Development Cycle Archive
Thread: Minefield Feedback
(AGAIN)
FAILURES:
1. Mines still do nothing, As emntioned i can walk over them with nice explosions and it does bugger all to me.
2. Cant clone issue still here
3. Weponsmiths bugged, and couldnt craft, and crate items lossing stats.
NEW PROBLEMS:
1. Loss of option of placing mindfields in places other than faction buildings
2. I have done this, died during pvp, been baned from the closest cloning facility. so what happens is that you just get ressed by "GOD" where you are with no battle damage or item damage. GREAT
3. More lag
I'm master ranger, and these issues I'm laying out have always been there, but maybe now we can get them fixed since mines are more useful.
1. if "avoiding" or "setting off" traps is based on the trapping skill, then how come at master ranger I always set some off?
2. If rangers are supposed to be the ones that can successfully "disarm" mines using the radial menu "disarm mine", how come I can't? Again at master ranger, I have to be right up on top of the little pole thingy to even get it to say "you have located a mine and attempting to disarm." The problem is, after 20+ attempts, I was always successful and the mines exploded on me.
What skill, if any, is this based on? I think that avoiding setting off mines while traverse over there should be based on trapping, and actually be a good percentage chance at capped trapping skill. Trapping should probably also be the skill "disarming" mines is based on. If this is not based on any skill, how the heck are to have a chance on doing this? Again, it needs to be a good percentage chance 75% or above at the capped skill.
Maybe the disarming skill could be something Commando also gets. /shrug, seems appropriate.
Perhaps there should be minefields for Imps, Rebels, and Nuetrals. Those that are neutrals can attack only NPC's of the placer's choice. Just a thought.
I'll admit that the trap thing is not a game stopper, but neither is minefields. Bases and turrets, and covert/overt status are game stoppers for GCW. So why were these hotfixed and not our traps?
If mines are important in protecting a player base, then mines are important in the GCW.
I really like it. We've had people exploiting and abusing minefields on Bria for too long.
Agree. I'm on Bria too ![]()
I am dissappointed with this so-called "fix."
Notice a Rebel wrote that; figures ![]()
Way too strong!!! I had logged out in a base, and today walked out to a minefield. I was killed instantly in 65% composite by 5 rapid mines, not giving me any chance to use spice or foods or healing. They are WAY too fast and powerful, and give me no chance of getting out of a base (or in for that matter) without buffs. PLEASE rework speed, or at least minefield sweeping. I've attempted and failed over 250 times easily, and only twice have I found one, and both times they blew up in my face... Mine fields are approaching unbeatable without buffs, and this saddens me, as it forces a different playstyle then I personally like. Please please please rework the speed or effectiveness of mines, as currently there is no way to survive a casual walk past the post without getting hit rapidly for 200 dmg while fully armored. Thanks
Whoa. Have you ever stepped on a landmine? Well, neither have I, but they are supposed to be ridiculously powerful! I don't care if you're wearing tank armor, you aren't supposed to walk away. If your complaint is that the mines kill you, don't go near a base.
Agree. When they fix turrets and make them absolutely lethal like they should be, then we can have our bases and have some fun.
I am still not happy about the arbitrary erasure of so many thousands of FP worth of work. Nor do I care for the fact that we cannot secure areas of control away from faction bases with them.
Compensation would be nice.
Here's the way I look at it: Cities are not Factional HQ's. Get over it. If you want to defend your city with mines, set up an HQ and shut up about it. Cities were not designed for that. Mines should be completely lethal to anyone who steps on them. A random 2% survival rate would be nice. Those 2 % may still be able to crawl and that is all. But I do agree with some of the above quotes: FIX THE TURRETS! We cannot hold bases until that happens.
Thunderheart wrote:
All existing mines and minefields will be deleted so that all new minefields that are placed will be effected by the new faction base rule.
Players should no longer be able to clone at facilities in cities from which they have been citybanned.
Minefields will again blow up when you walk on them.
Minefields can now only be attached to factional HQs.
Mines must be removed from a factory crate before they can be donated to a minefield.
* Do you see an improved performance?
*Are /citybanned playersforbidden from cloning centers in which they do not have access?
* Can you place minefields only near Faction Bases?
Thanks!
Message Edited by Thunderheart on 06-02-200403:15 PM
Hi Th,
There has been no noticeable improvement in minefield performance other then they do go off when an enemy player is close to them.
Cityban players now just clone beside the cloner instead of inside when banned. This resets them to covert and they just come back, since scanners are not working we are unable to do anything until they start beating on some factional defense.
Minefields not only cannot be placed near an HQ but the existing ones that used to be near them vanished.