Development Cycle Archive

Thread: Roundtable Discussion: GCW and TEFs

Nanuu
Wed Jun 23, 2004 6:16 am
#157






Zurck wrote:

Buffing an overt player.





I actually like this TEF. It seperates the good factioned doctors from the greedy docs. Besides, this tef serves a vital roll in the GCW. If you didn't have this TEF then doctors would always roll with overts healing them and buffing them in combat without ever risking their lives. Everyone would have a dr of their own following them around. Sorry but a Dr helping an overt is the enemy.



Nanuu of RECON, Tempest
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gtheath
Wed Jun 23, 2004 6:57 am
#158

I think the simplest solution would to have folks that group with an overt become overt themselves. That would resolve the gtef issue immediately.
JanuHull
Wed Jun 23, 2004 7:20 am
#159






Rubicon49BC wrote:






JanuHull wrote:





Rubicon49BC wrote:



Don't make them overt, not even temporary. It only leads to new ambush tactics. Give people a TEF for grouping with an overt, otherwise you're just shifting the problem around.




How does this open new ambush tactics? Its eliminating the worst of them. If you act in any manner which could have given you a TEF, you are rendered overt. The GTEF is a whole separate ball of wax for its first strike ability, and your idea to TEF people grouped with overts is fine, in fact, if you temp overt players grouped with declared overt players, you can REALLY eliminate the ambush problem.






Ok, 2 scenario's.



I am a covert Imperial and I go stand next to a PC rebel base. I watch people going by and at a certain point an unbuffed overt rebel comes by. I shoot a rebel NPC, turn overt and then wallop the Rebel PC. Ambush nr 1.



I am a covert imperial with 19 covert imperial friends. We go into a group and 19 of us shuttle to a rebel town. Once we are in position, everybody geared up for combat, buddy Nr 20 who stayed behind goes overt with a recruiter. BAM, we are overt too and rip into our enemies. Ambush Nr 2. We can even fight forever as long as buddy nr 20 is overt, since even when we die, we clone overt since we are grouped with an overt.



One more thing, about the ambush. I'm not sure if everybody plays this way, but when I am overt and land anywhere where there are blue dots around, I will quickly turn 360 degrees while hitting the tab key to see if there are any TEFs there. Call me paranoid




Message Edited by Rubicon49BC on 06-23-2004 11:06 AM







Scenario #1 happens anyway, basically, I attack an NPC at a faction base, I can get shot anyway, so there's only the split second advantage to offering overt status instead. More to the point, you still have to tab over after attacking the NPC, and unless you're on a top of the line machine with a b*tchin' broadband connection, its going to take a second or more to switch targets in which you are vulnerable.


Scenario #2 is mitigatable by putting a range limit on the overt effect. Similar to the way Squad Leader bonuses are limited by the players in the group remaining within sight of the SL on the group list. Basically, you are overt and unflagged when grouped, but when you leave the range of the overt, you return to covert status unless you've done something to earn a flag, in which case you'd be attackable anyway.


The idea isn't to eliminate ambush possibilities, they are an important part of any wargame, the idea is to kill griefing tools, and overt status instead of TEF status can accomplish this.


BTW, when in my guild's city or at a major starport, you can bet your ass I'm checking for blue dotTEFs, too.





Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Rubicon49BC
Wed Jun 23, 2004 7:23 am
#160

Actually, my examples were of what would happen if people turned overt when they gained a TEF, instead of gaining a TEF as they currently do. As far as I know, neither of my examples is currentlyapplicable in game.


As for TEFs, maybe we should establish some groundrules of what we are trying to accomplish, before looking at the actual system to achieve that.


My groundrules would be:

1.Consentual PvP only. I.e. you must make a conscious choice to enter PvP-mode (i.e. go overt or get a TEF).

2. Coverts should not gain a first strike on overts in any case.

3.Combat must lead to some kind of resolution.

4.Being covert should have only 1 advantage: not being attackable unless you choose toget a TEF (or go overt).





Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
Rubicon49BC
Wed Jun 23, 2004 7:28 am
#161






JanuHull wrote:





Rubicon49BC wrote:






JanuHull wrote:





Rubicon49BC wrote:



Don't make them overt, not even temporary. It only leads to new ambush tactics. Give people a TEF for grouping with an overt, otherwise you're just shifting the problem around.




How does this open new ambush tactics? Its eliminating the worst of them. If you act in any manner which could have given you a TEF, you are rendered overt. The GTEF is a whole separate ball of wax for its first strike ability, and your idea to TEF people grouped with overts is fine, in fact, if you temp overt players grouped with declared overt players, you can REALLY eliminate the ambush problem.






Ok, 2 scenario's.



I am a covert Imperial and I go stand next to a PC rebel base. I watch people going by and at a certain point an unbuffed overt rebel comes by. I shoot a rebel NPC, turn overt and then wallop the Rebel PC. Ambush nr 1.



