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nashable

Balancing PvP/Bandits + End-game Goals

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I posted this in the uber Bandit/Anti-PvP thread: http://www.dayzmod.com/forum/showthread.php?tid=19935&pid=193707#pid193707

I wanted to break it out into its own thread in case people wanted to discuss in detail some of the ideas I outlined below.

In my opinion the concept of Bandit and Survivor is very fluid in the reality of the game. Very rare you have players that are 100% Bandit or Survivor all of the time.

For example when you spawn you have no offensive output so you're 100% survivor.

When you get a handgun or lower tier weapon you may shoot at other armed Humans but you're not going out of your way to hunt Survivors, which to some make you a Bandit but most players would argue its what they need to do to survive. I feel its at this stage of the game (where most players can get to quite quickly) is where we're seeing this explosion in 'Bandits/PvP is over the top' feeling.

Finally what I would consider true Bandits are the guys/girls that have advanced gear (NVGs, Sniper Rifles etc.) and go hunting for other players as they don't have much else to do.

I would say you need to adjust the balance of the game in the following areas:

* Make it easier in the early game for people to meet up/group (build that Teamwork element BEFORE people are armed)

* Adjust the timing of when Players should enter larger cities such as Cherno and Elecktro

* Add additional mechanics to Medium/Late game so that multiple people are needed to Survive.

I feel if you can offer incentives to players that a (small) group is better than being solo always then you'll start to build balance around the feeling of *Factions* of Humans banding together vs the Zombies and other Human Factions.

I'll explain in more detail below.

*Early Game/Spawning*

So once two armed people meet its over. The chances to build trust are so remote its just easier to take the other person out. What if a system was implemented to select your spawn point. While I like the vibe of spawning in a random location but with out of game maps and people respawning over and over to hit the spawn they want, I feel the meta game would be better served with a different dynamic.

What I imagined is a list (not a map!) of all the available spawn points and all the players in the spawn area (or have the spawn selected but have yet to click through to spawn). Any armed player or bandit in the area show up in the list of players in red with a warning in the UI.

Players are then encouraged to spawn together (spawning with extra gear perhaps?) and that trust can be built by playing the game together, watching each others backs and experiencing the game in a small group. So yes now we've moved from Solo players being killed by just as many solo players to have at least bands of 2-4 people roaming around (group play and larger more tactical firefights, yay!)

Sure some people will just run off, others will betray at a later stage but at least it opens up more opportunities for 'spawn brothers' to at least form up per life.

*Early to Mid game transition and Cherno/Elecktro*

With either of the two large cities being close to the majority of spawn points it has produced an interesting dynamic and most experienced players will do runs on the Hospitals, if not the Supermarket and Fire stations to initially gear up. New/Green Players will get caught up in the cross fire of Part-Time Bandits and other players who are just trying to gear up quickly. As well as more advanced Full-Time Bandits who have come back south to hunt and/or quickly gather medical and food supplies.

While this may be controversial I would adjust the spawn positions, I would have the progression of the game be East to West rather than South to North. This would put Cherno/Elecktro behind one or two towns (if you spawned on the South East of the coast). Yes this would need a loot re-balance and sure Berenzino could become the next Cherno but at least players would have more choice in terms of pathing they could go and may have some gear to defend themselves with by the time they hit the larger cities.

*More Group activities in the Mid/End Game*

So once a player has gathered good gear, maybe a tent, repaired some vehicles then the level of progression abruptly ends. While this is a game of having great stories to tell the only way to make your own content is really to keep personally challenging yourself/group. There is no better way to do this than to hunt and kill other players. Though as Gamers we all (mostly) play to win, so you've spent a lot of time building a character, so why lose all of that by hunting other heavily armed players. Which is where the full-time Bandits come into play.

While this is still Alpha I wouldn't expect to see this soon but I feel the more large scale/group objectives could be added to the game. Especially objectives that could influence the world at a server (or even hive) level or be competitive across the hive.

As an example of a lower tier 'end-game goal' what if Power Stations could be repaired, it would require a lot of materials to be gathered, Toolboxes, small group of players working on a few objects at the same time to bring power back online. Then power could be controlled to certain cities (or other parts of the grid could require restoration) and players would have a common goal to work towards. Factions could try owning or even destroying the newly repaired power station/grid.

