Development Cycle Archive

Thread: IT 7-17b: GCW Changes Summary

Thunderheart
Wed Mar 10, 2004 11:06 am
#1


Since we had two threads and some of the details were being missed, I’ve combined the threads for ease of review and posting:fficeffice" />



Adding repetitive defenses: After the first defense/turret is attacked and destroyed no new defenses can be added to the base for 1 hour during the vulnerability period.



Enemies cannot enter HQs until all turrets are destroyed: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ. This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.



Fixed maintenance on HQs: Maintenance will function correctly on Faction HQ’s



Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.



Status Effect Changes: The ability to effect the status of inanimate objects has been removed. Players will no longer be able to effect AT-STs, player vehicles, droids and turrets by the special effects of Stun, Dizzy, Blind, Warcry and wookiee roar. Additionally, biological DoT’s (poison and disease) will no longer effect vehicles, droids or turrets and finally, AT-ST’s and players vehicles will be immune to all posture changes.



Turret Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target. Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.



Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, “Reset Vulnerability”. In other words, the moment you click the “button” is the time the vulnerability time is set at.



Zero HP Turrets: Turrets attached to Factional Headquarters had a chance that when they reached zero, they would remain in the world and continue to attack players. Turrets at 0/0 will now deactivate and be removed from the world.




Comments in the previous threads may be found here:




IT 7-11: GCW Changes



IT 7-17: Additional GCW Changes






Kurt "Thunderheart" Stangl
Community Relations Manager
Martinb4
Wed Mar 10, 2004 11:10 am
#2

Nice, thanks




Col- Forbin ~ Master Sharpshooter since Nov 03 ~
Krayvex
Wed Mar 10, 2004 11:14 am
#3

(moved from the other thread)


Those look like really good changes.


One other idea would be to make turrets tougher. Especially large ones. I was able to wreck a small block turret with just pixie and some food. No doc buffs at all. Although I like to think I'm a badass commando, I shouldn't have been able to do this. Atleast I don't think I should have. You shouldn't be able to solo any turrets, much less w/o buffs.




Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



Mackle
Wed Mar 10, 2004 11:15 am
#4

This is a nice step in the right direction, but bases are still too easy to take down. If they are made even tougher, people will start placing them again. As it is right now, most bases on Wanderhome don't last more than a day or two after being placed.





_________________________________________________________________

Gabok Aikido, Unconventional Businessman v Master Smuggler - Nabubu City, Naboo
"Hokey patches and broken promises are no match for a trusty Smuggler Revamp at your side, kid."




Khragon
Wed Mar 10, 2004 11:16 am
#5

WOOT!!! Much better explanation
DECarbineer
Wed Mar 10, 2004 11:33 am
#6

What about making the reset of the timer harder too. A buffed melee can easily run in and rest it.



Ifrin the former mon cal rifleman now most fishy jedi on the server
erikAceman
Wed Mar 10, 2004 11:38 am
#7

HOLY SHIET GREAT JOB WOW!!!!



-Imperial Col Er'ik Striker-
-Guild Leader IEBO-
-Imperial from launch-
-http://www.iebo.net-

Rogue1970
Wed Mar 10, 2004 11:43 am
#8


--------------------------------------------------------------------------------
Thunderheart wrote:


Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, “Reset Vulnerability”. In other words, the moment you click the “button” is the time the vulnerability time is set at.


--------------------------------------------------------------------------------


What is to stop all of us from setting the vulnarability time to 3:59 AM PST so we can be relatively safe during the daily resets?


Could you add a check to this vulnarabilityreset function where it is unusable between 2-6AM PST?


The changes are great btw, but making bases impossible to destroy would be too much of a change. It would best to not provide a way to exploit it beforehand.





YEZ & GNOINTREPID
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S_Thark
Wed Mar 10, 2004 11:47 am
#9

Oh my... there is a god. Did not expect him to be names "Thunderheart", though.


Dr Sirrek Thark



____________________________
Dr Sirrek Thark · Imperial Colonel · Head of Honor-Squad Praetoria (also in JTL Beta)
Tido Thark · Imperial 1st Lieutenant · 6.1% Force Sensitive
Codi Ita · Master Image Designer · Master Musician · Dancer (marvelous Twi'lek)
Codi' Ita · Master Tailor · Master Merchant (yes I got bored)


JediKozel
Wed Mar 10, 2004 11:49 am
#10




Not a flame, but sort of a heads up post.


From my experience, the target lock bug is rare. A lot more often the turret:



will not fire at all, even when ALL targets are within range


will not engage creature or faction pets


cannot be engaged by faction or creature pets


will not fire at targets that are at a range of 0 m


will fire super shots (I once saw a turret take out healthy ATST with 2-3 shots)


can be damaged behind walls/ceilings (I haven't confirmed that one yet)



Again, I am not flaming. All these fixes are nice. In particular, no enty until turrets gone - that one is awesome! The purpose for my post is to bring Dev's attention to other Turret bugs. To those of us who play on unofficial French/German/European servers, the turrets are the paramount GCW issue - when, for example, american community goes to sleep, european community loggs in. Thus, turrets are major part of base defenses for both communities.





Mokael Openg
Mayor by Day, Fixer by Night, Gunfighter by Need
"Face it, if crime did not pay, there would be very few criminals."
Laughton Lewis Burdock
(from Shadows of The Empire by S. Perry)
Lotussutol
Wed Mar 10, 2004 11:55 am
#11

How about THESE GCW bugs...are they getting fixed???


A LOT of people are still taking decay in PVP. I have died five times in PVP and have taken PVP decay EVERY TIME!
Each time I die in PVP my items become uninsured.
Each time I die in PVP with buffs I lose the buffs but I still show in the buff window as being buffed.


there are rumors that sniper DB cause decay...I have died to sniper and non sniper and have taken decay.
there are rumors of if you sit as a corpse too long you take decay...this may be true..I don't know. I do know I was looking for a rez each time and gave up and cloned and took decay.
Saarkai
Wed Mar 10, 2004 11:56 am
#12






Mackle wrote:

This is a nice step in the right direction, but bases are still too easy to take down. If they are made even tougher, people will start placing them again. As it is right now, most bases on Wanderhome don't last more than a day or two after being placed.






Careful, you don't want to make bases too difficult to take down. I say lets see how this plays out.



Saarkai - Rebel Ace Pilot - Flurry
BountyMaster27
Wed Mar 10, 2004 12:12 pm
#13

Very nice TH. There might be hope afterall. Thanks.


ballbreaker





I Quote: "You will likely not see many (if any) Jedi in game for a long time (likely months). We're not kidding. Jedi are rare in this time period (between A New Hope and The Empire Strikes Back). Becoming a Jedi and surviving as a Jedi is very very very very difficult (and rewarding) in Star Wars Galaxies: An Empire Divided."
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