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There are so many other games that do pvp better even with base-building elements I really don't see the appeal.
Correct me if I'm wrong on this but given how game stage works wouldn't any new player just be doomed to not being able to find competitive weapons and armor vs an established player?
I've seen several posts on this subject over the last few years and it always comes down to some form of balance and PVP interferes with several dynamics in how damage is handled.
If PVP is your goal, this probably isn't your game.
With levels, perks and gear (armor, weapons, consumables) the high levels get so powerful they can't even compare with low levels.
We're exactly at the opposite of a level field. So, player skills are irrelevant.
And 10 year old bugs that allow players to scan entire chunks or more.
So pvp servers are useless as hell damn
The only possible outcome of trying to shoe-horn PvP into 7DTD is to make it worse for everything else while still being bad for PvP. Which is what usually happens when PvP is smeared onto a single player or PvE co-op game. I think that's the point - PvPers defeating the game they're targeting. If it's ruined, they've "won" and can move on to the next target.
You might find better weapons or other tactical advantages before another player, but similarly they're likely to find other advantages over you. Most direct pvp games do this very very deliberately...even in more complex pvp games such as Fortnite, with it's emphasis on finding gear, everyone is searching for gear with more or less the same goal. You generally only get far ahead or fall far behind by taking risks....going for the same gear as someone else, or going for a direct confrontation, which you might win or lose.
Many pvp games also have a built in "catch up" mechanic, such as the very simple game Rounds, which gives the loser of each match an extra powerup until one side or the other has won 5 matches...because again, keeping things even is good for engagement and fun and challenge.
Crafting survival games take the exact opposite approach. In these games, by their very nature, PvP will almost always wither away and die. Even if many people come together to pvp on a server, the winners will continually win, more and more frequently and consistently. The end result of pvp in ALL of these kinds of games is a server with only the winning party left playing, and then eventually quitting due to "nothing to do." The losers don't want to keep losing....they want to win too! or at least have a chance to do so. So they leave and try again elsewhere...or give up and play something else. The winners lose their targets, and by the game's design, you can't really inject new people into the situation, they'll never be able to compete with the entrenched players. Once the winners lose all their targets, they either turn on each other and repeat the process, or get bored and quit, or disband, or seek new servers to do it on again.
PvPers in these games are like locusts....devouring a server until there's nothing left to do (in a quite short amount of time too), and then moving on, leaving a husk behind them. It's exactly the same in 7dtd as it is with the latest darling of the survival crafting world, Soulmask....and it'll keep being the same no matter how many times the experiment is repeated, because bullies (and yes, that's the kind of people that fundamentally push for pvp in an intrinsically unbalanced system) are always going to whine to add pvp into any game they can, no matter how poorly it fits.
It's not at all about defeating the game or moving on.
It's just that a simple bug that has existed from the start, has effectively removed PvP from the game. I remember it happening to me by accident a few times, then I teamed up with some randoms to raid. With trust issues and a shared hole in ground to prepare; it was fun... But then they showed me how they were actively using the bug to find all the bases and grief them. That was my last session of PvP ever.
And it takes a huge level of ignorance or incompetence to ignore such a simple pvp breaking bug for a decade and call it a 1.0.
This game had potential, but now, on release, I see it as a single player RETRO game.
There is a work around but yeah definitely game breaking and anti-fun for most.
I disagree and I think your condemnation of the game as at least old fashioned if not obsolete and failing to reach its potential due to the fact that it's not designed for PvP is part of that.
It's not ignorance or incompetence to ignore something that only matters in PvP in a game that isn't supposed to be PvP. That's like claiming it's ignorance or incompetence that causes a hammer to be a bad screwdriver.
If TFP nerfed the mechanic that makes it possible for people to PvP more effectively than you (which might or might not be a bug) then the people who want PvP smeared over everything would just move on to the next excuse. Probably whatever they decide is a balance issue. And they won't stop until the game is ruined for everyone. Then they've "won". That's what PvP is for - to win against other people.