I am a covert imperial with 19 covert imperial friends. We go into a group and 19 of us shuttle to a rebel town. Once we are in position, everybody geared up for combat, buddy Nr 20 who stayed behind goes overt with a recruiter. BAM, we are overt too and rip into our enemies. Ambush Nr 2. We can even fight forever as long as buddy nr 20 is overt, since even when we die, we clone overt since we are grouped with an overt.



One more thing, about the ambush. I'm not sure if everybody plays this way, but when I am overt and land anywhere where there are blue dots around, I will quickly turn 360 degrees while hitting the tab key to see if there are any TEFs there. Call me paranoid




Message Edited by Rubicon49BC on 06-23-2004 11:06 AM







Scenario #1 happens anyway, basically, I attack an NPC at a faction base, I can get shot anyway, so there's only the split second advantage to offering overt status instead. More to the point, you still have to tab over after attacking the NPC, and unless you're on a top of the line machine with a b*tchin' broadband connection, its going to take a second or more to switch targets in which you are vulnerable.


Scenario #2 is mitigatable by putting a range limit on the overt effect. Similar to the way Squad Leader bonuses are limited by the players in the group remaining within sight of the SL on the group list. Basically, you are overt and unflagged when grouped, but when you leave the range of the overt, you return to covert status unless you've done something to earn a flag, in which case you'd be attackable anyway.


The idea isn't to eliminate ambush possibilities, they are an important part of any wargame, the idea is to kill griefing tools, and overt status instead of TEF status can accomplish this.


BTW, when in my guild's city or at a major starport, you can bet your ass I'm checking for blue dotTEFs, too.







No, scenario 1 does not appear now anyway. Only if that rebel chooses to attack you, would you be able to gank him. If the rebel is smart, he will size you up, maybe look for a few friends.


For the second scenario, it would improve if there was a range check, but still TEF would be better. As a previous poster explained, you still have the option of avoiding attacking the other guy and running. If they turn overt all around you because 1 person does, you're FUBAR.


Ambushes are fair if there is a way to spot them. But if people can at will change their covert to overt status, that is not a fair ambush.








Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
Stoindexter
Wed Jun 23, 2004 7:30 am
#162

Remove all TEF.

Why?

Overt = PVP enabled.
Covert = PVP disabled.

Positive effect on the game:

No more gank wars.
No worry about, is this going to get me killed?
People who want to pvp, can.
People will be able to enter their own house, at virtually any time.

Negative effect on the game:

No consequence for helping either side in the war.
Possible exploits with entering buildings while in combat.

How do we recreate a consequence for healing/trading/buffing/etc with an overt?

Visibility.
The new smuggler system is going to introduce true player bounties.

Allow the removal of TEF to enhance the BH profession. If you trade with an overt, you get 10 points of visibility. If you heal an overt, that is in combat, you are automatically on the terminals. Nifty eh? Of course there are many other instances where TEF would have happened, let's change those and make them cause visibility. Of course this is an incomplete thought.

The only thing that hasn't been done to "fix" jedi is to show their visiblity. Make everyone's visibility viewable like a Faction point rating. If it were up to me it would be added to the main ctrl+c tab, right under rebel faction.

That is what I think about TEF, remove, replace and have fun.



MILAN

"I'm not really here, and you're not really seeing this."

JanuHull
Wed Jun 23, 2004 7:34 am
#163






Rubicon49BC wrote:


No, scenario 1 does not appear now anyway. Only if that rebel chooses to attack you, would you be able to gank him. If the rebel is smart, he will size you up, maybe look for a few friends.

For the second scenario, it would improve if there was a range check, but still TEF would be better. As a previous poster explained, you still have the option of avoiding attacking the other guy and running. If they turn overt all around you because 1 person does, you're FUBAR.


Ambushes are fair if there is a way to spot them. But if people can at will change their covert to overt status, that is not a fair ambush.










Ah, but there's the rub, in Scenario 1, in order to be attacked the defender MUST be overt, he has therefore stated his intentions to participate in PvP, so he acknowledges the risks involved.


In answer to your Scenario 2 issue, if they're grouped and covert, they are going to gank you the moment you respond to the initial attack from the overt using the GTEF. By forcing them overt, you can get a MUCH better handle on approach to the real strength of your opposition.


Also, the sudden mass overtness does happen now. When a raiding group transits in via shuttle, they have nearly a minute to get prepositioned for an attack before their overt status kicks in. Most raids occur well within range of a shuttleport, so this is a known issue that not many people have made an issue about.


On the opposite side of the coin, I've had dozens of 'ohnosecond' moments where I've transited in to a city and suddenly half the world goes red when the timer drops.





Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Yogol
Wed Jun 23, 2004 7:39 am
#164

Another possible solution for the PvP problems :


1. Drop the entire TEF flag.

2. Everyonecan PvP inside a battlefield.

3. Make more battlefields.

4. Overts can PvP outside a battlefield.

5. You can go overt without a coordinator.

6. You cannot attack another player the first minute you're Overt.


- you need rule 3 to make rule 2 work, else neutrals can't PvP enough.

