Development Cycle Archive

Thread: Roundtable Discussion: GCW and TEFs

TechnoHic
Wed Jul 14, 2004 3:26 pm
#469






KeithJedi wrote:






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.









Can anyone say Corvette?






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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
silversaber
Wed Jul 14, 2004 3:42 pm
#470






TechnoHic wrote:





KeithJedi wrote:






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.










Can anyone say Corvette?









Yes like the Corvette except the levels of the instances adjusts to the levels of the players, just like in LDoN and the current mission generators.


Also I would like to thank the one star bandets that are too cowardly to debate the issue with me instead of just giving my posts a single star rating.

Message Edited by silversaber on 07-14-2004 03:44 PM

TechnoHic
Wed Jul 14, 2004 4:49 pm
#471






silversaber wrote:



.


Also I would like to thank the one star bandets that are too cowardly to debate the issue with me instead of just giving my posts a single star rating.

Message Edited by silversaber on 07-14-2004 03:44 PM



Just gve you 5 stars cause theres nothing wrong with a little debate.




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Elder Commando
Carnage' - Master Munitions Trader
Nobunoga Oda - Bounty Hunter >
Shann0w
Thu Jul 15, 2004 3:46 am
#472

How about fixing it so I can tell if someone in my faction is overt or has a TEF?


I've been trying to figure out for weeks how to tell the status of a member of my faction. I've probably asked 100 players. The answers I get almost always are, "they will have the symbol above them". I ask that player, are you overt, covert, or TEFed? I have to assume they are covert because I usually ask rebels when they are standing near Overt imps.


How about fixing the 'login overt' bug? I had to actually become neutral because every time I logged in I became Overt. It started with a storm trooper scanning me, "you have been identified as a rebel". I got what looked like a TEF, when the TEF went away I was overt. I found a recruiter, requested covert status, waited until after I got the message telling me the switch was successful. I did this numerous times over the period of about a week. Each time I logged back in I was Overt again. The CSR was very polite but the only answer I got was "you should /bug it". (Oddly that's the same response I got when I reported my vender eating 100s of valuable items).
NewEco
Thu Jul 15, 2004 6:22 am
#473












her standard type of work, i.e. nerfing ....:smileywink something








Introduction:




How about, being able to put bounties on such nasty representative of the opposing




concepts of AggressorFlag (AF) and VictimLogFlag (VLF)





  • initiates a fight gets an entry in his/hers AggressionFlagList consisting of ID of victim, list of benefactors (see below), and time of aggression. Entrys decay after lets say 10 min. Once the list is empty the play is considered non-aggressive.


  • benificial with a AF-flagged player will be added to the list of benefactors for all entries of the AF-List. Healing, transfer of pets/bots, transfer of items (maybe other things) are considered beneficial to the AF-flagged player.


  • receives damage from a AF-flagged player saves this in his/hers VLF-list








to the BH-Engine, i.e. the scripts and databases that handle the BH-Terminals. These Bounty-Credits consist of a system-bounty (i.e. system-generated money) and player contributed bounty. Once the bounty for a specific player exceeds a certain threshold- lets say 10.000 CR -, this player is put on BH-Terminals and subject to procecution by the BH-community. There are 3 possible scenarios for the ending of a fight: Escape, Incapacitation, Death blow (+3x Incap). in the first two scenarios the bounty is only system based. For DBs the player gets an option for adding his bounty to the system-bounty, so he actually decides how fast an aggressor gets on the BH-Terminals



Escape:The victim has survived the fight without enduring any negative effects. MAybe she/he even defeated the aggressors. Never the less, she he was attacked by an aggressor which should be moderatly sanctioned by the system.



Overts:No bounty at all. This is GCW ! And thats what Overts do.



TEF-Covers: 100 credits * percentage of damage (with a Threshold of 10%) => 10-100 credits to the bounty engine for getting on other peeps nerves.




Benefactors: 100 credits * percentage of damage (with >10% Cap) => 10-23 Credits. Remember i said Benefactors get an entry in the VLF-List with 30% of the originators dealt damage ? OK, Overt Joe deals 1000 HAM, in total to Victim Peter. The Overt is healed during the battle by Frank. Frank is considered Benefactor and is on Joes AF-List.Peter escapes, the fight ends. His VLF-List has 2 entries 1000 HAM by Joe and 300 HAM "virtual damage" by Frank, summing up 1300 HAM. Frank is considered dealing 23 % damage.Very often, Benefactors dont get any credits because their damage is below 10%.