What about certain areas of the map becoming end game raiding zones. Perhaps one of the airfields could spawn a high volume of zombies when players enter the surrounding area. Too many for a small group to take out but perhaps a group of ~15 with awesome loots inside (also make it impossible to be saved inside that area so if anyone tries to server hop they'll be kicked out of the zone).

Finally as a controversial idea what about the idea of escape. Have a goal to repair a Helicopter and fly it off the south/east end of the map (Perhaps use the Aircraft Carrier to land on?) players are scored with certain multipliers for number of fellow players rescued at the same time, gear collected/saved against their character, Time spent alive, distance traveled, number of zombie kills and a negative score for Murders as well as number of Bandits in the group.

Then after rescue the player is reset, anything stored against the character (if possible vehicles/tens as well) would be despawned and be added to the final score. The player is then dropped back as a newbie along the coast. The score is then saved to a leaderboard (along with server names to help promote community, so you can have local as well as hive wide heroes!)

Now on that last suggestion I bet a few of you are thinking 'This is about surviving, I can go play Left4Dead if I want to shoot zombies and escape'. I understand that but the idea of leaving the area and despawning all the collective items/gear offers item deflation. Right now the 1% (aka Full-Time Bandits) are gathering more and more gear while shooting/using said gear way less. Some people are just focused on collecting/farming gear. Without any mechanics to take items out of the game then 'haves' are relatively getting way more powerful than the 'have-nots'. To offer an incentive to leave and give up your game, while still maintaining a strategic timing element in terms of scoring, leave too early and score too low or stay too long and get killed/lose everything.

Also scoring by leaving would always be optional, if you wanted to stay and help friends or keep that Helicopter then by all means this doesn't impact you in any way (other than people hunting those Choppers for themselves).

Thanks for reading this far, appreciate your comments.

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The "bandit skin" was removed, i assume, due to it being considered diserable as in an encouragement to kill for no other reason than getting an upgrade aka "better"/unique clothing rather than a deterant as in "oh look a baddy, avoid that scumbag".

Loose Humanity Loose Your Sunny Outlook.

How about using the humanity meter to "change" the offenders view just as their outlook on life is not as colourful as many of us so maybe their lack of humanity should reflect this by them simply loosing in game colour each time they kill for the fun of it. (and worse the more they kill.)

Afterall they aren't seeing the whole bright & sunny :P long term survival picture such as 2 buddies being chased by zeds ='s has a 50% chance that its your buddy who will be munched on instead of you. :D

A bullet shared is a bullet that could protect you and so on.

B&W and Shaking all over.

I propose this loss of colour (after all its all just black & white for "them" anyway :) be similar to the losing blood mech.

Based on a scale of 1 to 10. With the "award" upping the anti at level 6 and onward.

1 to 5 kills = loss of colour until B&W then 6-10 kills = shaking until its nigh on impossible to aim.

Varying increasing increments starting from 1-5, with 5 kills gaining the award of a pure (lifeless, heartless) black & white view.

From 6 - 10 starts the spiral into psychosis with "the guilt shakes".

Psychos should shake with guilt.

Once past the pure B&W stage murders (their not bandits) begin to add shake (going crazy, all them psychos should shake with guilt :)

Colour & shakeing can be regained / removed by giving people blood transfusions. On a 1/1 ratio. 1st 2 kills won't be too serious (accidents) but the 3rd is a noticable loss of colour (maybe just keep/add a shade of red also?)

To avoid abusing the system too badly give half as much colour return for the 2nd, 3rd & 4th transfusions if it is given to the same person in the same 12 hour period and continue halving again for the 5th and halve again for the 6th & so on. So you'd never practically get above regaining 4 "karma" points without a crazy amount of effort.

This should encourage giving them to different survivors & hopefully discourage player killing for simply no reason other than because you can.

Return of the Bandit. Stand & Deliver (afterall its BANDIT not psycho pointless killer.)

I've often wondered why the word Bandit had been used as it is technically incorrect so the following suggestion may return validity to the term.

Makeing it possible to "hold someone up" to steal their stuff rather than kill them would justify the term Bandit and be quite a cool addition to the already stealth heavy mechanics of the game AND I'd happily be "mugged" considering the alternative.

The addition of being able sneak up on someone with the ultimate aim of disarming them aswell as preventing them from escaping so as to rifle through their belongings would not only be challenging (far more so than clicking a mouse it would also not alert the bloodthirsty natives.

