Last Oasis tackles zerging mitigation, performance, and private servers

    
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Last Oasis tackles zerging mitigation, performance, and private servers

The devs of survival sandbox Last Oasis are hard at work on the next update, which should be arriving later this week, but in the meantime they want players to know some of the things they’re focusing on both with this update and in future updates.

One of the first topics is the problem with exploits. With the majority of outright cheating issues are reportedly dealt with (after four-digits’ worth of account bans), exploits such as undermeshing or hiding inside large objects, abusing inventory protection, and hiding attack stances by crouching are now a major source of bad behavior and should all be addressed with the next patch. The devs are aware of performance problems with Last Oasis and those should be mitigated with the next patch as well, though they promise to keep an eye on the matter.

Some of the big features for Last Oasis like oases being burned by the sun and the opening of private servers are still not in-game, and there’s still no timeline on when these features will arrive. As these features are “heavily intertwined” and even contributed to the game’s rocky launch, they continue to be pushed back while the team’s engineers continue to work through the problem.

Finally, the post offers some word on the zerging problem and a proposed solution which incorporates oases with different clan size restrictions, which will allow players to travel between best suited tiles depending on their group size. This fix is currently in testing right now, with no ETA on when it will go live.

source: Steam

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Nim

Well, right now the only easy maps are “cradles” which you can’t go back to once you leave them. I wouldn’t really care if there were easy maps that with big safe zones for carebears to live in, except for the possibility of it being exploited by pvp groups which is always a problem when carebear protections are added to these games.

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Jeremy Barnes

oh, look another pvp game that is going to spend numerous patches mitigating the pvp so they end up with a pve game that was designed to be a pvp game, but no longer has pvp.

Maybe either accept that you’re making a pvp game and it’s going to be a niche title or make a game with less pvp to attract more players from the start instead of making the game and then being like, “Oh, let’s switch gears now.”

It’s not like it’s a big unknown that anything approaching FFA pvp is not a huge market.

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Nim

So if they can’t handle the mmo let them have their private servers. Neutering the game for a niche group in an already niche game is just stupid.

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Robert Mann

I agree, but if there wasn’t always a huge population surge looking to check it out without wanting the PvP side of things… it would likely be different. Sadly, developers and publishers haven’t recognized that market demand very well.

I agree that games that go full PvP should just recognize where and what they are, and plan well enough to handle the appropriate niche. I just also believe that the first good sandbox style game without the PvP will do quite well, provided they don’t make everything too easy to obtain (which PvP sandboxes tend to do, honestly).

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Ashfyn Ninegold

This a 1000 times.

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FailingToComply

Bear in mind the launch population has already halved, and is dropping like a rock. It’s become very obvious (once again), that the ‘PVP’ players don’t want a fair fight – and the moment they get ROFLstomped by a bigger clan, they’re rage-quitting and locusting on to the next game. We’ve seen it time and time again – the majority of those screaming ‘leave it full PVP’ just spend their time preying on others that they’re guaranteed to totally overpower in combat.

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Nim

You didn’t need to use 80+ words, just say what you mean: “I want this game to fail.”

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FailingToComply

Oh, I absolutely want this game to succeed… but they’ve not learned any lessons from previous sandboxes, and the result always ends up the same.