Development Cycle Archive

Thread: Minefield Feedback

Thunderheart
Wed Jun 02, 2004 11:13 am
#1





Withthe morning hotfix of ffice:smarttags" />Wednesday, June 2, 2004, we included an upgrade for minefields. This upgrade will make minefields much more active and dangerous. With the improved functionality of minefields, we will be limiting the use of these weapons to factional bases. All Covert and Overt rules will still apply. fficeffice" />



All existing mines and minefields will be deleted so that all new minefields that are placed will be effected by the new faction base rule.




· Players should no longer be able to clone at facilities in cities from which they have been citybanned.


· Minefields will again blow up when you walk on them.


· Minefields can now only be attached to factional HQs.


· Mines must be removed from a factory crate before they can be donated to a minefield.




* Do you see an improved performance?


*Are /citybanned playersforbidden from cloning centers in which they do not have access?


* Can you place minefields only near Faction Bases?


Thanks!


Message Edited by Thunderheart on 06-02-2004 03:15 PM



Kurt "Thunderheart" Stangl
Community Relations Manager
Ewach
Wed Jun 02, 2004 11:19 am
#2

Another question:


* Are you going to "refund" the faction points to the owners of minefields that were deleted?



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Aerius
Wed Jun 02, 2004 11:33 am
#3

Any comment on why this was hotfixed?


Mines have been broken for months now, and minefields have been ineffective for just as long. Is there any reason to be hotfixing this relatively minor aspect of the gamewhen there are so many other broken systems?


This isn't really a complaint, just trying to keep faith in the devs having some sort of logical priority system.






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Chianti
Wed Jun 02, 2004 11:34 am
#4

This hotfix confuses me.


Was the damage output of the actualy mines increased with this patch? I never saw minefields as the issue. I saw the fact that a full 20 mines would cause no damage to an attacker as the issue. With buffs, they would simply regen the damage before another mine hit.


Cloudgatherer
Wed Jun 02, 2004 11:43 am
#5

Why was this fixed?

I think the bugged turrets could have benefited from dev attention more than minefields, but whatever.




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Suba
Wed Jun 02, 2004 11:51 am
#6

Couple Questions for you TH


1. Was Damage quadrupled or anything to make mines effective? As it stands a buffed man in armor can walk over a minefield with 100 mines til the minefield is empty and not die or really be that badly hurt


2. On the issue of them now exploding when walked over. Can you clarify this? the mine fields have always made bright flashes etc when they were walked iover and have always injured the person walking over them by 1 damage and given them a tef.





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LeBob
Wed Jun 02, 2004 11:53 am
#7




Are /citybanned playersforbidden from cloning centers in which they do not have access?




sort of......... I /citybanned a guy and got him to try to store his clone data... he did so succesfully....... then I DBed him.... he told me, while corpsed, that the option to clone at our facility was not selectable.... so he then cloned at the other nearest location.... he then came back to our city and I /citypardoned him and DBed him again... he could then select our cloning center and he succesfully cloned there...

this is well within the scope of functionality

now if we can just get in-bound shuttle port rides for city banned folk fixed


curious along with the others as to why this and the mine issue was hotfixed though



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palladiumleader
Wed Jun 02, 2004 11:57 am
#8


Not allowing people to clone in a city they've been banned from is only a minor fix for city security. If you really want to make /cityban meaningful, you also have to prevent banned players from shuttling into the city.



Imho Teppa
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Squidwalker
Wed Jun 02, 2004 1:01 pm
#9

OH yea TH answer me this.


Why was this hotfixed? and how was it broken I got blown up by minefields just last night. Maybe ppl weren't when on speeders, but that's like the limits of the game and timing.


And why was this hotfixed instead of a publish, when they won't hotfix the fact that we can't throw traps unless they are in main inventory? I'll admit that the trap thing is not a game stopper, but neither is minefields. Bases and turrets, and covert/overt status are game stoppers for GCW. So why were these hotfixed and not our traps?





Teranus Blan'Fyl
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RazaelDemron
Wed Jun 02, 2004 1:05 pm
#10

I really like it. We've had people exploiting and abusing minefields on Bria for too long. We've had a field of several thousand minefields created just by rerolling characters since they never got deleted and don't require maintenance. If these minefields are deleted as soon as server down (as they are emptied) then this brings back some beauty to our desecrated Naboo. And we've also had an issue with guilds taking advantage of other people's open cities and using minefields to eliminate build space, another practice that will be ending with this hotfix.



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craftr
Wed Jun 02, 2004 1:39 pm
#11






RazaelDemron wrote:

And we've also had an issue with guilds taking advantage of other people's open cities and using minefields to eliminate build space, another practice that will be ending with this hotfix.






I can attest to that. Excellent job Devs, we now have our city back.
Stark-Fuji
Wed Jun 02, 2004 1:51 pm
#12

yes can i get 2 minefield factions points back i used to get 2 minefields only to be deleted from the hotfix? i know its small in comparison but its worth it to me.



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Dustin_Asche
Wed Jun 02, 2004 1:51 pm
#13

I am dissappointed with this so-called "fix." I'm glad that the performance of minefields was improved (previously, they only detonated sporadically, didn't detonate for vehicles or mounts, usedthe entire 5 charges of a single mine for one detonation, didn't cause considerable damage without overlapping the minefields, had problems with weaponsmiths attempting to disarm them, etc.) but are the restrictions really necessary? I think that a perimiter of minefields is a perfectly reasonable defense. It's not like it doesn't cost the owners a ton of lots (a full perimiter for a large base would use all the lots for about 5-6 characters), and keeping them stocked is expensive.


Ialso think that deleting all the existing minefields is going to really piss some people off. That's a ton of faction points and a great expense for the mines contained within to just delete them all without warning. And I am like many others confused as to why this is a hotfix. Shouldn't something like this have been mentioned to the player base for feedback <i>before</i> implimenting it in a patch? Just my 2 credits, but it doesn't seem that I'm alone in this.



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