The mugger would have to be close enought to trigger the "stand & deliver" scenario. within so many in game feet not too dissimilar to getting wood from trees yet would have the same properties of a bear trap.

I'd imagine a key or key combo would have to be held down for the duration. It would make sense if it were G & either a scroll wheel selection or preferablly another key for ease. If either key were let go the victim could escape and possibly be shot, as IRL, for their troubles. Run Forest Run? minus the weapon in hand which of course the initial "Stand & Deliver" mech would place in your backpack with the risk of replacing items but hey it was dropped in the scuffle.

In addition bear traps could also be used for similar fun & games. Moist likely the person will concede and disconnect long before "Bear Grylls" would return so this action would automatically be considered a death but the person & more importantly the items will remain for the duration the trap setter remains on the server.

What do you guys think>? Has all this been proposed before? Please let me know if it has or past it on if it hasn't.

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I agree with your point that meeting up with people is really difficult. Most of the time when i encounter another player, i usually think, is he a friendly? then he points his gun at me and i instantly shoot because i dont want to risk dying like that. It was easier before when you had the sidechat, so you could ask him over further ranges, instead of the way it is now, as you pretty much have to be up in there face so they could hear you.

And about the end game stuff:

I wouldn't really want to fly off and lose a heli when i actually have collected all the materials for it. I would rather help my friends, get around quicker (like a heli taxi maybe?;)) and help them progress faster, flying around places and looting etc.

The Zombie airfield:

I really like this idea, and it can be improved alot too.

I think it should be reset at a set time, so people will know when the stuff respawns. This way there would be a higher chance of two groups colliding, which would end up in a shootout most likely. Since you would need good gear or alot of people to clear the airfield in the first place, the groups would be alot more equally equipped, which would make the fight alot more fair, rather then a Makarov vs a M107 or something like that.

Really solid ideas nontheless

+1 ;)

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I saw something in here about mugging. I know I've seen in other games such as the hostage ones where players can be knocked out for a short time. Maybe if that was implemented into this game players would be more willing to just sneak up behind you, knock you out, and take your stuff instead of just killing you.

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People won't get too close to you. Mugging won't work. People will shoot your from a distance and loot your body when it's clear. There's no sense in risking your life by trying to sneak up on someone. If they turn around and spot you, they could kill you while you're trying to be a ninja.

A bandit/humanity system of some type needs to come back. It should take three kills to get the skin. You can regain humanity over time. (1/10th per day) You can also increase it by giving medical aid to non-bandit players. It was more manageable when bandit skins were kill on sight.

Or, players should highlight certain colors based on their lifetime murder count average. Green for 0-2 a day. Yellow for 2-4 a day. Orange for 4-6 a day and Red for 7+ a day. Tags should be enabled and this will give you further indication as to what kind of player they are.

I get that sandbox gamers hate artificial systems. I understand the concept. But something has to be done. Otherwise it's going to remain a deathmatch pvp game with zombies in it instead of a survival zombie game with pvp in it.

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As a l4d fan I do like the idea of having an objective based endgame that builds on teamwork while increasing the departure of highly equipped survivors rather than leave them around bored and looking for people to stalk/shoot.

I think I'd prefer to see this staged on a different type of server that you need to find an ingame pass/object to join it (such as a military comm device that allows for communication and possible tracking of everyone who has one). Then you could do things like have cataclysmic events play out such that if you don't get rescued or get a viable end game option by the end of the week, you die(mass carpetbombing/nuking). Or some such additions that add a whole new level of difficulty for players. Like having the nightmare/hell/inferno settings in diablo 3.

And if you live your fully viewable character gets put permanently into the hall of hardcore survivors along with a note on who was with them, total and type of kills etc.

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I think I'd prefer to see this staged on a different type of server that you need to find an ingame pass/object to join it (such as a military comm device that allows for communication and possible tracking of everyone who has one). Then you could do things like have cataclysmic events play out such that if you don't get rescued or get a viable end game option by the end of the week' date=' you die(mass carpetbombing/nuking). Or some such additions that add a whole new level of difficulty for players. Like having the nightmare/hell/inferno settings in diablo 3.[/quote']

I like the idea of events that play out randomly. Not 100% sure on the carpet bombing ideas and splitting servers into story/sandbox versions.

