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#Post#: 5080--------------------------------------------------
Rules surrounding Ground Zero
By: guest215 Date: May 26, 2015, 3:17 pm
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I have wanted to change this for a time, I do not like the north
0,0 or 0-10,0 area as being pve.
I believe there needs to be something more clear, and larger so
that we avoid mistakes etc.
A few considerations are making every connected biome around GZ
pvp, but PVE can raid them. after that, east and west we goto
0,0 line. normal rules then apply.
I could try laying down stop signs east and west (or some other
sign) for 5k outlining a danger zone that says you're entering
pvp territory. Issues is biomes don't line up evenly as I go...
I could use radiated earth to dictate... same issue.
This whole division complicates things immensely but basically a
10 block buffer is too fine a line. People build at 11 N, pvp
could build under that. What if he gets shot at 9,0? bleh.
Ideally I'd like to have ti so a swath east/west of GZ for a
distance was no man's land, but again the biomes don't connect.
Yes, this may make things "difficult' for PVE players, but only
because people seem to want to take a single player approach and
wonder why it seems harder in a multiplayer game.
I could make Ground zero much larger, but then you lose the POIs
in it, and the reason to go there, and we lose interaction.
The reason I don't go back to stop signs is because some people
do want peace of mind, but it will come with the caveat of less
loot as all the other PVE players cordon off loot areas.
Ideally, if I could make the GZ biome HUGE with the city at the
center, I would. So that it requires a biome journey to get to
the city. It isn't that simple, though.
#Post#: 5081--------------------------------------------------
Re: Rules surrounding Ground Zero
By: Alton Date: May 26, 2015, 4:30 pm
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Just an idea,
Why not make gz pve only and everything else pvp. Limit the
buildings people can take if you please. So no hardware or book
stores, for instance, but player built and other buildings are
fine but only one. No container destruction. Solo players can
travel however far they want and same for looting. The only prob
I see is loot will be hard to find in gz so make a unenforceable
rule of only take what you need and you have to travel for loot.
Having said all that I liked the stop sign rule as long as
people with a stop signed base should not raid.
#Post#: 5082--------------------------------------------------
Re: Rules surrounding Ground Zero
By: stardigan Date: May 26, 2015, 5:32 pm
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I don't think we need to change how it works at all for now. All
of these solutions seem needlessly complicated for a small
mistake that one person made. The only way I can see the current
system being improved upon is by making GZ the ONLY PvP biome
and the rest of the map PvE. This way you know exactly where to
look for it if you want it (and with it being a small area, you
won't have to look far).
#Post#: 5083--------------------------------------------------
Re: Rules surrounding Ground Zero
By: tiara Date: May 26, 2015, 5:44 pm
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I know you're trying to make things easier with this and with
the mods, etc., but I'm starting to have a hard time keeping up
with all the changes from day to day
The current system really does seem pretty good. It's easy to
remember and easy to check. We have an entire PvP biome at 0,0
and then the rest of the map divides along a single line
north/south. What is the problem with people being responsible
for their own location? It's fun to be in that desert that spans
the border. You really have to be aware of your location at all
times.
If people are building at ten yards across the line, they should
be aware that misfires and mistakes are going to happen. If
someone is ganked in the far north, it can be dealt with the
same way it is now (individually, with people coming forward to
apologize or make amends with wellness boosts, etc.)
Shifting the border one entire biome north of the 0,0 line won't
work, as people will be required to uncover the whole biome on
the map before they can tell what type of zone they're in.
I know I'm still new around here, but it seems that we have a
pretty small population on a really massive map. Making the PvP
area even bigger sounds like it'll be even harder to find the
handful that are interested in shooting each other.
#Post#: 5084--------------------------------------------------
Re: Rules surrounding Ground Zero
By: guest215 Date: May 26, 2015, 6:45 pm
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I don't see the current system changing. it just seems to make
more sense to me to make a larger buffer than a little line.
And my thoughts are not a knee-jerk reaction to one mistake one
person made. This whole 0,0 thing goes back a ways.
There have been multiple mistakes. I like to think ahead and
avert incidents before they arise, and remember here I am asking
for people's input, not announcing a change.
#Post#: 5085--------------------------------------------------
Re: Rules surrounding Ground Zero
By: SilensVentus Date: May 27, 2015, 7:51 am
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Greetings,
I voted ;Make the immediate connected biomes PVP where PVE can
raid, and a buffer zone dividing those after.
