#Inconsitent enforcement of rules by CWL employees
1 messages · Page 3 of 1
currently, an empire must actively spawn pointless claims everythere in its reach to protect infrastructure
This, 100x times!!!!
there is no recourse against pointless claim-laying which blocks ressource gathering, pointless terraforming and walls for no other purpose than to ... make the terrain bad
Mhmm, I agree with the analysis a lot of the underhanded tactics is from a lack of other forms of conflict resolution
They also dropped the ball on the Cheese HMB bull crap too
also can we get bull crap removed from the auto-mod
It's true that players can already wall off their claims but it's cumbersome to do so. It requires players with build perms being online to move walls around, which naturally disentivizes claims from employing such tactics. My worry is that the easier it becomes to prevent claim access, the more players will do so. You have said yourself that public benches should be incentivized; this gives me the impression that claims are meant to play nice with each other. So I see the addition of features that make it easier to be uncooperative in the sandbox to be a step back from the current design paradigm
I get hit with an auto-mod every time I say it without the space
This is true
and likely what will occur
Just mass claim spam
it's super annyoing and unsatisfying
Yup. Your points are valid, which is why we haven't spent the time working on any black/whitelist feature so far. It's something that would have to be done very carefully
Voxel spoke of road claiming/security before which I LOVED. Reduce the amount of unnecessary claims to secure roads
Ok, but if I drop a claim on your road it's mine now
Claims are trivially inexpensive to drop
I'm not talking of protecting claims either... but to protect roads. They must be entirely withing pointless claims, or are prone to disruption
Depends on how road protection would be implemented.
Look at the claims spewn around "Bitbucht". Their ownly purpose is to wall-in the town and control where we build roads
I will own the roads
Roads need a separate system of their own; I believe a lot of peeps proposed some super unique ideas already so it's up to director / devs to implement them and test
They have no other purpose
It's a single player keeping the town constricted
7 claims around the town
Yeah, all the unique routes and ideas players have for road protection has been very fun to read and concept on ^-^
and there is no re-course against claims used to "fight"
If you haven't yet, I'd make a support ticket on that for the team to look into
and protect the road disruption
I have not.
This is also something we have been thinking about, but anything used to combat claims would need to be done with a SUPER delicate hand to avoid being used in a PvP or griefing manner. It's something we have some design ideas around but would need a lot of testing, and honestly probably some sort of PBE environment, before even considering implementation
I believe there should be a limit of claims per character. Or of owned tiles. Or costs per tile and character (instead of like now per claim)
what is PBE?
you'd just make alts
Used to be that way, but with the goal to eventually make this game free to play, anything that is a "limit of x per character" you just circumvent by making more characters
making alts is possible. But costs RL money right now
Maybe I'm stupid but I think the system is alright as it is here. They kinda nailed it without making it too complicated
It has room for improvement.
@lyric condor then I need a way to protect roads within an empire... IMHO without making them part of any claim
"Public Beta Environment", used for controlled testing of new features before implemented into the main servers.
Empire layer shouldn't really impact roads
If you opt your claim into the empire system it should just open you up to the whole shebang.
I think everything does 😄 I just hope you don't stray away too far from OG design. Either way it's all theoretical now and we can only see how things function in real world.
For example - lots of systems which worked early game have kind of caused a lot of emotions as game got into later stages which is interesting
This is a masterclass in game design
I see. What about introducing a 10th region which is guaranteed to be wiped in X weeks - and which has special rules (and maybe as incentive some special ressources, or higher ressource densities, yields or whatever)
Yeah, all are previous tests were 1-2 month long which never opened up the can of worms of what happens after.
that way such test could be integrated
Either way, it's super nice to see you active here Voxel. I hope the ideas active community member propose here are helpful enough to experiment further :3
Whichever way you chose to go it doesn't really matter, I'm sure all of us will still play as long as we "feel" the system is fair
Just needs accelerated rates/weight/cargo
People do 5,10,50x servers all the time for many survival titles
The problem is what if there are changes to the game client? You would need to swap to a different version of the game to enter that 10th region, restrict which items can / can't enter that region... and at that point why not just make a different server world for testing.
oh, when you rebalance the item transport stuff, please keep the war balance stuff in mind as to needing to transport capsules far away for claims that are spread out
bruh
am i wrong >.<
The thread has been super helpful for getting a better grasp of the actual problems at play. There's a lot of "hey X thing is a problem", but X thing is caused by there being problems with something else in the game.
its just cargo
You can only make capsules in the capital (i think)
That will be kept in mind, don't worry
For instance we obviously aren't happy with houses used as mass transportation of cargo, and we have made some changes, but we want to hold off on some bigger reworks to cost of moving houses with items until we have better transport logistics to make up for it.
Cat outta the bag already, T9 is a comin'
Like 2 more days or something, yeah
1d 9 hr or so now
- the guy who stayed up til 2 am crafting the t8 journals and research to hit the button
dedge
we're already house teleporting a few thousand cargo across a dozen or so houses we'll need for t9 stations. and i'm hauling a bunch of the stuff we'll need from cross-region now too.
if only i'd get retroactive sailing xp 🙃