Incapped: The victim eats the dust, but aggressor refrains from sending him to the clone center. Still nota real threat to victim'sgame experience, but this should be sanctioned by the system.



Overts: 250 * percent of damage (10% Cap) => 10-250 CR. Not really possible to be put on the BH-Terminals for this ....



TEF-Coverts: 1000 * percent of damage (10% Cap) = 100 -1000 CR. hmm, "Hardcore Incapper" might have problem with this, cause more than 10 Incapps in short time can bring them on the terminal.



Benefactors:1000 * percent of damage (10% Cap) = 100 -230 CR.Very often, Benefactors dont get any credits because their damage is below 10% and neglected.



DeathBlowed or 3xIncapp: A player is sent to a clone center ! This really has impact on his/her game experience and will be sanctioned !



Overts: 1000 * percent of damage (10% cap) => 100-1000 CR. 10 Kills in short time and viola, you have more to fight than just the other faction ...... Just think of it as the high command of the other




TEF-Coverts and Benefactors:Now, these nasty GroupTEF-bastards really hurt you, ! You want revenge ! OK ! Put a bounty on them and let them get hunted down by the professionals !



PLUS player paid bounty



she wants to put additional bounty on a specific player. If 2 Overts and 3 GTEF-Coverts make up the TOP5, then Victim can charge only the 3 Coverts. Overt bounties are system-only. For each credit that is send to the BH-engine, 5 credits will be taken from the players bank account. So 35000 Credits will be 7000 Credits on the BH-terminal. The dialog box constits of the name of the aggressor and a Slider ranging from zero to maximal bounty fee, calculated for the aggressor. Thus exploit strategies should be prevented.Please note the system encouages to be not TOP1 aggressor.



Top1 (TEF-Covert, Benefactors cannot be top1): 40000 CR => Maximal 40000 CR paid by victim => max 8000 CR added to the BH-Engine by victim. The max bounty is independed of damage ! So, an Overt better be TOP1




..... to be continued in next post




___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
NewEco
Thu Jul 15, 2004 6:39 am
#474

Top2-5 (TEF-Covert or Benefactors) 70000 CR * damage (No 10% cap !). Top2 has done maximal 49.9999% damage therefore its 35.000 CR max player paid bounty, in most cases it will be far less, becauseTop1 has done much more than 50% percent.In most cases GTEF-Coverts wont be put on the BH-terminal with one use of the ambush strategy but frequent use will bring them there for sure. Only in the case a TEF-Covert manages to deal 100% of the damage to the victim he immedeately exceeds the 10.000 CR bounty limit and is visible to BHs, in the case the victim charges maximal player paid bounty (40.000 / 5 => 8.000 CR + 3000 CR by system).



now come to the last part of this concept !


BH-Engine:










A database collects all incoming bounties in a list of the following structure:

bounty, Player ID, time stamp

Every 5 min this database is analysed, all bounties are summed up for the player IDs.Players with more than 10.000 CR are put on the BH-terminals.


Every hour each the bounty of each entry is decreased by 20 CR. 0CR entries are deleted. This way you can wear off your bounties. Please note, many minor bounties are much easier to wear of than few major bounties.



If a BH decides to take a mission. All entries for the corresponding player are taken (deleted) from the list for the time the BH tries to accomplish his objective. If the BH succeeds he gets his reward (Credits / XP) if he fails, a new entry is created with the total bounty price and a new time stamp. This way the bounty becomes more difficult to wear off .... and you become a more attractive target to the BH-Community.


hope you get the idea and provide me a rating (or a position at SOE for designing GCW-revamp :smileywink








___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
NewEco
Thu Jul 15, 2004 6:48 am
#475

how good, that cut and paste from winword truncates posts to nonsense .....


sorry for that.


ill try it again with a plain-text editor:


OK here my 2? coins:

I read a lot of "remove this, remove that" blabla

I'd say do not remove anything from the current TEF-System, don't remove HealTEF
don't remove GroupTEF, consider reintroduction JediTEF, think about other variants
of TEF !!

