Isn't it about time? Dedicated development. Community Q&A

Isn’t it about time we dedicated pve servers to pve content and pvp servers to pvp content on servers? Why are we having to pick and choose what makes sense in pvp only to throw it on a pve server? Doesn’t that just muddy up what makes sense as an adventurer in a sandbox session? :thinking:

Your thoughts please.

Can you elaborate? Sounds like it might be an interesting topic to discuss, but I don’t really know what you’re referring to. What PVP content are we seeing on PVE servers? What would the separation you’re proposing look like?

Well, as a dedicated pvp focused player i wouldnt be opposed to certain things for pvp only officials if it helpa clean up the ever increasing lag fest when a server has 20+ people on it supposing playera arent using lag switches.

Primarily i wouldnt be opposed to a build cap on official pvp. Somewhere in the realm of 5k-10k pieces is more than sufficient. Its way to easy to clog up a server with battle pyramids at every OB ontop of having to build them at youre own base or as a FOB at a current raid.
I know some people will whine and complain about this but we need something to counter act the rampant dev wiping from terrible ToS guidelines.
Having 5k build pieces is more than enough for an efficient base build in a decent location with moderate landclaim so enemies can build a FoB right at youre front door.
I got perma banned on my main account for a clan build on southern aquaduct bridge with less than 7k pieces and Devs said we were blocking resources…what!? Its a bridge where notbing spawns!
We had 2 clans comprising 15- 20 laggy south americans pulling up and we caught a dev wipe/ ban.
New rules for pvp servers should most certainly be imtroduced.

As far as the PvE stuff, well, i would assume the random events and that pve raid castle in the safari spot isnt helping lag but as long as its minimal idc.

Honestly, people may disagree but currently the PvP meta is actually in a pretty good spot. No 1 tap deaths from OP thralls, no 1 tap from glitch maces, no skybases, minimal undermesh, rolling thrust spear gone, no goomba 1 shots.
Ive been having a lot of fun the past month or so ive been back, funcom really needs to focus on lag and not perma banning players who arent outright cheating , a simple dev wipe is sufficient if a build is too big but even then thats not the players fault, thats on funcom giving us unlimited build on officials as well as the BS excuse that we are blockimg a resource. I could put a sandstone shack on a twig spawn and im blocking a resource.

If you are asking for the play styles to break away and development also split for PVE CE and PVP CE, I strongly urge you to reconsider.

This will inevitably turn CE into two separate games. They have a hard enough time managing the issues of one game. What makes you think they will do better with two separate games? Also since it is split each portion of the game is going to be less players and therefore easier to warrant removal. At this stage of the game, all play types need each other to secure relevance and company attention.

(post deleted by author)

(post deleted by author)

And you don’t think they may already be struggling with the narrow window they have to pander to the PVE, and PVP communities? It should be two different games IMO, but that is not what I am asking. I am asking development be more focused around tweaking the variables that affect negatively on each server instead of copy pasting a fix into the mainframe affecting a different playstyle. They could even set up new code to make it easily manageable in the server setting options. That is my take on it. I would like to know what the community feels about it. Who knows? Maybe if enough people share their thoughts, Funcom would take this feedback into consideration.