Development Cycle Archive
Thread: SWG Changes Part 3: GCW Occupation System
thule wrote:I have said it before and i shall say it again..the people who are so opposed to PvP combat is due to the fact that as the game stands now none of the npc's (factioned or not) use any of the same special abilities as players despite their difficulty...aside from a mild damage mod (undone by armor) and more HAM (more shots) there is no difference between the imp private and the storm trooper. If the npc's of level presented an appropriate challenge (not just high resist and HAM) then it would matter less if it was a PvE or a PvP battle that sent you to the cloning chamber. If a character is able to do battle with an npc they should be a viable combatant in PvE as well.Let me remind everyone that when the CURB hits it shall provide a fix to many of the problems we currently face with combat..and thus with PvP combat. All of these things are not unrelated issues..they are all part of the same game and each fix,update and patch brings the game one step closer to bringing us all into the GCW, regardless of profession.There are a few good points made by both sides of the PvP vs. PvE disagreement and i believe it will get fixed...my biggest concern IS watching a bunch of combatants (from either side) running amok killing npc's of the opposing faction while a bunch of special forces look on helplessly...so here is my suggestion.Let special forces players (overts) have access to a strike team command..only to be used against combatants of the ouher factin who are actively engaged in battle wiht faction npc's.Reinforcements for the overts..to aid the PvE defence of bases or cities. I do feel that the Devs. are taking steps to ensure that PvP is still both viable..valuable..and entertaining as ever. With PvP bases counting for much more in the GCW the players who choose to fully support their factin will be deciding the outcome of the war. For those who don't like the idea of player called reinforcments why not? PvP'ers will be dropping the PvE bases as it is.Major Mazrath ThuleImperial armyFlight officer of the imperial inquisition.
Your assumption is that I don't play PvP because I'm not combat viable. That's not it at all. I just don't want to fight other players. I'd rather go after swarms of NPCs than take on one at a time. That's just how I'd prefer to play the game.
DoogieHozer wrote:
Valkyrie36 wrote:
DoogieHozer wrote:
All well and good. But.
How do I win the war? Can it even be won? Or is it just a sliding teeter-totter sensitive to sniping that is utterly meaningless as an endgame mechanic?
What's the endgame?
--doogie
I would vote for teeter-totter. I have played games (WWII online) where the war was won or lost. Come back the next day and everything is reset back to the the start. I think this will be a struggle where the side can claim advantage at times. That in itself is a victory. The question of "who is winning the war" will be readily answered at all times.
And how would this be any different from the current GCW, except for more explicitly exposing the score? In fact, it can be said that on many servers, one faction or the other already dominates, effectively "winning". But, their efforts are meaningless, since there's no way to win with finality. I fail to see how lacking an endstate will not result in the same sort of apathy that already exists.
Some would assert that one is "Not supposed" to win, due to the period. So, then, why bother? In fact, it might even more interesting for the bored, hard-core PvEer or bored PvPer that one be on the -disadvantaged- side, since the threat level is higher.
In my opinion, it would have been more imaginative for the Devs to come up with a system where factions were really "meta guilds" that could be formed between participating guilds, and the score kept track of at the "meta guild" level. Therefore the participating guilds could stage their own wars and have a game mechanic keep score for them. How they managed endstate is up to the "meta guild" cooperative... one might provide several options.
Similarly, one might have "Hutt" and "Valarian" factions vying for control, alongside the "Imperial" and "Alliance" factions, all within the same "meta guild" framework. You can conceive of all sorts of cool wars one could stage if there were a little bit of cleverness applied to the design.
--doogie
Well, it will give us a means to measure our faction's performance in the GCW - something which we don't have now. If we can measure our performance, it gives our actions meaning which they previously didn't.
Unless there are key checkpoints (say at the end of each month), there cannot be any "end" to the game. The war can never be over- it can only fluctuate. I mean - what would happen if the Rebels did win the GCWwithin a SWG context? Where would the game go? What would we all do? Could the Imps fight back the next day and try to restart the GCW and win it back?
If so, then it's what we will have - but rather than the "endgame" being measured in terms of weeks, months or even years - it's measured in hours.
- Ymo
Maisland wrote:I would like to point out that unless they change the way scanning works, it is possible to be detected as a member of the opposing faction even if you have NO illegal goods on you.
Straker_Atrella wrote:Carry your sliced and illegal stuff in droids then. Those don't get scanned. YOu can carry up to 50 illegal items in droids (10 each.)
Maybe instead of complaining about great changes, you should use all your available assets.
I think that's kind of the point. Imperials will be scanning for illegal goods and notice at the same time you're a Rebel. After the changes, Rebels will be scanning for illegal goods and notice you're an Imperial. I think the system is working exactly as designed.
Darter wrote:
thule wrote:
I have said it before and i shall say it again..the people who are so opposed to PvP combat is due to the fact that as the game stands now none of the npc's (factioned or not) use any of the same special abilities as players despite their difficulty...aside from a mild damage mod (undone by armor) and more HAM (more shots) there is no difference between the imp private and the storm trooper. If the npc's of level presented an appropriate challenge (not just high resist and HAM) then it would matter less if it was a PvE or a PvP battle that sent you to the cloning chamber. If a character is able to do battle with an npc they should be a viable combatant in PvE as well.
Let me remind everyone that when the CURB hits it shall provide a fix to many of the problems we currently face with combat..and thus with PvP combat. All of these things are not unrelated issues..they are all part of the same game and each fix,update and patch brings the game one step closer to bringing us all into the GCW, regardless of profession.
