Development Cycle Archive

Thread: Developing a Solution for the Faction Base Issue

dp_KNIGHT
Wed Nov 12, 2003 3:01 pm
#248

GCW LAGGG...PLEASE FIX IT...(DEV'S)


Now all the problems that we had before about content and all that seem petty to this new problem.. DEVS I hope you come across this post... Last night along with the last 4-5 nights have been loaded with raids and the destructions of Rebel and Imperial HQ's. The reason for this is lag. Im going to use my encounter last night as an example. Last night around 10:30 pst we were attacked At our first HQ(not only)which everyone in our guild have come to love as sort of a safe spot. We worked very hard to make it what it was. Heres how the lag works... The attackers make their first assult, usually this first assult is victorious because noone i know about just camps at there HQ. we always just leave at least one player to guard and to inform of an attack. Heres the thing none of us could be informed because of the conveniant time that our (and im not sure about other guild'dbut i would assume it did) guild chat and our group chat shut off. So not only did every online player have to be contacted by a tell from another guild member, but by the time I was contacted (on Dantooine where i was grinding Entertainer)and got to theed the HQ had 4 minutes left till self distruct. So guild chat is the first thing. WE MUST BE ABLE TO RELY ON GUILD CHAT WORKING!!!. Second is the lag that has started to occur RECENTLY when only a mediocre size battle is going. Even if are guild chat was working andwithour outnumbering amount of support forces we called on there is no way to coordinate an attack on a base that is already overun with the opposite faction because of the lag.. This problem Is the worst possible one i have seen in swg... It destroyes a huge part of the game in which you the DEVS said was the basis GCW. Now i am speaking on behalf of not only my guild and faction standing but on behalf of the whole galaxy when i say. Forget content Forget Jedi FIX THE LAGGG. The only thing we can do now to protect our Hard work is to Turret our HQ's to hell. But those are a different bug story for a different time.


Sorry about the no paragraphs thing.


JhOnBlaZ IMP , FENCER

BrindiLavots
Wed Nov 12, 2003 6:05 pm
#249

The TEF and Private Buildings thing is all bugged to HELL!!!


I'm really getting sick of sitting in the PA hall, someone who is overt wants to trade me something or I heal an overt and I'm kicked out of the PA hall for 5 F***ing minutes!!!


How does this stop someone from placing a private structure near a base and using it as a defensive fort???


Can't an Overt still go into a house that has privacy set and still use it as a defensive fortress???


FIND A F***ING DIFFERENT NERF FOR THE WHINNERS AND PVP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


I'm getting sick of getting kicked out of houses for a TEF when I'm not even fighting!!!

Neybo
Fri Nov 14, 2003 7:45 am
#250

Temporary Enemy ... what's wrong with that statement. Is this a Galatic war? or a Temporay war?


Get rid of the TEF. Get rid of Overt/Covert for all combat classes...


Make characters choose a primary profession that they are working to master. If that is any type of combat profession AND they choose a factional side make them be Overt all the time. Let the gun slingers defend and protect their faction and cities.


This game can't be good guy/bad guy on a temp. basis or the whim of an individual player.... control of cities should be defended or defeted by factions.... this mindless running around doing faction missions is great for leveling, earning faction points etc grows old.


Let the Civil War begin PLEASE


Neybo
Fri Nov 14, 2003 8:08 am
#251

quote:


Currently, I am content with PvE not PvP. I have no problem getting a TEF when talking to the Imperial Recruiter or getting Imperial Destroy missions. However, I do have a problem with getting a TEF whenever I take Destroy Missions from the Mission Terminal - or kill an animal or something on the way home.


___________________________________________________________________________________


SOE Read the above comment and understand that players like this want Faction Perks but not alligance to the faction. All this guy needs to do is take regular missions vs faction missions. However, IMP's (and I'm an IMP) want to get ATST's so they can do PvE missions not for the Galatic War. Do you think Darth Vader would condon IMP's taking ATST's on personal hunting trips? Or, were ATST's designed to fight the GCW?


It's very simple, if you choose a faction and are primary a combat player you should be OVERT all the time. It should be fearful for Rebs to leave AH and go to Bestine... but not the way it's set up now... they shuttle in and wipe the town on a regular basis.


Now I've been told that some players would remain neutral if they had to choose one side or another. Possible solutions would be to 1) Create a Neutral only Server 2) Force any combat profession to chose sides and defend their faction by being Overt all the time.


In EQ I felt an element of fear - there were places you just could not stroll into with no fear, and if you got killed being somewhere above your capibility you still had the problem of recovering your corpse.... that put fear and challange into the game and that is what this game lacks. I can clone, by insurance, and be Covert, macro fighting while I sit back hands off fighting. Hell in EQ there are times that if you went AFK for 30 sec you would come back and be at your bind point.


ZandorFelok
Tue Nov 18, 2003 5:44 am
#252

NO NO NO NO


TEF = MAY enter a PUBLIC building, MAY NOT enter a private building... i.e. home... for pvp exlpoiting


Running intoa public building.... WHY NOT.. its war.. its TACTICS.. lets play REAL WAR!!!




