War Camps
issueid=2673 03-28-2020 04:11 AM
Static
War Camps

I lightly touched this idea in a previous post but it would be awesome of there was some kind of "temp extremely small" tribe-like area where you could build and your bins are safe.

Raiding in this game is good fun. However being unable to transport your ill-gotten loot to your tribe across the map could be a problem.. a problem solved by exploits!

1) Call a guide, one offered to teleport a cart across the map for me, I declined since I felt this was game braking and would remove the meaning from my actions.

2) Death port, also something I understand cannot be exactly "fixed" in the short term, and I'm not suggesting perma death (with the amount of grinding that would be insane) however I'm trying to highlight that transporting large, heavy amount of materials over large distances is a huge hassle if this is seen as a superior choice.

3) Cart carry weight not reducing enough weight by cart type. For example, it seemingly feels like a 5 slot has just as much carry weight reduction of the items inside of it as a 20 slot.. correct me if I'm wrong on that... but if that is the case than you could very, very, easily go over your max weight limit by filling 20 slots, 10 or even 5. So aside of having more slots to load up for a immobile cart, the 5 is just as good for heavy weight. The point is that this is "really" not a fast way to move anywhere when your weight is effectively 99%.

4) Cart problem #2 is that due to the carry weight being so outlandishly high when you load it and being unable to move, players have developed a "skill" where they click on the cart, click use and than sprint as fast as they can before the carry weight catches up or loads on them, this means they would be able to "sprint with cart at low carry weight" for a sec or two before the carry weight catches up and your ultra slow again.. so during this sec or two where the carry weight hasnt added yet, but your attached to cart, you can freely sprint as if the cart is weightless.. so what players are doing is they are using cart, sprint till weight added, than c+c quickly to turn combat on and off remove cart from you, than you click cart again, click use again and sprint again, cart becomes wightless and you use way less stamina, travel faster over large distance with large weight.

5) Use a alt to drop a totem on the area, giving your alt protection and the ability to either death port it out, cart glitch it out, or create a sealed "farm room" for your main account to farm the materials within the new tribe area despite not being part of said tribe cuz its a alts tribe.

~You could argue these are all problematic and boardline expolits in how they are dealing with the problem, cuz the reality is they are the EFFECT of the problem.

The problem? Seems to be two basic ones that I can see here.

1) You have no ability to reliably transport over long distances. For example, if I wanted to buy say a bin of granite from a player, the only and exclusive way I would get that from one end of the map to the other would be a death port. What if i wanted 20 bins of tools? or worse, 20 bins of granite? I'd have to run back n forth between tribes 20 times in order to do 20 bins of anything regardless of weight.

2) Theres no real reliable way to setup some kind of "short term" Raid Camp or War Camp or "temp zone" in order to stay in a area and raid the materials of a tribe unless you use a alt account or leave your tribe to drop a totem. This heavily discourages the "dead tribe raiding post apocalyptic" vibe alot of combat/pvps expect when they first play. So lets say they find a tribe to raid, lots of materials, they are a solo player. Lets say they don't have carts yet (cuz alot of players cant get carts for a while) they now have the choice, does he make repeated death port raids to bring things back one bin at a time? This could be problematic if the location is extremely far or hard to get to without dying for the player, not everybody has time to go back to a spot if they die trying to get there. Or does he bail on his current tribe to try and take over this one? Lets say its someone with a built tribe already who doesn't wana give up their tribe, than what? Their only real option is to try and death port it out, or haul a cart in and glitch the cart out fully loaded. These are all really lame options.

So how do I see this working? Whats the solution here? I feel I shouldn't be bitching about something unless I have a decent solution to fix the problem.

