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The best defence is not being found.
Look at a game like EVE-Online and their tower defences. It takes some planning and resources to bring down a base's defences and even then there is the shield.
Currently in PIXArk it takes a guy with a wand to destroy a base.
Suggestions to spice up the meta:
Mechanical torpor dart/arrow turrets
Gas traps players can build
Reinforcements for structures(using gems maybe for different types of reinfomrcements) as an upgrade to walls, foundations and ceilings (e.g. wood, inplace upgrade to reinforced wood needing say dark wood, or dark gems)
Self healing shields for bases
Smaller mobile shields for attackers/platform dinos
Dino disorientating turrets - lets attacking dinos run around randomly when in range
Siege Towers - big heavy expensive machines to attack bases
Generators v2 - more power output
Auto cannons for attack needing generators
[Possible/Own opinion] Make it unable to build underground, can only build from sea level and up. Why?
I also think the rush to end game / steel / lv 80 is being massively hindered by people going straight for the boxes in the ice castles, as soon as you get a pteranadon you can go get a steel bone sword and other gear from those. that needs to be removed, or hidden much better so you cant just go to the window and get free end game items.
The biggest complaint your going to get is bases loading before terrain. The best defense is being well hidden but you cant really be hidden when you can get found so easy at the moment (jump on a gargoyle on a slow computer and you will see all bases rendered before terrain)
We played with magic and guns, and seemed that guns were the better option, with the delayed travel time of magic.
We got to PVP before hte wand nerf and that was pretty fun, i remember someone shouting harry potter quotes, it was bad after the nerf though, we all went back to guns after that, was like everyone was pretty annoyed that got nerfed so hard.
Armor was mostly steel bone that we used, but we majority of the time swapped that out for lava and magician armor during the weather changes and lightning storms.
We didn't really carry anything around we didn't want to lose, or if we did it was small amounts.
Being able to die and keep all our stuff seemed a bit crazy, the pvp was just a massive amounts of bed spamming and rushing back over and over until 1 side got bored or ran out of ammo, but mostly boredom was the reason the fights stopped.
Turrets and Plants seemed to be good defense for the bases, even if they could be tanked by a rock golem and a team mate using white magic to heal them or use blocks to line of sight them to place blocks around them.
Lots of people built in ruins, that feels bad having those locked down from pvp, since i knew people who went there to hunt people doing them, but then they started putting steel foundations and gates over everything.
The official server we were on seemed good, but we suffered from some glitches that needed a restart and had to wait until a patch day for that to happen, seems all official servers could benefit from problems with regular reboots.
I think mostly the only thing i would like to see on Chaos servers, is hte loss of all gear on death, that has got to be the biggest draw back for the bed spamming people, it's chaos after all, fury doesn't really need that kind of thing.
Would be nice if placing blocks was also hindered by gates and foundations asif they were considered foundations themself, people abuse the blocks placing them infront creeping up to bases.
Some other things?:
Earth Magic going through walls/foundations/ceilings and breaking structures on the other side.
Chaos server feels like you should lose everything equipped on death any kind of death, no exceptions and needing to retrieve your gear instead of always keeping it on death.
Fall damage and any form of Suicide should also get the spawn delay asif killed by a player, too easy to fast revive and spam rush a base.
Structures not having similar Health than Foundations feels wrong, each tier should have the same HP across all types like ceilings and walls to foundations.
Raptor Generator seems like it should be way lower in the levels of engram, it generates bugger all power.
Why is gear so important?
In the current state of things, there is a massive difference in damage output between the weapon tiers. Stone deals 2 damage to an unarmored player, copper deals 10, iron deals 20... Bone steel just one shots. The difference in damage between the weapons is so great that having the better gear far outweighs any amount of dodging or blocking. Ranged weapons further increase the damage dealt, enabling massive damage at range. Magic attacks have AOE, making them fairly easy to hit and great against melee users. Late game 1 on 1 PvP becomes a typical shooter, usually sniper duels due to ammo costs, and tribe warfare becomes an ammunition management game. PvP is heavily tied to resource management and progression, so
Why are Ruins so important?
