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  1. #1
    Quote Originally Posted by Foreseer View Post
    I apologize beforehand for not reading any post beyond the first page, however,
    I am personally hoping by terms of "Contested Totems" He means expansion territory.

    Say Tribe A: Through Hard labor and grievous pking in their "Evil" Faction earn enough points to gain an expansion totem.
    They then decide to place this totem not far out of their tribal territory therefore expanding it with a small node that players can create a small keep or fortress further expanding it by issuing their "Evil" Prestigious points toward it.

    Say Tribe B: Becomes aware of A's expansion and decide that they wish to vanquish evil and have enough resources and time to lay siege to A's Expansion. Being a "Good" Tribe they will therefore earn a decent sum of Prestige points and hopefully kill a few evil players to further gain their prestige toward their own "Expansion" territory.

    Now with this system it creates pvp economy that everyone can enjoy, and the prestige system can be further implemented into other uses.
    City Buffs, and ext.

    Sounds great until you think of how people will have "Safe" totems.
    Why would I use an expansion totem when I can use a safe totem and keep all the resources and be 100% protected and kill people if they come near it?

    They need to have SAFE starting areas DEV made that dont change. Players can then drop totems in these safe areas without worry of being taken over. However, the resources are very limited to basic goods (Trees, water, sand, limestone etc) this would serve as an area for people to learn to build up, also serve as areas for people that dont want to worry about losing their pixels to build and have no worries of PVP.

    Anywhere outside these safe starting areas, totems are at risk. You would need to either protect them by force, using money, making allies, or choose areas where people just dont want to take it. That is the only way I can see safe areas working in a game like this. Not doing this will cause exploiting for 1 side or another. I can already think of 100 ways to exploit this safe totem system, making combat totems all but worthless or only needed for random greifing.

  2. #2
    Quote Originally Posted by MrDDT View Post
    They need to have SAFE starting areas DEV made that dont change. Players can then drop totems in these safe areas without worry of being taken over. However, the resources are very limited to basic goods (Trees, water, sand, limestone etc) this would serve as an area for people to learn to build up, also serve as areas for people that dont want to worry about losing their pixels to build and have no worries of PVP.

    This is already what we have right now.

    The Prelude lands are less than 7% of the game world.

    We can currently drop safezone totems on less than 5% of the game world.

    To look at it another way...a max 80 person tribeland is less than 1 zone in area. This means if a person is part of a 80+ person tribe they are safe in .0625% of the overall world. Do you really mean to tell me that allowing people to be safe in a maximum of less than 1% of the overall world is to much? Really!?


    Only allow safezone totems on Prelude lands.
    Develope the rest of the world with resources, mobs, technology, magic and other content that can not and will not ever be found on Prelude lands.
    Disable the ability to suicide warp out of the "wildlands" with packs of goods so people have to actually travel to get the rare goods to their safe tribelands.
    Let the carebears stay safely in their 7% of the gameworld and the pvpers and risktakers can have fun and find profit in the 93% of the world that remains.

  3. #3
    Quote Originally Posted by ocoma View Post
    This is already what we have right now.

    The Prelude lands are less than 7% of the game world.

    We can currently drop safezone totems on less than 5% of the game world.

    To look at it another way...a max 80 person tribeland is less than 1 zone in area. This means if a person is part of a 80+ person tribe they are safe in .0625% of the overall world. Do you really mean to tell me that allowing people to be safe in a maximum of less than 1% of the overall world is to much? Really!?


    Only allow safezone totems on Prelude lands.
    Develope the rest of the world with resources, mobs, technology, magic and other content that can not and will not ever be found on Prelude lands.
    Disable the ability to suicide warp out of the "wildlands" with packs of goods so people have to actually travel to get the rare goods to their safe tribelands.
    Let the carebears stay safely in their 7% of the gameworld and the pvpers and risktakers can have fun and find profit in the 93% of the world that remains.


    You mean if they made it to where prelude lands were the only places for safe totems, and if they expanded the world to the whole map that will come over time. Yes, I agree if that were the case now then it wouldnt be that bad, but thats NOT what the plan is and that is NOT what we have now. So I dont know how you can say thats what we have now.