Though thats not to say you couldn't have events play out in the sandbox. For example lets say in one event a military (AI/OPFOR) team parachutes into the hot zone. They quickly establish a base/capture an Airfield and Reinforcements arrive on a regular basis and then AI Patrols are sent out to 'purge' the local area of all life (Infected/Non Infected). Eventually the players/factions could push the AI back, as soon as it's taken a certain percentage of losses they pull out and carpet bomb their own base.

Other Events could include a plane crash with mayday signal or a large zombie horde spawning outside a large city/town and moving from the forest into the city (would scare the shit out of me to see 100 zombies shuffling my way). If you wanted some stuff to scare players (and flush out snipers) you could even have black military helicopters fly over cities (or where there is a large collection of vehicles or tents) at night searching for moving targets (human or zombie) and picking them off for some sort of purge.

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I really like the idea of adding more random scripted events. Even if it were just something like instead of having heli crashes randomly appear, they fly around a bit first, perhaps have routes that cross a few bigger towns, then engines fail and they crash.

Could lead to players watching them and tracking them down. If you wanted to get really crazy have a secondary military team spawn at a corner of the map and make their way toward the crash and attempt to set up a perimeter. Players could attack them or track them to the crash from a distance.

Just some ideas. I think random small scripted events could breathe a lot of life into game. I personally would prefer the more subtle things (fly over before crash) than huge events (army unit and perimeter).

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i don't like these bandit-nurfing ideas. Why? it probably could destroy a main part of the game. This game IS about surviving a zombie apocalypse. If you want to experience how people change because of this just watch The Walking Dead TV Series.

In such a situation you're going to get very paranoid and WILL only trust your closest friends (and maybe not even them).

Getting caught in a firefight with another survivors is just natural.

Just take a few minutes to think about this. Giving them a shake for killing is like a punishment for trying to survive and thats just contraproductive.

Also killing other players becomes quite lucrative in late-game. Looting farmhouses for suits and hospitals for medical supplies is still reliable. And also, you still need ammo for your weapons and something to eat now and then.

FYI: I run mostly in a group, why should we trust anybody but us? we experienced quite a bunch of things with strangers, trying to steal from our backpacks and stuff like this and wondering about getting shot then

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Sure, which is why in my OP I mention incentives rather than nerfs to expand team play. For the game to continue to grow and be successful we need opportunities for random players to meet before it's too late (before either one of them becomes armed)

Less spawn locations and the incentive to spawn in a group helps build trust between players who know right off they aren't a threat. As for those with groups already, we need to give you something to do to incentivize you to expand that group either as a clan or temporarily to tackle an event.

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yeah man, those bandits need a boost - five times more players have been killed by zombies, glitches or their own damn stupidity than by us bandits

wait, you're saying bandits should be nerfed? what the fuck?

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... that post would make sense if zombies and PK's were in a contest for killboard stats I guess. Maybe they are.

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@Turk: Why do you want to punish people for PvPing? I have been playing for several weeks now and do not find PvP to be a problem, but rather something that keeps you agitated and cautious. If you keep getting killed by bandits... I guess you aren't very good at being cautious and surviving.

@Nashable:

I agree that there should be things that can only be tackled by a team. I do not, however, agree that groups should be given any boosts as there is no justification for that. Being able to shoot your way through a large zombie horde, which can NOT be sneaked through, to get at the awesome loot should be reward enough.

Small groups should be able to do that too (4-6 people), as groups of 15 people would require 30% to 60% of players on a server to cooperate (gameplay). And even realistically, it would be unlikely for largish groups to be able to survive due to limited looting opportunities and dissent within the group.

Though the main problem IMO is still that too many players stick close to the coast and then complain about being killed by bandits.

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yeah man' date=' those bandits need a boost - five times more players have been killed by zombies, glitches or their own damn stupidity than by us bandits

wait, you're saying bandits should be nerfed? what the fuck?

[/quote']

The only way to nerf bandits are to nerf beans!

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oh, sorry, I apologise for being ironic

to say it plain:

murders are nowhere near as predominant as these identical whinge threads make them out to be

@Ramboness, you might be on to something, beans should only spawn in heli crashes and should only keep your belly satisfied for ten minutes

wild animals should fight the player, charging them with their horns (yes, rabbits have horns) and require a full 200 round box of 5.56 NATO to kill

water should be poisoned with lead, arsenic and human waste, it should only be purifyable by veteran players who have obtained an majored in chemistry at Cherno U

ofc bandits should be deployed in battlemechs armed with homing lazer missles

now that's balance

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oh' date=' sorry, I apologise for being ironic

to say it plain:

murders are nowhere near as predominant as all these identical whinge threads make them out to be

[/quote']

True, but the OP didn't say anything about nerfing PvP. Nor did he say that the groups couldn't be PvP-groups. He merely expressed his wish for more teamwork and gave some suggestions, WITHOUT attacking/removing/nerfing PvP.

