Development Cycle Archive
Thread: Roundtable Discussion: GCW and TEFs
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.Message Edited by Thunderheart on 07-12-2004 06:15 PM
TEF's provide for nothing but confusion and grief.
Make PvP truely consensual and require that everyone that wishes to participate in factional PvP simply declare.
Trading should not cause a TEF, there is no reason for this at all on a battlefield. Medics should be required to be overt to heal/buff an overt.
Change the building "tef" or lockout to simply restrict entry on any structure while you are currently engaged in combat with anything.
Want to make it work "sorta" like the tef system, fine, notify the player that the if they heal that target they will be turned overt.
If you fire on an enemy NPC or any other thing that usually causes a TEF you are turned overt, give you the option to decide.
And while you're at it, fix faction scanners and turrets the same way you did with mine fields, if they're not attached to a base, they shouldn't be on the ground.
If you want an "easy" and "quick" fix, simply change the TEF to overt stats, no more I'm tef'd to him, and he's tef'd to her, and if it's thursday and I'm wearing red so and so can kill me. If you're tef'd, you're declared for the next five minutes period.
And while you're at it, an overt player getting tef's from another overt player (IE, a doctor healing an overt in a structure such as a hospital) is silly and pointless.
You FORCE people to pick a faction in this game because a player cannot interact with the majority of the game unless they do so, then you turn around and find 10 different ways to sunday to punish them and give the excuse "well the dancer/droid engineer shouldn't be factioned then".
PvP in this game is not a choice, it is forced, and will continue to be so as long as there is a TEF system.
Thunderheart wrote:
fatgit wrote:
I agree that covert players SHOULD get a TEF for factional PvE.
However, simply trading with an overt will get you a TEF, this seems to be a bit over the top.
It heavily depends on what you are trading. Certain things that are traded can have a serious impact on the game. To flag each item and do an item check every time a player traded something to another player would give the system an aneurysm. Instead, the prevention measures for the potential combat grief falls on factional status. The side effect certainly is the pain of the "trade TEF" and I am pushing for that to be included in the GCW revamp.
TEF in itself is fine as it is. An enemy combatant reveals themselves by firing on troops? He gets a TEF, the overt receives first strike. The problem I think most have trouble with is GROUP TEF. A covert is grouped with an overt. An opposing faction member fires on the overt, not knowing he was grouped with the covert. The covert now gets a TEF on the OVERT, essentially giving the covert a first strike benefit without having to be overt. That's the only problem. The rest of the TEF is of course acceptable. We should have a way of protecting stormtroopers as overt, of course.
Added to that i would like to see faction uniforms and armor usable by both overt and coverts. Or give PA's the ability to choose one of the uniform/armor sets to wear. This would be usefull for the more RP oriented groups who like to fight there own more private GCW without being bothered by those who are just around for PvP.
Qin
KeithJedi wrote:
Personally, I think it would be kewl if there was a PvP GCW and a non-PvP GCW. Make the whole PvP game untouchable by those of us who don't want to participate, but do want to play a Star Wars game. Yeah, I could just kill animals or swoopers, but that makes the game a drag and more like Deer Hunter in space than Star Wars.
The problem is tho that other players still have the desire to be able to help out factioned npc's when they are being attacked. There has to be some mechanism so that one side can protect its assets from the other.
This isn't something that can just be dismissed by people who have your playstyle.
Perhaps the solution could be that you don't die at all and simply get kicked from the relevant poi for a duration of time. In the case of a mission - the failure of that mission.Perhaps instead of wounds and cloning a spice downer type effect for a certain period of time on all attributes.
Whatever the solution is because of the nature of starwars and the gcw there will be some crossover between pve and pvp. Remember that many PvP'ers want the GCW to be PvP only and you are just about giving the same answer but in reverse.
KeithJedi wrote:
You know, I don't want to grind XP against stormtroopers, I just want to be able to play a Star Wars game without having to PvP against a power-gamer. It's a matter of balance, for me. I'm a casual player. I don't have time, or the interest to try to earn enough credits for two suits of armor (one PvP one PvE), the best weapons, buffs, foods, etc. But I would like to be part of the GCW. But in the current game that means I open myself up to being killed by someone who outmatches me at every levelevery time I do that.