Basically this would be:
~"war camp mini tribe" that is player binded, extremely small, possibly 12m wide total or 6m in each direction from totem.
~Temp, it should have some kind of upkeep cost (possibly money or other) in order for it to stay in the current spot its in, possibly have a base money cost to even create the war camp, that "consumed" money to create the war camp would than start the "timer" like our tribe totems skill buff. So over the course of a week if they don't pay their upkeep than the war tribe banner drops
~Increasing price every week, possibly doubled every week, it should become more and more costly to keep a war camp or outpost running with a large increasing spike in costs. To prevent abuse of this you could have a cooldown after the war camp expires before your able to lay another war camp, possibly a few days to a week. This is a temp camp, not a way to grief by camping outside of people forever.
~There should be no way to make it larger
~ People SHOULD be able to build in it. Large enough to fix the largest building object, so slightly larger than the 8x8 trussing/ruff/ect
~ Bins in YOUR name SHOULD be locked and unable to be raided for as long as you pay your upkeep
~ Bins in OTHER PEOPLES names (like a raided bin for example) should not have their protections honored and be open to be raided.
~ Carts in "war camps" should act as if they are outside of tribe zones on regular ground, meaning they will go abandon or claimablable without tribe protection, this should not be a safe place to leave your cart.
~ The "war camp" banner or totem like object or whatever needs to be immune to building object blocking, meaning you need to be able to shove objects into it so that you could say for example put flooring down without being stopped by your "totem" (why is this a thing for regular totems?) Its gona be a small area so you cant have this blocking it.
~The player or even player(s) part of the "war camp" should NOT be immune to damage, I repeat, unlike a regular tribe, you should be able to attack these players inside of their "war camp" and damage them as normal.
~ War camps should have the ability to make a infirmary so it can be used as a mobile spawn point or "check point" if someone dies.
~ If someone dies, odds are they are getting their cash raided at the very least, so paying the $5 upkeep cost when you have no money is not possible sometimes and may force you to take the long trip home. There needs to be some way to "pre load" the infirmary with money OR have each time you die take x amount off the pre-paid consumed money used to make the war camp, so the camp will expire sooner the more you die... this would be a cool mechanic since if your at war with someone and they kill you enough, your war camp would be gone and they would have "removed the threat from their lands" or alternatively you could denie someone the ability to capture resources from a inactive tribe.
~ Not effected by "totem time" keeping the war camp refreshed, the war camp only should expire normally even if someone has this, while their tribe should be the thing safe from totem time.

Very basic idea that could use fine tune'n but the idea is pretty sound.

Benefits that come to mind quickly is that people would be able to engage in pvp with someone halfway across the map instead of having to spend half a hour or more just to get back to the same area before trying to get their revenge.

Another benfit that comes to mind is if your raiding a tribe and you got all these materials, instead of being forced to try and transport them across the entire map, you could "bunker down and grind it out" and if you didn't pay your upkeep or abandond the war camp than the next person could come across this 8x8 or 4x4 room with some "treasure to raid"... or if it was active still they could stick around, listen to the walls and see if anyones in there crafting or near... everybody has to drink water sometime.. so this would give a great raiding aspect of the game where someone in theory couldn't stay in a box and grind forever without coming out for food or water.

At this point you could get into cool mechanics like being able to damage walls of war camps WITHOUT opening every tribe up to the same damage to walls on attacks. You could effectively have both, your tribes as a safe zone, but your war camps as destructable buildings, obviously I think it should take a outlandish amount of damage to brake down something like a mason wall, still a fair amount for pioneer walls or even log walls tbh, I dont think it should be a easy task to smack down a wall but I think if theres 3-5 of you it should be totally possible, I don't think it should be something feasible from one person however.

Another benefit is that f2p could be added at this point and while their items would be safe they wouldnt have the "large protected tribe lands" till they paid for the game. They would be able to place bins on the ground or make storage for themselves in their war camp, try the building aspect of the game, but most improtant be able to actually play since once you get enoguh items on you, your carry weight is so high you cant continue, you need somewhere ot put the stuff. A temp war camp would fix this issue with f2p players.

Another benefit is someone hunting in the deep woods, maybe he wouldn't want anything too fancy past a teepee and a fireplace, but animals are super super heavy so the only real way to do hunting atm is to either drop a bin somewhere safe where your fire is like on some rocks and use it as your "drop spot" for the heavier bones (risking getting the whole bin jacked), or you gind them out there (risking being attacked in the open), or you bring a cart alllll the way out there to keep it safe while you fill it with bones. With a war camp you would be able to setup effectively a stationary "cart" in the form of a teepee that you could than come back to and use as a drop point for your bones n hunts.

Things weigh alot. This weight effects your stamina so traveling with weight is out of the option currently.... so being able to make somewhere you could either hold yourself up in a shack, or create temp storage so you could continue to play n back back for it, would be huge and I think would be a neat mechanic if added, give players more things to raid and explore... cuz thats whats fun about pvp, finding dead tribes to raid and fighting over it.. but war camps would be more fun I think since the expire timer is only a week instead of over 3 months, so the rate of them expiring would be much higher, it would give more things to explore n raid instead of the game seeming so baron and dead.
Issue Details
Issue Number 2673
Issue Type Feature
Project Suggestions
Category Unknown
Status Acknowledged
Priority 1 - Highest
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 0
Votes against this feature 0
Assigned Users (none)
Tags (none)




05-16-2020 10:37 PM
Issue Changed by Xsyon
  • Status changed from Suggested to Acknowledged