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As we all know Colonies solved none of the problems that Empires had, save for offline raiding. On PvE servers it serves little purpose but to advertise your island on the map. I feel like it has it's place but it could  be SO MUCH MORE.  With all this talk of Factions I have my own extensive ATLAS OVERHAUL that should see surges of returning players. Functionally, these are minor changes... just to get it out the door and working. To tie it all together, though, it's a big undertaking. I haven't seen other threads tackle this kind of system yet, so I am going to bring my own ideas to the table.

I am not going to be touching on QOL issues in this thread, that's for another day. Sorry.



1: The Nations System Overview

 

Currently, the colonies system works by allowing players to join a company, and then an alliance of companies. This would not change. Companies and Alliances will still be critical to the game.  Emergent Player to Player scenarios drive sandbox games like Ark, Rust, and EvE Online. The current claim system does little to provide the player with a "bucket and pail" to tackle the sandbox with. Currently without  any tools or encouragement there is no reason for cooperation; therefor, the fun of the current sandbox is had by shoving handfuls into someone's shorts and eyes. Ergo, Mega clans, griefing, raiding bambis, and tears.... lots of tears. Due to it's limited nature the current system is pretty punishing for players.

Another issue I find is that: everyone I know hates playing in a mega or simply not playing for themselves. I am the same way. While, I enjoyed my time with the likes of GypSEAS, Uganda, No No No, and TC I can not say it was ideal. I never felt like I was actually having fun. It felt more like a social obligation; one which only was needed to protect my meager stash of tames and a ship. The social aspect is and was a huge draw; and part of the reason I stuck around.  However, once I got a taste of playing for myself on Private Servers/PvE/SP it changed my views quickly... it was FUN. Exactly the same gameplay... minus just about all of the problems. Players have made the system punishing.


The issue is that players and even the devs carry the same ideals and gameplay philosophy that works for Rust, Minecraft, or Ark but does NOT work for something like Atlas. Atlas, has more in common with EvE Online than any other game, and thus; it should do as much as it can to try to emulate it. Therefor, the claim and PvP system should function in a similar way. Colonies already does this for claims (vulnerability window + wardec), which is great for large alliances; it is not great however, for solos or part time players. It drives player interaction toward raiding... and just raiding. No trade, no intrigue, just raids. I think a good way to reconcile this is to allow hardcore PvP, PvE and casual PvPers to exist on the same server.

Alright, here we go:

Players will be able to chose between four main Nations, all four of which are split into alliances. Players may also chose to not affiliate with a single nation or faction They may even chose to remain hostile to all four if they like. Each alliance decision has different drawbacks or benefits. Each nation and faction has it's own ideology, special blueprints, cosmetics,  and benefits.

 

The Nations are as follows:

  1. Eastern Empire
  2. Western Kingdom
  3. Norse Republic
  4. Southern Syndicates
  5. Pirate Cartels
  •                  Eastern and Southern Empires form the "Golden Empires Collation" Faction.
  •                  Norse Republic and Western Kingdoms form the "Western Trade Companies" Faction.
  •                  Pirates will ignore and defend players who prove bloodthirsty enough, but this comes at the cost of Navy attention.

 

The presence of the Nations has lead to different levels of "security" in the waters.

  1. National/Empire Waters: PvE except for players enrolled in Faction Warfare, pirates, or those under a PvP war  declaration.  (More below)
  2. Lawless Waters: Basically nothing changes. Outside of player alliances: anyone can attack you, you can attack anyone. Resources are the most abundant, wild animals spawn at higher levels and are difficult to tame,  sometimes lesser mythic mobs (gorgons and yetis) spawn here. These areas surround Powerstones, rather than Freeports.
  3. International Waters: This is the same as standard zones under the current system. Semi-open PvP, any player can claim, decent resources, better wilds, less dangerous islands.
  4. Homestead  Waters: These are regions hosted on the player's personal computer. Only they and people invited can access this area. (More below)
  5. Sovereign Waters: An extended version of island claims, this sets an entire grid to PvE and taxes all islands to a central bank. Once waters become Sovereign the company or alliance who owns the water can not be removed. (More below)
  6. Powerstone Waters:  Only slight changes here. Convert zones to PvE and allow temporary builds. Allow taming of all non-mythic powerstone spawns if the player has the powerstone for said island.

