Development Cycle Archive

Thread: Roundtable Discussion: GCW and TEFs

kiane
Fri Dec 24, 2004 11:21 am
#612

I dont mind the ground TEF, if you kill a member of the opposing faction, why not be visible for a short amount of time? i dont agree with the group thing though. When you kill a member of the opposing faction, your group shouldnt have to suffer what you did. If they dont like PVP then they shouldnt be forced into it because of your actions.

TEF is find, group TEF isnt





-Kiane Ota - Master Bounty Hunter - Master Rifleman - Force Sensative-


I aint in it for your revolution either


Bulbous2
Mon Jan 03, 2005 11:39 am
#613

The concept of TEF is *extremely* important to this game. It is completely unacceptable for players to participate in GCW combat against NPC's but be immune to retaliation from players.
NecrozDarksoul
Tue Jan 04, 2005 12:30 pm
#614



Nacho_Fury wrote:
Group TEF, commonly referred to as GTEF, has been a problem ever since the extinction of its predecessor RevengeTEF. Getting rid of that too will stamp out the Clone Wars that go on and spark a new interest in PVP for those that have been sick of it. 9 months and counting.





Ever try pvping away from the cloner?

Wow you called it Clone Wars...I wonder if that's a coincidence?



Necroz Darksoul


VLord of Darkness and Slave of WykydV


NecrozDarksoul
Tue Jan 04, 2005 12:34 pm
#615

Just my 2 cents but Combat rules the way it is except for Jedi. They are NOT overpowered alone and are easily dispatched, but when you group 4-10 of them in one group it becomes a nightmare.

Remove all but 5 Jedi, within a ranking system from PvP. That way each side has "rogue Jedi". All other Jedi become overt to one another at all times.



Necroz Darksoul


VLord of Darkness and Slave of WykydV


AnmeldungStinkt
Tue Jan 04, 2005 4:07 pm
#616

GCW is pointless because all players will be back in seconds. I can't see what's the point in fighting each other if there is no "death" at all.

My solution would be to grant every player a limited character slot just for playing "the grunt" and doing missions for a chosen faction.

Although some might cry out loud about the poor artisans (who are by far the richest guys around [and are freaking bored by being rich]), i would limit the equipment of those "grunt character slots". They should gain depending on earned faction points and fought battles, access to more advanced weaponry, armor and vehicles.
Armor should vary depending on faction rank and task.
Maybe the different factions could make "crafting contests". If you manage to craft XY weapons of XY quality the faction will buy all of them for XY credits. This might add some competetion to the riskless boring crafting system.
If i remember correctly, there was never again as much PvP (and fun in PvP) as some players had while experimenting with the blue frogs and having thearby complete templates and equal armor/weaponry/buffs, so i considers this rather positive than negative.

Grunt death should mean permanent death and loss of half the faction points and rank but the player should be able to choose from all completly learned skill boxes he ever made with one of his former grunts.
So if you managed to master Carbineer and Pistoleer with your grunts you may choose those professions for every new grunt you have to make after yours get killed.
Finally a "master" would mean something and training recruits would make sense and there would be recruiting at all.

Every soldier needs a mission of course. So there should be a "war time" each day, like 7pm-10pm. Every player can submit his own "ready times" for his grunt and the server assings equal strong forces to the different mission objectives like, or maybe just calling all players with a grunt to the different objectives.
PvP events coulb be created dynamically. The called players would get a rally point to meet up and once both groups gathered they will recieve the battlefield where the fight will take place. If the server would arrange such "events" it might even be possible to control the numbers of participating players by locking the surrounding area (for non-called players) and thereby guranteeing a lag-free PvP faction battle, with fair numbers, fair skilsl and fair equipment.
The controlled scale and place might even allow the usuage of hero characters for certain battles. Maybe calling heros or reinforcements could be made an officer skill.

Imperials: City guard Coronet - Rebels: spread propaganda Coronet
Imperials: attack Yavin 4 temple - Rebels: defend Yavin 4 temple
Imperials: Track down mean rebel special forces - Rebels: try to survive with your elite group against countless imperial grunts


etc.

There are enough games with examples for such "fighting opportunities".

Pros:
- Star Wars feel
- Thrill of "game over"
- factional looking like fights
- fair fights
- action every evening
- PvP players will want to participate on
- great looking blaster battles

Contras:

- Conflict with "6 month character saving", imagine hundres of players to create new characters each week or so
- some people WILL whine about their lost uber stuff
- some people WILL whine about the lack of melee professions o.O
- to be honest this idea will be whined to death like everything else interesting
- this would be too awesome to be true

My best non-roleplay SWG experience was when a group of 20 (ranged fighting) noobs went out for squill hunting from anchorhead. It looked and felt actually Star Warsy and there was a certain risk since most didnt even have mounts.
By advancing the way to travel doesnt matter much and by being buffed you are too powerful for such stuff alone which is quite boring.