There are a few good points made by both sides of the PvP vs. PvE disagreement and i believe it will get fixed...my biggest concern IS watching a bunch of combatants (from either side) running amok killing npc's of the opposing faction while a bunch of special forces look on helplessly...so here is my suggestion.
Let special forces players (overts) have access to a strike team command..only to be used against combatants of the ouher factin who are actively engaged in battle wiht faction npc's.
Reinforcements for the overts..to aid the PvE defence of bases or cities. I do feel that the Devs. are taking steps to ensure that PvP is still both viable..valuable..and entertaining as ever. With PvP bases counting for much more in the GCW the players who choose to fully support their factin will be deciding the outcome of the war. For those who don't like the idea of player called reinforcments why not? PvP'ers will be dropping the PvE bases as it is.
Major Mazrath Thule
Imperial army
Flight officer of the imperial inquisition.
Your assumption is that I don't play PvP because I'm not combat viable. That's not it at all. I just don't want to fight other players. I'd rather go after swarms of NPCs than take on one at a time. That's just how I'd prefer to play the game.
viable in PvE combat and viable in PvP combat..as it is now..are very different things. you can't say that PvE against an horde isn't easier than a good PvP fight.
Major Mazrath Thule
Spank-A-Thon wrote:Well, it will give us a means to measure our faction's performance in the GCW - something which we don't have now. If we can measure our performance, it gives our actions meaning which they previously didn't.
Unless there are key checkpoints (say at the end of each month), there cannot be any "end" to the game. The war can never be over - it can only fluctuate. I mean - what would happen if the Rebels did win the GCW within a SWG context? Where would the game go? What would we all do? Could the Imps fight back the next day and try to restart the GCW and win it back?
If so, then it's what we will have - but rather than the "endgame" being measured in terms of weeks, months or even years - it's measured in hours.
- Ymo
Like I said, how is that any different from what we have now? How can it not lead to the same sort of apathy that exists already? All I have to do -right now- is drive around and I can tell you which faction is winning... I don't -really- need a working /gcw to tell me that. Worse, checkpoints can be sniped unless you are -very- careful in the design (Cries of Alderaan, anyone?).
There already exists one Planetside. Why can't better be done?
My post contained a potential system for guildwars where, within the framework of the GCW (that we know and love) one can manage their own war. THAT is what one could do. Manage your own war, with definable goals, objectives, and a definate endstate.
--doogie
DoogieHozer wrote:
Valkyrie36 wrote:
DoogieHozer wrote:
All well and good. But.
How do I win the war? Can it even be won? Or is it just a sliding teeter-totter sensitive to sniping that is utterly meaningless as an endgame mechanic?
What's the endgame?
--doogie
I would vote for teeter-totter. I have played games (WWII online) where the war was won or lost. Come back the next day and everything is reset back to the the start. I think this will be a struggle where the side can claim advantage at times. That in itself is a victory. The question of "who is winning the war" will be readily answered at all times.
And how would this be any different from the current GCW, except for more explicitly exposing the score? In fact, it can be said that on many servers, one faction or the other already dominates, effectively "winning". But, their efforts are meaningless, since there's no way to win with finality. I fail to see how lacking an endstate will not result in the same sort of apathy that already exists.
Some would assert that one is "Not supposed" to win, due to the period. So, then, why bother? In fact, it might even more interesting for the bored, hard-core PvEer or bored PvPer that one be on the -disadvantaged- side, since the threat level is higher.
In my opinion, it would have been more imaginative for the Devs to come up with a system where factions were really "meta guilds" that could be formed between participating guilds, and the score kept track of at the "meta guild" level. Therefore the participating guilds could stage their own wars and have a game mechanic keep score for them. How they managed endstate is up to the "meta guild" cooperative... one might provide several options.
Similarly, one might have "Hutt" and "Valarian" factions vying for control, alongside the "Imperial" and "Alliance" factions, all within the same "meta guild" framework. You can conceive of all sorts of cool wars one could stage if there were a little bit of cleverness applied to the design.
--doogie
The meta guilds is a Brilliant idea, and would be something even I would want to join in. Esp If it included NON GCW factions. Like Hutt,Valarian and Nym to name a few. Why not have our faction standingsREALLY mean something instead of just if we are attacked on sigh or not. I agree with you the gcw IS comptley pointless and these changes will do NOTHING to change that.
Message Edited by l_StarFox_l on 02-10-2005 01:20 AM
If it's "working exactly as designed" then why are so many people saying the non-combat characters will be safe if they "don't have any illegal goods on them" in responce to the concerns for the role of factioned non-combat characters in the GCW? Or is it your stance that non-combat charcters should stay out of the GCW altogether?
Darter wrote:
I think that's kind of the point. Imperials will be scanning for illegal goods and notice at the same time you're a Rebel. After the changes, Rebels will be scanning for illegal goods and notice you're an Imperial. I think the system is working exactly as designed.
Maisland wrote:
I would like to point out that unless they change the way scanning works, it is possible to be detected as a member of the opposing faction even if you have NO illegal goods on you.
Straker_Atrella wrote:
Carry your sliced and illegal stuff in droids then. Those don't get scanned. YOu can carry up to 50 illegal items in droids (10 each.)
Maybe instead of complaining about great changes, you should use all your available assets.
Message Edited by Xspurn on 02-09-2005 05:23 PM
OK -- I give up. What does "QFE" mean? The only meaning for QFE I've ever seen is Quick Fix Engineering, and I can't figure out how that would apply in context. And no, I'm not a net noob.
LeBob wrote:
Q.F.E.
Some would say Dark Jedi and Light Jedi should be equal in this respect. I do not understand why someone would want to play a Dark Jedi that was buddies with Darth Vader. The idea of that sickens me.