 

 

 

 

2: Waters Explained.

 

National/Empire Waters: These areas are owned by the corresponding nation, and take the current place of Freeports and Lawless islands surrounding them.   Players are completely safe from PvP when in these zones unless they are at war with each-other or in faction warfare. Waters are patrolled by NPC pirates who attack ships and players on islands. Occasionally spawns WPE's. Faction Warfare most often happens in these areas. Players with sufficient reputation with either/both the Nation and the Faction Navy may claim certain islands. Faction Navy members get access to larger, better, yet cheaper islands that give more resources once claimed. (Areas owned by Pirate Factions also function in a similar way but are hostile to "good" players. )  Players who's companies are at war are able to attack each-other in these zones. Limited verity of resources spawn in these areas. Travel to other areas required to make anything better than FINE bps, thus encouraging trade, travel, and piracy.

Homestead Waters: Meant as a starting point and offline storage area, Homestead Waters host a single grid containing an island with a pre-built small shipyard, low quality map spawns, and crew recruiter. Homesteads provide every Freeport resource. Homesteads do not spawn useful creatures, but do however allow the player to breed any creatures regardless of conditions at a cost to the baby's wild level. Players may store up to TWO personally owned ships. Nothing stored at a Homestead decays and remains in stasis unless the player is present. All NPCs and Tames brought here are fed/paid at no cost to the player. Companies can not store company owned ships at a Homestead. As was mentioned before, this is just a place to start and tuck things away when you go offline for a long time; or a place for absolute casuals. Homesteads provide NO experience. Players are also granted access to a "lumber mill" which provides unlimited wood building pieces, and deployables only placeable on the homestead (not boats). Players must have unlocked desired deployables.

Sovereign Waters:  As mentioned before, a sufficiently advanced Company or Alliance can purchase a token from a friendly faction or nation to convert an area into a PvE area that can only be attacked under a war declaration or by an opposing navy. These areas can still be raided, however, the residing company/alliance can not be removed, nor do damaged structures remain damaged (boats and tames however do not regenerate) anything popcorned/left in bags is deposited into the claim flag. By default, only allied companies can build in these areas. Companies may have ONE sovereign grid. Declaring a zone Sovereign spawns uncontrollable NPC ships belonging to the player's company and allied navy. Players can be attacked in open water in these zones. The residing company must remain at a certain level of activity, pay gold upkeep, have settlers,  and appease its allied Nation/Faction to maintain control of an area.

Piracy: Areas claimed by pirate players spawn extra resources but are in PvP mode longer than normal grids/islands. They also attract a larger  and more powerful than average Navy presence to the area.



3: Better NPCs

"Drone Better. People make problem. Trust me... drone better." - Ivan Vanko

This is going to be a quick one. NPCs don't do enough. NPCs should repair ships when at sea, be able to help farm, watch animals, etc. Make special vendors or quests to acquire specialty NPCs/crew. Allow players to place their own crew recruiter/NPC quest giver. As was mentioned earlier, more NPC factions are needed. Less reliance on mega groups to enjoy the game to the fullest. Having the ability to assign an NPC to a ship and it automatically patrol/escort the player would also be spectacular. NPCs need to preform anything players can do; busy work wise (raising tames, resource gathering, etc) Solo players should not need other players. Instead, players should always be better at what NPCs can do; rather than being a requirement.

 

4: The Content is the Reward.

I've noticed that playing this game without PvP changes it's nature. In a PvP setting, PvP is the reward for 'content'. Doing a games content for a reward is a poor way to play a game, and a big reason this  game ( and WoW) is doing so poorly. Playing the game should itself, be a reward; and it is only that way for PvE /local/Single Players right now. Rewards should be things that make content more fun; tames and buffs  are on the right track for that. As you may have gleamed by now, under this system player actions result in the ability to do the same content faster, better, and in more fun ways.

 

5: Naval Battle + Ships.

Deplanking in its current form looks bad and feels bad. Planks shouldn't disappear. Instead, they should form holes and catch fire/splinter depending on the damage taken. But, never be "lost" instead, they are repaired as needed. When "deplanked" they begin to leak as they would now.

