A solution to avoid too massive buildings on officials servers

First, it is not possible to let players build with no limits. It impact servers performances, there is spam buildings and everyone need a place to build. And every base must be “raidable”, not for example a cave with in front a 10x10x10 full of foundations, gates, walls, doors … it is not the way the game has to be played.

Second, the solution must not harm players with a normal base.

This is what I propose, beyond a number of building pieces let say 1 000 (a base 10x10, 2 wheels 6x6, fews outposts …) it will cost you 10% per day for maintening all of yours buildings. In a RUST style with a toolcupboard, else it decay of 10% per day. Beyond 2 000 pieces it will cost you 25% per day for maintening all of yours buildings, etc …

0 / 1 000 -> 0% of maintenance for maintening all of yours buildings.
1 000 / 2 000 -> 10% of maintenance for maintening all of yours buildings.
2 000 / 3 000 -> 25% of maintenance for maintening all of yours buildings.
3 000 / 4 000 -> 50% of maintenance for maintening all of yours buildings.
4 000 / 5 000 -> 75% of maintenance for maintening all of yours buildings.
more than 5 000 -> 100% of maintenance for maintening all of yours buildings.

The numbers of buildings pieces here are just an example, it can be 2 000, 4 000, 6 000, 8 000, 10 000, or less …

You want to build big? You farm every day for it!

You are not happy and want to build a castle with no limit? Go play solo or on a private server :slight_smile:

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I’ve made this recommendation in the past, lots of the community disagreed with me back then. But I am with you 100% it’s a very simple concept to stop spamming and insane server lag. It would increase performance increase quality of life. Funcom would receive less complaint Wich would make it easier for them to deal with other issues. Overall it’s a must.

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@community if you can check my syggestion, thanks!

I like the idea of a maintenance system, but there are things in your suggestion that are unclear, and things that I disagree with.

Not all aspects of building have a non-negligible impact on server performance. Some things affect it more than others. And that’s why I disagree with the following:

Making the maintenance cost a function of number of building pieces is definitely going to harm normal players without impacting spammers. Instead, the maintenance cost should be either a function of number of “grounded pieces”, i.e. foundations, fence foundations and pillars, and only those that are actually touching the ground and thus used as the starting nodes in the stability graph traversal. An even better alternative would be to make the maintenance cost a function of the surface area of the bounding box of the claim.

10% of what? This part isn’t clear.

I disagree. I normally don’t build that big, but some clans do. For some base locations it is even necessary to secure the base properly. If clans have to pay for their base everyday, they have to farm instead of pvping. Boring. If you catch them while farming, they can’t pay in time and parts of their base decay. Maybe exactly the parts that are absolutely necessary for defense. Easy wipe. Pretty boring tbh

Yeah and clan attacking everyday for 3 weeks without having to do anything is also pretty boring tbh. If you played rust before you would understand. There’s a reason why rust is so good and it’s as simply as the TC and reset. I don’t want the reset just the TC

Contradiction. If you catch them farming it IS a part of PVP’ing.

The only issue i have with this it will not address offlining. So until they can insure clans can not be wiped in 15 minutes due to these restrictions, then the building limitations are only going to make offline raiding easier.

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The maintenance system from Rust was suggested 100 times already. They said they won’t do it. Something about having a similar system in the past related to thralls, where you had to feed them tons of food daily to keep them alive, which recieved alot of hate from the player base. And also the game advertising itself as a city builder, and a maintenance system just doesn’t make sense in that scheme of things.

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I hope this doesn’t get off topic because i like your idea of a maintenance system.

But whats the difference if one person builds a massive base that takes up a whole bio-dome or 200 people build small/med bases in one bio-dome.

The fact is the servers that host this game can not keep up with the ever growing amount of actual things being placed. So to say limiting one person to X amount of placeables or making a person maintain there buildings based on some algorithm is not going to solve our actual issue which is the servers get laggy after to much stuff is placed.

Its a overall issue that is always over looked because people want to point fingers at the ones building the most.

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Whether your a solo player who builds big or a clan that builds big I always say… if you build it you need to maintain it…

If you cant maintain what you built then you have built to big…

Why is it good suggestions like a maintanance system always get discarded… sure we can keep the game as it is now but alot of people dont like it and alot of new players coming in will get turned off…

When a new player comes in and starts lagging due to land claim spam… then they die only to find the obelisk is blocked then they go do there dungeon and find thats been blocked off as well…

Wow not a very good first impression for a new player I imagine they wouldnt want to play…

The OP has a great suggestion… but it wont get implemented because great suggestions dont get implemented…

The thrall system that someone mentioned above was completely different then a building maintance OP is suggestion in a way

Overall though they are gonna be limiting the amount of thralls you can have… and the reason for that is simple… lag…lag …lag… just like building spam produces the same issue…

The thrall feeding didnt work out so they are gonna limit the amount of thralls you can have… and also if you want to look at it in that sense the same should go for building as well…

Whether thats limiting building pieces or in this case as OP suggested a maintanance cost

Yeah I know but that’s still kinda boring. I’d rather catch enemies that are actually specced for fighting and I’d rather have to raid my enemies base instead of killing them while farming over and over again until their base disappears bc they can’t pay maintenance.

For me maintenance for buildings is a clear no.

Most rediculous suggestion I have ever read.

Here’s an idea, let’s make a new way to drive players off the game.

Our PvP official, massive, crevice base has been standing for 2 years with 108 doors to enter the base. We have been home to over 40 clan member over the years and assist with server growth by hosting a player built town and weekly event nights.

None of us would play if we were paying a tax on our base.

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