    My problem isnt so much safe areas, its the fact they can be anywhere anytime. Like I said leaving the safe areas to special spots the devs preset, would be great. But having them places on top of rare resources or anywhere someone feels like it, is a bad idea, which will be exploited greatly.

  4. #4
    Quote Originally Posted by ocoma View Post
    This is already what we have right now.

    The Prelude lands are less than 7% of the game world.

    We can currently drop safezone totems on less than 5% of the game world.

    To look at it another way...a max 80 person tribeland is less than 1 zone in area. This means if a person is part of a 80+ person tribe they are safe in .0625% of the overall world. Do you really mean to tell me that allowing people to be safe in a maximum of less than 1% of the overall world is to much? Really!?


    Only allow safezone totems on Prelude lands.
    Develope the rest of the world with resources, mobs, technology, magic and other content that can not and will not ever be found on Prelude lands.
    Disable the ability to suicide warp out of the "wildlands" with packs of goods so people have to actually travel to get the rare goods to their safe tribelands.
    Let the carebears stay safely in their 7% of the gameworld and the pvpers and risktakers can have fun and find profit in the 93% of the world that remains.
    The fact that the size of the safezone is so small is completely irrelavent. It's the fact that the safe zones can be dropped over resource nodes and anywhere on the game map that makes them completely broken.

  5. #5
    Quote Originally Posted by ocoma View Post
    Let the carebears stay safely in their 7% of the gameworld and the pvpers and risktakers can have fun and find profit in the 93% of the world that remains.
    Not anyone in his right mind would pay a subscription for a game where he can only have fun in the 7% of the land. Just saying.
    Split the map 50%-50%, thats fair game. Not any customer is superior to the other one.

  6. #6
    Quote Originally Posted by Jadzia View Post
    Not anyone in his right mind would pay a subscription for a game where he can only have fun in the 7% of the land. Just saying.
    Split the map 50%-50%, thats fair game. Not any customer is superior to the other one.
    yes because were going back to the argument that pve players have to be forced into pvp where as they still are unable to run away, join a tribe or go out with friends...

  7. #7
    Quote Originally Posted by Jadzia View Post
    Not anyone in his right mind would pay a subscription for a game where he can only have fun in the 7% of the land. Just saying.
    Split the map 50%-50%, thats fair game. Not any customer is superior to the other one.
    yes because were going back to the argument that pve players have to be forced into pvp where as they still are unable to run away, join a tribe or go out with friends...

  8. #8
    Quote Originally Posted by Jadzia View Post
    Not anyone in his right mind would pay a subscription for a game where he can only have fun in the 7% of the land. Just saying.
    Split the map 50%-50%, thats fair game. Not any customer is superior to the other one.

    You split it 50% 50% and you break it for all 100% of one type of player.

    It should be safe areas are for new players, limited by resources. There should be no safe areas outside of new areas. Why? Because that's how the game was meant, from the start.

    Some players also dont know whats best for their own type of play. If you a trader or crafter, these limited safe areas is a HUGE boon to you. While many people dont see why that would be. But it is. Just like in EVE. (I know you know EVE).

  9. #9
    Quote Originally Posted by Jadzia View Post
    Not anyone in his right mind would pay a subscription for a game where he can only have fun in the 7% of the land. Just saying.
    Split the map 50%-50%, thats fair game. Not any customer is superior to the other one.
    This is not about one customer being superior to another...it is about gameplay. Your crafting/building sim is not a viable model. If you want to live in complete safety, without risk, you are in a minority. Game features without a point is not a game. This game can be a monstrous success if it quits trying to acquiesce to a minority who want sim town.

    A rich and viable set of pve features are required to make this work. There is absolutly no denyng the fundemental necessity of this. However those features are components of a whole, and withou the other components that actually drive the worlds events, it is not a viable game. Hopefully the devs are coming to realize this and can adjust accordingly.

  10. #10
    Either my idea sucked so much no one wants to fix it or no one saw it at all... lol.

    Think of a mechanic guys and stop trying to change people's play styles.

    If the current thought process of the game worked, there would be more people playing.

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