Development Cycle Archive

Thread: IT 7-17: Additional GCW Changes

th0mas
Wed Mar 10, 2004 7:42 am
#40

Thank you TH this is some good changes.

Theres still room for improvement, but this is a major part of the issues with bases you resolve in this patch.

Most noticably IMO is now the ability for members of the same faction beeing able to view the vuln. times... this should be changes so only selected members can view it.

But im eagerly awaiting whatll happen in patch 8, since its been labled GCW revamp... sounds promising looking at the changes that went in this patch.



Aefa Freesky / Areek Freesky / Aylana Freesky
(All Cancelled)

Co-founder of AE Medical
WoW - Shadowsong Server - Aefa - 60 Alliance Hunter
Theos_Robos
Wed Mar 10, 2004 7:44 am
#41






Koops wrote:





CmdrFel wrote:

has anyone thought about the fact that someone could stand inside a base with an inventory full of smuggler-purchased turrets and keep adding them one at a time as they go down to keep the base up for the longest time possible?


This is going to make it hard to get a well-prepared base =)








Donations to bases should be disabled during vulnerability times. If you want turrets to defend your base, plan ahead.






This was in one of the TC patch note. Only one can be added during vulnerability if memory serves me correctly. Or was it one an hour. Hmm...








Audible
Vendor outside of Restuss, Rori
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maguinus
Wed Mar 10, 2004 7:58 am
#42

so now it is impossible to take a base.


go to base A during vuln time, only to find several defenders INSIDE their base, shooting at you through walls. you can't see them so you can't shoot back. you can't get in the base because the doors are locked. so long as a few are outside to keep you busy, you'll never get to take out the turrets and open the door.


PLEASE FIX THE SHOOTING THROUGH WALLS EXPLOIT! IT SINGLE HANDIDLY IS RUINING ALL HQ BASED GCW ACTIVITY.



fixing the moving vuln time is good though i hope the time can be selected.
Loic
Wed Mar 10, 2004 8:15 am
#43

Sounds great TH, I had a suggestion that might add reality to players being forced to take down all the turrets first. Perhapse have a locked door in the enterance, the story could be that the locking mechanisms power system is routed through the turrets, the only way to deactivate it is by destroying the turrets and disrupting the power supply. Call it a magnetic lock, you could even require a smuggler to slice the doors secondary security after the turrets are down to gain entry to the base. Ohh and I'd add an actual door, a heavy looking one in the enterance, or you could do a force field.

Anyway, a few thoughts to add a little realism.
ShineKnuckle
Wed Mar 10, 2004 9:23 am
#44

Much as I maydislike Khade, I have to agree with him on one point -- there needs to be a purpose for HAVING these bases. Right now, there isn't one. They're a gigantic time/faction point/money sink and they provide no real benefit other than drawing PvP to you (if that's what you're into, I suppose bases are semi-useful).


- Increase mission payouts (by a good, but not enormous, amount) when taken from a player-owned faction base.


- Flagany andall covert opposing-faction personnel within 120 meters of the base with a TEF, immediately. I'm sick of seeing 3 overt and 10 covert attackers. If you're that close to a faction base with turrets up, it's pretty obvious what you're there for.We shouldn't need a "covert faction scanner" item for this; pleasebuild this functionalityinto thebase itself.


- Change the base terminal so that only the owner and those he places on the admin. list can see the vulnerability time, regardless of faction rank. This "look-at-my-alt-character" nonsense is getting REALLY old. I could just go ahead and buy myself enough faction points for WO2 on an alt.character and then destroy 10 imperial faction bases in 3 days, but that's ridiculously lame and I'd never sanction it.


