Just for my personal clarity’s sake. Do you mean solo players/private players who should be able to build everywhere?
I’d imagine a simple “foundation stone” solution would be sufficient for both PvP and PvE official servers, unless I’m missing something obvious here. Much like the thrall limit this could be toggle-able so as to not hinder all players.
(I’m actually in favor of your expandable claim with upkeep proposal)
Edit:
After thinking further, it could also depend on whether or not you think each clan member is entitled to an individual base or if they should shed that right for the power that comes with grouping. Shifting it from one “foundation stone” per clan to per player would solve the former and give groups the option to claim more space.
I think purges were supposed to kind of be like that but the purge system is … mediocre in my opinion.
Its dangerous at low level (I just started a new private server on siptah and cursed just ran my T1 building over with impunity) but once you get to top level with top gear, you can pretty much solo most purges. The guys on my server kite them away from the base to minimize damage and then just walk through them and kill them.
I think purges need to be upped in lethality and should take into account the tier of the building material. Top tier bases should get some top tier fiends attacking it IMO.
No, I mean that PVE(-C) players who join a clan don’t actually live in one base together, so “one-build only per clan” policy would royally screw pretty much all PVE(-C) clans.
If you take a look at PVE as a mode, building is one of the strongest reasons to play the game. On PVE-C, you also have PVP combat, but building is still among the top motivators for playing. So on PVE(-C) servers, people who join or form a clan will still build their own separate bases.
Maybe PVE(-C) clans living in one communal base do exist, but I haven’t met any yet. The one that was closest to that was when a bunch of us were driven off one server by a clan of PVP-wannabe griefers and trolls (in the time Before The Rules) and we temporarily banded together on a new server. There was a communal base most used for a while, and then some left the clan and others stayed but built their own bases.
Long story short, I understand how “one build per clan” makes sense on PVP, but it doesn’t on PVE. I’ve always been a proponent of “give players a sane default and ‘tax’ them for anything that goes over” approach. That’s why I would suggest having one claim flag per player – not clan – in PVE, and allowing players – in all modes – to get additional flags that would require constant upkeep.
That’s interesting. It’s functioning almost more like an alliance system on PvE-C. Given that is the case “per clan” would disincentive the clan system altogether on those servers.
At minimum a “foundation stone” system would have to run on a per player basis. I’d like to see something more complex than that, like what you suggest, but I think you are right that it would serve all modes better as per player.
I don’t think they’re remotely obsolete. I use them basically every time I play. I have a public maproom with a small building stocked and open to the public at the frost temple, and there is a public maproom on my server at every single obelisk built by others.
And even with all those public maproom a I still have one at both of my bases.
I’m my personal opinion obelisk adjacency is the single most important thing to consider when building a permanent base.
Interestingly enough, there was also one against adding map rooms to Siptah. However, that one was during the Siptah Early Access, when map rooms would have interfered badly with the vault-maelstrom-surge loop that Funcom subsequently broke up on release. So I kinda feel like the original argument in that one is not valid anymore, but that’s just my opinion.
At any rate, Dennis Douthett mentioned in his AMA that they don’t plan to add fast travel to Siptah in the short term, but they do hope to add a fast travel system – for all maps – similar to the Waystones mod. Back when @den said that, there was no release date for that feature. It would be interesting to know whether that’s planned for the 3.0 update, although it wouldn’t change our expectations a lot, since 3.0 also has no set release date
TL;DR: Yes, fast travel is still something both players and Funcom seem to want
The idea is that you can build outside of the flag zone, but the decay timers increase exponentially, and materials take passive “environmental” damage.
Oh, this is a terrific addition to the method. One per clan member. This would lessen the spam per building and allow other clan member’s to build their own buildings. I mean, we’re on a PvP server and each member has their own Builds. Again, as that is major part of the fun of the game. IMHO.
Your idea makes the use of map rooms at obelisks nearly impossible to maintain, which was precisely my original criticism of the idea. I apologize if it came across as ‘deconstructive’ criticism but ATM your idea doesn’t take into consideration the other two out of the three play modes (PvE & PvE-C).
The elephant in the room is also not being addressed, which is the fact that this idea doesn’t reduce claim spam (which was pointed out to you in post #2):
I think Funcom can do more regarding claim spam in PvP, as PvP has it FAR worse than any other play mode. A rework of existing siege tools (as well as the addition of ballista and battering rams) in the game is a great place to start.
I’m sorry I don’t like your idea, but there is nothing currently in it for me (as a PvE player) to like. Please don’t take that as a personal attack, it was never meant to be that.
Back in EA you could use tools to break building pieces. If I’m recalling correctly it was removed because it it made it too easy to raid low tier bases. I sometimes wonder if that should be re-evaluated.
In fact, if I may indulge, I think instead of tools it would be neat if rhinos could do damage like the old tools did. The poor things don’t see much use in PvP and it would essentially make a “battering ram” you have to actively use and protect and isn’t limited by build spam. You could even lock the damage behind a saddle to lvl lock it or make it break from use. Just a shower thought I guess, could be all kinds of problems there.