Zandor Felok | Kauri | UNTouchAbles
- Gills.Spills.Thrills.Life of a Fish -
[[[[ Master Rifleman |||| Master Combat Medic |||| Rebel Colonel ]]]]
I know i've lost my mind! I don't know where? I don't know when?
But I know that I have, because look were I am!!! - Anonymous
WzaThaWizard
Tue Nov 25, 2003 6:41 am
#253

Plz just fix the bases so the vulnerability times don't change, that is just plain crazy.
AltharXXX
Thu Dec 04, 2003 8:53 pm
#254

Okay, this may still be a problem. Overt Doctoer & Overt Rifleman (sniper.) Sniper crawls out and shoots at a target. Sniper gets incap'ed. FROM INSIDE the private structure someone drags the sniper back in. LOL. Hum, is that wrong ? I think so.


Faction Bases:


Why isn't there a PRIMARY TERMINAL in all of the NPC bases listed ??? How the heck can you convert a PvE base if the terminal for step #5 is MISSING!!! (this is an OLD and KNOWN problem - see message M16593 ...)


I have played online games for years. And while PvP may add some excitement to the game. I am against it. A base which costs 20k + to deploy or a pet which costs 10k should be recoverable, heck all faction pets should be recoverable and repairable. (Just wear down the vitality ...) It's not going to make bases spring up every where, but perhaps they will be better defended.


Turrets are broken. A solo player should not be able to take out a turret with 100k HAM. 3-4 commandos - sure... but they shouldn't all expect to walk away. Increase the range of all the turrets for both attack and preception. Also, what is it with loading munitions into a turret? That isn't explained at all. Why??? Turrets should fire lasers and shouldn't need ammo. It's bad enough disarming a mine field is supposedly trivial (never found one with mines in it--and when I did the server seemed to crash before I could try to disarm it.)


Base defenders. Um, why do imperial STs & AT-STs walk so far away from the base??? More than 50% of the force should be stationed close to the base at critical positions. Others should patrol the base within turret and LOS (line of sight) of defenders close to the base. They should have some REAL nice AI stuff. See a guy with a flamethrower - spread out and hit from range. Commando type factional personal should have flamethrowers (toned down to drop type damage.) The commando defenders should run right up to your doctor types and burn them. A base should be able to accept donations of Heavy Particle Beam Cannons and the like. A base defender should be able to USE these donations in defending the base... Oh I'd love to see a commando try to solo a base with some intelligent defence. The patrol spots him hitting a tower, they fall back -and start shooting with mindshots and headshots (best attack they know for the weapon.) The turrets start suppresion fire. Once an attack is underway base defenders NPCs should have a hightened range for spotting. STs should not use the flee tactic, unless they are fleeing into the base. Fleeing away from the base weakens the defence. Chasing after a rifleman who just did a bleed shot - bad idea - see the base medic ASAP.


SoE - you guys have a LOT to fix in this game. I'd be supprised as heck if anyone from SoE read my whole message - so developers supprise me - send me a private message so I know you read this.




Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
Quive
Sat Dec 06, 2003 10:26 am
#255

I liek the idea alot, but i dont like reducing TEFs to 5 minutes
BigJMoney
Sun Dec 07, 2003 1:05 am
#256

I also agree that five minutes is too short. It should be much longer, like 10-20 minutes, maybe? And for that risk, the faction missions should give much higher rewards. An alternate idea, if you don't like increasing faction mission rewards, is to have variable TEFs, depending on what caused the TEF. Maybe assisting a Covert player would have a longer TEF than partaking in a faction mission?

=$= Big J Money =$=
BigJMoney
Sun Dec 07, 2003 1:06 am
#257

Also, I doubt this will be read, but I've never had the chance to post on it:

When I was first introduced to the faction/battlefield/etc ideas in concept -- before galaxies went into it's masssive beta phase, I was intrigued; especially by the idea of a covert and an overt war going on at the same time. I thought it was the best idea for an MMORPG. Once I got into beta and began to read posts and learn about how it was all implemented, I was really disappointed. The way covert and overt works right now is just too... well, it just seems primitive and simple. I imagined that covert status and overt status would dramatically change the way players play the game. I imagined that players would be able to choose which kind of war they wanted to wage: one of might, or one of subterfuge. Even the early polls that were taken on this topic helped to point my expectation in this direction. But the game isn't like that. Instead, covert status is for cautious players who don't like risks, and overt status is for the players who just want to "get on with the game". This dynamic, to me, seems to just stall the whole galactic war. Sure, there are skirmishes and scuffles, but I have yet to see much in the way of war. It's like we all have to get together and "plan to have war" if we are going to ever see it. This dynamic is fine for Player Association fights, but for the Galactic War, it seems really dry.

Do I have any ideas? Sure I have a bunch, but you probably don't need them. You guys have a lot of great ideas for Galaxies, and I'm sure you can come up with a way to revamp the faction system one of these days to make it really awesome. I guess I'm just posting to let you know that it needs it. Please don't look at the faction system and say: "Man, that's really great." because it's not. It could be way better, it just needs to break out of its box.

=$=
Melampus
Mon Dec 08, 2003 7:42 am
#258

I'd like to think If I own the structure or if I'm an admin I can enter whenever I want...else take away maint. fees.


Apollo


Kauri

AzzixxSWG
Thu Dec 11, 2003 9:25 am
#259

Color or unique icons need to be put in for crafted items.
YodaWanVader
Fri Dec 12, 2003 5:45 pm
#260

This probally has been mentioned already but I defintly think the "cannot enter building with TEF" defintly needs to be altered:


TEF's should not REMOVE you from private buildings, only prevent you from ENTERING them. I am sick of not being able to heal overts in our player city med center simply due to resulting TEF's.




Tre'ibakk
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