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-At low levels make a small unappealing base.
-Hide your base
-Create a decoy raided wall with chest so the player that finds it thinks youve already been raided and the loot is gone.
-At higher levels shields are really good id you have lots of power.
Its the game and the mechanics of the game. And its a PvP Server. Its all fine, but still sucks.
Feels like being in the WoW episode from South Park.
I love PvP Servers, but when a single player prevent any construction by destruct the player's base, it's not fun.
Maybe the throne need to be inattackable. The only way to destroy the throne will be the decay timer.
Not realy fun to play.
The gap between low level and high level is huge in terms of ability.
When building cost was lower, you could build 3-10 walls thick to prevent damage, It also did not hurt as much when you lost the place because you can rebuild fast enough.
Lets take your 1 hour wood box for example, even if that guy does it fast and makes it in an hour, the 20 seconds it takes for the high level player to bust 1 wall, and 1 floor makes it null and void.
Adding a pheonix gem and a couple of dracule shards and a higher level player could probably bust into 5 if not 10 of those places with your current mechanics on 1 full charge of 1 siege spell.
"Siege is currently quite difficult and requires a fair amount of resources. There’s a few things you can try in order to protect yourself."
Adding the harvest time, and additional craft step makes it harder to get to, but compared to having a pot that is used up when you cast it, it is still free. I am almost think it would be faster to gather the amethyst then stone (80 amethyst + gems Vs Aprox 2400 stone (4x4 x 2 stone )) (early 20's this is possible)
When you made seige "free" with out a material cost per cast, and increased your building costs it allows for more griefing to happen. At least the old system would prevent them from coming back when you killed them, because they would drop there bombs... Now you also have a guy who can respawn over and over with the same siege spells. Thus having a risk to raiding.
If defenses worked and loot bags did not vanish, it would be cool to have a working defendable castle and come back to a few failed raid attempts in the form of loot bags. Raiders after they did the inital work risk nothing.
After a player gets attacked, to repair any damage, he will have to harvest the raw mats again or gather siege to heal his walls (not to mention some spells suck at this mid level). You can't heal your own structures with out siege mod.
I think if seige is going to be free like this, we should get spells that let us build for free, bring back telekinisis and let me stack rocks to make a house. People just have to harvest through my rock wall to get in. Jk... To me, its 1 way or the other, but keep it balenced. Currently it's slow to build and free to destroy with a bit of prep work involved is all.
Honestly I thought people loved the building aspect of this game, I would love to see it get some more love, especially game mechanics that deal with "Fair" raid vs defend aganst raid.
I am not even talking about online, but traps and defenses that the defender can set up, and the raider with skill and the right mats' spells can defeat them and get to the chests, but also has a chance of dying and losing there stuff to that player.
Another way might be to make the throne a no destroy zone. It will protect 4 x 4 x 4 area, but you can not place any containers in that area. So while your core can't be destoyed, you have to place chests outside of that zone and they can be destroyed or opened etc.
Raid but not wipe etc.
It needs some love either way, excited to see what you guys come up with!
Attacking a base is virtually risk free (not losing equipped items makes this game so easy in that regard) and low-mid lvl players cannot hope to defend against max lvls (which seemingly some people have obtained a couple days ago).
Now if you compare to ark, you will start to notice a problem. In ark, as a big tribe you need to make the decision to be a dickwad group of griefers with the knowledge that even lower lvls can stalk and kill you/your tames at the right moment. Losing tames in ark (especially while offline) was extremely annoying, and attacking more people made you more enemies.
Now compare to this game; who gives a crap if everyone on the server marks you as an enemy needing to be dealt with? What do you truly have to lose that cannot be rebuilt as a max lvl when compared to games like ark? Grav had this same bull crap issue... griefers had nothing to lose. Their bases were minimalistic, yet they were able to achieve great power. In ark, you need a good base to achieve substantial strength outside the realm of griefing tactics (stalking, offline tame killing, etc.). The griefing tribes who chose not to have good bases were able to be weeded out rather quickly, where as it didn't matter what you did to them on grav, and it doesn't seem like it matters here either.
It is a core mechanic issue as far as I am concerned. Griefers in ark were short term players who hopped servers. In rust, the game is meant to be pure pvp/grieffest with server wipes often. In grav, you could have extreme firepower with a very small base and kept griefers around for the longterm. In citadel, it is much the same... you do a big grind for a lot of power to keep players down.
I am not saying the game should be turned into some hand holdy, easy mess... but perhaps if the devs logged into some of the higher pop servers right now and looked at how often people are just camping newcomers around the bubble... you will see why people don't stick around despite the game actually being decent otherwise. That also brings me to another problem... spawns in most other games are very widespread, making the stalking of newcomers an actual chore requiring time... it requires no time in this game to hunt people down who just started.