The option to surrender and turn over the ship/portion of resources to encourage piracy would be a boon.

As an anti-griefing and a "fun insurance" measure ships sunk should have the option to re-surface them.  For anchored ships, this is just a resource fee. For ships lost at sea, it should require the Submarine and a special token/feat.


6: Faction Rewards

What would alliance be without benefit? As was mentioned before working for a faction/nation rewards you with reputation (or negative rep) used to unlock BPs, powerful ships, tames, NPCs, land rights, and cosmetics.

 

 

Conclusion:
I do hope you can see how all of this plays together to encourage ALL types of players. No one is left out under this system. Small groups, solos, and mega groups are each rewarded  in their own way. Every form of player interaction is encouraged, and maximizes fun. Even with our current player-base this system would still benefit the players. I hope that even if this system is not utilized that the devs consider some aspects of it. I know if I were developing this game, this is the system the game would have come out with.

Edited by PeglegTheAngry
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2 hours ago, PeglegTheAngry said:

As we all know Colonies solved none of the problems that Empires had, save for offline raiding. On PvE servers it serves little purpose but to advertise your island on the map. I feel like it has it's place but it could  be SO MUCH MORE.  With all this talk of Factions I have my own extensive ATLAS OVERHAUL that should see surges of returning players. Functionally, these are minor changes... just to get it out the door and working. To tie it all together, though, it's a big undertaking. I haven't seen other threads tackle this kind of system yet, so I am going to bring my own ideas to the table.

I am not going to be touching on QOL issues in this thread, that's for another day. Sorry.



1: The Nations System Overview

 

Currently, the colonies system works by allowing players to join a company, and then an alliance of companies. This would not change. Companies and Alliances will still be critical to the game.  Emergent Player to Player scenarios drive sandbox games like Ark, Rust, and EvE Online. The current claim system does little to provide the player with a "bucket and pail" to tackle the sandbox with. Currently without  any tools or encouragement there is no reason for cooperation; therefor, the fun of the current sandbox is had by shoving handfuls into someone's shorts and eyes. Ergo, Mega clans, griefing, raiding bambis, and tears.... lots of tears. Due to it's limited nature the current system is pretty punishing for players.

Another issue I find is that: everyone I know hates playing in a mega or simply not playing for themselves. I am the same way. While, I enjoyed my time with the likes of GypSEAS, Uganda, No No No, and TC I can not say it was ideal. I never felt like I was actually having fun. It felt more like a social obligation; one which only was needed to protect my meager stash of tames and a ship. The social aspect is and was a huge draw; and part of the reason I stuck around.  However, once I got a taste of playing for myself on Private Servers/PvE/SP it changed my views quickly... it was FUN. Exactly the same gameplay... minus just about all of the problems. Players have made the system punishing.


The issue is that players and even the devs carry the same ideals and gameplay philosophy that works for Rust, Minecraft, or Ark but does NOT work for something like Atlas. Atlas, has more in common with EvE Online than any other game, and thus; it should do as much as it can to try to emulate it. Therefor, the claim and PvP system should function in a similar way. Colonies already does this for claims (vulnerability window + wardec), which is great for large alliances; it is not great however, for solos or part time players. It drives player interaction toward raiding... and just raiding. No trade, no intrigue, just raids. I think a good way to reconcile this is to allow hardcore PvP, PvE and casual PvPers to exist on the same server.

Alright, here we go:

Players will be able to chose between four main Nations, all four of which are split into alliances. Players may also chose to not affiliate with a single nation or faction They may even chose to remain hostile to all four if they like. Each alliance decision has different drawbacks or benefits. Each nation and faction has it's own ideology, special blueprints, cosmetics,  and benefits.

 

The Nations are as follows:

  1. Eastern Empire
  2. Western Kingdom
  3. Norse Republic
  4. Southern Syndicates
  5. Pirate Cartels
  •                  Eastern and Southern Empires form the "Golden Empires Collation" Faction.
  •                  Norse Republic and Western Kingdoms form the "Western Trade Companies" Faction.
  •                  Pirates will ignore and defend players who prove bloodthirsty enough, but this comes at the cost of Navy attention.

