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Likewise
are you compensating for something?
I have been playing official servers and seen quite a few, one of them was easily as large as the spawn area. At any rate, the discussion isn't as much about personal concerns with the presence of big bases as it is the ability to create them. This wouldn't be an issue at all if it didn't cause other issues as mentioned by the devs in the most recent patch notes "Lag and connectivity issues increase as junk structures gather on a server"
Although I will still maintain that a limited base size does introduce new pvp elements in the sense that players have to be more crafty with their base design.
Lol is this a joke? Most of the offical pve servers have huge buildings
Providing you with a direct quote of what the game listed as one of its features is not cherry picking. There is nothing stopping you from playing the game they way you wish to play. There are other servers if the one your own doesn't suit you, and best of all you can rent your own.
The building is one of this games best features, I have over 40 hours of doing just that. Go rent your own server, and stop trying to ruin the game for others.
A direct quote of ONE feature from a list of many is pretty much the exact definition of cherry picking, cherry picking is taking a single point made rather than talking about the entire description. The description that he quoted directly follows another chapter which says:
"Citadel: Forged With Fire is a massive online sandbox RPG with elements of magic, spellcasting and inter-kingdom conflict. As a newly minted apprentice of the magic arts, you will set off to investigate the dangerous world of Ignus. Your goal: create a name for yourself and achieve notoriety and power among the land’s ruling Houses. "
None of which can be accomplished because the games performance is being directly hampered by, and I quote the devs here, "junk structures gathering on a server". They have quite literally stated that this is stopping people from playing the game how they want to and that the cause is junk structures.
Saying that people can rent their own server isn't a solution, it is a work around at best and it isn't a viable answer to an issue that is plaguing the game as a whole. I could just as easily suggest that you buy your own server to build away on?
Oh the irony of you telling me to stop trying to ruin the game for others when it is the excessive and unneccessary building that already is ruining the game for many.
With that out the way, one alternative could be implementing a third type of server rather than limiting all of them. So having PVP, PVE and Creative server types where the first two of these have a limited build size in the sense of tiered thrones with various radius sizes depending on the tier but the third allows buildings to be of unlimited size. In that way people get the best of both worlds.
Give the player a vast amount of space to work in, no penalty for building as high as you want.
Give the ability to build only 2 structures per person., If they want a 3rd, tear down one of the exisiting structures completely before building again.
Give us a tool that tears down a structure completely and fast. Also maintain the ability to receive some of those materials lost.
This will help cut down exploiting and griefing.
The current issues have to do with bases majorly, sure, but this game has been in Early Access for less than A WEEK. You guys need to seriously sit back, relax, and realize that we are all very lucky to get the kind of communication we are from the Devs.
Just because having a big base isn't important to you, it does not mean there are many others out there who play this game with the intention of having a huge base and designing something grand, and it's a sandbox game, so they should be able to do that. Don't limit gameplay to resolve issues, just give them the chance to resolve the issues period.
Now, if they wanted to go to a "plot pole" style of building that has a limited range, similar to say Arma 3 Exile or Rust, then sure, I'm all for it, but there needs to be a system that makes some kind of sense, not "Error: You've hit your building block cap". Hopefully you get my point.
I do completely understand what you are saying about a bulding block cap error message being bad and that isn't what I would suggest at all. I think a system like the one suggested by the OP is the most sensible approach where you are limited to a certain radius, for example a 10x10 plot at tier 1, 20x20 at tier 2, 30x30 at tier 3 etc (These figures are completely randomised, what the numbers should actually be would need a lot more input from the community on what constitutes a reasonable size).
I would argue that the game is definitely not entirely based on building bases, it is a feature but nothing in the way that the game is described or marketed would suggest that it is the main feature. The problem is that the issues do derive from the amount of large structures so limiting them is completely reasonable and I don't understand why so many people are opposed to it. If, for example, they had one single enemy type that was causing a boatload of issues then I wouldn't mind them disabling that enemy despite that being my main interest in the game. Sometimes you have to do things that you would rather not do if it is in the best interest of the overall game.
I definitely appreciate that there are people who play the game with the intention of having a grandiose base and I am not in any way opposed to that playstyle if it can exist in a game without causing issues. That is why I would personally add a server type that allowed people to build infinitely large structures without impacting the PVP and PVE aspects of gameplay.
The suggestion isn't being made to squash the playerbase that wants to build bases, it is realising that the current base building system is causing issues and needs to be tailored so that it exists within the overall game rather than being prevalent over the rest of the game.
I appreciate that you have actually offered your own suggestions though! That is what we as a community, and the developers as well, need in order to develop a sensible solution that works for everyone.