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If anyone puts a land claim near your base and logout, this land claim will switch into ORP mode after 15 minutes and it will be impossible to get rid off (creating major trouble when you will need to expand the base). Without serious rework of the land claims system (and, probably, doors access), it's not viable to implement a system like this.
We're open to discussion and I welcome everyone on our Official Discord server to provide the ideas and discuss them in detail. Maybe we can figure out a better solution—if not for all servers, but at least for a moderated community server like CryoSmall (for solo/duo gameplay only), where abuse of ORP would be obvious and punishable.
I wish there was a reliable non-abuseable solution for offline raiding protection. We've spent several weeks researching this and considering solutions but there is none. Multiple ownership of a land claim/base is a serious obstacle.
Also, it's important to note, that being raided while offline is certainly not fun, but on the other hand, being able to raid a stronger opponent while it's offline is sometimes essential, especially if you're outnumbered. For example, in Rust developers are totally against any kind of offline protection and many players are actually supporting this.
For example https://www.reddit.com/r/playrust/comments/87u3wr/rust_offline_raid_protection_rorp/
https://www.reddit.com/r/playrust/comments/9cyl06/add_offline_raid_protection_option_for_servers/
So our current idea is to provide new defense options—such as turrets, traps, probably landmines. These are obviously must-have options for proper defense even if we decide to add any kind of ORP in the future.
Regards!
Then, as a follower, that ^^ completes misses the point.
You should live in the world you create. You should play your game every afternoon in your spare time, and then wake up in a few days to your base wiped and everything stolen with no effective way of getting it back. Then come to the forums and say that's okay and that you enjoyed yourself--if that's true.
If you're honest about that then we can all live with that. Like I said, I'll still play your game. It's moddable, the servers are hostable, and I can make rules for my server full of like-minded players. That's why I love your game--I love the universe and systems you've created with it too, but its customizable nature is a big draw...because I find your PvP system (and that of Rust) to be deeply flawed.
7 Days to Die, ARK, Conan Exiles...just a few big survival games with PvP elements and focuses all have different ways to make PvP fair. Are they exploitable? Sure. But any of them are better than anarchy.
For now, you've gone with a PvP timer I can customize--and that's quite frankly all I require for my private server and the players who play on it. But when you are thinking "default settings" I think you really need to play it yourself and feel the emotions yourself. "Anything is better than nothing" is probably how you'll feel.
Power gamers will smurf multiple accounts when the game is on sale...fine. You can push that back a little bit and make it so that each IP address has its own account. There's several games (ArmA 3 and DayZ) where I can set it up to do that. I'm sure some power gamer will buy multiple copies and run a VPN, you'll say. Fine. But the barrier to entry for chicanery and jackbuttery is higher.
It's like saying "I'm not gonna lock my door at night because a determined burglar will just smash the lock." Which is true...but most people aren't determined burlgars. They're just teens testing doorknobs to see if they are open and they jack your stuff quietly while you sleep because opening the door is quiet. It doesn't matter that there's a way to defeat it--make them go through the expense and effort. Lock your doors.
Edit: Regarding your comment about land claims and ORP and that in ARK. People do place foundations next to your base to limit your build area. But the game detects it's not attached to an actual structure and removes it within a resonable time frame. This forces players to build an actual base around your base to wall you in. Which is a huge time and resource sink. While this is definitely "offline PvP" behavior the fact that a wall around a land claim size area is gonna cost exponentially more than the base it surrounds balances that out. Again, I'm not pushing an ARK style system specifically. But I am saying that anything is better than nothing. The offline defender should have some sort of advantage. It doesn't really matter what that advantage is...whether it's truly hidden traps and turrets or a hard-coded no damage system. But something is better than nothing.
we've worked on the idea for offline raiding protection and proposing adding an energy shield to make the base invincible when going offline. Here are the details and discussion http://forums.atomictorch.com/index.php?topic=1449.msg7975
We're looking for your feedback!
If the idea is solid and we don't find severe exploits, we will consider including it into A26 update (to release in March or later).
But many games have a similar system like ARK and Conan and it works and fits with the each game's theme. I think it would well here too. Even RUST, king of offline raiding has enough booby traps and autonomous turrets to protect a base. CryoFall really needs SOMETHING for offline protection.
The map size is finite for a server and stability reasons, and there is a mod for Fallout 4 to basically simulate Fallout 1 already, which means the concept is very much usable.
https://www.youtube.com/watch?v=-iuqh_uMjY0
What you can do is have a 1000 x 1000 overworld map, and then in each grid have randomly generated biomes and map layout tiles that fits in this huge world, each player owns their own instance, meaning it's single player but always online session.
When a player builds a base, he chooses a coordinate to put it in on the world map. His stealth skill determines how often another player detects and finds his 'base location' but will have to actually find the physical base on the map once they enter his 'map'.
You can make it so the map borders have a large area where you cannot build and upon running there, will exit said map.
What this all essentially is, is simulating a large game world within smaller instances of a existing game concept, Fallout 1 and 2 did this already with their overworld and random encounters.
There is a MMO called FOnline that uses Fallout 1-2's system.
https://www.youtube.com/watch?v=07hoghZKIC8
A refresh period of 1 hour can be used so that a group of players cannot raid 1 player's map as it will appear and disappear from time to time, in a RNG simulated fashion, but there can be ways to track down bases in some of other forms used in RPG fashion, like warfare between 'officially' created clans or groups of players which makes the base visible to each team.
It's actually still viable to make it work with the current system. The only issue is working another layer into the client to connect which is sorta like a server browser layer. And resource and time.
Because currently a Player connects to a lobby which shows choices of servers, with the servers themselves saving the data and progress of said players that logs in.
Player's Client -> Lobby Server -> Game Server
That and currently, a 'session' is persistent, meaning the game world always remain the same and cannot dynamically change with the player progress leaving it's mark there all the time.
Because the only alternative you have now without redoing game servers structures and such, would be expanding the map so players have to travel further, but that applies more resource and pressure on said client and server.
And raids are often usually done in groups meaning someone else can pick up the team's stuff and continue onward.
With the upcoming "Factions" systems, making something to prevent players from opposing factions to build too close to each other so they can't just prepare a small outpost near them where they can use to respawn and re-equip themselves too.
We have a lot of ideas for the "Factions" system...such as announced raids so players from one faction cannot strike another faction immediately.