Bases in PvP are either small shacks or massive eldritch blocks of foundations that lag the server and cause instability, neither of which are fun to raid.
If the game had a “tool cupboard” system like Rust or Vrising that limited how big your base could be by only allowing you to build within the radius of a starter building, it would improve server stability, the raiding experience and stop people from pointlessly blocking off resources in a natural way. (Just limit the amount of tool cupboards a clan can build).
PvE obviously does not need this feature as there is no raiding.
Wrong.This isn’t just a PVP issue. A good potion of the PVE public servers are pretty well city states.
Foundations don’t lag the server as much as storage does.
I’ve suggested the foundation stone like you see in so many games; 7D2D for instance.
You start with one, gain one more per 10 levels so you have 6 by 60th.
Clans would have 5 plus one per member.
So you could have 6 X sizes bases, or one huge base or mixes there of.
I’d also remove the vault from the game and limit players to 50 chests. But this wont happen. It might be good for the servers, or new players, but the biggest spenders are the biggest builders; IMO.
I will point out that the nemedian foundation disaster didn’t cost this game that many players. Neither did the banned for buying croms fubar. Putting in this sort of self regulating building restriction would not only save us players from feeling like the bad guy for doing the right thing. But will free up funcom admin to deal with real server issues like hackers and exploiters.
Here we go again…
You can’t make bases, especially clan bases, small. Our base is west of Sinkhole , on a small flat hill (living area , warehouse and production station) . On the next table mountain there are temples. So max area is given ( and we can’t use the whole area in both zones due to blocking part of the territory around the adjacent cannibal camps).
Still, we somehow fit it in even though it’s starting to be a problem - the production stations are more numerous and not exactly smal, the stables don’t get smaller either because of the minimum spacing between horses , the temples have to have 12 foundations between them (I think) - and when you’re a clan you end up building all of them…
But we manage , the base is big yes but we are not super hoarders of assets so in the warehouse is more just the minimum necessary , we try not to use too much animated stuff ( torches etc) , thralls don’t use emote …
Result ? even on my older laptop I get a decent framerate even in the middle of the base , on the contrary for other , smaller sized bases I almost have turn based game.
Size is not everything , there are things that put more load on the server
Funny thing is that I recently reported the fact that in a purge an enemy base appears right next to yours …
Of course I know that I could easily solve this , I could just spam foundations all over the place so that Stygians can’t appear nearby , but that would break the rules…
I have to admit that I don’t have much experience with vault , it’s hardly needed for PVE , at most in clans where they take people they don’t know and vault is the only thing where I think you can set permissions .
Personally it’s a useless thing for me , it takes too much space and if it was gone it wouldn’t change anything for me.
Otherwise my post was more of a response to Deacon
Why? Isn’t the entire point of clans is sharing of resources? Clans should have a smaller footprint per person than if everyone were solo and yet I see this again and again…this idea that clans need more space. Yeah no you don’t. You should be more economical since you have multiple people sharing benches and thralls and a common building and common storage.
And before anyone brings it up, the new benches don’t give you permission to create a 100k foundation build. Sorry but no. You can comfortably put all t3 benches in a map room sized footprint that is stacked 6 high.
With all that said, the only way to solve the urban blight that plagues officials is annual wipes regardless of server type. There is no reason you need to maintain your section of a public sandbox for longer than that and it frees it up so new players can enjoy it just as much as you do.
Well, I always thought the whole point of a clan was to play with friends
Most of my post was ( as I emphasize again ) a reaction to Deacon - who as usual ( and everywhere ) started about big bases on PVE , so I explained to him ( as usual ) what ( in my opinion ) he was wrong about (spam can work both ways).
Otherwise a few comments (and stop OT )
a 10k build is imho still ok ( we are under 9k by the way) , if built sensibly. 15k should be hardcap (but I would consider 10k as well)
I’ve always thought that on a PVP server the megabuild problem sort of “fixes itself” - when players are bothered by something/someone , they bomb it into the stone age ( and the forum has been full of crying recently about how easy it is to bomb someone )
100k build is nonsense , the server couldn’t take that kind of load and would have crashed long ago - and if it didn’t this should easily be taken as a rule violation and punished ( and again there was quite a fuss recently about PVP builds being punished a lot )
Ive been saying this for a very long time, we have the solutions to deal with the issues ourselves as players, but sadly, thats not enough for most people who reporting buildings on pvp servers. They want funcom to do all the work for them, just so they can build in that spot.
