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View Full Version : the concern about "mobile safezones" is flawed



dxwarlock
02-24-2011, 02:31 PM
it seems a few PvP people vs the crafting side seem to envision large crafting tribes just uprooting and moving when their junkpile inside their ring runs out.. causing it so they can never attack the crafters, as they just up and move each time they eat up a pile.

does anyone really think that a tribe that spent a month or so building up a village full of buildings, walls, road,s terraforming to get those things down..design and layout.
is going to go

"man we have no junk within 50m of us, lets abandon these buildings, take hours moving our baskets of metal,plastic,cloth, and leather...and just start over with nothing other there near that trash pile"

if anything..the "mobile safe zones" are a bigger advantage to the solo or small group PvP people..as they can just move and plop down a totem and a few baskets near thier target, once bored and/or defeated them..they can move.

so how does the logic of the larger crafting villages have an easy option of just dragging a totem around with them as needed?

randomt
02-24-2011, 02:33 PM
Is there a way to remove the totem without disbanding the tribe? I did that and ended up with a 300ish minute timer before making the tribe again heh

dxwarlock
02-24-2011, 02:34 PM
no you have to disband, wait 300 minutes, reform and place a new one down..and ALSO hope your new spot isnt within 200m of someone else..

FabricSoftener
02-24-2011, 02:34 PM
well the same is true for the pvp player. Here is is having farmed some harvesters for a month. He has 4 bins filled with goodies. Its not like he can just put it up on his cart and drive to his next homestead.

Speaking for myself I actually do have plans to be mobile but I plan to leave everything I dont want behind publically open :) just take my crafting goodies with me, be it my new armor set or whatever (edit: that is one plan although i havent decided when I am going to do that).

dxwarlock
02-24-2011, 02:36 PM
well the same is true for the pvp player. Here is is having farmed some harvesters for a month. He has 4 bins filled with goodies. Its not like he can just put it up on his cart and drive to his next homestead.

Speaking for myself I actually do have plans to be mobile but I plan to leave everything I dont want behind publically open :) just take my crafting goodies with me, be it my new armor set or whatever.

oh yea not saying its not possible, just saying the entire logic behind one reason to remove safezones as in "larger crafting tribes can just keep moving" is extremely not in the best interest of that tribe to do so.

orious13
02-24-2011, 02:39 PM
If you did have to move it would be a pretty nice adventure. You'd need combat players to protect from the 16 + other mobs and other random players that might come to wreak havoc on your troop.

I like that you can move your home for this reason. Granted I doubt anyone would be moving until the world expands and piles are gone. One thing is for certain that resources will be more plentiful away from the tribe later on.

FabricSoftener
02-24-2011, 02:39 PM
oh yea not saying its not possible, just saying the entire logic behind one reason to remove safezones as in "larger crafting tribes can just keep moving" is extremely not in the best interest of that tribe to do so.

agreed. I doubt they will move. They might have a few players drop from tribe, setup a camp somewhere else to craft what is needed and come back to main camp but main camp is likely to stay execpt for solo players who arent doing much architecture.

With that said, I dont think many pvp tribes will be doing it either.

Chavoda
02-24-2011, 05:13 PM
will never happen, NOTE! this is a big speculation! From what I seen in the data files totems will be craftable, several kinds in several flavors. its likely they will be used to extend the border or claim a mine when those come in and those will be contested for. its the way tribes will later claim more and what they will fight over.

again, this is speculation / on nothing but data files and my own mind founded.

KeithStone
02-24-2011, 05:44 PM
also, land will be scarce. i doubt after all the tribes get settled after the final wipe there won't be any available spots left for tribes to just up and move when they want.

Kroom
02-24-2011, 07:10 PM
It’s propaganda to drive development to what they want (grief). They won’t be happy until they can…

http://www.imemc.org/attachments/oct2010/caterpillard9bulldozer.jpg

fflhktsn
02-24-2011, 07:11 PM
i can already grief

i just want balance and a true sandbox...not areana pvp where its all consentual.

Burnt
02-24-2011, 07:21 PM
i just want balance and a true sandbox...not areana pvp where its all consentual.

