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PVP in 7 days to die


NeferPitou

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I am neither a PVE or PVP "purist" - I just want to enjoy a realistic virtual world in the setting of 7D and a virtual world with friendly fire is a more realistic virtual world than one without. Also proper RP can't be done without the possibility of open world PVP imo.

 

Griefing/corpse camping/harassing are issues though, but issues which can be easily eliminated by proper land claiming and a simple karma/bounty system, call it how you want, which many old mmos successfully used in the past.

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The backlash would be all the players that won't find their particular playstyle available anymore leaving the game.

 

People say that but I have to ask is that really a deterrent? This game has no recurring costs (hence no recurring income for TFP) so once someone buys it the transaction is finished. You get what you want out of in and then set it aside like any other game (except you can change this game to be something new if you want). TFP doesn't make more money by keeping people playing. But make no mistake, the devs have a vision for this game and it will become as close to that as they can make it. And so far that goal and strategy has kept a whole lot of people playing and new people buying it.

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“PVE purists” have been burned time after time by developers abandoning them to follow the PVP MMO $$$$$$.

 

It’s actually refreshing to FINALLY have a game that is keeping PVP on the back burner so that it doesn’t overwhelm and kill off single player and cooperative balance and gameplay.

 

I get that the “PVP purists” aren’t used to being treated this way as they usually get what they want. For this title, however, they are just going to have to be patient and wait their turn. :)

 

Not that I think TFP is purposely sticking it to the PVPers at all. It’s just the natural result of the limitations of the game engine and voxel technology. This game will never be a Fortnight or PUBG or H1Z1 or DayZ or Rust type of experience the way it is built. There’s a reason none of those games are voxel.

 

I and 'we' are glad it isn't otherwise we wouldn't be playing.

 

Here's something... Ask a modder or go and make a mod specifically for PVP and Enjoy!!! Modding can do a lot even with this game!!! I think there's probably at least one... But I'm not sure since I don't play that way.

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A lot of players claim that it's possible to play open world PVP but often enough they play with others who follow server rules.

 

The creative freedom of a voxel game is what got a lot of players hooked but in a PVP environment this element can make things quite cancerous really fast.

 

I also maintain that any PVP "mode" would need it's own and much quicker progression setup. It's fun to specialise in something and be noticeably good at it. It's less fun to grind XP for weeks before you're on a remotely level playing field with everyone else.

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Agreed; when a new player logs they should have more or less and even playing field with the 100 day players. Hell, give them starting money, a safe spawn point, a custom trader to gear up and a teleport to a random 2nd start location. Done.

 

100 day players can still revel in their levels/skills/progressions/bs but new players aren't instantly dominated over and over again because they're whacking at rocks to build their first stone axe.

 

My PvP arena had random crates that you could break and get random gear in, which instantly respawned... if you stuck around that one spot long enough to hit a crate over and over then you deserved to get killed. It was hella Fun.

 

for demo
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A lot of players claim that it's possible to play open world PVP but often enough they play with others who follow server rules.

 

The creative freedom of a voxel game is what got a lot of players hooked but in a PVP environment this element can make things quite cancerous really fast.

 

I also maintain that any PVP "mode" would need it's own and much quicker progression setup. It's fun to specialise in something and be noticeably good at it. It's less fun to grind XP for weeks before you're on a remotely level playing field with everyone else.

 

True, they do become cancerous and when I play with friendly fire on I do not play on any random server. I do remember though playing Ultima online, the 4th coming or Lineage 2 which had open world pvp with death consequences, so I can't help but feel that open world pvp is a feature worth expanding with a similar punishment/karma system like these old games had in place.

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I run both a pvp and pve servers. I have rules for both servers. On my PvP I have a grace period after a player is raided, you're not allowed to camp a players bag after you kill them, no griefing in forms of harassment or leveling someones base. Depending on the severity its a perm ban on all my servers. First rule on my servers is don't be a phallus. I have a low to 0 tolerance for BS. I've had players come on and just type racial and homophobic slurs, banned. I've had one guy claiming he wasn't cheating, i got multiple emails from multiple different players about him. With the help of one of my admins and Botman, we caught the guy red handed and banned him. As long as the rules are enforced, PvP can be fun, challenging and not have to deal with trolls or phalluses.

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A server populated by a bunch of people who know what they're doing and abide by the basic rules of the game can be a wonderful pvp experience. You can't play pvp like you play pve, if you build an obvious base above ground near a point of interest you can't be surprised when it gets raided and looted. It's about outsmarting and outgunning your opponents in very outside-the-box ways. The base game works just fine for this purpose, though I wish the sound radii was increased closer to A11 levels where you could hear forges and guns and augers from much further away. It makes PvP more interesting.

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The problem is how many cheats there are the are relatively undetectable by servers at this time. I recently did an A16 PvP run against someone who clearly had the ability to track enemy locations and I quit then and there to wait for A17.

