Fastidious_
u/Fastidious_
Anyone else buy this before they stopped sales? I've been playing it like a mad man the last few days. It does suffer from common survival games issues where death means little but other aspects of it are stellar. The game is mostly skill based around physics so it is a joy to just even move around with the grapple hook. The more I play the more I like it which is a very good sign. It has full PVP but cooperation seems more rewarding so griefing has been rare. My experience with it has mostly been exploring, gathering resources, ship building and diplomacy/trading.
'RimWorld': Contrarian, Ridiculous, and Impossible Game Design Methods
gdcvault.com/play/1024232/-RimWorld-Contraria...Unhappy with No Man's Sky, some players are escaping to this space game
pcgamer.com/no-mans-sky-alternative/I was playing at Raidnation ( http://7daystodie-servers.com/server/32007/ ) until the admin (Beatzkid) decided to start cheating by spawning himself in gear and flying around. It's a damn shame because he has a nice mod on it but I have zero tolerance when it comes to sketchy behavior by admins. Does anyone know any good PVP servers with active admins that don't cheat, or are have toxic attitudes? Bonus points for anti-griefing rules, anti-exploits (minibike chassis) etc.
All these survival games have terrible chaotic FFA PVP. PVP such as that is not conductive to good gameplay. Instead the PVP needs to be moved into a diplomacy system which is similar to games like EVE or EU4. Many options will still be possible but they need to be managed to be more fun. Making the game contain near invincible bases that take forever (metal) or letting 24/7 raids occur is not fun. Warfare should be an active engagement and involved by both tribes. Requiring hours to raid someone by using a macro to beat on a wall at four in the morning is not fun, don't let Ark go down this route!
Some ideas behind what I think a good a diplomacy system would be are:
- Negotiations
I was originally going to post this in r/reflex but then I realized it is an issue that is a problem in most ArenaFPS as of late.
Let us go back in time. It is 1997. For most Quake players at this time it was a heady experience. Most of us were blown away by the revolution of 3D graphics and online play. It was purely a new experience on many levels. Just figuring out this vast newest was more than enough to keep many interested for hours upon hours.
Back then we played with 40hz serial mice, dial up connections with terrible ping (150-300+), bad netcode (no unlagged movement or aim) and poor frame rates. Yet for most of us who were part of this era we would say this was the Golden A
One of the cool things in QW TDM is you can build up obscene amounts of ammo. For example QW backpack holds 100 rockets. That sounds like a lot compared to Reflex's limit of 30 but in a 4v4 TDM match 100 rockets can easily get used up in 5 minutes (matches last 20 minutes). The way such ammo accumulates is due to the backpack system. Players always drop all ammo they have, not just the weapon they were holding. As matches go on, over time ammo naturally tends to build up. Generally speaking players who can stay alive longest or get lots of kills will typically net the biggest backpacks of ammo. You also sometimes just luck into it by killing a player with a lot. However rockets don't
Can you play with more than 2 people in netplay?