I should stop dreaming *sighs* ... For some reason i still have faith that this game might be (Star Wars-)fun to play sooner or later.
In the naive hope of someone reading my ideas i hope to help to improve it.

HIT ME!
iutoba
Mon Jan 10, 2005 12:56 pm
#617

remove the gtef and tef all together from the game u whant to pvp go overt make it so that if ur overt u can only be cured from a overt and visives ya same with trades and remove the hr long wait make 5 min or something 1hr is a waste of my game time.
jason67
Tue Jan 11, 2005 7:08 am
#618


I enjoy the TEF system and believe that it is an important part of the GCW. For those that believe it should be removed I can not imagine your concept of WAR. Just a couple of points to start off with.



1- If a member of your faction(assuming they are overt or NPC, in this case lets assume the one being attacked is imperial) is being attacked they should become attackable by other members of the opposing faction(The rebel should be attackable by other imperials).


2- In war a common practice is to set "Traps", in this case consider 1 overt player(bait) to be the trap with the 10 additional covert players being the purpose of the trap. This engenders strategy and general common sense. If you attack someone(overt) in the middle of a starport, then I would imagine it's purely possible that there will be other sympathizers to that particular party in the vicinity and they should be free to choose if they would like to help or not.


3- Clone Zerging is easily avoidable, don't battle in front of the cloner(duh!!!). Again strategy, pick your battle field.


4- Buffing TEF, I believe the simple solution to this is to allow WOUND healing only without a TEF, as buffs are considered wound healing. General Damage healing should still cause a TEF to prevent someone from simply sitting back and healing a partner without consequence(abuse of the TEF system).


5- TEF trading, I don't believe that trading with opposing factions should cause a TEF. I simply don't see the need or cause for this in the GCW, aid in that manner is often given "under the table" in conflicts and in this case should also be allowed without a TEF. If there is someone who feels that this NEEDS to be included for some reason that I do not currently see, then consider setting it up where you only get a TEF if you are within 32m of an overt player of the opposing faction(32m is the current visibility distance for Jedi, seems to be a reasonable distance for something like this).


6- Being Ejected from houses by TEF. This is probably acceptable as long as we remove the trading/wound healing TEF.


I do also believe, as mentioned many times throughout this post, that the 1 hour wait is way too long to go covert again. It also appears to cancel if you log prior to becoming covert again. It is my opinion(one which seems to be shared by many) that the wait period should be significantly reduced(5-15mins only), I also think that this will ultimately encourage others to go overt as they will no longer have to wait a full hour to go covert when they are through.


I also am in favor of the suggestion to allow other players to turn members overt. I would enjoy seeing SL's get a command that would allow them to "call reinforcements". I envision this command for SL giving all covert members of their faction within 64m's the ability(an option box) to go overt(I don't believe this command should be limited to group members only). I also would like to see Colonels be given the ability to make individual members overt/covert(especially if you use the suggestion to make high ranking faction members perma overt).


I believe that "Mind Trick" should be a command that is performed while NOT in combat and it would allow the Jedi to appear as the same faction(not attackable even if knight) for a short period of time(I would put this on par with WarCry, while very short at first once you reach master in the given profession it increases up to 30seconds).


It would be much more enjoyable and meaningful to me as well if NPC cities were faction controlled. Not preventing entrance of other factions per se, but constant patrols of faction NPC's particularly of Starports that scan for opposing factions, encouraging certain factions to use certain cities controlled by their factions. I think this will also help prevent shuttle ganking in it's current form as startports should be controlled by appropriate faction NPC's. I also would like to see "Safe Zones". In my mind I see the cantina, med center, and the clone center as "Safe Zones". I do not believe the Shuttle/Starports should be "Safe Zones" that is an area I would like to see controlled by faction based players and NPC's. I also believe that if players had a relatively "Safe" place to go it would also encourage more people to go overt instead of the constant TEF squads. I believe that safe zones should have the same restrictions as houses(ie. TEF will cause you to be ejected, or refused entrance)


Anyways these are most of my thoughts about how I feel the current system is and the improvements I see that can be made. Certain abuses of the system can and should be avoided by tactics(clone zerging), where others must be prevented(clone camping). I hope you find my suggestions, thoughts and insightsuseful and worthwhile.

Message Edited by jason67 on 01-11-2005 08:57 AM





HostageH
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Voave25
Tue Jan 11, 2005 11:13 am
#619

I agree with getting aTEF when attacking opposite faction npc but not GTEF. There is to many instances where you will have one overt in which you partake battle with and hope for 1vs1 yet he will be in a gank squad and you are jumpedfrom all sides. I agree with another poster saying if you join a group with an overt you will be switched overt yourself giving you a message of some sort saying you will be attackable.
Chessack
Tue Jan 25, 2005 8:56 am
#620


jason67 wrote:
I enjoy the TEF system and believe that it is an important part of the GCW. For those that believe it should be removed I can not imagine your concept of WAR. Just a couple of points to start off with.