The problem is, balance and a 'true sandbox', by your definition is impossible. Safe zones create balance between crafting and pvp. And since when was anywhere not in my safe zone considered 'consensual arena pvp'? It's more like; FFA full loot pvp as soon as I step outside my small building area...

fflhktsn
02-24-2011, 07:40 PM
The problem is, balance and a 'true sandbox', by your definition is impossible. Safe zones create balance between crafting and pvp. A since when was anywhere not in my safe zone considered 'consensual arena pvp'? It's more like; FFA full loot pvp as soon as I step outside my small building area...

beaten to death in my thread concerning this.. you cant understand because to understand means you have to agree with a view other than yours.

orious13
02-24-2011, 07:54 PM
beaten to death in my thread concerning this.. you cant understand because to understand means you have to agree with a view other than yours.

This is by far exactly what you're doing.
I'd love a "true sandbox". Sadly this game is a sandbox and not a "true sandbox". You have to realize that your vision of this game is not THE vision of this game.

But... back to the topic.

Mobile safezones aren't going to hurt anything. It doesn't take long to understand why.
The game will have them for the next 6 months.
This can change, but it will not change at the moment.
There are only like 3 or 4 people out of 20 or 30 regulars who can't grasp this. For those people it might be best to return when the safe zones are gone and those tools for allowing player protection may or may not be in place. You cannot protect effectively with broken combat, no walls, no real gates, no economy, no moral compass.

Burnt
02-24-2011, 08:00 PM
beaten to death in my thread concerning this.. you cant understand because to understand means you have to agree with a view other than yours.

You do realise I never made a post in your thread? Oh, and read this to yourself very carefully:
You have to realize that your vision of this game is not THE vision of this game.

Silicor
02-24-2011, 10:30 PM
I agree whole tribes won't be getting up an leaving. However, nothing is stopping a group from leaving the tribe and creating another tribe on the resource to deplete it. I hope this isn't a problem, but it might

mgilbrtsn
02-24-2011, 10:41 PM
I can actually see this scenario playing out in a role-playing sense. I was reading different tribe advertisements, and the Nomads are planning, nomadic type behavior. I don't know if it will be on this scale, but it would be pretty neat if they designed their their tribe so that they didn't really bother will walls and alot of terraforming, but went to an area, set up tents, etc, stayed maybe a year (game time) or half a year, then moved to the next area. Would definitely throw a variable in the politics if they were also mercenary. They could add their forces to the highest bidder and really throw a wrench in the local area.

I'm not speaking for the Nomads, just a little light daydreaming on what could be done. No offense is intended to the Nomads, its just the only guild I saw with anything like this type of philosophy. From what I read and remember, It was more of a send out roving bands from your tribal area. Like I said, just a little light daydreaming and trying to fit the who movable safe zone concept.

jokhul
02-25-2011, 02:42 AM
Taking what's in game at the moment and then extrapolating that forward to predict what will happen in the game world in 3/6/9 months' time is totally futile.

There are so many game-changing features yet to be implemented:

Item and structure decay - how fast will weapons/armour/structures break and need to be made anew ?
Dozens of new animals/monsters will be added - where will they be ? how often will they respawn ? what will they drop, and how much of it ?
Resource depletion - how often will trees regrow, and where ? will junk piles respawn ? will heavily fished areas lose their fish stocks ?
Magic system - will it perhaps make crafters useful in combat ?
Religion system - what will it mean ? how will it be used ?
Combat changes - polearms (longer reach), mounted combat (where will the horses be spawned for taming ?), ranged combat (when, what, how)
Tribal warfare - EVE-style wardec or consensual ? With or without alignment penalties ?

I could go on for another 2 pages, lol.

All these features will combine to change the way we play. So anyone that predicts the downfall of Xsyon because "with the current features, it will fail" has no clue what they are talking about.

Derek
02-25-2011, 07:18 AM
It has been said officially that secondary totems will be used to expand tribal land. Let's not forget after Prelude it will be possible to take these totems over by siege.

MrKrueak
02-25-2011, 07:45 AM
It has been said officially that secondary totems will be used to expand tribal land. Let's not forget after Prelude it will be possible to take these totems over by siege.

don't worry your post will not be understood as the pker's doesn't understand what the devs have said unlike everyone else.