A slight HP increase would fix the kain imo.

2

(41 replies, posted in Feature discussion and requests)

Walls are a complete joke. I am genuinely amazed that the developers have persisted with making them so overpowered.

One of the worst pieces of game design I have seen in a couple of decades of gaming.

3

(65 replies, posted in General discussion)

My apologies for any misleading communication from StateCorp members. Roburky is very polite when dealing with people, but the truth is our policy has always been to shoot robots on beta. We want to PvP, and have no plan to make alliances.

The fact that you can wall people up at all means walls are broken. Bring in defence turrets, tar-fields that slow robots, ANYTHING BUT WALLS.

Arga wrote:

@zwiss

Check the KB, there's plenty of PVP happening, the good type with Pew-Pew and not Run-Pew.

It'd be great if the killboard was a totally accurate picture of what is happening, but of course it is not.  I am talking about what actually happens when you take a squad out pvping, which I've done most nights since walls were introduced. Walls have made it less interesting and much slower for PvPers - and that's not a good thing for people who pay their subscription to get an open pvp game.

Walls essentially reduce the risk of getting killed on beta - and where is the fun in that? The entertainment value in this game is *taking risks*. If you want to just grind up money and make stuff, why not stick to alpha?

Annihilator wrote:

zwiss - they either wall up the island, or shoot you down at the teleporter

which one do you prefer? walls can be broken...

I *wish* people would shoot me at the teleporter. Most of the time they are sat in their outposts...

Arga wrote:

Small gank squad PVP has lessened, not to 0, but combat vs combat PVP around Outposts has increased. Resulting in overall more stuff blowing up. The point of contention is that those players that lived for the run and gun PVP are getting less action, while mechs and heavies are being used more.

This statement is baffling. I see no evidence that this is true, at all. All walls have done is make it harder to get anywhere near outposts. They're a ludicrous brake on PvP, which is the only thing - as M already pointed out - which provides a motor for the player-driven economy the developers have built.

I'm definitely not objecting to player-built structures, but the current implementation of walls is spammy and game-breaky. It's simply not well executed, and definitely hampering all PvP, not just gank skirmish stuff.

I'm all for finding a way to protect miners and so on, but right now people can wall up entire islands. It's too much.

A step in the right direction, but I think a month decay time is going to do little to stop the clutter that is going on. The issue is that they are too cheap to build or too expensive to destroy. Changing either of those would balance walls imo.

Having roamed around beta islands today, I basically cannot get anywhere without a sequer full of bombs. I've breached a bunch of them, but roaming is costing like 2.5m NIC / 10km. It's pretty funny, but it's very broken.

It's only getting worse. Please fix!

I've not been around this game for long, but I had been enjoying roaming around with a gang of newbies until walls appeared.

Suddenly what was quite a dynamic PvP game is being locked down. It's already hugely weighted towards veterans - which I am fine with, but do think could be differently scaled - but to make the beta islands even less accessible to newbies is absurd. I get that people want to protect their assets, but at the same time reducing risk for players ALSO reduces excitement in playing. I'd rather people actively defend their territory rather than passively walling it up. If the population of this game is to grow then making traffic around the more interesting beta zones MORE difficult not the way to go.

I raised this in general chat and got "use bombs" as an answer, but frankly the logistics of getting a gang of new players together is hard enough without also having to find away to move bombs about.

I get the idea - user made structures are a superb idea overall - but the implementation here is way off. Hell, it's flawed against even basic game mechanics: right now I could log off in the field, have walls built around me while I am offline, and then log back into be trapped.

V poor. Rethink please.