PvP servers need a building size limit

Private PvP servers would absolutely have this turned on, as they normally have rules on how many pieces your base can have, although there are not many private EU PvP servers currently.

A hard in-game building limit would cut down on the number of people messaging support about whether or not their base fits within guidelines, as the hard building rules would be implemented in game.

Oh on that note… I think this part is a bit ironic :slight_smile: Initially they started out the purge as a concept to keep base growth in check, which Dennis did mention that it didn’t quite work out the way they intended so they stopped pushing that angle…

However the NEW purge :rofl: that one’s downright counter-productive in that category… since what happened?.. They made them prioritize doors so the majority of the population reacted with “soft exploits” and went ahead to build yet another base containing a maze with doors just for purges… :man_facepalming:

So not only is the purge no longer getting rid of buildings… it became an excuse to build new ones…

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I don’t doubt some would use it, but I would be shocked, SHOCKED I SAY! if it was a common thing enabled. I would go so far to say that the vast majority of private servers even disable decay (bases or thralls) and most likely either turn the thrall cap off or set it much higher so as to be largely irrelevant.

I say thee, nay.

Not to spend too much attention on this one thing but every private PvP server I’ve played has had a building decay time of about 4 days and a thrall limit of about 15

We cant know for sure because funcom has the numbers, but my understanding is most play non-pvp and a very high number on single player (possibly a majority).

I know, this thread literally has PvP in the title though and is specific to PvP

That’s why my response originally is what it is. What you ask is something that would be added to the game, not just the server, so we’d all be impacted, if by nothing more than not getting some other feature. Its not like they can make a pvp version of the game that has a dedicated developer. Additions to the game are most appealing if all benefit.

Raiding is a feature unique to PvP servers.

It’s not like the devs don’t add mode specific features, there’s battlements you can craft in PvE-C that allow for PvP in a limited area, and dynamic raiding is a feature that is an option for private servers that was added but isn’t enabled on official servers.

And this is why these “PvP” discussions always concern me as a PvE player. They get all this rallying around things like server wipes and nerfs, etc. and it doesn’t JUST affect the PvP servers. We all end up feeling it just to cater to a loud minority. :unamused:

“But I’m only talking about PvP!” No, it’s not just PvP. It rarely ever is.

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The loud minority doesn’t even PVP in the traditional sense. If you look at their videos, its always in some weird controlled environment. A server where there isn’t actually any PVP in the sense of raids, building, and such. They formulate barriers either by imaginary lines in a flat area, or build enclosures for them to fight in fights with predetermined gear and equipment.

Your average PVPer plays in very much the same way a PVEer does. They login, do some farming, kill some bosses, run some dungeons, and on occasion have to fend off people chasing them or deal with the occasional raid (and depending on server this may be while they are playing, or after they log off). But they’re not the type of player in the loud minority because they are effectively very knowledgable about how such changes will affect the style of play PVEers engage. Mainly because 90% of their play is PVE.

When your stuff is farmed from materials, dungeons, and bosses instead of spawned in and distributed for duels, you’re going to be playing a lot of PVE.

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You’re right, I think that is something that needs to change for the game to finally grow a substantial PvP scene.

The PvP scene needs a map that just doesn’t have all the extra content like dungeons and extra crafting recipes. A map that lets people get to PvP suitable loadouts quicker by not having to run across the map for star metal and the recipes from the warmakers dungeon.

The amount of stuff in this game you have to do to make a set you can reasonably fight with when you load up a new server is insane, it’s like a 16 hour commitment everytime you’re in the mood for some PvP, which is insane when that time commitment makes players too scared to leave their bases.

But this is thread is just about the tool cupboard suggestion I think would benefit official PvP servers a lot.

And on this, I agree, which is why I’m working on a pvp centered map.

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To be honest, on normal PVP server communities the biggest issue is how self sufficient you can be with the materials around you. There used to be a problem with clans being able to control Star Metal when it was the highest tier (before Legendary weapons). But that’s been eroded away with dungeons and what not.

You’re not going to get away from PVE in PVP unless you make a Planetside 2 style system (where bases are premade and you simply fight over control of them). The reason for this is PVE gives the reason to PVP. Otherwise its just a quake style deathmatch. You PVE to gather the raw materials to make a base, you make the base to protect your goods, and you PVP in order to protect or take said goods from others.

There’s several issues with the current maps. As I said its too easy to be self sufficient. It would work better if the materials you needed for the best equipment were scattered to the four corners of the map and you could only reliably get one such resource at a time. Requiring trading or raiding for the other bits. Some of this can be solved by restructuring the current maps or making new maps. But most of it requires restructuring the recipes.

Rust avoids this problem by making bases limited in size so players can’t get comfy.

Yet the issue being discussed is not limited to PVP and any solutions would effect PVE as well.

That is all game modes, it’s not limited to one.

Not sure some don’t get the base Conan game is single player. PVE/PVP/PVE-C are just settings to the game. Just like dificulty or any other setting you can use setting up a server.

Right now we are having to deal with a fix to a PVP bug on PVE servers. This big change to the battle mechanic is to address an issue limited to PVP, but we all have to contend with it.

That would be called a battle royal, or some other live die repeat shooter. Maybe your playing the wrong game?

And RUST is an example of just how toxic PVP is. It’s my example of why I don’t PVP.

They want you to think that way in order to take over a server. You felt hopeless? That’s a socially engineered bug. (We don’t care who…)

:face_with_raised_eyebrow:

:cowboy_hat_face:

It’s good that kind of pvp doesn’t spill over here in the forums.

“Pvp in the forums?” Yep, it’s almost traditional.

That’s true… a vanilla PvP server is gonna have a lot of PvE elements. I have a friend who only liked to PvP, so she played on private servers dedicated to quick harvesting and leveling, with frequent wipes (ever month maybe?). It was more like a drawn out battle royale I guess. People would start fresh and grind for a month and fight it out for glory and loot, then it’s all gone and start again. That’s how some PvP players wanna play and that’s cool. The servers are set up to do that. If you want Funcom to cater to such demands, it’s unlikely that’s gonna happen and you’re better off doing it on a private server anyway. If you are ok with losing things and don’t want all the PvE stuff, then official servers are never gonna be for you.

It’s exactly the opposite. Building spends a lot more time than you should spend crafting bombs. Unless of course it’s just spamming foundations in random places.

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