Instead of removing something you should ADD (this is a type of work where a developer
does the opposite of his/her standard type of work, i.e. nerfing ....:smileywink something
new. TEF is a significant element of the GCW, ambush strategies are valid and important
for both factions, therefore by no means abolish GroupTEF or other elements. OK now my
my feedback and concept of creating something that should prevent missuses of ambush
and guerilla tactics, but gives it interesting consequences. Peak your ears bounty hunters,
if this comes to live, you gonna love your profession!

Introduction:
what makes you pissed about GTEF ambush ? I'd say the lack of being able to punish the
responsibles. Right ? You've been ganked by Coverts over and over again ? No consequences
for them ! How about, being able to put bounties on such nasty representative of the opposing
faction ? Let's hire a mercenary ! If you like this idea then carry on reading.

concepts of AggressorFlag (AF) and VictimLogFlag (VLF)

every player (Overt, TEF-Covert) that initiates a fight gets an entry in his/hers AggressionFlagList consisting of ID of victim, list of benefactors (see below), and time of aggression. Entrys decay after lets say 10 min. Once the list is empty the play is considered non-aggressive.

every player that interacts benificial with a AF-flagged player will be added to the list of benefactors for all entries of the AF-List. Healing, transfer of pets/bots, transfer of items (maybe other things) are considered beneficial to the AF-flagged player.

Every player that receives damage from a AF-flagged player saves this in his/hers VLF-list
An entry consists of ID of AF-Flagged player, the status of the AF-Flagged (Overt, TEF-Covert or benefactor) and the damage dealt. In the case, the corresponding AF-entry contains a list of benefactors, then the damage-entry is duplicated and entries with the ID of each benefactor is generated with lets say 30 % of the damage.

There is one additional entry in the VLF-List that summs up all damage from non-AF-flagged entities.
what do we get ? a history-log similar to combat-TAB that monitors for each fight who did damage to you, and was it a covert or an overt or were there any "helpers" involved. Sure, this eats up server ressources, but to my knowledge not to much compared to the complexity of damage calculations.

what is that fight-history-log for ?? Well, it provides clean data to decide if ambush PvP has occured or not.

What do we to with this ? The VFL-List is evualuated after every ending of a fight. The systems analyses the VFL-List after every ending of a fight and delivers "Bounty-Credits" and player-IDs to the BH-Engine, i.e. the scripts and databases that handle the BH-Terminals. These Bounty-Credits consist of a system-bounty (i.e. system-generated money) and player contributed bounty. Once the bounty for a specific player exceeds a certain threshold- lets say 10.000 CR -, this player is put on BH-Terminals and subject to procecution by the BH-community. There are 3 possible scenarios for the ending of a fight: Escape, Incapacitation, Death blow (+3x Incap). in the first two scenarios the bounty is only system based. For DBs the player gets an option for adding his bounty to the system-bounty, so he actually decides how fast an aggressor gets on the BH-Terminals

Escape: The victim has survived the fight without enduring any negative effects. MAybe she/he even defeated the aggressors. Never the less, she he was attacked by an aggressor which should be moderatly sanctioned by the system.

Overts: No bounty at all. This is GCW ! And thats what Overts do.

TEF-Covers: 100 credits * percentage of damage (with a Threshold of 10%) => 10-100 credits to the bounty engine for getting on other peeps nerves.
You can hardly ever become BH-visible for this, but maybe its the last drop that brings you over the 10.000 CR limit

Benefactors: 100 credits * percentage of damage (with >10% Cap) => 10-23 Credits. Remember i said Benefactors get an entry in the VLF-List with 30% of the originators dealt damage ? OK, Overt Joe deals 1000 HAM, in total to Victim Peter. The Overt is healed during the battle by Frank. Frank is considered Benefactor and is on Joes AF-List. Peter escapes, the fight ends. His VLF-List has 2 entries 1000 HAM by Joe and 300 HAM "virtual damage" by Frank, summing up 1300 HAM. Frank is considered dealing 23 % damage. Very often, Benefactors dont get any credits because their damage is below 10%.


