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Baps

Pathfinder
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About Baps

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    Pathfinder
  1. I have been running around in single player. The positions of all the islands still seem to be the same but the shape of the islands are different in some grids due to the new island templates
  2. That one isn’t accurate at all right now for some reason. There isn’t 14,000 in game. There is like 2000
  3. They also answered that. In house devs/testers are playing with Xboxs. They have to make the network as stable as possible when it launches on Xbox. Only way is through testing.
  4. That is true, they aren’t wiping servers again. But they have stated the point of opening NA PvP early was to test the network for crossplay. The network remains the same on all 4 servers so testing one server and applying fixes to it will fix the other 3. However, as a PvP player I do wish they opened the PvE server early instead of PvP to test the network since the “headstart” is a much bigger deal in PvP than PvE since it is essentially a tech race and 10 days is a huge advantage. In PvE the advantage is first dibs on land, not survival. So in that regard. It is backwards.
  5. I believe the NAPVP server is only up for testing like Lianti said. Otherwise it would be down until the 8th too. Sure they could have opened a PvE server instead but then you will have someone from PvP posting the same thing. The reality is they need to keep most servers down until the 8th for the influx of Xbox players. The my need as many Xbox players as possible to keep this game afloat. Otherwise, thousands of Xbox players will leave if most islands are already taken. They risk the same thing happening as the PC launch. Tens of thousands of players quickly left the game because there was no where for them. It is an issue they still need to address.
  6. Perhaps you didn’t read Option B. It is an opt in opt out passive mode. So pure PvE players are completely unaffected by it. However the forced flagged PvP in a PvE area is to keep trolls from living in PvE and sailing over to PvP and raid and then returning home with no consequence. To connect the servers there has to be checks and balances to prevent abuse. Hence why also a PvP player that sails in PvE can not immediately turn on passive mode. It prevents hit and runs. If a PvE player doesn’t want any PvP, don’t sail to the PvP area.
  7. Your metaphor doesn’t really apply to the “Option B” which is the opt in passive mode system. So let me try to clarify for you. The servers can all remain separate the way they are with no ability to which between worlds. Or, as I suggested, connect the worlds and allow players to switch. Now if they did this the current rule set wouldn’t exactly work. It needs a checks and balances system. A PvP player shouldn’t be able to go to a PvE server and wreck havoc. After all it is PvE. However, a PvE player can go to the PvP and raid, kill takes, ships, etc.So there has to be a system to keep that from turning into griefing with no repercussion. Otherwise, players will leave the PvE area and loot and pillage the PvP area and return safely to their home with no worries. It would turn into per trolling and griefing very quickly. So the point of a PvE base turning into a state of war for X amount of time once they enter a PvP area is consequence. It is checks and balances. If someone leaves PvE to raid in PvP it opens their base and ships up to attack by anyone who flags PvP. That is the risk of changing servers. Don’t want that to happen? Don’t go to PvP. Or in other words don’t order the PvP. Just stick to your PvE pizza and it is business as usual. The point of connecting the servers at all and implementing this system is so players can choose at any point what they want their play style to be. Got wiped but managed to savage a ship, some tames, and want to keep your discoveries? Sail on over to PVE to rebuild. Getting bored of PvE, have a fleet of ships but nothing to use them on. Sail over and switch to PvP. See? It caters to both types of pizza lovers and you only get what you asked for.
