Would PVP raid servers be better served if

Would official pvp be mote “fun” if they reduced raid to 2 hours? How many players leave because 5 hour base sitting is just not fun, and 5 hour raids of offline players usually meams complete wipe.

On the contrary, I would suggest looking at RUST: there servers host 800-1000 players, raids are open around the clock, server wipes occur once a week and global character wipes (resetting all learned skills) happen once a month (if I remember correctly). The game has hundreds of thousands of players, which helps eliminate the toxic community made up of a few veterans accumulating wealth and giving no chance to newcomers. Also, the decay system needs fixing so that base upkeep requires resources, because some players just log in, update their base and do this for years; it would make more sense for maintaining a base to take more effort. And massive structures of 10,000+ cubes would disappear if door and wall strength were balanced so that raiding doors is interesting, rather than going straight through. The poisonous gas/acid cloud should also be removed — it is a bit ridiculous: it occupies a 2x2x2 area, meaning a safe structure needs to be at least 5x5x3, which is itself silly if we want to create hidden shelters. In general, not that many chang

Dynamic building damage in PVP would solve that.

I vote 12-hour pvp windows with dynamic on. :woman_shrugging:t2:

And despite the exploitation of certain mechanics that are allowed via DBD, I still think it is way more beneficial over not having it. 1-2 servers per region with DBD has been siggested before.

I also like the idea of 12hr raid windows rather than 24. That makes sense!

I believe that the complete wipe is far more problematic than the hours of raid .

How about if a raider couldn’t demolish more than 40% of a clans total build. Numbers exist already so all Funcom must do is to allow 40% destruction only. Now this 40% immune would proceed untill a player of the clan would log in and a message would automatically arrive to inform the player that this immune will end in 24 hours. Enough time for a player to repair the building or migrate his - her belongings to somewhere else.

Don’t get me wrong but PvP players are very trivial and creative also when they build and hide things. So it’s nice to encourage this creativity because while playing PvP this particular thing was bringing me joy.

It’s not lie that total wipes discourage many players from playing PvP official after all .

Even the players that total wipe from rage may feel remorse after.

So i believe that a conversation for this percentage would be beneficial in the end .

While I don’t doubt that is true, what keeps me, and probably many more, from PVP are the hacks and cheats.

I also agree with Warlock up thread that Conan would benefit from adopting some of Rust’s systems, like regular wipes and having a material cost to maintain your base. The latter could be applicable to PVE, as well, to reign in some of the mega builds, or land claim spamming.

The problem with adopting ideas from Rust is that they are two quite different situations. Rust is able to have multiple hundreds of players actuve on the same server. CE has shown that historically it struggled badly with even getting close to 40 players on the same server. Maybe CEE improves that number somewhat, but it is doubtful that it’s going to get close to the player numbers Rust can handle.

Having a material cost to maintain your base is something that’s been discussed a lot. On the surface it seems like a good idea, but it does get more complicated as you examine it more closely. It needs to be something that is not punishing to noobs and lower level players, but at the same time it can’t be something that established refreshers can just easily pay out of long-term hoards. It also can’t be something that enforces one single way of paying, becaus CE is a sandbox game and different players have different interests in playing (note: I’m talking about actually playing here, not just serial refreshing).

Some good suggestions have been a multi-tiered system, where upkeep can be paid with (eg) worldboss hearts, or with gold, or with building materials. With each cost being balanced against the total size of base being refreshed etc. But this still has it’s problems, as a clan could easily hoard a ton of worldboss hearts, and gold or materials costs would need to be high enough to quickly cut into a stashed hoard. But then we’re back to punishing the noobs and low-level chracters who suddenly can’t afford to pay to maintain their base. A ‘builder’-type player might be consistently playing, but a high cost might makje it impossible for them to maintain a base (even if it is not excessively sized), because their enjoyment comes from the process of building, and tearing down and rebuilding, and grinding for the materials to do so was already a chore for them. You get the idea.

Rust gets away with this by being PVP-focused and not attracting players that enjoy the many other aspects that CE is able to offer. It focuses on making the PVP as (theoretically) good as possible. Exploration, building, and other elements are all way down the list of importance. It also (afaik) has a much quicker progression from low-level to high, because, once again the concern is ‘balanced’ PVP. CE needs to address these other game elements a lot more, because that has been the target audience from the beginning. Players get to enjoy exploration, levelling, progressing through the game, all the PVE elements. And, because it’s a sandbox, they also get to work around PVE elements that they don’t enjoy - some like to level quickly so they can focus on getting to the bits they enjoy more, others like to take their time and enjoy the process of being at different levels. Some like to fight world-bosses, or purges, or do dungeon runs, others avoid one or more of these because that is not where their interest lies. There’s nothing wrong with Rust having a much narrower focus - that focus on PVP has been a big part of why it is successful - but CE has a much broader appeal to different types of players, and that means that what works for Rust won’t necessarily work for CE.

40% of an “alpha” clans pvp base (well, speaking purely of the ones that are actually on land and not in the sky or mesh :joy:) would just be the quarter grid square of honeycomb and foundation padding around it. You’d never get to any loot.

I like the feedback. My thought on 2 hour raid window are this. Many players do not play pvp official because it is a time sink. I would yhink more people are prone to a 2 hour commitment daily than 5. Just me. Sometimes life gets in the way. Personally i got tired of getting offlined when i would take holidays off with my family. Would rarely be raided until Xmas and Thanksgiving. Zergs feast on holidays. And really, because this game already rewards 10 hour a day players because of the massive materials gained why some are at work/school has pushed a more casual pvp taste out completely.

That’s why I quit PVP: too many toxic clans who used cheats and hacks.

I’m a builder, I take no pleasure in destruction, but enjoy controlled combats occasionally, hence PVE-C.

Oh what kept me away from PvP was not cheat or hack, my console barely have cheats and zero hacks, but the performance of the game while raiding time . So much lagging and crashing was not fun at all . Recently I read that people in my console were using golem crafting to avoid raids, so the bad mentality exists in all consoles i guess , regardless.

But yes, you are absolutely correct, these are high priorities!

On a private session in the past i builded 1.5 million pieces for base in a week and i wasn’t even one fourth of a grid :rofl: . But this would absolutely ban me on an official server. I don’t ask the ban meta on official servers, but a Clan cannot own a Grid, it’s just no right in my opinion, maybe i am incorrect, but that’s what I believe.

Officials, of any flavor, are not policed in any meaningful way. Clans do indeed own entire grids, and sometimes more.

Officals need a set of rules that enforces the reality that it is a shared, public space and people need to play & build with that in mind. Private servers and singleplayer exist, so folks can do whatever they like there.

The hands off approach that FC has taken with officials will guarantee that official servers will continue to be problematic to play on. IMHO, of course. :roll_eyes:

my big thing is maybe just week end raids. Hell you could even through in twelve hour windows.

i would suggest official servers with different raid windows.

like, 3 hours all days or just FR-SAT-SUN 5 hour raids.
you don’t need to do this on all servers, they could host a few special servers.

even one who has a 3 month wipe cycle.

I agree. Why they have never tried variations to test popularoty befuddles my analytic brain.