But after voting I don't think that covers what I thought. So
ignore my vote. None of the choices work for me (other than
leaving it alone, kinda)
So - I can concur that "10" seems to be too small a buffer zone
(but truth be told, people should be able to know where they are
and expect to possibly be killed if you plant yourself
10.00000000000000000000001. :o)
I think the biome BUFFER proposed is far too great. However,
since I agree 10 is far too small, why not something like
500/1000 out from 0,0 N/E/S/W if you want to forgo N/S (or keep
the simple N/S).
Then you have a nice small "square" and I am fairly certain the
biomes don't end in the small amount of distance outwards from
0,0. That should make it far enough away fron 0,0 and a larger
distance that people can be sure what zone they are in .
#Post#: 5092--------------------------------------------------
Re: Rules surrounding Ground Zero
By: guest215 Date: May 27, 2015, 3:06 pm
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I'm thinking the same SV, and it's darn near impossible to line
it all up due to the biomes not lining up.
I don't see it changing, I am experimenting with making GZ biome
larger so that people have to travel farther through a wasteland
to get to the city.
I am also trying to make the city itself larger, 6x6 or 9x9, but
the rwg and prefab spawns are tricky.
The best way is to probably leave it alone, unless there is a
way to build a border of radiated earth, or signs along the
latitude.
#Post#: 5122--------------------------------------------------
Re: Rules surrounding Ground Zero
By: guest243 Date: May 29, 2015, 10:22 am
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Problems with current system:
Hard to know if you're in PvE or PvP land
Problems with proposed systems:
Bigger buffer - same
Connected biomes - same
Have you considered making 0,0 Wasteland City, *plus* all
_blank_ biomes PVP?
For example, every single Burned biome is PvP. If you get
killed inside that biome, all is fair. Rivers become natural
buffers. This will also allow PvP in more places around the
World and more dangerous to cut across.
Just an idea.
#Post#: 5123--------------------------------------------------
Re: Rules surrounding Ground Zero
By: Madman Date: May 29, 2015, 10:27 am
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[quote author=andydahl link=topic=664.msg5122#msg5122
date=1432912977]
Problems with current system:
Hard to know if you're in PvE or PvP land
Problems with proposed systems:
Bigger buffer - same
Connected biomes - same
Have you considered making 0,0 Wasteland City, *plus* all
_blank_ biomes PVP?
For example, every single Burned biome is PvP. If you get
killed inside that biome, all is fair. Rivers become natural
buffers. This will also allow PvP in more places around the
World and more dangerous to cut across.
Just an idea.
[/quote]
That is NOT a terribly bad idea. I seem to remember something
almost exactly like that coming up in discussion a while back.
Not sure why we didn't pursue it. Probably just got lost amongst
the host of other issues we were dealing with at the time.
Thoughts h0tr0d?
#Post#: 5125--------------------------------------------------
Re: Rules surrounding Ground Zero
By: SilensVentus Date: May 29, 2015, 1:27 pm
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[quote author=andydahl link=topic=664.msg5122#msg5122
date=1432912977]
Problems with current system:
Hard to know if you're in PvE or PvP land
Problems with proposed systems:
Bigger buffer - same
Connected biomes - same
Have you considered making 0,0 Wasteland City, *plus* all
_blank_ biomes PVP?
For example, every single Burned biome is PvP. If you get
killed inside that biome, all is fair. Rivers become natural
buffers. This will also allow PvP in more places around the
World and more dangerous to cut across.
Just an idea.
[/quote]
While I am still not against a change to the current "method" of
identification - the bolded part above just does not make sense
to me (not singling you out Andydahl....several others have
mentioned the same).
Look, you spawn on a new map and you decide to PVP. You now live
south of 0,0. You decide to PVE, you now live North of 0,0. As a
PVPer you decide to take a trip. You already know you are in the
South and can be killed. Other than knowing when NOT to kill,
you can move around freely...unless moving directly North. IF
so, you check on your map to see when you are "near" North. Once
over, you don't kill any more. "But if I stop and look at my map
for that I could be shot while traveling the South!". Doubtful.
It takes under 3 seconds to check the map and see your coords
and close it. It takes far more time when you are checking
inventory, etc.
For the PVEers, I would say the VAST majority of us never
venture near South. And if we do, we are damn sure to keep an
eye on the coords with that split second check.....which of
course, we can take much more time, not that it is required.
All the above aside, I do like your suggestion of certain Biomes
for PVP. Not that I HAVE a concern, since I do not PVP, but
using the Burnt Forest and Wasteland as the specified
examples......don't those occur less often?? I travel well into
the 20000's and those two Biomes are "rare" in my travels.
Wouldn't want to see the PVPers limit their playground.
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