In the current state of the PvE, mining and infrastructure are generally far outclassed by the available resources in Ruins. Bullets are far too expensive to craft with any net value, Quality+ armor and weapons literally cannot be obtained outside of Ruins (or the very very rare airdrop chance, in some cases), and expensive crafting resources can be found en masse in ruins. Most potions require crops that can't be sustainably farmed. And so the current PvE meta dictates that players need to raid Ruins as often as possible if they intend to stay relevant to the PvP. This is a massive motivator for tribes to control as many ruins as possible, and deny them to the other players. Structures become important here, so
Why are bases so bad?
Anything other than steel can be destroyed by direct mining with a sword or tame and a couple minutes. Passive defenses are easily circumvented using basic blocks. Players have no means of defending their gear or infrastructure before accessing steel, forcing them to hide and hope. Steel grants some measure of safety from the lower level players, but is still vulnerable to even a single siege turret. The X-Ray render glitch doesn't help, nor does the massive FPS lag when a hidden base is rendered.
Why are flying mounts so prevalent?
Gravity hurts. Dropping a player from a few blocks height is lethal, with gear not able to help. A fully geared, max level, player can still get killed in under 3 seconds by a passing lvl 25 player on a pteredon. For this reason, spring boots and parachutes are a requirement to survive. Because of the effectiveness of this tactic, the pteredon's grab ability is the nearly the sole weapon that players use in PvP before they obtain a Bone Steel sword. The bone steel sword shuts down flying mounts of all kinds, if you can get close to them. Moreover, flying mounts are required to compete in the PvE aspect of the game. To stay on a competitive pace, flight is needed, meaning that random encounters in the world are between flying players. Due to the massive damage of gravity, leaving a nearby player alive is an extremely high risk, so every encounter ends in battle or fleeing. For the same reason, players will kill any unattended flying mount, which enforces the practice of always keeping the mount on the hotbar. Guns work pretty well in fending off flying players, which further motivates the 'Attack first, ask questions later' policy. I once saw someone riding an elemental golem... They got grabbed off of it by a gryphon, and thrown to their death.
► Getting killed by a pteredon rider, especially when grabbed while riding a mount.
► Spending hours digging through ruins blocks, only to grab the 1 or 2 chests that the 'owner' of the ruins didn't collect.
► The lack of viability to build or defend a base.
► The frame lag whenever a base is loaded.
► The pointlessness of building infrastructure.
► The PvE in general.
I love the flying mount grab abilities, but they entirely overpower other mounts. There is an early-game personal countermeasure to grab attacks in the form of spring boots and parachutes, but neither of these help your mount. Separation from your mount is as good as losing your mount. I doubt land mounts would be used anyways, just due to their lack of usefulness in PvE, but their extreme vulnerability to airborn grab attacks makes them too much of a risk to carry around. Nothing about being grabbed off your mount is fun.
Give us a reason to build infrastructure
Currently, the magical crops can't be sustainably farmed, so farming for potions just isn't done.
Craftable gear is far inferior to quality+ ruins gear, so crafting gear and gathering the supplies to craft gear, just isn't done.
Crafting bullets is extremely expensive, 40 iron per Assault Rifle magazine is not worth it except in extreme cases, so players just don't build bullets.
Replace the current base protection system
This one is not so simple to accomplish, but the current base system is not designed for a voxel sandbox game. The system wasn't designed to accommodate cubeworld style game play, there just isn't a set of configurations that can account for this. It works nicely for Ark where the terrain can't be so simply modified, but here all the systems become invalidated by block placing and breaking. Minecraft has many examples of base protection systems that work well with these kinds of games, from Towny to Factions.
This alone would fix most of the issues brought up by players, as it would enable the safe-ish keeping of items throughout the game.