 

The presence of the Nations has lead to different levels of "security" in the waters.

  1. National/Empire Waters: PvE except for players enrolled in Faction Warfare, pirates, or those under a PvP war  declaration.  (More below)
  2. Lawless Waters: Basically nothing changes. Outside of player alliances: anyone can attack you, you can attack anyone. Resources are the most abundant, wild animals spawn at higher levels and are difficult to tame,  sometimes lesser mythic mobs (gorgons and yetis) spawn here. These areas surround Powerstones, rather than Freeports.
  3. International Waters: This is the same as standard zones under the current system. Semi-open PvP, any player can claim, decent resources, better wilds, less dangerous islands.
  4. Homestead  Waters: These are regions hosted on the player's personal computer. Only they and people invited can access this area. (More below)
  5. Sovereign Waters: An extended version of island claims, this sets an entire grid to PvE and taxes all islands to a central bank. Once waters become Sovereign the company or alliance who owns the water can not be removed. (More below)
  6. Powerstone Waters:  Only slight changes here. Convert zones to PvE and allow temporary builds. Allow taming of all non-mythic powerstone spawns if the player has the powerstone for said island.

 

 

 

 

2: Waters Explained.

 

National/Empire Waters: These areas are owned by the corresponding nation, and take the current place of Freeports and Lawless islands surrounding them.   Players are completely safe from PvP when in these zones unless they are at war with each-other or in faction warfare. Waters are patrolled by NPC pirates who attack ships and players on islands. Occasionally spawns WPE's. Faction Warfare most often happens in these areas. Players with sufficient reputation with either/both the Nation and the Faction Navy may claim certain islands. Faction Navy members get access to larger, better, yet cheaper islands that give more resources once claimed. (Areas owned by Pirate Factions also function in a similar way but are hostile to "good" players. )  Players who's companies are at war are able to attack each-other in these zones. Limited verity of resources spawn in these areas. Travel to other areas required to make anything better than FINE bps, thus encouraging trade, travel, and piracy.

Homestead Waters: Meant as a starting point and offline storage area, Homestead Waters host a single grid containing an island with a pre-built small shipyard, low quality map spawns, and crew recruiter. Homesteads provide every Freeport resource. Homesteads do not spawn useful creatures, but do however allow the player to breed any creatures regardless of conditions at a cost to the baby's wild level. Players may store up to TWO personally owned ships. Nothing stored at a Homestead decays and remains in stasis unless the player is present. All NPCs and Tames brought here are fed/paid at no cost to the player. Companies can not store company owned ships at a Homestead. As was mentioned before, this is just a place to start and tuck things away when you go offline for a long time; or a place for absolute casuals. Homesteads provide NO experience. Players are also granted access to a "lumber mill" which provides unlimited wood building pieces, and deployables only placeable on the homestead (not boats). Players must have unlocked desired deployables.

Sovereign Waters:  As mentioned before, a sufficiently advanced Company or Alliance can purchase a token from a friendly faction or nation to convert an area into a PvE area that can only be attacked under a war declaration or by an opposing navy. These areas can still be raided, however, the residing company/alliance can not be removed, nor do damaged structures remain damaged (boats and tames however do not regenerate) anything popcorned/left in bags is deposited into the claim flag. By default, only allied companies can build in these areas. Companies may have ONE sovereign grid. Declaring a zone Sovereign spawns uncontrollable NPC ships belonging to the player's company and allied navy. Players can be attacked in open water in these zones. The residing company must remain at a certain level of activity, pay gold upkeep, have settlers,  and appease its allied Nation/Faction to maintain control of an area.

Piracy: Areas claimed by pirate players spawn extra resources but are in PvP mode longer than normal grids/islands. They also attract a larger  and more powerful than average Navy presence to the area.