The problem with megabases in PvP is 3 specific issues;
It takes so much less time to make building pieces than bombs as bombs are very expensive.
Its actually quite easy to build a massive base that is annoying to bomb, with anti bomb doors and awkward high up building locations, this forces (expensive) bombs to get wasted
Raiding mega bases is literally not worth the time for the rewards, because if you wanted something its quicker to just go get it, what raiders usually hope to get from raiding are dragonpowder (for bombs) and T4 crafting thralls.
Because of these issues, big bases don’t get raided and just sit there until the clan leaves the server.
(Side note, the new battering ram seems interesting, very quick and cheap but isn’t craftable currently so availability is unreliable.)
Ofc you can… there are literally clans living out of random stashes without even a base lol… but if you have one, you can make it any size you wish… which is why there are rules against excessive landclaim…
However on PvE a simple 2 story nice-looking house can very comfortably fit even a 10 player clan with all the necessary crafting stations and whatnot…
I get it… there’s lots of resources and people need to “do something” so they’ll end up with massive bases, cuz they always build new stuff and never delete old stuff…
The exclusion radius on altars is also NOT an excuse for the size of your base… just because they can’t be placed close to each-other does not in any way mean that you MUST have all of them so you’re allowed to occupy enough space to fit them…
When it comes to building… just because you CAN… doesn’t mean you SHOULD
Without (grand) master benches, you can fit most of everything in a 5x3x1. I need a new solution than just being compact. I started to build and tear down benches only when needed.
Sure , theoretically it’s possible - I personally had a character in past on another server where I tried to roleplay a “wandering knight” - I just made a horse , saddle and basic armor and then I just used what I found or got from other players for help in combat etc …
But by doing that you lose 30-50% of the fun in CE (and is not begginer friendly playthrought), building is one of the unique things about this game and a decent base built to minimally burden the server is OK - yes I admit I could as you say sleep under a tent and for every stupid thing build and then pack up the station again but I can play Green Hell , Sosns of the Forrest and other games if i want this.
Technically the rules don’t prohibit you from having a large base - you can’t take up land unnecessarily and buildings must have a purpose , not just be decorative.
Imho building at oficials is about finding some reasonable compromise , even I don’t need/like totally useless mega buildings that just have to look nice on the outside, then inside the 20x20 base is one manufacturing station and a bed (and i show u at least 5 just at our server).
The problem is that most players check out some megabuild with 10000 torches on YT and then try to build it on the official server.
The old purges would help , for example that beautiful valley south of Asagarth (where we had a base years ago) is just overbuilt on our server at the moment , one giant base ( often from a t1 material) next to another - a few purges with berserkers would fix it there and even their threat would mean only players with the skills and equipment would go north again
Also a hardcap would help , if it can be for thralls then why not for builds - it would clarify a lot of things and would definitely be better than the current vague rules that everyone can interpret differently.
I think just general understanding of public sandbox etiquette would be helpful. There is no reason why each clan needs their own public maproom at Sepemeru or Mounds yet every server has multiple. And it’s not like the concept isn’t understood because it’s how volcano works.
Ya. I was joking one day about some one coming up to an obelisk only seeing 2 maprooms and thinking “You know what we need here”? Then; after not being real active for a bit, mapped to the Sepermeru obelisk and saw 4 open map rooms
It takes less time to make bombs than building materials. It used to be the other way around like you’re saying. I can have bombs ready same day as I make a character on a server. Much more time is required for T3 materials.
Additionally you can now get 4 free bombs and battering rams from the siege camp.
Anti bomb doors? Not sure if you mean having multiple doors?
Having a high up base is a non issue as there are bats.
Mega bases require scouting. Look at the main entries, where the players frequent and raid there.
I have one at the mounds, you can literally see it from the obelisk. Then this other clan goes and builds one a little bit further away from mine. The worst part is, they put a small shack next to it… AND… they have a base nearby my outpost. The map room and shack aren’t even part of their base. My outpost is between them and they’re on opposite ends of the marsh. It’s like they didn’t even see the map room I built, that I should again reiterate, isn’t even hard to see from the obelisk.
This is the only reason to have another map room imo. For some reason, some people on PvE servers seem to think they need to close off their map rooms. Not sure why. I’ve actually messaged people (not always easy on PlayStation since their settings often won’t allow messages) to PLEASE make their map room BOTH accessible AND not require climbing so as to pull thralls. Look, if you’re on a public PvE server, you don’t need to protect your map room from people. the second map room should only be made if communication attempts were a failure.