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True' date=' but the OP didn't say anything about nerfing PvP. Nor did he say that the groups couldn't be PvP-groups. He merely expressed his wish for more teamwork and gave some suggestions, WITHOUT attacking/removing/nerfing PvP.

[/quote']

apologies, I thought Turk was the OP

/allofmywin

OT - spawn on the east and head west? yeah, let's try it :D

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As an example of a lower tier 'end-game goal' what if Power Stations could be repaired' date=' it would require a lot of materials to be gathered, Toolboxes, small group of players working on a few objects at the same time to bring power back online. Then power could be controlled to certain cities (or other parts of the grid could require restoration) and players would have a common goal to work towards. Factions could try owning or even destroying the newly repaired power station/grid.

What about certain areas of the map becoming end game raiding zones. Perhaps one of the airfields could spawn a high volume of zombies when players enter the surrounding area. Too many for a small group to take out but perhaps a group of ~15 with awesome loots inside (also make it impossible to be saved inside that area so if anyone tries to server hop they'll be kicked out of the zone).

Finally as a controversial idea what about the idea of escape. Have a goal to repair a Helicopter and fly it off the south/east end of the map (Perhaps use the Aircraft Carrier to land on?) players are scored with certain multipliers for number of fellow players rescued at the same time, gear collected/saved against their character, Time spent alive, distance traveled, number of zombie kills and a negative score for Murders as well as number of Bandits in the group.

[/quote']

I think these are excellent suggestions, Nash. In my opinion the balance in this game is too skewed towards shits-and-giggles PKing and death-matching, which for me breaks immersion in a big way. These kinds of changes would go a long way towards helping that without actually penalizing PVPers, which obviously some people are dead set against. If I may, let me add another suggestion to this list (copied from myself from the big CoD kiddies thread):

I think it would be awesome to have a few pockets of civilians spawn at random (and very rarely) in high-danger areas -- I'm thinking inside interior locations inside large towns or cities. The PVE objectives might be to a) clear the building they're in, b) capture and hold some key points around the building for a certain amount of time, and then c) bring the civilians X amount of food, water, or medical supplies. The payoff could be that if these objectives are completed the civilians could provide/trade some rarer gear (anything from maps to compasses to backpacks to car parts to, maybe on rare occasions, NVG -- non-combat stuff only). This stage should be very difficult to achieve and to maintain.

For me, the appeal of this kind of feature would be immersion. As I've said previously in this thread, most zombie movies/books stress banding together and fortifying a position, not killing just for the fun of it. This allows a dynamic way of achieving that same kind of experience. It doesn't do anything to hinder PVP beyond simply giving players a more significant reason to band together instead of deathmatching. In my opinion, this could make the game so much more immersive. It's also completely voluntary. Don't want to get involved? You don't have to. Want to grief the players trying to achieve it by killing them and/or the civilians? Go for it.

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I think one of the main problems with doing stuff to bandits was that it's nearly impossible to tell who's a legit bandit and who just got too many murders in self-defence.. I mean, sometimes you have to defend yourself against a player that is trying to become a bandit, but just hasn't gotten there yet...

Until that problem is fixed, I doubt it will be viable to "punish" bandits in such a way as you're suggesting.

(One could possibly track who fired the first shot? (Yes, that would make Han Solo a bandit))

On the other hand, I really like your hold-up idea, I think something like that would be pretty awesome.

You wouldn't need to make it very complex, though, just add an item like duct-tape, rope or those plastic strips some law enforcement use. Then when you walk up to someone, you'd get the option to disable them, making them unable to move or use their hands for like 1-2 minutes, giving you ample time to thoroughly rob them blind (perhaps also making their inventory lootable while disabled).

Of course also adding an option to remove said constraints from another player, in case of a rescue or mis-click.

This I think could work, because it would let the robbers be certain of a victims inability to suddenly turn on them, thus probably saving a few lives and possibly removing the need many people have to just kill someone to loot them.

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True' date=' but the OP didn't say anything about nerfing PvP. Nor did he say that the groups couldn't be PvP-groups. He merely expressed his wish for more teamwork and gave some suggestions, WITHOUT attacking/removing/nerfing PvP.

