, 2018, 02:17:17 AM
@Xargt
I have the same nickname on EU server. I think rates and respawn timers are boosted for now, servers are 15% populated and it's easy to stay alive and farm - that's why it doesn't require a lot of skill to get everything.

We raided a lithium base to capture it, but claims cannot be destroyed now. Some people just left the game after that, because you cannot do anything if something is taken already, pointless to fight. I dont know if they will return after wipe - they may not follow updates in discord and forums. People leave because PVP is dead lategame (you can easily run from any fight btw - there are several ways to manipulate your stamina, you can run across 70% of the map with some ingame/not bug abusing tricks), they leave because there is no way to recapture taken stuff, most people will leave if they dont get high-end content to be on the same level as top players (and now high level resources cannot be recaptured).

The goal is to get access to all game resources, grow in numbers, raid and shoot others, so they will be forced to form groups in order to fight back, thus making this game shine. These servers need some chineese attention for sure - the way they play is just by having large groups of people farming 12+ hours and killing everyone who is not from their group. Everyone else on the server knows that their doom is inevitable if they don't cooperate, people start working together, looking for other players in social networks and forums.
#11
Ideas and suggestions / Re: Log Off Mechanic
October 18, 2018, 01:48:10 AM
Looking for easy ways to store your loot? Player inventory space is enough to store all extremely valuable stuff (there are not that many hard-to find resources), so it will be abused. Just have several bases and make them not profitable to raid - people will not be pleased if after using 20 modern bombs they will loot some crap. Don't accumulate a lot of stuff - invest into your base (especially early game), dont build wooden/iron doors with brick walls (only temporary).
I personally dont like it, but there can be a mixture of PVE and PVP server: tropical territory is PVE only and when you cross the border you will be flagged as PVP after 5 seconds and anyone can shoot you. If you crossed it flagged as PVP you will loose PVP status after 10 seconds if you didnt take any damage from players during these 10 seconds (in case someone is trying to escape a fight).
#12
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 04:35:31 PM
@Xargt
So, here is one for you :)

End-game gears are meant to be very stressful to craft.
It's fine - I didnt mention anything like this. Why stressful though? Difficult maybe.

Nothing is fair as long as there is a competition.
Fair - is if someone, who is better than me or have more coordinated group than mine, has something I dont. If someone placed a stupid claim and we blow up walls and this claim to see, that we did it for nothing and cannot compete because we are not allowed to, than it's not fair.

CryoFall seems encouraging us to form a group; players with different specializations.
Definately, but group also needs some goal.

I got my hands on every resource in the game, have top tier stuff and have a claim on a strategic resource myself. But I just see how this system discourages people and they just leave.

P.S. Your answer looks like a bot response btw :)
#13
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 02:41:29 PM
@MilesD37
If resources are permanently claimable, after some time on any server only people who own these resources will play. We will see a bunch of servers with 20+ online and that's it. People will either quit or wait for new servers in order to get their hands on high-level content. People who own permanent resources will claim all depletable ones easily and just conserve them, because they can extract other permanent spots. You will never be able to challenge owners of permanent resources because they simply outfarm you. PVP in these games can go pretty brutal - PVP that's currently happenning on servers is nothing. When this game goes public and we will see large groups of people taking over servers - that's when all these disadvantages of permanent system will be noticed quickly. Even now people are stopping playing because they simply have nothing to do - they cannot raid others without large amounts of lithium and oil, and in terms of progression they already reached everything.

@nosfirebird
That's an obvious solution when everyone can get everything and sit behind 10-layered walls, but where is the fun? And I like an idea of fighting for some spots over strategic resources. This can be a solution for PVE, but to make it more fun make it in a way: people are allowed to build either oil or lithium so they will need to trade resources.
#14
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 10:01:30 AM
@ai_enabled
That's good to hear that depletion mechanic will be implemented for another resource. If you leave lithium/oil areas unbuildable - you can test simultaneously both mechanics. I mean that's what we are here for. For resources that can be depleted it's also debatable whether they should appear on the map or not - it will make people explore and if you find it first you will have some time to start building. But in order to not give advantage to previous resource owners (they can go for searching as soon as resource depletes) there may be a random time delay between depletion and spawn. Maybe there should exist a special high tech level scanner that put marks on the map if you built it . And what to do if people extract 95% of resource - get good gear and leave resource spot not depleted and claimed? Because you dont need to rush if you are already better than others, others will deplete their resource and you can get next spawn. Make something like a planet pool? For example there are 8000 units in a planet pool for a batch (or even a random number in a certain range), there are 5 resource points for any batch, any point can extract up to TotalPlanetPool/4 units (or even more). Next 5 resource points will spawn for the next new full batch and so on. This way people will definately rush extraction, but if you started to extract last (even if you just found the spot) you may not get a lot from this point. Other option is just to make resources both - amount limited and time limited.

@MilesD37
Having any permanently claimable rosources will still put others at disadvantage. And why do you need that if you have circulation?
For claims you described the same machanics basically. I dont like the idea of permanent destruction without giving you a chance either - you log in and your base was razed over the night. But I dont like the idea of not beeing able to destroy the claim at all more.
#15
Ideas and suggestions / Re: Few suggestions
October 17, 2018, 06:22:36 AM
1. As I stated, if you make resources completely open people will whine that it takes too much time and you need to be near resource all the time. I mean in an hour you get only around 15 oil canisters. But I understand that resource depletion mechanic cannot be implemented immediately. With no build zones around resources we will see people grouping up around these resources, taking them for themselves, which is fine. But the current machanic needs to go away, because the only viable tactic is right after server wipe - rush immediately without stopping to strategic resource and place a claim on it

2. No, it's not OK to just take resources. What if I want a prime base spot like near ruins, on desert entrance or huge clay clusters? Or I want to punish someone who built on mining spots or too close to ruins, preventing any spawns there. Or I just dont like neighbors. I understand that people cannot be online 24/7 that's why I described reinforce implementation that works (concept is taken from EVE online). People know that their territory is contested and they need to defend it after certain period. If they cannot do it for a particular reason then they have time to move their valuable stuff and relocate, giving up on their previous base.

3. I don't know how difficult it is to code resource exchange, but if you do it - everything will work (you can choose coins for exchange if you so desire). I also forgot to mention that it will be awesome to implement personal contracts - for example I place an exchange order with a particular person. I know people were complaining that you need to run to trade and you can be robbed, but it's PVP in the end.

4. 100 is still not 256  :) I knew about this game from youtuber myself, it's actually quite hard to know that this awesome game exists. Early access on Steam will definately help, but it's up to you when you feel ready to put it there.