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Multiplayer Hostile warning alert / safehouse switching unsafe


Nano

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Hello,

I did search about "fire" related to safehouse, but there are tons of words "fire" in tons of topica, so honestly, excuse me if its been suggested before.

So this idea is mainly for multiplayer game : how to prevent our safehouse being burned by some people who only look to kill your work/gameexperience and pleasure.

The idea In few words first:

-carpentry skill reviewed to allow players to be able to own safeplace of some maximum size. So that a new starting toon, cannot own a big warehouse

-safehouse delimited by its owner capentry skill (ex: 20x20 squares, or a house of a certain size existing ingame map) should be safe either the player is offline or online.

-by safe I mean, not burnable, not lootable

-hostile acting alarm: if a player wants for any reason he may have, burn your safe house, or attack you in your safehouse delimited territory, he must come close to it, click your flag and set hostile. And should be OnLY if you are online.

-Doing that, a timer starts before your safehouse can be burned, looted, and in which you can be killed by other players.

-no hostile acting possible in anyones safeplace while the place is in secure condition.

-link player as friend to your safehouse so he can resupply, eat, sleep, etc...

-zombies can still come and BONG their heads on your doors...

-if a safehouse that belong to some player is not visited by him for a given period RL, it will turn free

So if some players know that they have to go for a long period, will eventually, fill up their backpacks with all what they can carry and find anothers player safe house to link as friendly or simply hide in some other places.

Details:

-1- in any case you like or not this idea, the point 1 should be existing ingame as soon as possible!

Every single player that use a molotov or start any king of fire should be listed into a fire log file.

Name, IP, item used, time, coordinates

This will already slow down some peoples love to play with fire...

-2- Secondly, my idea: Linked to carpenters skill

Players should be only able to hold a safehouse of some size directly relative to their carpentry skill.

So making a safeplace into a whole warehouse wouldnt possible.

Why? That just to keep some realisme. How can a single person manage a super big house if hes not skilled?

Carpentry skill should also put some variable on the players builts objects. Erosion for a player poorly skilled should erode faster...

The carpentry skill modified that way, will make the idea of the "hostile alert" easier to manage. Well, i guess.

Once some player have marked their place, or claimed a house and its garden, it will become a safe place!

So that not anyone can just come and burn it just for fun.

Thiswill make people ingame to live closer and cooperate better. Not everyone will fear each other.

While a house is safe, players can come and visit, but not open and see boxes content.

Oh, see...this may open a new occupation: thief...? Giving to traps some more effectivness? Ok anyway...

Also, in general, in movies in such situation, groups of bad guys come in front of a shelter and claim it, or say "give us your women or we burn you all together" ... They dont just come and trow molotovs risking to destroy good stuff, or worste kill the women they'de like to rape? No? I'm wrong?

So, what single guy will do by himself. Come in front and throw the molotov for fun, and run? No...

Normally, if its intended to cooperate, our safe house will be populated by multiple person and some will be guarding while others will be hunting food or on trading route. What if your alone? ...or if everyone is offline?

Currently, whenever you ask "where are you?" The only answer you get is <silence>

People fear each other to act like bas*****

Thats it! Its late, so im sorry, it may be written bad and confusing, plus english is not my native language. But i think its clear enough to catch the idea

Thanks reading!

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Well, basing your safehouse size off your carpentry skill seems like a rather broken mechanic right from the start - with the upcoming skill/profession changes, there's already been a lot of debate over how OP primarily being a carpenter will/may be, and many reasons why people should try a little variety and not aim to be nothing but a carpenter.

This suggestion seems to swing waay to heavily in the other direction, and make high level carpentry an unbalanced 'accomplishment' with reward.

 

Also, making any form of player-built structure indestructable (or at least unburnable) would go against the PZ universe grain, in my opinion, and again defeats the downplaying of the carpentry skill some more.

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I think that with the coming changes on profession, it would exactly give some sense to add to the carpenter specialized player the be able to manage larger safehouses.

For example, as i play alone, I do not need while warehouse, or yards of territory to farm my little food in peace to be self suffisant. Now a bigger group, will need a bigger safe house...

Another thing, why do we need to have our farm plants secured behind walls? Does zombies eat vegetables? No we hide them to prevent others to steal them.

Currently, you can plant anything anywhere... So the same way, anybody should not be able to farm more than a certain number of farming spots. So farmer should have ability to farm more plant, taking more place in a safe place....

While someone not specialised into farm should only be able to farm to survive just the least.

It bring overall sense to male groups. The is some math to do add to this. Can we realy take one more person in our group with our farmer level 3?... At this moment, no body thinks about it...itis not really "realistic"

The safehouse will be destroyable, but not just because some passed nearby and throwed a bomb.

Turning a safehouse safe-unsafe will bring to the situation of have siege.

Lets consider some situation:

A large server of +30 slots

One group of 10 and another of 3

Both enter in conflict.... The group of 10 is logged off, the group of 3 take the opportunity to steal their stuff and fire their spot

Now the situation, but with the Safe mode for safe houses existing

Both group are logged in and play.

The group of 10 go to the others group safehouse

"They claim for food or they will attack"

Since the safe mode exist and since it is not possible to attack inside the safehouse while its safe, and since it is not possible for strangers to loot into the boxes, the group of 3 accept to give food and invit one of them to comme to pick it up"

Next time, the group of 3 guys might be 5 and tey to resist...

Some story is coming out here while it wouldnt be so possible without this option of safe condition for safe house.

Lets say, the 10 guys group were not so gentle, and decided to attack without any warnings...

Ok, they click on the hostile flag, and that safehouse will be attackable in the next 10 minutes....

Maybe the group of 3 guys had some allies, or at least can call some, or try.

Oh, dev's have added vehciles?? Some people from WS will come to help for some free beers and food! They have 10 minutes!

Anyway, even with reinforcement, everyone has been killed and the 10 guys burns out the safehouse

!!! Carpenter, you have to work again !!!

I only see positive things to that, imho.

Sorry typing on my small ad, not so easy

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Like another example

We can not sleep in multiplayers games

Currently, you can run all around the map, regardless it is night or day time, never sleep etc...

But when you are tired, you can click any chair, bed, and rest...

No good game mechanic...

A player should determine where he stay, therefore, where is his safehouse, and therefore, where he will rest de faster with the better healing resting condition.

So having a carpenter higher level, should allow to build more beds for each player. Giving sense to the idea above: being friendly to some safehouse...some sort of group making

That can be another profession than carpenter... Lets say hotel manager :-) lol i dont know.

The Cook! .... The Carpenter offers bigger safe house, the cook can feed more and so manage more beds...

Now it goes deep. But claiming a house as yours, and having this safe toggle on, would really be a must and will totally remake the pvp

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2 more things

The ability to define a resting place, the safehouse, will also bring a tag to the IA, offering multiple possibilities, because the IA will be able to know where you rest.

So dev can code a

-NPC vendor passage,

-a random encounter,

-random npc attacks

-alittle or bigger horde attacking randomly,

-spawn more accurately zombies

Otherwise, it is not possible as anyone can be anywhere...

Finally, i think that anyone playing solo, or solo in multiplayer, will play carpenter on next release. Cause actually, the difference on level beeing carpenter means you will craft strong wall, earlier. Which will make you save a lot of time, food and efforts in early game.

The carpenter should alway build the best walls, but the erosion should be different instead of the quality. That would bring more balance.

The more he levels, the less he have to repair etc... Which also give sense to the ability to build bigger places...

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