Fix the PvE
This one is probably the most important point in fixing the PvP, maybe second only to the base building mechanics. I'm going to use Ruins as the example, but the same holds true for all PvE combat.
The current situation: The Ruins are hard... so much so that 'cheesing' it with blocks is the answer to everything. And 'cheesing' ruins with blocks is so easy that a level 1 with 200 dirt can full clear an Ice Castle. There's nothing fun or engaging about it, even the level 80's that run the Ruins every day on Chaos 3 don't kill things, they just run past and block things off. The current mob design, like the base building system, doesn't seem to account for placeable blocks. The current 'solution' just cranks up some variables(Damage, HP, armor, etc), but that doesn't actually effect anything aside from the noob who tries to attack a raptor with a stone spear. There's no penalty to sitting outside the Behemoth or Ice Fairy room and launching ranged attacks at it. There's no danger to blocking up to the ice fairy and stabbing its toes until it dies.
The bosses and most wild dinos need to be redesigned. Bosses need attacks and abilities to counteract player's cubeworld abilities. Ruins mobs need the ability to counteract block placement, but also need to be realistically killable in combat. There's no single or correct solution to this, but I'll post a few ideas that could work.
► Elite Ice Fairy
Reduce the Armor of the Elite Ice Fairy. Make it more vulnerable to attacks, even from lower tier weapons.
Reduce the effectiveness of the Elite Ice Fairy's basic attacks vs the Ice Shield. This should make the Ice Shield a critical item in preparation for an Ice Castle raid.
Give it a 'Blizzard' passive that activates a few seconds after combat begins. It damages players who are outside the castle, or too far away from the Ice Fairy.
Give it a 'Permafrost Nova' ability that converts nearby non-ruins blocks into ice blocks.
Give its basic attack a chance to convert hit non-ruins blocks into ice blocks.
Give it an 'Ice Absorption' passive that absorbs nearby ice blocks and heals a small amount per ice block absorbed. I suggest making it exponential, such that small quantities of ice blocks don't appreciably heal it, but larger quantities heal larger chunks of health.
Give it a 'Frost Snap' ability that visibly targets a player's position, then after a few seconds, deals massive damage (or freezes/stuns?) to that location.
The idea here is to reduce the effectiveness of placed blocks and 'cheese' tactics, while providing an exploitable weakness. The 'Blizzard' ability exists to keep players committed to the battle. The 'Permafrost Nova' and 'Ice Absorption' powers exist to counteract placed blocks, without completely invalidating them. 'Frost Snap' exists to keep players moving, I should stress here that this is designed to NOT hit players, but to forcefully encourage them to move. The reduced armor of the Elite Ice Fairy should make it much more vulnerable to attack, but much more deadly to those without preparation.
► Ruins Werewolf
Give the attacks a high chance to break 1 non-ruins block.
Give it a jumping uppercut attack.
Heavily reduce the Armor and HP of this monster.
Mildly reduce the Damage of this monster.
Give it a weakness to sniper bullets. (Silver bullets, perhaps?)
The idea here is to keep the theme of it being a powerful, hard hitting, aggressive, and nimble attacker, while giving a reasonable option to deal with it. Currently, not even the level 80's and their ghost dragons want to deal with them.
► Elite Ice Elemental
Give its basic attack a chance to convert hit non-ruins blocks into ice blocks.
Give it an 'Ice Absorption' passive that absorbs nearby ice blocks and heals a small amount per ice block absorbed. I suggest making it exponential, such that small quantities of ice blocks don't appreciably heal it, but larger quantities heal larger chunks of health.
Give it a weakness to Fire Magic.
The Elite Ice Elementals actually aren't in a bad place to start with, but still suffer the problem of being blocked off. This should keep them manageable, but also enable them to attack the player.
► Icicle Dragon (Ruins)
Slightly Reduce the health pool.
Increase jump height by .5 blocks.