 

Before anyone asks I'm talking like, he found my base in the middle of nowhere far to the southeast, which isn't very unreasonable, but then a little bit later (like 30m later) I ran over a landmine and exchanged fire with him far to the west (like 2000m away) that he had clearly laid in the middle of nowhere because he knew I was coming along the road on my minibike before I arrived. He then beelined it (less than 10m later) to a new base I had just started UNDERGROUND in the middle of nowhere nearly 4000m northeast. We fought and I unloaded about 20 bullets point-blank with a 500 quality ak-47 and he didn't die. Just blatant cheating.

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As a general rule, non-consensual PvP and extensive building capabilities don't mix in games. The reason is very simple - if something takes two days to build and ten minutes to destroy, griefers will not let normal players enjoy the game.

 

The way your message reads, you don't even want to spend ten minutes.

 

This argument in general is void.

 

In the vast majority of cases players don't destroy what's taken you weeks to build they knock down doors to access the loot room. All you need to do is fix your base and learn from your mistakes by designing it better for the next raid. Yeah that might be a few days to a weeks worth of farming stuff but that's all part of the survival fun. For players who thirst for more than building creative mode or repetitive AI encounters there is a greater sense of purpose and danger in a PVP environment. Knowing full well that you are never safe is all part of the experience and so is coming up with an intelligent / strong design to keep out the raiders.

 

I think in general, PVP players also view bases very differently to the intense PVE players. Raiding is part of the experience and while it can be painful when it happens to you, it will inevitably happen. Suck it up and build from the ashes.

 

Many PVP servers don't even allow griefing.

 

I would definitely like to see some more raiding tools. As it stands the current raiding system is absolutely terrible. On some servers I had to sit for 10-15 minutes to auger a single steel block. Explosives, if balanced well is definitely one way of improving the experience. We could even have a type of rocket ammunition for breaching bases or lock picks / thermal scanners to access the doors.

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  • 1 month later...
well let talk about something here a lot of people don t see..... the fun in this game as a PVP player ( Player vs Player)

some people can say that the game never made for that and it s laggy and buggy and i do know that ...

that why i wanna see the devs to work in this kind of mod that been very popular in 7D2D

the Alpha 16 was the coolest update for PVP like camera alarms turrets traps i feel like it was made for PVP and i wish that ronald will the this post and ask the devs add a c4 that make a lot of damage for a claimed area like rust just for the sake of this mode it s not a hard thing to do and please guys the POIs distance was a really a disappointment for me i was hoping that you can see bases just like the normal POI that really rutted up my dream please add that

i liked the A17 new player movments it look so smoth and much better then the laggy crap that we had

i am sorry for my english trying hard to be clear

thanks

 

 

Raiding is supposed to be harder and take more time in this game because it takes more time to get everything. This isn't RUST. If you want to be quicker at raiding you need a high level auger, a lot of gas, and some people to help you to chip away.

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The problem with games like this, is you can never balance pvp properly in them. Stuff takes time to do, its not all instant like many other games. It takes MUCH less time to raid a base than it does to build it. Though for pvp I'd prefer it the other way, it takes little time to build in pvp mode but its much harder to raid. Maybe a pvp server ruleset later that drastically lowers build/melt times in forge/craft times and maybe lowers resources needed? Most pvper haves the patience of a goat... Aka none at all they want it NOW NOW NOW.

 

Then again I find pvp pointless in survival games like Ark survival evolved, 7 days to die etc, because it defeats the main purpose of the game which is you vs the environment. Adding bandits in 7 days to die eventually though will even things out a bit, I just hope they don't give them perfect aim like the current AI for them, if you try the darkness falls mod trader outposts are destroyable but the npc is immortal. However the outposts have guards stationed on them that fire at anything agressive.

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I find PVP a realistic addition to the PVE survival challenge. PVP /= griefing for starters. With the right server rules and claimed land mechanics griefing buildings can be eliminated while allowing players to raid. And with the right bounty/guilt/penatly mechanics that would counteract toxic behaviors such as harassing, corpse camping etc PVP can become enjoyable and RP-friendly.

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I would definitely like to see some more raiding tools. As it stands the current raiding system is absolutely terrible. On some servers I had to sit for 10-15 minutes to auger a single steel block. Explosives, if balanced well is definitely one way of improving the experience. We could even have a type of rocket ammunition for breaching bases or lock picks / thermal scanners to access the doors.

 

well its about land claim multiplier on server setting no need for raiding tools unless for high level player tools

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Then again I find pvp pointless in survival games like Ark survival evolved, 7 days to die etc, because it defeats the main purpose of the game which is you vs the environment.

Ah, but is it?

The focus of a server is rather dictated by it's rules, settings, and mods.

 

If you set up one where zombies are a mere nuisance - you have my sincerest blessings. =P

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