[/quote']

apologies, I thought Turk was the OP

/allofmywin

OT - spawn on the east and head west? yeah, let's try it :D

Yeah not sure why a few people are seeing Turk as the OP, also not sure why he posted his own suggestion thread inside of this topic. Though does give us an alternative view to debate and at least he is offering solutions to his perceived issues than complaining for Rocket to 'Fix it'.

Personally I like the PvP in this game (I played 1000+ hours of Arma 2, mostly in PvP), I just want to think of ideas of offering Late game players more to do than hunt other players.

I think it would be awesome to have a few pockets of civilians spawn at random (and very rarely) in high-danger areas -- I'm thinking inside interior locations inside large towns or cities. The PVE objectives might be to a) clear the building they're in' date=' b) capture and hold some key points around the building for a certain amount of time, and then c) bring the civilians X amount of food, water, or medical supplies. The payoff could be that if these objectives are completed the civilians could provide/trade some rarer gear (anything from maps to compasses to backpacks to car parts to, maybe on rare occasions, NVG -- non-combat stuff only). This stage should be very difficult to achieve and to maintain.

[/quote']

I think anything that lets players influence their world in a permanent way is excellent content for a sandbox game. Riffing off of this (Though may be an Arma 3 engine thing) you could even have NPCs wandering around offering missions (e.g. rescue my wife from that Zombie Barn) and then the player has a choice; do I save the guy's wife and he gives me a chance at a rare medical loot or can give me a free blood transfusion. Alternatively I shoot him in the face and have a lower chance at stealing something off of his body.

When I get some more time later I'll address a few of the comments about bias to the group players vs the smaller groups/solo players.

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Personally I usually play together with my friends or on my own... so I will be in a group of anything from 1 to 8 people at any given time. Our reward so far: which lone bandit is going to take on 8 well-equipped people?

I also wanted to post a response to your idea of being able to repair buildings but didn't have time:

Whilst I love the idea of rebuilding even a tiny bit of the doomed civilisation, it does have some problems.

The issue which is already apparent with vehicles and tents: There is no way to guard them. They are looteable 24/7, when by rights they shouldn't be. It's a) not realistic, b) sucks and c) there is probably no other way to implement this in a persistent world.

This would become even more fustrating when repairing large structures. After having repaired a powerplant you will have to log off sometime... at that point someone could come along and destroy it. In fact, it's almost certain as power plants aren't really hideable.

One possible fix (and simple) fix would be to simply make the repaired factory indestructible. This would however allow other players to claim it and still leave the people who repaired it empty-handed once they log off. It would also cause an issue long-term, as at some point all repairable buildings would be repaired. Even though this would make for good progression (surviving -> rebuilding) it would eventually render the survival aspect non-existant. The problem could be alleviated if things such as farming/mining/crafting/building (and perhaps a larger map) were to be added so that the power can actually be used, with bandits still raiding the peaceful settlers. (you would also need to bind characters to specific servers for various reasons)

But again, that would turn the game into a zombie-survival minecraft clone, with better graphics etc.

Now, whilst I would personally relish to play such a game/mod, I do not think that it's the way Rocket wants to take this mod ;)

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One possible fix (and simple) fix would be to simply make the repaired factory indestructible. This would however allow other players to claim it and still leave the people who repaired it empty-handed once they log off. It would also cause an issue long-term' date=' as at some point all repairable buildings would be repaired. Even though this would make for good progression (surviving -> rebuilding) it would eventually render the survival aspect non-existant. The problem could be alleviated if things such as farming/mining/crafting/building (and perhaps a larger map) were to be added so that the power can actually be used, with bandits still raiding the peaceful settlers. (you would also need to bind characters to specific servers for various reasons)

[/quote']

I think you could go the way of if a building has been restored it would require resources to be fed into it (maintenance basically) to be kept up to keep the building operational. If left alone for too long it falls back into its 'broken' state.

This way a faction/community could easily work together to keep something online. Others couldn't directly vandalize but they could decide to try and keep the other faction out and let the building lapse.

Now we have objective based PvP without losing the feel of it being a sandbox.

Also there is possibilities of larger clans forming to keep a regular presence up on a server to make sure a building is guarded (you could start to move resources around a restored building such as Vehicles, defenses and Tents) as well as sending out patrols to bring loot back to the base.

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