3: Better NPCs

"Drone Better. People make problem. Trust me... drone better." - Ivan Vanko

This is going to be a quick one. NPCs don't do enough. NPCs should repair ships when at sea, be able to help farm, watch animals, etc. Make special vendors or quests to acquire specialty NPCs/crew. Allow players to place their own crew recruiter/NPC quest giver. As was mentioned earlier, more NPC factions are needed. Less reliance on mega groups to enjoy the game to the fullest. Having the ability to assign an NPC to a ship and it automatically patrol/escort the player would also be spectacular. NPCs need to preform anything players can do; busy work wise (raising tames, resource gathering, etc) Solo players should not need other players. Instead, players should always be better at what NPCs can do; rather than being a requirement.

 

4: The Content is the Reward.

I've noticed that playing this game without PvP changes it's nature. In a PvP setting, PvP is the reward for 'content'. Doing a games content for a reward is a poor way to play a game, and a big reason this  game ( and WoW) is doing so poorly. Playing the game should itself, be a reward; and it is only that way for PvE /local/Single Players right now. Rewards should be things that make content more fun; tames and buffs  are on the right track for that. As you may have gleamed by now, under this system player actions result in the ability to do the same content faster, better, and in more fun ways.

 

5: Naval Battle + Ships.

Deplanking in its current form looks bad and feels bad. Planks shouldn't disappear. Instead, they should form holes and catch fire/splinter depending on the damage taken.

The option to surrender and turn over the ship/portion of resources to encourage piracy would be a boon.

As an anti-griefing and a "fun insurance" measure ships sunk should have the option to re-surface them.  For anchored ships, this is just a resource fee. For ships lost at sea, it should require the Submarine and a special token/feat.


6: Faction Rewards

What would alliance be without benefit? As was mentioned before working for a faction/nation rewards you with reputation (or negative rep) used to unlock BPs, powerful ships, tames, NPCs, land rights, and cosmetics.

 

 

Conclusion:
I do hope you can see how all of this plays together to encourage ALL types of players. No one is left out under this system. Small groups, solos, and mega groups are each rewarded  in their own way. Every form of player interaction is encouraged, and maximizes fun. Even with our current player-base this system would still benefit the players. I hope that even if this system is not utilized that the devs consider some aspects of it. I know if I were developing this game, this is the system the game would have come out with.

Very cool. Factions. I like it 👍

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6 minutes ago, Realist said:

Very cool. Factions. I like it 👍

The more we talk about it the more likely the devs are to do it. It seems most of the quitters want to like this game, but its just so hard to with it's identity crisis.

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45 minutes ago, PeglegTheAngry said:

The more we talk about it the more likely the devs are to do it. It seems most of the quitters want to like this game, but its just so hard to with it's identity crisis.

Oh don’t worry. I will be pushing for factions till the end of time. I have been saying the need to do it since the release.

i like the details you came up with. Seems pretty awesome. I think they will come around at some point.

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Thanks for the write up, will definitely have a read and share with the team 🙂

 

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Oh wow.

Thank you for the reply!

I am super passionate about this game, despite never really getting into Ark.

I have had good luck with my suggestions working out for FacePunch and Rust.... so I really hope it works for you guys too! ♥️

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All in all a good write up. BUT, I do see a few problems with some of the proposed features:

1) Storing stuff locally on a player's computer is a no no for me. This opens the door to hacking and cheating. Homesteads should always be instanced areas on a server.

2) Mixing PVE and PVP. You clearly suggest this in your post but I get the impression that in your setup PVE'ers would be restricted to a few crowded grids. Fyi, EU PVE currently has more players than EU PVP. So there needs to be a much better balance between PVP vs PVE grids. I am thinking around 50/50. Golden age should always be PVE, otherwise its going to be a troll and griefer fest.

3) Taming in PVP grids. This is and always will be a grief fest. Trolls will be patrolling these zones with one thing in mind: to fuck up your taming. This can be done by outright killing your tame in progress with a simple bow (3 or 4 shots will usually do it). I have done taming on PVP and it is NOT fun.

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@PeglegTheAngry Thanks for taking the time to write all this up and present it in a well laid out easy to read form. I think you've presented some fantastic ideas with a solid line of reasoning for why they would work better than the current system and an on point analysis of why the current system does not work well for most players. I hope the team takes a close look at what you've presented here and considers implementing it.

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7 hours ago, Wolff said:

All in all a good write up. BUT, I do see a few problems with some of the proposed features:

1) Storing stuff locally on a player's computer is a no no for me. This opens the door to hacking and cheating. Homesteads should always be instanced areas on a server.

