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redicules
There is no point in having a house with a lot of people in it when a very small amount can take all of that away.
Now thieves will have to make a hole to squeeze in to steal stuff and then leave just like actual thieves do, no more slashing down stone walls
Now some fcktards come complaining "raiding is harder now"...yeah, and now? What you want to tell us? You have to spend time to raid someone? Really? Get used to it! Crybabies...
You think raiding is too hard? Lol cry more. If you dont like it gtfo no one will miss you lmfao
Most ridicolous are the clowns talking something about PVP while smashing pixel-stone walls and no player anywhere in sight...idiots...
My experience from these types of games stems from Ultima Online (where houses couldn't be touched at all) Miscreated (urgh) and Conan Exiles (double-urgh). What was one of the biggest reasons for players abandoning Conan? In the beginning it was raiding exploits and god summonings that could level an entire fortress in a few seconds (destroying weeks of work).
In the beginning, a stone weapon in Conan could destroy a tier 1 base. No bases were safe at all; it was either "be a raider and active online, or be crushed". Players simply lost morale or quit the server/game.
Miscreated made bases VERY time consuming to destroy a single wall (a player would literally need to hack at a wall with an axe for 30 minutes, the axe would need repairs and also the player would need to stop to eat and drink). I like the system. A clan could make much shorter work of it.
Conan saw so many players complaining about the god summoning system (check youtube videos) and from what I hear about Ark, it is/was pretty much the same thing.
Now, I love me some PvP and base raiding, so I am in no way against PvP in general nor base raiding. With that said, deciding to raid a base should be time consuming (it should take about 30 minutes for a solo player to break a single stone wall and a clan would drastically reduce that time).
So far, in D&L I HATE having to stock up on 120 magic essences, every night, in order to supply my four house protection seals with a day's protection as I go to work in the morning and return in the evening. It is a tiresome and gruelling process that sees me having to set-aside 1-2 hours of game play just to get protection. If my team mates are online, it is much easier of course.
If I was a solo player, I wouldnt need such a large base and one house seal would be enough.
TLDR:
When creating an early access title, it's probably best to ensure that players feel relatively safe in their creations and time-spent creating them. I am quite sure from reading forums for D&L and Conan, that we can see the majority of players have abandoned the title because their efforts were wiped-out in moment.
I'm confident in this Early Access title, that the devs are first going to be securing our structures, to keep the player base from abandoning the game (aka Conan-style), then in the future, introduce interesting ways to breach a player-made structure. Players that play mostly for raiding and taking another player's resources and/or levelling someone's base are actually a minority in these types of games.
I'm not looking for arguements, I'm simply stating my opinion on the matter; drawing from my own experiences and the feedback from others.
I always replace my inner doors with walls in my main loot room before I log out. This change will make me more of an ♥♥♥♥♥♥♥ because I am litterally lmao at these durability numbers right now XD
It's true, most are never satisfied lol. I don't raid people and I rarely get raided and when I do they never find my loot room so I don't care. I will say though, there is a middle road and they should probably find it soon or impliment some siege equipment.