Combat Medic Archive
Thread: Disease = Greifing?
Note that in the places far from cities (battlefields) devs made it so that people can't rejoin battle at all.
Michael, i'll be happy with this, if you can explain me 2 things:
1.) in a game of one shot kills, where do you take the minute or 2 it takes to apply diseases and let them work fully?
2.) in a game of one shot kills, who cares if he has 800 wounds in all stats, if he can just run out of the cloning centre and kill the guy that DB'ed him?
you see, there are 4 issues in those 2 questions, let's see if you're answer covers them..
I've seen the diseaseability that combat medic's get described as a tool of griefers.Greifing or greif killing as I've understood it is repeatitavly killing the same person over and over so as to ruin their gameplay. Or to kill someone so as they have no oppontunity to fight back.
Now the little that I've experienced PvP in this game it seems to me that causing massive wounds with disease or other ability is a valid way to even the playing field and win a battle. You can effectively take an opponent out of action instead of having them respawn at the cloning center and rejoin the fight immediatly.
Do you consider wounding to be a form of greifing a player? How does this compareor how is it differentthan chaining knowdown or one shot kills? I'm not a combat medic yet and I haven't had a lot of PvP experience in this game yet so I'm looking for opinions and some good discussion.
Also, maybe someone could describe the exact effects of the disease ability. How much wound damage does it cause and over what time frame?
Thanks
All this does is prevent a player from getting immediately back into the fight or making the respawned player less effective in a fight.
The devs posted on the beta forums that this was a valid and useful tactic and not a griefing method as some have stated. If it was griefing then all cloning facilities would be labeled as griefers because you get worse wounds from them if you elect not to clone.
I do however think that disease isbusted, 50% of our offensive combat medic power is PvP only. No other profession gears 50% of thier offensive skills toward PvP only.
You missed the idea of what griefing is by about a million miles.
If you're chain killing the same person that's not griefing them in SWG. If you're standing over an incapped player and keep incapping them without killing them that's griefing.
You cannot chain kill a person in SWG. The player who goes to the cloning facility becomes covert, you cannot attack them unless they assist someone to regain their temporary enemy flag. That is 100% their choice. If you kill them again it's not griefing, they fully accepted that it might happen. Also no one chain gets killed and runs back out to fight. They have mortal wounds that lowers their effectiveness a lot. Unless it's a large scale fight there is no chance a player is going to have time to clone, get wounds fixed and rejoin the fight.
Thus, you using a disease to kill someone will only knock them down once.The same diseasewon't chain incap them. If you were to keep applying disease to keep them incapped every time they stood then that is griefing.
I don't consider it griefing - though I have been called a griefer for diseasing someone to oblivion - I consider it a tactic that presents "real" consequenses to people that attack me and the groups that I run with. If you attack me, I'm certainly not going to simply DB people after incap so they can run out and try to shoot at me again, I'm going to make sure they spend 30 mins in the cantina/medcenter too.
I thought the whole purpose of PvP was having people attack you and having people to attack
why would u wanna take people out of the game?
that would be like trying to xp by constantly taking out the mob and forcing the mob spawn rate down to 30 mins
fact is its good when people come back to PvP. We want people to come back and pvp...
granted the tef on ur deathblower is crap, but still you want people to fight in PvP...
no one to kill if everyone is sitting in the med center...now think about how fast combat is right now, you saying that u want it to be that easy to kill someone and make it that long for them to come back?
trust me it will get you pretty sick of pvp really fast...
try fighting a BH with flameshot...all he does it hit u with one shot that does 350 damage and 80 wounds every 15s over 2 mins...i had to then reclone whip out my droid waste about 1.5 mins just to heal my 500+health wounds and then go back to the fighing...
causing wounds while powerful is a tool many people i know including myself dont use because its just not nice to other players. Killing them is one thing...forcing them to sit in the med center for 10 mins is another
Elenora,
I guess everyone hasdifferent reasons for PvP. Some of us enjoy going into a city and purging it of the imperial murderers then moving on. If I wanted to sit in a place and watch people spawn quake style over and over for hours I could just to play quake. To me it is fun walking in killing all the opposing forces and leaving. Thats more realistic to me.
Making someone go to the med center is not always abadthing either. I have been on the receiving end of a rare butt whoopin the imperials dished out in Moenia. When everything was said and over with we all sat around the med center talking about the big fight and some TIO guys actually joined us while they healed up. The fight lasted maybe 20 minutes but we sat in the med center for 35 minutes telling war stories and having a good time.
Having 1 shot pvp fights then sitting around in the Med Center telling "war stories" about the 1 shot kills does not make a game fun.
And if I want realism in my fighting Ill join the army.
Elenora hit it right on the head. Read carefully her point.
Not everyone is hardcore pvp. Some just want to try it out. If people get killed without even being able to fight back, or have an opportunity to figure out why they are getting their arse kicked, then having 10 minutes or more of downtime is going to drive a lot of people away from pvp.
Thats not good.
Being able to clear a town using cheesy tactics is only going to leave the hardest of the hardcore pvpers to play which cuts down on the amount of people pvping which in turn means less targets to fight.
The point of pvp is to fight. Cheap game flaws that decrease pvp enjoyment and the number of people engaging in pvp=a need to be fixed OR a small dedicated group of pvpers that are willing to overlook broken game mechanics in order to have a pvp experience in the SWG universe. The latter means a short life span as these hardcore peeps lose interest and move onto pvp games that provide more targets and fun.
Alfonse_ wrote:
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Also, maybe someone could describe the exact effects of the disease ability. How much wound damage does it cause and over what time frame?
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I had my first encounter with disease on Endor today. One of those little imps that looks like a burnt halfling diseased me, and within a couple minutes i had 1049 action wound (only 1 point left). I killed the imp and quit, because the prospect of healing myself 15 points at a time was just too disheartening
Now to answer your question:
> 1.) in a game of one shot kills, where do you take the minute or 2 it takes to apply diseases and let them work fully?
One-on-One : never.
10 on 10 : there is plenty of time.
> 2.) in a game of one shot kills, who cares if he has 800 wounds in all stats, if he can just run out of the cloning centre and kill the guy that DB'ed him?
Again it's true for one-on-one, but not group-on-group.
If you have 800 wound - you will die if someone looks at your cross-eyed, rifleman needs 8 sec to one-shot, but if you have 100 health - why bother ? etc...
And if you got killed and you came back to kill someone just to be killed again you will loose more FPs then you gain (-14 +22 -14 ) and you will be on th eloosing side then.
That's why in all GOOD group fights that I have seen people heal wounds before coming out so they are not easy targets, otherwise things like 3 imps holding Anchorhead for 5 hours racking up thousands of FPs happen, and then people complain that we get ST armor from exploits
I guess not everyone will be happy with whatever system they design. Some people want quake style respawn instantly with no penalty while others like putting someone out of the fight for a short period and making them not want to get killed again.
I like each death to have a meaning to it and not let people just spawn back in like nothing happened, but thats just me ![]()