- Rebel bases should not be monolithic structures with blatantly obvious Rebel banners all over them. They should be hidden. Rebel and imperial assets, in this game, are only separated by the fact that imperials get several insta-spawn walking turrets (AT-STs) and rebels get 3000 HAM troopers that cannot kill a gnort. If the rebel bases were at least DIFFICULT TO FIND, I wouldn't have as much of a problem with this. *Fix it.*


- ANY NPC spawned by a base, when not under attack,should regenerate its HAM. Preferably rather quickly. I'm getting really, really sick of seeing one (1) combat medic run to a base, poison EVERYTHING surrounding it with an AoE gas bomb, and run away -- only to come back and slaughter everything. My guild has used this tactic to great effect, but it's pretty lame and it really should be stopped.


P.S. -- for what it's worth, fixing the base vulnerability shifting is a baby step in the right direction. These bases need a LOT of attention to be worthwhile, though.




Altaire Ferrous - deceased Bounty Hunter
Rail An'geles - deceased Jedi Knight

Valor
Wed Mar 10, 2004 9:49 am
#45

looks great, but how do you plan on fixing the shutdown sequence?


example: imperials set a rebel base to detonate, there are 8 minutes left. A Rebel burst runs into the base and double clicks on the main terminal, now the base is shutdown. Seems a tad too easy to shutdown dont u think?







LordValor/LadyValor/DukeValor
.......:::: Proud member of Oasis ::::.......
.......:::: Major in the Imperial Navy ::::.......
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| Master Smuggler; Master Pilot/Elder Dark Jedi Master/Architect-Shipwright |
Krayvex
Wed Mar 10, 2004 9:51 am
#46

Those look like realy good changes.


One other idea would be to make turrets tougher. Especially large ones. I was able to wreck a small block turret with just pixie and some food. No doc buffs at all. Although I like to think I'm a badass commando, I shouldn't have been able to do this. Atleast I don't think I should have. You shouldn't be able to solo any turrets, much less w/o buffs.



Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



Axe_Grinder
Wed Mar 10, 2004 10:31 am
#47

So since you openly admit that people were using exploits to destroy factional bases...


HOW ABOUT GIVING THOSE OF US WHO LOST DETACHMENT HQ'S TO THE EXPLOITERS OUR FACTION PTS OR OUR BASES BACK??


Ispent allmy lots, tons of time, tons of credits, and tons of faction pts to get those bases to only have them wiped out by a group of 4 exploiters. Hell I have screen shots of cheaters doing this.


BAN them or give me back my FP or my Base.





**Dark Jedi Knight of Onyx** - Quis custodiet ipsos custodes
Peace is a lie, there is only Passion. Through Passion, I gain strength.
Through strength, I gain power. Through power, I gain victory.
Through victory, my Chains are broken.


The force shall set me free.
oulad
Wed Mar 10, 2004 11:07 am
#48

I sure hope this goes live soon, we have lost a lot of turrets to this and other exploits.



Torgo Ecry
Magnus Instruo - Rogue Squadron
Rebel Sharpshooter + some other stuff

Sc0rPs
Wed Mar 10, 2004 1:07 pm
#49

Main question is, why did you let this go on for so long?


Or is this like a factional dungeons can now be catpured and then ignore it never really worked?



Where's the Star Wars!?

GCW Wish List!


Proof the Empire is the good guys!

Colonel Galdwin
Limbonik
Wed Mar 10, 2004 1:26 pm
#50






Naquiel wrote:

Wow, look at all the complainers. You think that this is bad, why dnt you try taking a relic keep in DAOC. You have to:


1. get into the keep wile being fired upon by archers and any spell casting npc/yahoo that is inside the keep. And if you get past the melee thugs waiting outside the gate. Oh and did i mention that there are 2 sets of doors you have to get past.


2. get past the respawning of npcs (and rezed characters) to get to the keep lord/relic to win control of the keep/relic. And this is if you survive the painfull challenge of giving it a chance.


You might not like the changes, but there good for the fun.



That sounds like a real base/assault situation to me. But then, that would be to much fun for us.




Limbonik
Imperial Inquisitor :: Darksider Historian
Remember the Fallen


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