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*logs out the moment there's a raid*
Perhaps making a cooldown timer (30 minutes) which the looter/raider can use to break in once the last member of the tribe goes offline.
Once the time ticks out - no damage could be dealt.
P.S.: 30 minutes might be too long, but will discourage players to leave their bases during raids.
*hides in a bush for two hours*
*dude logs in*
YESSS ENTIRE BASE IS VUlner- wait no just his house is, who owns the walls around it again? D:
spoiler: guy who owns the walls hasn't logged in weeks
Yeah, another good point.
This also provides more social interaction and bounty hunter job potential as well for the properly skilled characters.
In addition there need to be stronger death penalties.
These are all terrible ideas. All they realy need to do is reduce the cost of stuctures. 80 wood for a simple foundation is too much. This is why people feel bases suck at the moment because it takes so much to farm and make only to have it broken so quickly. lower the cost and the complaints will deminish.
As for the death penalty it already is pretty harsh, you lose everything you're carrying. Make it any tougher and it will just piss people off who just get killed repeatedly.
Building a base that is easily destroyed and broken into at lower resource cost isn't a good solution. It should require serious investment to build a worthy homestead, but it should be equally difficult (and risky) to destroy.
What is wrong with a skill set to track down assailants? I fail to see the problem there.
A stiffer death penalty is really only necessary in regard to PVP deaths, for the assailant.
It shouldn't take 6 hours to build a 5x3x2 house.
The log out / vuln timer seems like it would work.
If some player made the walls of your base then hasn't logged in for weeks...well then a simple decay timer would fix that. The walls would slowly decay over time and require maintenance and once any other player from that tribe repairs the walls they become the custodian of said wall.
Trick would be to make your fortification strong enough to withstand the 30 min vuln timer. reinforcing of doors/gates and structures could be an entire engram set...reinforcing would be a high resource cost and take some serious effort to accomplish.
I forsee a bit of whine kick n screaming regarding this persistence. People will only want to rebuild so many times before they get burned out.
I'm not sure what the answer is, I like the way it is now...it is dangerous and that is part of the hook that got me...but I know my group and I got pretty burned out in H1Z1 with base re-makes..
I think that it should. A new player or griefer shouldn't be able to log in and spam ♥♥♥♥ everywhere within minutes. There are plenty of casual "survival" (building) games around.
If it were realistically applied on both sides then maybe (meaning you could track their trail but if they jumped in the river to hide their tracks or rain washes away the tracks then it would make more sense).
Stiffer penalty for the assailant? how would that work if you are the one killed? respawn penalty? lost experience? none of that makes.
Making dinosaur guards worth their weight will go a long way towards avoiding an invulnerability timer, I think. Finding the right balance will touch on many aspects of gameplay.
More powerful dinosaurs, a karma system (flags people temporarily criminal who assault non-criminal players or vandalize their property) to penalize/marginalize people who repeatedly die while criminal (respawning griefers), stronger buildings, traps, and the ability to track down players who commit criminal actions like assault/murder, and vandalism. The fine details can all be tweaked but those are the basic fundamentals I would start with if I were a developer working on this game...