Incapped: The victim eats the dust, but aggressor refrains from sending him to the clone center. Still not a real threat to victim's game experience, but this should be sanctioned by the system.

Overts: 250 * percent of damage (10% Cap) => 10-250 CR. Not really possible to be put on the BH-Terminals for this ....

TEF-Coverts: 1000 * percent of damage (10% Cap) = 100 -1000 CR. hmm, "Hardcore Incapper" might have problem with this, cause more than 10 Incapps in short time can bring them on the terminal.

Benefactors:1000 * percent of damage (10% Cap) = 100 -230 CR.Very often, Benefactors dont get any credits because their damage is below 10% and neglected.

DeathBlowed or 3xIncapp: A player is sent to a clone center ! This really has impact on his/her game experience and will be sanctioned !

Overts: 1000 * percent of damage (10% cap) => 100-1000 CR. 10 Kills in short time and viola, you have more to fight than just the other faction ...... Just think of it as the high command of the other
faction considers you as prime target and calls in for additional forces ....

TEF-Coverts and Benefactors:Now, these nasty GroupTEF-bastards really hurt you, ! You want revenge ! OK ! Put a bounty on them and let them get hunted down by the professionals !

So here the formula goes: 3000 CR * %damage (10% Cap) PLUS player paid bounty

In addtion to the system paid bounty, the play gets an option to put a addintional bounty on the TOP5 of the damage list, which are Coverts and Benefactors. So prior to the clone center dialog-box, there are up to five boxes asking the victim if he/she wants to put additional bounty on a specific player. If 2 Overts and 3 GTEF-Coverts make up the TOP5, then Victim can charge only the 3 Coverts. Overt bounties are system-only. For each credit that is send to the BH-engine, 5 credits will be taken from the players bank account. So 35000 Credits will be 7000 Credits on the BH-terminal. The dialog box constits of the name of the aggressor and a Slider ranging from zero to maximal bounty fee, calculated for the aggressor. Thus exploit strategies should be prevented. Please note the system encouages to be not TOP1 aggressor.

Top1 (TEF-Covert, Benefactors cannot be top1): 40000 CR => Maximal 40000 CR paid by victim => max 8000 CR added to the BH-Engine by victim. The max bounty is independed of damage ! So, an Overt better be TOP1
Top2-5 (TEF-Covert or Benefactors) 70000 CR * damage (No 10% cap !). Top2 has done maximal 49.9999% damage therefore its 35.000 CR max player paid bounty, in most cases it will be far less, becauseTop1 has done much more than 50% percent. In most cases GTEF-Coverts wont be put on the BH-terminal with one use of the ambush strategy but frequent use will bring them there for sure. Only in the case a TEF-Covert manages to deal 100% of the damage to the victim he immedeately exceeds the 10.000 CR bounty limit and is visible to BHs, in the case the victim charges maximal player paid bounty (40.000 / 5 => 8.000 CR + 3000 CR by system).



Now we come to the last part of this concept !


BH-Engine:
A database collects all incoming bounties in a list of the following structure:

bounty, Player ID, time stamp

Every 5 min this database is analysed, all bounties are summed up for the player IDs.Players with more than 10.000 CR are put on the BH-terminals.

Every hour each the bounty of each entry is decreased by 20 CR. 0CR entries are deleted. This way you can wear off your bounties. Please note, many minor bounties are much easier to wear of than few major bounties.

If a BH decides to take a mission. All entries for the corresponding player are taken (deleted) from the list for the time the BH tries to accomplish his objective. If the BH succeeds he gets his reward (Credits / XP) if he fails, a new entry is created with the total bounty price and a new time stamp. This way the bounty becomes more difficult to wear off .... and you become a more attractive target to the BH-Community.


hope you get the idea and provide me a rating (or a position at SOE for designing GCW-revamp )




___________________________________________________________________
my vision of a starwarsy integration of massive Jedi presence into SWG :
The Force Planet
concept draft on how to solve problems with balancing Jedi,
role of Jedi in GCW, Jedi Visibility, Jedi "Rarity" & the Force Ranking System.
No nerfs, but (hopefully) smart additions to SWG to solve the core dilema:
"Keep Jedi rare, except for on my account"
NasherUK
Thu Jul 15, 2004 1:19 pm
#476


Removing group TEF will just create more problems, what if a covert heals an overt it its removed? The enemy cant attack them and stop them from healing?