Give them a jumping attack. As in, a leaping bite.
Make them spawn, wander, and attack in small packs.
The idea here is to make them a nimble, yet counter-intuitively hard hitting swarm type enemy. They shouldn't be able to jump over a 2 block high wall, but they can hit a player who stands on a 2 block high wall. They can be easily stopped by blocks, but not a 2 block pillar. The reduced health pool should enable easy clean up, after blocks have been used to defend. Or just outright slain with a powerful sword / magic.
CHANGES FOR RULESET on CHAOS SERVERS
CHANGES for BOTH FURY / CHAOS Servers
When the changes are made, annouce to the player base all PVP servers will be wiped, new maps regenerated that are more balanced and list all the additional changes made.
Need to be refreshed like dinos there are holes on pvp and pve is a huge huge mess it makes people build and leave. Which brings up there needs to be a decay timer. People play and quit, we could use those areas to defend our bases as well to build. People see the word ark and they dont even want to play we all know snail is differnt then wild card and people need to know this it will bring in players both pvp and to pve.
Please make a engram for portals we can make, have them supplied by electricity allows us to go from our bases on the map and is exciting way better then beds, we need to think outside the box. Daopa makes alot of good ideas but if you dont allow refreshing of stone, dirt etc people will just go to other maps and wreck peoples lands as well and that causes more people to angry same issue in ark people use differnt maps as storage allow refreshing stops this.
Please learn from Ark's failure to differentiate PvE and PvP in their patch balancing and focusing solely on finding an optimal PvP balance only while leaving PvE to simply exist with whatever changes were made and were not applicable as valid balance fixes being an entirely different game mode.
While PvP is a large aspect of survival games, PvE players comprise a large part of a game's longevity for a more creative and laid back approach to the game. Alienating this entire faction of the playerbase with each patch update is becoming discouraging and causing pve servers to slowly die out of frustration. Soon we'll face the same issue on ark where it's no longer economically viable to continue hosting PvE servers for 1-2 players each and have to condense them into low pop servers that leave the rest as Legacy to sustain your Nitrado costs.
so
-you should never lose your armor or weapons if you die offline
-you should drop 1 pice of armor when you die to a player (random)
this will make pvp inresting
-we need damage numbers but make them so you are the only 1 who can see them
did you sow the video with the blind kid who is playing football?
because that is how this game feels when trying weapons and magic
you got no clue witch dose more dmg
-walls and ceilings must have the same hp as foundations
-reduce the level requerd for defence plants
-change the method of raiding(no more sword raiding or staff) add c4
-balance materials wight
its simple a pain to get iron sulf and other mataerials that have a mine
-respawn Mines!
add a feature to repair the map like a vulcano that erupts every 7 days and puts back all destroyed blocks posible changes the map
- weapon upgrade max and minimum stats just so you when to stop
Sory for changing the subject from pvp but i dont know when il get another chanse to talk with devs.your company is know for ignoring the community.
Potato posted a great thread about PVE feedback, it would be nice to see it pinned like this one. So us PVE'ers at least feel like you guys care to keep us as a player base.
Why not make a topic that the majority of the players care about?
I'm guessing you are looking at the numbers on official servers... No pve player in their right mind are playing official servers since they are not moderated. They play on private servers or singleplayer
a win) or better digging tools like a T2 drill that runs on fuel, drills 3 high x3 wide x2 deep and collects crystals and ore. I'll use this to find hidden bases as well if I have to.
we have to go to extreeme length and borderline exploit game mechanics to keep our bases safe from people who will jsut abuse inbalance to wreck your base
make a new item taht you can only get fuel from ruins that protects chunk from being built on by players allow player to destroy ect ect but building or placing blocks on the chunk is a no no
or make it so when you place a foundation that there is a 50-100 block radius square or sphere where no one can place normal or crafted objects or blocks on cause the meta is just place dirt down untill you reach there base blow in ez loot