Development Cycle Archive
Thread: Developing a Solution for the Faction Base Issue
What of medics /drag-ing incapped players into houses? Would the body just stop at the door?
/drag does not incur a TEF to my knowledge, and even if it did - would you be ejected from the house if you became TEFed while inside?
Also, houses that are not set private, but have every known memebr of a faction on the ban-list?
I like the idea of not being able to enter any structure, public or private, while TEFed, but this has its own problem. Even with a short TEF, if you have aggro mobs on your doorstep, you can't get home.
I want to chime in and agree with the way this post is going. Barring entrance into homes is important and I have seen this used all too often.
The best I can do right now is tell you that this information is being seen and there is a lot of good stuff here...
Instead of doing the entry based on TEF can the entry be blocked if you are in fight mode? This way they have to stay and fight or they run away in the open.
As stated if battle is over and you have to wait outside for 5 mins till TEF drops you are PVP target and may be down on health and need to rest in a secure place.
OR can the structure being used to hide in durring a battle now become attackable like a lair?
I am sure if someone uses house for protection and its getting destroyed they will come out and try to stop you if they can or die in process. I just don't like the players abiltity to use range weapons/ skills from a house it is unfair to all the mellee classes.
TH, I love the idea! We have been subjected to a lot of this griefing lately.
However, I do think there needs to be a few changes. When Player Cities go live, I think the Mayor should be able to ask someone to leave the city. I sure as hell wouldn't want a bunch of houses sitting in the middle of streets, and next to Faction HQs. Even if they can't run into the houses when in combat, I think it is important that people cannot place houses anywhere, especially for factionally alligned cities that have HQs... it would cause too many problems to have Imperials grief the city and HQs.
Also, I am glad you thought ahead to the Entry Fee issue, its good to see some devs playing the devils advocate and not just throwing new ideas in.
1. The TEF solution will effect PRIVATE structures. So instead, I make my house "Public" and I put a Million Dollar entrance fee on my house, I can go inside, no problem. I shoot your base, run to my house, pay the fee (which goes back into my account) and then I get the money back, but you, who are chasing me, can't chase me inside unless you have a million credits.
This one make no sense to me. What about PAs or Players that don't have million to pay a entrance fee. They lose their Faction (40K to 60K FP) base and get griefed to death because they aren't rich. Thisyou call a solutions !
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Come on make them pay for using the house in combat. If they runinto ahouse or player buildingallow the chasing player or forces to enter and try and kill the TEF playerand if they are succesfull allow thechasing force the ability to destroythe house. (There should be a consequence for using a house in combat.)
some great imput on this thread.
My vote for the best was mentioned earlier.
Keeping the house as a "tactic" while not restricting, or giving an imence advantage to 1 player is the key to this. Having a player (owner of house, or any on admin,enter,etc list) that is TEF flaged should overide the house's private, and payed entry status, and setting the TEF flag time to 5'ish minuts eliminates the bait and swich (drawing a player in then leaving the building making it private again thus booting the opponent). This will allow the opponent to enter the house and defend himself(or avenge). This will also allow the owner(or person that entered) to use this house as a defence.
Taking houses out of play removes an interesting city battlescape. Locking both parties out of the house removes a 3rd dimention to fighting, narowing the pvp adventure more to only running around in open areas, and around houses.
-Give houses a 5 minut TEF flag (timer started and updated each time a TEF is registered on entry)
-When houses have a TEF, house is considered a public structure, and will not charge on entry.
-At the end of the timer, the house reverts to what ever previous status it was set for.
Eliminates the problem, enhanses battlefield options, and on a leap... probly preaty easy to impliment into the house code.
That sounds like an excellent solution.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"THe FS system only rewards the Veruca Salt's of the MMO world . . . not the Charlie's"
Yes.
At the time, it was only one non-Commando leaving to take potshots. Best bet was to throw a knockdown shot at him as he left the doorway. It was upsetting in that he could walk in, we would lose target on him, and he could have just /logout in there since he was done playing for the day and none of us would know -- might waste time defending a base that needed no defending.
Yes and yes, although better solutions might be available, at least this would solve things. I think the group TEF would have to be taken into account too though; currently, you can keep revenge TEF-like gameplay by grouping. So my example: group member leaves house, attacks, dies. Now groupmates can attack what he did. Make sure the TEF they gain is caught by the house too, or you'll just leave an exploitable hole.
1. The TEF solution will effect PRIVATE structures. So instead, I make my house "Public" and I put a Million Dollar entrance fee on my house, I can go inside, no problem. I shoot your base, run to my house, pay the fee (which goes back into my account) and then I get the money back, but you, who are chasing me, can't chase me inside unless you have a million credits.
2. If we make the TEF LONGER than 5 minutes and if I am NOT a PvP Player and I go on a faction mission or attack a factional NPC, I get a TEF, flag, I can't go into my own house for whatever time period the flag lasts...
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I don't have a problem with someone running into their house to avoid being killed. I have a problem with them ducking in and out and continuing to attack.
Forget the TEF.
How about you can't enter a private residence (or a residence that has an entrance fee) if you are currently being attacked? And, if you are in a private residence or a residence that has an entrance fee) and you attack someone on the outside (not sure if that's doable), you are ejected from the structure.
Would that work?
A TEF just means you are wanted/hunted and you should be able to lay low and avoid conflict, but until buildings are attackable, the abstraction of prevented a player currently in combat from entering and invincible stronghold will have to do.
Ardemann Kain
Wanderhome
Ardemann Kain
Wanderhome
Mambres' idea:
I think a good solution would be to simply make any structure which an Overt/TEF is in enterable by any Overt/TEF of the opposing faction, regardless of privacy and no-entry settings, and unable to be ejected, and entry fees would not apply. It basically amounts to kicking the door down.
How about remove access fees and allow fighting inside a house. Heck, I still have desert demons coming inside my house to kill me on a regular basis.
But seriously, why not simply get rid of covert? You'll fix your TEF problem that way. To me a covert rebel is a neutral character helping rebels, but he doesn't actually kill any imperials. He helps with information gathering, supplies, etc.
The statement about access fees and combat inside houses is my solution anyway.
Have I seen this technique used: Yes.
My experiences: While travelling in a massive group with large numbers of pets out, we entered an area full of houses. We were ambushed by an enemy overt PA, with like 3 people versus our dozen + pets and we were annihilated. They popped out of their buildings and attacked. That in itself is perfectly fine, I'm all for a good ambush. The part that sucks is when they get wounded or start to lose, they go back in their buildings and can heal, etc without chance of retaliation.
Is the devs proposal a good solution? It could be. I like the reduction in TEF flag time, and I also like the way that would prevent them from going into their private structure to heal amidst a larger combat where fighting is still going on, but they aren't necessarily currently engaged, but just were engaged. You should not be able to go hide in your house to avoid PvP that you started. On the other hand, if you were overt and just hanging out near your house doing some crafting ( i know, bad idea to be overt while crafting ) and you got ambushed... this would prevent you from being able to escape. Also, if it's just one on one, and you kill the other guy, having to wait 5 minutes to get in your house could be long enough for that person to clone and come back, or for his friends to show up and beat you before you could hide. That's not so cool either. But, I think it is a step in the right direction. Perhaps make the building attackable if the person goes and hides in it during combat.... (that could be bad and/or difficult to do though... hehe.)