- you need rule 5 to make rule 4 work, else there will be alot of camping.

- you need rule 6 to get rid of the "I-got-the-first-strike-you're-death" problem.

- you need rule 1 to make the first 100 posters in this thread happy.



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JanuHull
Wed Jun 23, 2004 7:42 am
#165






Yogol wrote:

Another possible solution for the PvP problems :


1. Drop the entire TEF flag.

2. Everyonecan PvP inside a battlefield.

3. Make more battlefields.

4. Overts can PvP outside a battlefield.

5. You can go overt without a coordinator.

6. You cannot attack another player the first minute you're Overt.


- you need rule 3 to make rule 2 work, else neutrals can't PvP enough.

- you need rule 5 to make rule 4 work, else there will be alot of camping.

- you need rule 6 to get rid of the "I-got-the-first-strike-you're-death" problem.

- you need rule 1 to make the first 100 posters in this thread happy.






Add to this: Faction bases = placeable battlefields. Make the area within 250 meters of a faction base a battlefield area you cannot enter without declaring for one side or another.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Duexfuse
Wed Jun 23, 2004 7:47 am
#166






Thunderheart wrote:


One of the ongoing community discussions is the GCW, PvP and the issue of TEF's. TEF's exist because we have a mix of playstyles with a PvP switch. Overts are PvP all the time and Covert's are PvP sometimes. Because of this situation, there are a list of actions that happen in the game that cause a player to get a "Temporary Enemy Flag" that makes them Overt for a short period of time or prevents them from trading to an enemy, etc.


To kick things off, lets create a "players handbook" listfor GCW TEF's that catalogue's all of the possible TEF's and use it as a point of discussion so we can identify which items promote exciting Overt / Covert combat situations and which are problematic.





I don't think it Coverts should PvP sometimes. If you are covert, you don't want to fight. If you are overt, you do.


I would do3 things to overhall the TEF system and BALANCE it.


1) Remove GTEF. It is a huge griefing tool.


2) Make the switch to Covert to be 10 or 20 minutes. Without GTEF, coverts won't be involved in ANY PvP so there is no need for a long timer.



3) Allow high ranking faction players the ability to make players Overt. They would basically be a portable recruiter. ThePlayer Recruiter (PR)would have to beOvert. Imagine a strike force sneaking towards a base.Everyone is Covert except the PR. The PR would then have to make everyone Overt (with delays, like heal). If a defending force had sufficient scouting abilities, they may notice the 1 red dot (the PR) and kill him before he can make his troops Overt. It would at least add some tactics to PvP because people would have to defend their PR.

Message Edited by Duexfuse on 06-23-2004 02:10 PM





Trospar

Fallsguy
Wed Jun 23, 2004 9:08 am
#167

Group tefs - or covert players being able to attack Overt players is the biggest grief tactic - even CM's or Docs who can stay covert healing their overt counterparts - in a PVP battle with little or no recourse against them is plain wrong.


Non one - other than overt players on both sides should be able to PVP this then makes it a choosen and deliberate choice without hiding who is or who is not in a PVP group.


You may think you are going up against one or two players but they maybe grouped with 10 - 8 being covert.

This is hardly fair in any situation.





________________________________________

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Master
DARK FORCES
Imperial Ace Pilot-Storm Squadron
Colonel Imperial Army

Xid
Wed Jun 23, 2004 9:36 am
#168


Lots of great ideas in this thread. I really hope the Devs read this thread and use some of these suggestions. I admit I was one of the people that wanted the GTEF to be implemented back in the day. That was mainly before the little overt flag to show us we have a TEF. I have the names turned off when I play and I can't tell who's an overt Imperial unless I hover my mouse pointer over them. Rebels I can't tell if they're overt ever, unless I turn on the names (Ctrl-N) or unless I'm grouped with them. (not sure if that's intended or not)


I like the idea of having to be overt to PvP now days. Even to heal an overt you should have to be overt. I think being covert should render you just as if you're neutral. You can't trade with or heal an overt member. Although having to be aware of coverts helping out is interesting and can be fun and makes for better role play, unfortunately it also makes for unfair fights at times. A lot of times. And GTEF is terrible. You'll get a large group with several covert Combat Medics in it with one or two overts. The fight starts and the covert CM's are able to chuck poisons and diseases when they are situated where they want to be. That is my main beef now. They'll get to the range they want to be so that they don't have to worry about getting attacked right away and wait for the overt to be attacked.


And for crying out loud, make it so you have to be overt to Death Blow an incapped overt!!! Or if nothing else, it should at least give the covert person a TEF!!! You get a TEF for healing an overt but not for killing one???


Not to mention the fact that warcrying, intimidating, and deathblowing doesn't give a covert person a TEF at the moment. That is really stupid!



.

Xid - "You killed my father. Prepare to die."
Petronics
Wed Jun 23, 2004 10:35 am
#169

Simple solution, if you group with an overt of the same faction as yourself, you become overt.



Petro
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