2) Mixing PVE and PVP. You clearly suggest this in your post but I get the impression that in your setup PVE'ers would be restricted to a few crowded grids. Fyi, EU PVE currently has more players than EU PVP. So there needs to be a much better balance between PVP vs PVE grids. I am thinking around 50/50. Golden age should always be PVE, otherwise its going to be a troll and griefer fest.

3) Taming in PVP grids. This is and always will be a grief fest. Trolls will be patrolling these zones with one thing in mind: to fuck up your taming. This can be done by outright killing your tame in progress with a simple bow (3 or 4 shots will usually do it). I have done taming on PVP and it is NOT fun.

1: I wouldn't worry about people cheating. They would need access to dev for console commands; which would not be allowed cause they would still be on an official server.
 

2: I would imagine the map  would be expanded to allow more players. Keep in mind PvE players can also purchase their own Sovereign grids as well.

3: Until recently, Ive had my whole experience on NA:PvP. No one coming to grief your tame unless you are on  lawless or something. Even then, lawless is dead now-a-days.

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Posted (edited)

ADDENDUM POST

I'm going  to add to this post to clarify and explain things further. I feel like I missed some stuff in my sleepless manic induced stupor last night.


Pirate and Trade Companies

So one thing I forgot to expand on was piracy and trading focused companies.

Trading Companies: Companies that flag themselves as a trading company have PvE waters in their sovereign tiles. They do this by flagging their company as a "trade company" this prevents them from being wardeced. However, this title is lost upon aggression against another player. Defending yourself does not drop the Trade Company flag. When a trade company declares sovereignty waters in that zone become PvE and behave like empire water. Companies declared as trading companies can only join alliances with other trade companies. Standard companies who store ships or build in sovereign trade areas are open to attack by enemies. 

 

Pirate Companies: are players who only prey on others; not as a result of war.. but for the sake of it. Pirate players are not allowed in secure waters. If these  players wander into secure waters such as Trade Sovereign, golden age, or empire they are free to attack; by anyone, but can not defend themselves in PvP.

 

Gameplay Philosophy


Complimentary Gameplay:

Pure PvE players should never have to be subject to PvE scenarios; but they should not be left out of being touched by them. PvP conflict would be of great benefit to PvE players under this system: Traders could open vast market places, beautifully built show casing their skill and creativity to its fullest. These area's could one day end up as hang-out spots and areas touched by conflict that unaffected players are able to witness there by immersing everyone into the same event. I go back to EvE:

The reward for the participating players is intrinsic; the battle itself is the reward. Now imagine this, but it happened at YOUR personally owned and built Port. You get to clean up the wrecks, you get to profit from the recovery, you get to witness, participate in it.... and it only benefits you... as a PvE only player.


The PvP Players, likewise benefit from PvE players. PvP players have a place to trade knowing they wont be scammed or attacked. BPs that are otherwise useless to the PvE Players can be purchased by PvP players... and vice versa!

Risk vs Reward:

For the players who chose to risk PvP, they are rewareded with more resources, better BPs, more rep gains, and the instant gains PvP can bring.

Likewise, for the easy going life of a PvE player; rewards come at a slower pace and with patience. After all... who else is going to breed that line of 125 bears?






 

Edited by PeglegTheAngry
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Posted (edited)

Hi, nice idear sounds interesting and i would like to play this but there need to be some modifications to run this succesfully:

Just to make one thing clear NEVER TRY TO FORCE PVEers TO PLAY PVP to reach something, this just results in WE LEAVE THE GAME!

Pve players need always the possibility to travel and play without gettin killed or griefed by other players. Why should the PVE community agree on a PvPvE mixed server, if we lose our free world?  Theres just one way to combine both modes, PvP can just be offered as an option to the PVE world but should not be ruling the PVE world. PvP is just an option which is nice from time to time for a PvE player nothing more and everything else wont be accepted, thats why we dont play competitive servers.

 

It must be a win win situation, we dont want to pay for this option because pvp is having more benefits from a mixed server. Its not like we need it or love it, for the Pve community this would just be a nice addon, like pet fights or ingame chess.