You mean the flag system? Or any form of building limitation?
I play PvE too mostly, my base is fairly big, but I wouldn’t mind if PvE will have my proposed idea, its doesn’t affect normal clans I think.
But the idea was mostly ment for PvP, so there will be more balance and no anti trebuchet builds scarring the land
But we’re here to discus and there is not reason I feel like this was a personal attack at all haha, no need to say sorry if you don’t agree with a idea its all good
DaVice, I think you were confusing the two DIFFERENT ideas I initiated. One was the flag idea and the OTHER idea was to simply allow for placement of items (but not allow building) in spammed areas.
No, not taking anything personal. Though, I’m really confused as to how you don’t see how this would prevent spam (or at least make it REALLY expensive to upkeep. I have no idea why you keep bringing up maproom either. The ideas has nothing to do with map rooms. It has to do with foundations and spam.
Unless what you’re thinking is maproom decay??? However, it would still be able to be placed on foundations. Though, with current ideas, it would have to be maintained more often. However, you’d still have your maprooms.
Just curious though…do you not use horses? I can’t believe there are still people using maprooms honestly.
No, the idea is for both. When I used to play PVE, the spam was even worse. Why? Because there was nothing I could possibly do to get rid of it. If they couldn’t build it in the first place, it wouldn’t be a problem. Though, this idea doesn’t prevent it. It makes it VERY expensive (and tedious) to have it.
You can summon an avatar within claimed land, just not inside someone’s base. Which is what players will do if it is allowed.
And basically if you mean the land claiming where another player drops 10 or 12 foundations you just blow up one of those with explosive jars or arrows and build your treb.
I remember I had a base in Priest Kings up top and someone built a stack of 100 foundations, put a treb on top and completely destroyed my base in a few hours when I was offline. That was funny, some OP mega clan had come and they said they were going to cleanse the server of it’s trash. Reminded me of Zardoz where these guys come down in floating heads to clense the earth of the brutals. Well they worship a floating head, named Zardoz, you get the picture. That was a nice full server with great people to chat with, all gone now. I think the Zardoz clan was using the avatar duping hack, it was a few years ago.
Bet you thought I was making that up. It does remind me of Conan Exiles on some days.
But yeah, there were 40 plus players on that server all getting along and having a great time. Then the Zardoz clan (real name omitted, they still are around) lands on the server and says they are going to purify the server of the trash/ brutals and within 3 weeks everyone had quit except the Zardoz clan. It’s completely empty now. That is why players leave Exiles. Not because of some stupid land claims, although if they are immense, like they surround Sepermeru or something, that is weird, but Sepermeru is surrounded on just about every PvE-C server. Some look like Las Vegas suddenly teleported to Sepermeru.
Thank you, but the apology was intended for someone else.
Your idea allotted for multiple flags (as did @Codemage 's idea) which at least made it PvE friendly. However, I still don’t think there needs to be limits on building. One of this game’s primary attractions is it’s building and that is exemplified in Funcom’s periodical build contests. That doesn’t mean claim spam is acceptable, but I think Funcom realizes that it needs a human touch (like an admin) to combat claim spam. Their current proactive stance on rule breakers allows a human to visually inspect a reported problem and make a judgement as to whether or not something breaks the rules. Stifling the creative juices of rule abiding players is not the best way to deal with it.
Perhaps I was confused, I was under the impression that you were saying your two ideas combined would prevent or (significantly) reduce claim spam. Was that not what you meant?
There is no question that PvP has the biggest problem with claim spam. However, regardless of what I thought, your idea of:
…is just a requirement for everyone to log in (MUCH) more often. This form of upkeep doesn’t attack rule breakers, it attacks those who don’t have the time to log in every other day to reset timers. In fact, out of all three modes, it will effect PvP the least. PvP players are already accustomed to logging in daily in order to defend their base. They are also used to losing everything in a raid and if they do have to rebuild, they will simply rebuild the spam too.
I specified map rooms at obelisks specifically because your idea would effectively turn them into one-time use items. Not everyone can log in daily (or even every 3 days), and penalizing players that have jobs instead of penalizing the spammers who are breaking the rules, is not a solution.
The reason PvP has it the worst is mostly due to siege mechanics in the game (trebs & avatars). If Funcom reworked siege mechanics like I (and many others before me) suggested, people won’t feel the need to spam in PvP. On the other hand, in PvE and PvE-C, people spam for a different reason altogether, and those troublemakers (IMO) are best left up to a Funcom admin making judgements on a case by case basis.
Bottom line is, claim spam is the problem, not building, so let’s attack the problem with precision instead of carpet bombing the whole community.
I don’t see any reason to ride or run everywhere I go. If the game had random encounters I’d be more likely to not mind riding the same path over and over.
I don’t want to take longer getting to the unnamed city than it takes me to clear a circle of bosses there.
I don’t blame anyone who doesn’t want to use fast travel, but in a game with fixed encounters I think a lot of people use it