What about jedi hunting? How is a BH supposed to gather help like we're supposed to, to be able to have a chance against the jedi? And what about the coverts grouped with the jedi? They would no longer be able to help the jedi (removing this will solve nothing, more people will just pick up investigation 3. At least when you have non-BHs helping you cannot attack jedi in the same faction, but more people with inv3 will just mean more same faction kills by groups of BH)


Also it would remove the element of suprise since the radar pretty much removes all "sneekng up" while overt, so then you just end up with repetative fights of people just rushing eachother with as many people as possible.

Message Edited by NasherUK on 07-15-2004 01:22 PM

NasherUK
Fri Jul 16, 2004 4:39 am
#477



Jedi use gank squads aswell, usually consisting of other jedi. So your saying 2 jedi shouldnt be able to help eachother and that 1 should watch the other die without being able to do a thing? "E.g. 5 BH run rings round a rebel padawan ripping him to shreds, while the rebel jedi master can do nothing except watch him die.)

Message Edited by NasherUK on 07-16-2004 04:41 AM

P-Nice
Sat Jul 17, 2004 3:26 pm
#478

Jedi are overpowered POS please make a NON Jedi server!!!!! Jedi are overpowered POS please make a NON Jedi server!!!!! Jedi are overpowered POS please make a NON Jedi server!!!!! Jedi are overpowered POS please make a NON Jedi server!!!!! Jedi are overpowered POS please make a NON Jedi server!!!!!

Geevo
Sat Jul 17, 2004 10:25 pm
#479

1. Get rid of group TEF

2. Fix decay



Col. Weiss, Knight of the Old Republic
Ace Pilot of the starship Errant Venture

Light Jedi Elder
Col. Geevo Deem, The most elder Smuggler on Intrepid
Founding Mayor: Veteran's Retreat on Lok
majorslappy
Sun Jul 18, 2004 7:20 am
#480

TH,


There is a simple solution to the group TEF. Make everyone in the group TEF'd as soon as one of the group members is TEF'd. Do not allow covert members of the group the completely unfair advantage of "first strike" against an opponent just because they choose to exploit.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
MrDoggs
Sun Jul 18, 2004 1:25 pm
#481


NasherUK:


"Removing group TEF will just create more problems, what if a covert heals an overt it its removed? The enemy cant attack them and stop them from healing?"


Ok, first off, if a covert heals an overt, he DOES get a TEF, and this has nothing to do with group TEF. That is a plain old TEF, and is as it should be.


"What about jedi hunting? How is a BH supposed to gather help like we're supposed to, to be able to have a chance against the jedi? And what about the coverts grouped with the jedi?"


This goes back to what I said before. Put in an "assist" command that starts a countdown. Once initiated, you will show like you have a TEF. Once the countdown is over, you are able to attack or be attacked to assist your chosen person/npc. At that point you would be overt, since you chose to help a fellow faction member in a confrontation against an enemy. This is not just for BH/Jedi...this is for all players.

And why is it that overts do not show up in a different way to opposing faction members unless you are also overt? You are OVERT! Anyone that can see you would KNOW that you are! You are openly displaying your factionaffiliation. If you aid an overt, in any way, you should be "tagged". Butthis should also mean that you should be able to tell if the person you are going to heal/trade with/ or group with is overt. The group TEF is unfair, in that it allows every group member to get a first attack against an attacking player. This is unfair to the attacking player, they are in a fight, and suddenly, instead on one, they are ambushed by the other 10, that GTEF. They SHOULD be allowed to assist, but not just because they are grouped with a player, they should already be TEF'd since they are grouped with them. This would eliminate the ambushing of an overt player by 1 overt enemy player, and his group hiding waiting for the GTEF so they can "surprise" the attacker. Being overt, a player should know of other overts in the area. Anyone of the same faction grouped with an overt should be shown, and known, to his enemies. Covert, is under cover so to speak...no sign of who you ally with. If you choose to run with an overt, you blow your cover...


Give me your thoughts on the "assist" I have talked about...maybe a happy medium can be had to allow fair and fun play for overt and covert.


MrDoggss <GREED>

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