 

Edited by Egon von Sturmberg
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Pve players need always the possibility to travel and play without gettin killed or griefed by other players. Why should the PVE community agree on a PvPvE mixed server, if we lose our free world?

How do you think the PvP players feel about not being able to blap everyone everywhere?

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Posted (edited)
18 minutes ago, PeglegTheAngry said:

How do you think the PvP players feel about not being able to blap everyone everywhere?

Beeing pissed is part of the competitive game mode which pvp players choosed. Pve players dont want that. This whole thing is bringing more life to the pvp world and more passion and trading and interactions. Its ok if theres zones or a part of the world where people fight each other but it cant be the a zone where pvers which dont want to play pvp are having to go for anything.

Edited by Egon von Sturmberg

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Beeing pissed is part of the competitive game mode which pvp players choosed. Pve players dont want that.

Sigh....

There is no hope for this game. Why did I even bother with this write up.

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On 7/31/2019 at 6:35 PM, PeglegTheAngry said:

1: I wouldn't worry about people cheating. They would need access to dev for console commands; which would not be allowed cause they would still be on an official server.
 

2: I would imagine the map  would be expanded to allow more players. Keep in mind PvE players can also purchase their own Sovereign grids as well.

3: Until recently, Ive had my whole experience on NA:PvP. No one coming to grief your tame unless you are on  lawless or something. Even then, lawless is dead now-a-days.

1. You haven't put much thought into this, have you? Data stored locally can be altered in many different ways. Console commands would be just one of these. There is a good reason why many MMO's and online games never store characters or items locally on the player's PC. Really dude, this should be a no brainer.

2. I doubt Grapeshot is willing to invest resources in this at this time. The only way they would have the resources for a bigger map would be to merge all the existing servers. However, that would result in another wipe and at this stage that would be the last proverbial nail in the coffin for this game. Especially for the PVE player base.

3. I played EU PVP during the first few months of Atlas and I did not have such "friendly" encounters while trying to tame stuff. Regions being "dead now-a-days" is not even an argument since the whole point of your whole post is about getting people back to the game, which means zones would no longer be dead. If players return, so do the griefers. Right now there are no griefers, because there is nobody around to grief. 😉

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1. You haven't put much thought into this, have you? Data stored locally can be altered in many different ways. Console commands would be just one of these. There is a good reason why many MMO's and online games never store characters or items locally on the player's PC. Really dude, this should be a no brainer. 

2. I doubt Grapeshot is willing to invest resources in this at this time. The only way they would have the resources for a bigger map would be to merge all the existing servers. However, that would result in another wipe and at this stage that would be the last proverbial nail in the coffin for this game. Especially for the PVE player base.

3. I played EU PVP during the first few months of Atlas and I did not have such "friendly" encounters while trying to tame stuff. Regions being "dead now-a-days" is not even an argument since the whole point of your whole post is about getting people back to the game, which means zones would no longer be dead. If players return, so do the griefers. Right now there are no griefers, because there is nobody around to grief. 😉

1. Wrong. Just wrong. Don't be an asshole about it either. Why do you think console commands would magically work locally? Don't you think that the devs wouldn't allow that? I think you are putting too much thought into this. Hosting a server locally (one that must be connected to the main server, and verified to match the offical server's save) is not going to help people cheat. It would function in a similar way to Eve's space stations.

2. The game is dead. What they do now could only help, or do nothing. PvE players are not the target audience, nor should the devs be forced to maintain two game modes in four different servers. Seriously, what sounds harder to deal with? FOUR servers with two different rule sets, or ONE server with one ruleset? Making a bigger map is easy... you edit the oceanic .ini like all the private servers do! IZI PIZI.


3. Maybe thats something going on PvE worlds, but on PvP worlds, right after wipe heckin no one used lawless anymore. There are no griefers because.... they were the first ones to leave after almost every griefing method disappeared. They can only grief in lawlesss now.... and since no one lives in lawless, anymore..... well you know how this works.

 

 

Edited by PeglegTheAngry

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I hope the developpers will adapt the pvp server to be playable by the solo players and the small tribes because many little tribes give up. I have tried pve but pvp is more fun i find.

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