  8. Who pissed in your Cheerios. In my opinion, your idea isn’t good because it caters to one groups. More people want PvP than not but they want it when everyone is on an even field. Hence the PvP server. Maybe you didn’t read the suggestion clearly but what I have described caters to both groups. Not just one. The system I have suggestion does not let PvP players pick on PvE players. It gives players the option to choose based on if they are in PvE or PvP. It is opt in opt out. Don’t want to PvP? Don’t go to the PvP servers. However, at the suggeSted system allows players to retain ships, takes, and character progress while effectively switching game modes.The options are to prevent grief and troll abuse. So please “rethink your fucking mindset”
  9. Hear me out. I think it would be cool and might help keep players around if they connect both PvE and PvP servers together. So instead of 4 15x15 grids. It is one 30x30 Grid Of course there would need to be some changes to the way PvE works in order to incorporate this. So half the server would be PvP half would be PvE. PvP rules will remain the exact same. On the PvE side bases would be immune to damage with the exception to certain circumstances. There is a couple of ways this can work for the PvE side that would mitigate any abuse when transferring from PvE to PvP. Option A: Ship PvP is always on in the PvE area, while bases and anchored ships are Immune. However, if a ship from your company enters into the PvP side of the server, your base in the PvE areas enters a state of War for 24-72 hours(whichever works best for balance to avoid hit and run abuse). Meaning it can be attacked by anyone during that period, anchored ships also lose their protection. Option B: Ship PvP isn’t always on. PvE rules essentially remain the same, except force perhaps force (or not) ship PvP in lawless zones. And add a passive on/off ability. In passive mode, you can’t be attacked. Out of it you can. If you leave passive mode you cannot re enter it for 1 hour. While out of passive mode, anchored ship is vulnerable but not the base. However, same rules apply as Option A when entering PvP side of the server. Side note: if a ship enters from PvP area enters PvE, passive mode is forced off for X amount of time. Controlling and island on the PvP side and PvE side at the same time: Simple solution. Both islands are in a constant state of war until one is given up. If someone on PvE sails a fleet into PvP and takes over an island. The island isn’t under raid protection for at least 72 hours after abandoning the PvE island. Under both options if you don’t own an island your ship is vulnerable unanchored or anchored if you enter a PvP area. There is a few reason I think this would work and keep players around. Under the rule set it would be difficult to abuse since entering PvP will make expose you to attack from both player bases, but it still gives people the option of switching. PvE players will still get ship v ship battles. If a company gets wiped out in PvP, they can travel to PvE and build without being forced off to make a new character. Both play styles have pros and cons. PvP pro is you can only be raided in your 9hour window but no more than that 9 hours. However, you are never truly safe unless you make full move to PvE. PvE players are nearly completely safe unless they want to get their hands dirty, which would subject them to a much longer raid window. High risk, high reward. This system prevents PvE players from being able hop in PvP and destroy folks while he completely safe. This system would let players be much more flexible. It would also open up more islands for people to make home. Oh and side note: all end game content would be in both PvP and PvE along with discovery points. The system would never force someone to enter one system or another. So thoughts or suggestions on improving this system?
  10. Wish they would turn off taming more most animals and creatures. This is suppose to be a bloody pirate game. Running around with dragons and giant crabs is to much Ark. They need to stop with that shit.
  11. The only reason NA is open right now is to test the crossplay. Otherwise it too would be closed until the 8th. You must realize this is primarily for the Xbox launch and for it to go smoothly. But be happy, that is money to continue development of the game. Which is good for everyone.
  12. Oh I see what you mean. I’m not sure if parking a ship on an island that isn’t your own will protect it during non raid hours for that island. As for greifers, that already happens now. It is going to happen but greifers shouldn’t be the reason to omit a feature that would benefit a large player base and keep the servers populated
  13. Due to this I imagine most Xbox players will go to EU servers. However, I know many Xbox players simply don’t want crossplay, for obvious reasons. Is there any chance in the future of a none crossplay Xbox server. Official of course.
  14. Well there aren’t world bosses to drag around to destroy stuff. Even if so it is a terrible solution. Right now the problem for solos and small groups is land. Even if you park your ship at a lawless island and anchor it can still be destroyed. Invulnerable anchoring isn’t a solution either. You can’t park it out a Freeport because it decays very quickly and sinks. Garaging a ship with gold would make getting gold even more important while also letting a person who spent 100 hours on their ship protect it while they sleep. After all the raid hours only work if you own an island. That is what drove off players to begin with. If you weren’t in a large tribe you were fucked
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