Slamzbootspike wrote:2) Bark boxes and bedrolls to bypass defenses is dumb. I do think walls should be something you should be able to get over but we should at least make people use "real" items -- things that require boards, rope and nails. It would be nice if anyone in this game ever actually felt like attacking a gate was a reasonable option instead of making it so cheap and easy to bypass defenses. I would remove collision from barkboxes and bedrolls.
Dragul_Mongol wrote:I believe the biggest issue is what you outlined...Bark Boxing and Bedrolls...this has to be the laziest game mechanic and frustrating for many, why the devs continue to keep this ingame is beyond the majority (just guessing as I see many negative posts about this mechanic). This issue extends beyond Outposts as well.
Because when they decided to remove "Barkboxing and Boosting" back in December they completely killed roaming and raiding, leading to a very big part of the PvP community to instantly leave the game just for that minor change or to keep playing during JH only (the only time where you could still climb over walls).
Removing a feature which brings content (especially if used for a quite some time already) without having something ready to replace it is always a bad idea, especially given the fact that the game has very scarce content.
They can't easily remove collision from those 2 objects or they would have already done it. They can't even remove them from the game since those 2 items are essential in the early game.
The majority of the PvP community is fine with the mechanic or is fine with it until we get proper items such as ladders and ropes to climb walls. They did actually implement "siege stairs" but if "realism" is what you're looking for and feel like bark boxes and bed rolls break your "immersion" well siege stairs would do the same since their placement looks unreal aswell.
Anyways about "bypassing gates", if you have a proper well terraformed base it should be very hard to climb on walls, and if you add castle walls to the mix well then it gets so hard that it would be possible only if there was literally noone defending it.
It all goes back on how you build.
Slamzbootspike wrote:If we couldn't destroy them by clicking on them, it might lead to more fights, which I think is the whole point.
I agree that the destroy command is lame and shouldn't be possible for outposts and i share your point.
The
main problem I see with
outposts at the moment is the horrible way they're
exploited in Epleland since you
can't capture or destroy them there because there is no JH.
Many guilds from other servers literally have full outpost production in Epleland and they simply transfer materials to their "main" server without any option of interruption, continuous free production which can't be interrupted in any way, exploit at the finest, which not only damages the already weak and non-working game economy but potential trading aswell.
That's why I think it's very important to remove outposts from Epleland, yet again we have an example of massive layers of protection leading to massive exploits aswell.
They also have no place in that server since they serve as player made hotspots, and what makes them so is the option to capture or destroy them, an option which is disabled in Epleland. Either add that option or remove them from there.
Bobik wrote:5. Player-made hotspots solution is already almost implemented and will be presented in the "May" patch. It differs from your idea, but I hope it will work even better than yours
You can see Bobik referring to them as "Player-made hotspots" here, taken form another Thread.
Also if Epleland is to be kept for the future in the dev's plan, that world should be a "standalone" server, without the option of interacting and trading with other ones simply because of the overprotective game mechanics that are present in there, which lead to easy exploits that can't be easily fixed.
Anyways sticking to outposts in short words these are some suggestions I can quickly think about:
-Making a daily window (2-6 hours) in which outposts can be captured (not destroyed, that would boost the hotspot aspect and bring easy content aswell)
-Buffing outpost resistence
-Limiting outpost number (less outposts around means they should be more valuable,boosting the hotspot aspect even more, especially red world only outposts) to one per T3 claim and one per type for T4 claims.