• Gibibit@lemmy.world
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    22 days ago

    Ah yes, solving design problems by asking players nicely.

    In a traditional MMO like World of Warcraft, it’s not like you build a base in the starter zone and leave it there for a week, because imagine how many bases would be stacking up. [But] that’s kind of how our game does work because you can end up with a lot of bases.

    I’m pretty sure most people dislike destroying their own stuff or alternatively, cleaning up. If you’re gonna let them have multiple bases instead of just one, what do you expect?

    Just speculating but: it sounds like they only tested this with small groups, and that worked. If that’s what you’re going for, you have to set up the game to play in small groups, not as an MMO… In hindsight they might wish they had put player bases in separate instances.

    • .Donuts@lemmy.world
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      22 days ago

      An MMO (that sadly got cancelled) introduced base decay in where, if you hadn’t been in your base for a week, it started breaking down. This way, the world cleaned up itself. Was a cool idea

      • Nighed@feddit.uk
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        22 days ago

        Makes sense in the dune world with all the sandstorms and worms too…

        • brsrklf@jlai.lu
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          22 days ago

          If someone builds a base on freaking sand instead of rock they deserve to be eaten by a worm.

      • dragon-donkey3374@sh.itjust.works
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        22 days ago

        Uuughh, isn’t this standard in most online games that have base building? Rust, Dayz and Scum has same mechanic built in very similar ways.

    • Tar_Alcaran@sh.itjust.works
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      22 days ago

      The system works fine in, say, Conan, or Ark, or whatever survival game because those are small groups. If you’ve got thousands in a server, it’s going to be a mess.

      Hell, even Ultima Online had the brains to keep player houses to specific areas. This is not a new problem.