That death might not seem like a big deal to the PvP players, but it's time that I don't have to have to get myself back together again to keep playing. And there's no way I'm going to match a PvP player in combat, though I might be able to take any of the games AI characters.
Personally, I think it would be kewl if there was a PvP GCW and a non-PvP GCW. Make the whole PvP game untouchable by those of us who don't want to participate, but do want to play a Star Wars game. Yeah, I could just kill animals or swoopers, but that makes the game a drag and more like Deer Hunter in space than Star Wars.
The thing is, people may be getting the wrong impression and think I PvP all the time since I am for being able to be attacked for killing NPCs of the other faction but truth is, I've been on since launch and I have spent 90% of my time covert. I have ran missions and had no problem avoiding PvP when I dont want it.
Now, If I go to a rebel base and start leveling rebel NPCs (They are all really easy) I am looking fora fight. To play devils advocate, I would say just let people do their missions and not get TEF but if you go to a base, player run or any static like the Dant Outpost, there needs to always be TEF no matter what rank as otherwise, people would exploit or use it just to taunt the other faction.
KeithJedi wrote:
You know, I don't want to grind XP against stormtroopers, I just want to be able to play a Star Wars game without having to PvP against a power-gamer. It's a matter of balance, for me. I'm a casual player. I don't have time, or the interest to try to earn enough credits for two suits of armor (one PvP one PvE), the best weapons, buffs, foods, etc. But I would like to be part of the GCW. But in the current game that means I open myself up to being killed by someone who outmatches me at every levelevery time I do that.
That death might not seem like a big deal to the PvP players, but it's time that I don't have to have to get myself back together again to keep playing. And there's no way I'm going to match a PvP player in combat, though I might be able to take any of the games AI characters.
Personally, I think it would be kewl if there was a PvP GCW and a non-PvP GCW. Make the whole PvP game untouchable by those of us who don't want to participate, but do want to play a Star Wars game. Yeah, I could just kill animals or swoopers, but that makes the game a drag and more like Deer Hunter in space than Star Wars.
This is pretty darn close to the reasons that I dont want PvP. Not exactly but close.
All I and alota other players are asking is give usregular playerssome sections of the GCW in which we can play inwithout having to worry about Jonny Roxxor wandering by.
They did have something in-game called Battlefields but they turned out so buggy thatthey were unplayable and were eventually taken out with the so far hollowpromise that they would be reinstated later.
All we are asking is to put the Battlefields back in,and maybe add insome instanced dungion content like Corvette.
Saying that if one doesnt like PvP,that personshould never join and participate in the central theme and core content of the game is not areasonableand viable responce.
KeithJedi wrote:You know, I don't want to grind XP against stormtroopers, I just want to be able to play a Star Wars game without having to PvP against a power-gamer. It's a matter of balance, for me. I'm a casual player. I don't have time, or the interest to try to earn enough credits for two suits of armor (one PvP one PvE), the best weapons, buffs, foods, etc. But I would like to be part of the GCW. But in the current game that means I open myself up to being killed by someone who outmatches me at every level every time I do that.That death might not seem like a big deal to the PvP players, but it's time that I don't have to have to get myself back together again to keep playing. And there's no way I'm going to match a PvP player in combat, though I might be able to take any of the games AI characters.Personally, I think it would be kewl if there was a PvP GCW and a non-PvP GCW. Make the whole PvP game untouchable by those of us who don't want to participate, but do want to play a Star Wars game. Yeah, I could just kill animals or swoopers, but that makes the game a drag and more like Deer Hunter in space than Star Wars.
Not a bad idea. So create something like the Lost Dungeons of Norrath add-on for EverQuest, which creates instanced content, where I can take a PvE GCW group in with no PvP consequence. I really like this in a way...it would retain the feel of the Covert Rebel, since the missions wouldn't necessarily affect the way non-instanced versions of the factioned NPCs reacted to me. RP-wise, I am only choosing to do covert missions where I can destroy the factioned outpost or something similar, and avoid detection. Perhaps (and this is a big perhaps) there could be a consequence for failure in the mission like a loss of Imperial faction, so that I become "more well known" to the Imps. Don't know about that one, since I assume if I became KOS to Imps that would mean if I respond to an NPC attack I get TEF'd?
Good thought, though.