Development Cycle Archive
Thread: Roundtable Discussion: GCW and TEFs
Well I gotta say it sucks when your covert and you run though an area that has a scanner and you get downed like a fly. Happened to me once not to fun, but not a bad thing it holds true to the story line. The GTEF thing is a bummer too when it happens but hey it makes sense in every aspect. I was grouped last night with an overt (I was covert) we came across and opposing over and group of people and my pal was attacked. I thought it only fair I should help him and in doing so I got teffed and was able to shoot at the attacker in RL I'd have done the same (well if we lived in that kind of environment). The bummer for us was he had more covert friends than we did and we lost (we did take him down before cloning). But that's how it works those with larger numbers win battles (most of the time). While neither of the events was fun in the end, it was fun during and I'm totally cool with it.
What I didn't like was the first time I did a faction mission and got teffed I didn't even realize it and then when I headed back to town I was caught off guard and taken down by an overt. I pay more attention to that teff indicator now but what I think sucks is you don't know how long your teff will last. Is there any way to tell or could we update the mouse over tool tip to tell you how long you are teffed for.
Dorak
Here’s an idea to improve the GTEF situation.
Some people say it should be all or nothing either declare or don’t PvP.I don’t see this as a solution.The solution I see is this, declared factional players work the same as they currently do.In terms of being a covert member of a faction engaging in factional battle a level of visibility is gained for actions taken against the opposing faction.Let’s say this rating is from 1 to 1,000.At 1 a player is an unknown in terms of the GCW and unknown to members of the opposite faction.At 1,000 a player is well known as a threat to the opposite faction.The idea is the closer a person gets to the 1,000 mark the more likely they are to be attackable by their enemy faction.A nice bonus is this adds a way to have non-Jedi player bounties added to the game.
In terms of game play player engaging in factional warfare 4 hours a day for a week will be at or near the 1000 point mark.While a player is at the 1000 point level they are 100% known to the enemy and easily detected by the opposing faction.If the player does not engage in any factional conflict for two to three weeks (not even killing npc rebels or imperials) the visibility rating decays to 1 for a 0.1% chance they can be detected by the enemy.In order for this to work factioned players get an ability to scan the area for enemy players.Let’s call this ability detect enemy.By typing /detectenemy you are able to scan the area for potential threats.This ability will have a success rate based on faction rank.At private there is a 1% chance for it to work and at colonel 100%.This doesn’t mean a colonel will detect 100% of enemies.A colonel has a chance to detect enemies based on the opposing players visibility rank. If the player’s visibility stands at 500/1000 a colonel has a 50% chance to detect that player.
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. 07-12-2004 06:15 PM
This is not a full suite of the possible situations players might like to be in. The full suite is:
PVP-always
PVP-somtimes
PVP-never
Right now there is NO chance to do PVP-never and partake of the GCW. I would love my character to be a rebel, but I can't guarantee that I wouldn't have to fight other players, and I just don't want to fight other players. Players in PVP frequently cheat, exploit, use uber-templates, etc.
My character is a master dancer/master entertainer and slowly working pistol. Because most of her skills are absorbed in noncombat professions she cannot possibly stand up to the punishment of PVP. But she is perfectly fine in PVE (as she proves time and time again hunting animals or fighting neutral NPCs).
I don't understand why there can't be a 100% PVE-only version of the GCW. Why FORCE players to partake of PVP in order to partake of the GCW? The "realism" argument (i.e. if an imperial player came by and saw me taking out an imperial base he would assist them) just doesn't wash with me. Who cares? Lots of things are unrealistic in this game (cloning and keeping your possessions and memories, anyone?). We accept them for the sake of playability.
As a partial compromise I suggest having it be that once you EVER turn your PVP switch on, ever, either for PVP-sometimes or PVP-always, you can never go back to the PVP-never version of the GCW. This would prevent people from going into PVP mode just to grief each other. (Incidentally it is the griefers that make me not want to PVP under any conditions except playful duels with my own guild mates, who are the only other players I trust not to grief me.) I would happily accept "you may never PVP" if I could have a nice PVE setting in which I could enjoy the story and roleplay parts of being a rebel.
That you don't have such an option is to the lasting discredit of this game and has forced me to basically stay neutral for a year with a character who should have been rebel all along.
C
Masen wrote:TEFs-Here's an idea...How about just use the space GCW system? Covert, can't attack or be attacked by any PC. Overt, open game to any other overt. and faction gear gives you a TEF as long as it's on? Sounds simple enough to me, and alot less confusing than this convoluted design you've got now.
I'm all for this one. I would love to partake of the GCW vs. NPCs, but I do not want to deal with the Player-Griefers I have seen running around too much.
C