No one is denying that it is a WAR. However, notice that this is not actually a war, but a GAME about a war. That game involves two very distinct types of gameplay that require different play styles: (1) PVE gameplay and (2) PVP gameplay. Perhaps you enjoy both. Not everyone does. Why should one be forced to engage in a particular STYLE of war (PVP) in order to engage in the other.

I love fighting NPCs and am happy to fight Imperial NPCs. I do it all the time with my CorSec/Neutral pilot when CorSec decides to "send the empire a message" (that's my favorite mission). I blow up lots of TIEs, and sometimes get blown up myself. Yup, it's war. But I never have to worry about other players attacking me in space, which is how I like it. It's not that I couldn't succeed in PVP. It's that I don't like the style of play that PVP entails. I'm not convinced that to engage in the GCW story elements, I shoudl be required to open myself up to a game element that I don't enjoy. I am all happy to have PVP in the game for others, and have some friends who love it... just don't force me to engage in a particular play style to engage all the fun GCW content. Star Wars is about a WAR yes... but it is Star WARS, not Star PVPWars. There is no reason why I should have to open myself up to being shot in the back of the head by an uber-buffed player when hell, I was just killing off some low-HAM imperial NPC probots out in the middle of nowhere.



1- If a member of your faction(assuming they are overt or NPC, in this case lets assume the one being attacked is imperial) is being attacked they should become attackable by other members of the opposing faction(The rebel should be attackable by other imperials).


Ah yes the old red herring that "If I see a rebel shooting an Imperial and I am an Imperial I would help, it is in character, etc, etc." That's true but again this is a GAME, and some allowance simply must be made for people not enjoying the PVP playstyle. Now before JTL came out you could just say, "Hey then don't get involved in the GCW, that's the price you pay.

But wait! JTL is out, and guess what? I can attack Imperials all day long in my REBEL starfighter if I want to. And you can't stop me, Mr. Imperial, whether you want to or not. You can't help them, you can't fight me.

So I am not sure I understand. How come it is so unholy sinful to allow a rebel to attack an imperial NPC in the ground game (or vice versa of course) without the players being able to respond, but it's OK in the space game? Hmmm? Answer me that one.


2- In war a common practice is to set "Traps", in this case consider 1 overt player(bait) to be the trap with the 10 additional covert players being the purpose of the trap. This engenders strategy and general common sense. If you attack someone(overt) in the middle of a starport, then I would imagine it's purely possible that there will be other sympathizers to that particular party in the vicinity and they should be free to choose if they would like to help or not.


This is easily fixable. If overts attack each other in the starport, it should be possible for coverts to attack them back. Doing so should automatically grant a TEF to the coverts or set them overt or whatever you want. That's fine, this is voluntary PVP. I have no problem with it.

What I do have a problem with is having PVP forced on me to experience more than half the game content. They don't force any PVP on you in space. In fact the one zone where they did for the final non-PVP mission, they changed, because (in space) they realized that forced PVP is a bad thing (tm). Why they can't apply the same logic to the ground game I will honestly never understand.

As I say, the one argument that has "stuck" all these months (years now, I guess, literally, since the game is 1.5 years old) is that if a player attacks a factioned NPC, the other faction members who see it would "in character" respond. Preventing this was billed as a "disaster" of epic proportions and would "totally destroy" the flavor of the game. My my there "must be consquences" to these actions!

But yet the space game allows it and no such disasters have arisen. So you can view JTL as a test bed for what some of us would like to see in the ground game. Make the ground game work exactly like JTL and I would be happy. Sure, if you don faction armor or do other things like pull out faction pets that should turn you overt... sure if you attack other players you should be attackable back. Again I have no problem with that.

What I do ask is that they make it possible to be "just a PVE" type faction member. So you can experience the fun content (faction quests, etc). That's all. I have no interest in PVP. In fact I would happily permanently foreswear non-duel (factioned) PVP forever if it meant in exchange I could have a PVE-only character.

C

Message Edited by Chessack on 01-25-2005 07:59 AM

Message Edited by Chessack on 01-25-2005 07:59 AM



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Dejah Thoris
Dancer, Musician, Image Designer
Kor Spera, Corellia, Naritus
WormSeal
Thu Sep 15, 2005 5:39 am
#621

Why not simply do it like this: If you covert and attack a overt target you become overt. That why you can still help out your friends thenthey are attacked but it will be harder to use it as a tactic.






|||||||||||| Prosac ||||||||||||
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/rude SOE
Canceled
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moonreft
Sat Nov 05, 2005 2:10 pm
#622

#1

You all are crazy GTEF is a must, I doubt half of you remember revenge TEF or the run and hide house tactic. Grouping real quick to assist a friend from the IMP mob that always waits outside or coronet is fair, do you really think the 15-20:1 is fair?

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