Development Cycle Archive

Thread: IT 7-17b: GCW Changes Summary

AldrakSWG
Thu Mar 11, 2004 1:29 am
#66






Taln2 wrote:


A theory: it may happen when a player tosses a DoT on a target, then gets wasted (incap'd and db'd) and clones.I believe the player who suffered theDoT will suffer a decay death when he dies and clones.






That's an interesting theory, I know I've died from straight out being DB'ed by a reb and had my equipment take the decay hit when I cloned, but I'll have to track and see if I'd ever had a DoT on me before then.


And TH, I'd guess it's about 50/50 that I die in PvP and have my equipment decay upon cloning. You might want to run some tests on it if you haven't checked it since it was put in.




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Ackis
Thu Mar 11, 2004 1:30 am
#67






Kane_Firestalker wrote:




This tactic is used as a means of holding the enemy from zerging from the cloning bay. I doubt this will ever be fixed because the system has no way of telling how you died






You could remove decay from tripple incap deaths? Isn't the grief enough of a punishment? LOL




Imperial Captain Ackis Losackego - Über f335h

Taln2
Thu Mar 11, 2004 1:41 am
#68





AldrakSWG wrote:


That's an interesting theory, I know I've died from straight out being DB'ed by a reb and had my equipment take the decay hit when I cloned, but I'll have to track and see if I'd ever had a DoT on me before then.




I can recall a few situations offhand that lead me to my conclusion:


I was triple incapacitated...
a) in strict combat (no DoTs at all) and suffered no decay upon cloning.

b) in strict combat (again no DoTs), waited 10 minutes to clone, and suffered decay.
c) by poison/disease combo, and suffered decay. CM's status unknown (possibly out of range?).

d) by poison/disease combo, with no decay. CM's status was definitely alive.

e) by poison/disease and rifleman mind shots, with no decay. Rifleman did not use sniper shot.
f) by fire dot, and suffered decay. Nobody was in range after I was incapacitated.


Again, it leads me to think there is a problem in the game's judgement of death when a player is incapacitated or killed by a DoT effect.



Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
AudioOrgana
Thu Mar 11, 2004 1:52 am
#69






Thunderheart wrote:




I'll check on the buffs and items inunsuring. If you are taking decay in PvP, its probably from usage. "Death Decay" was removed in faction deaths, but you still suffer normal decay from using your armor/weapons and taking hits in combat.


If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...







Hehe, that's what makes it a bug, TH.


It is supposed to not happen with faction deaths, but it doesn't always work that way.


Audio


CoreaStatina
Thu Mar 11, 2004 2:19 am
#70

Ok, so what about the fact that people can get within 1m of the turret and destroy it b/c the turret will NOT shoot them at 1m?



Corea





.~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~..~*~.
Corea Statina
Imperial Army Major
Master Rifleman
Master Doctor

"There are only 2 kinds of Rebels. Ones that hate you to your face and ones that hate you behind your back"
R2DADROID
Thu Mar 11, 2004 3:07 am
#71

ugh sorry about that.


continuing:


"Military Base weak wall


This is the small player-made military base wall. It's made of concrete and is built in 8 meter segments. A bit thinner than the medium size wall."


It then talks about medium and strong walls.


Will we be able to craft and place destructable walls around our bases?


WIll we be able to craft and place those sliding gates? I think it would be really cool to have to take out all the personnel around the base and in the towers and then have to come up with the code to open the gate in order to get in.


I wish the GCW was likethis now, like it is on this one page in the book, and hope it can get more like that in the future.






R2



"Oh JarJar, everyone hates you but me" - Comicbook Guy
Tharro
Thu Mar 11, 2004 5:09 am
#72

These changes look great, though I never involved much at pvp to get that much of stuff as a base. One time I bought a factional scanner (still have it in inventory). But now back to topic: for the base not to enter when there is still a turret alive out there is a good thing, but if I'm attacking something big that can't follow me through a small street or something I would use it. Maybe you can make it temporary that you can't enter the base as long as turrets are alive, the wall and gate stuff looks great. I would suggest to get solved 2 things with just creating new stuff. Put in the walls (light, medium, heavy) and some gates that go with it. Make it posible to put tower turrets behind them and make it so they still can attack over the wall (not through). This makes things a bit more realistic, so you just can run past a turret to inside the base if the owner don't think it is necesarry to put a wall around it. Make the gates only open on command (like putting in a combination slot). All this would be great, but I suppose it would take some time (maybe I should post this in the concept or something)



Don't let hatred fill your mind,
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Ace4Brit
Thu Mar 11, 2004 7:08 am
#73



Morganite wrote:


Yes, 3 incap death = decay. I use this method not as a tool of greif, but as a tool to stop g-tef battles...





I find this very funny...

Ever notice morganite that they keep coming back?

Thats cus 3-incaps dont cause decay.

I only stop GTEF battles when i am loosing more FP than i am gaining...



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Ace4Brit
Thu Mar 11, 2004 7:13 am
#74

Thunderheart:

It seems to me that the consensus is that waiting too long to clone after dying ALWAYS causes decay. If you get rid of this bug, then i think a lot of the decay complaints will go away due to it being caused by this.

If anyone has specific examples from now on (i.e. start being on the lookout for this, no "i remember once when"'s) where they are insured, and they are killed and respawn immediatly (without loosing conn), and still get decay, please post the exact specifics of the death here.



--------------------------------------------------------------
-Slarow Emi, Chilastra (TKM, Master Commando)
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Masen
Thu Mar 11, 2004 7:13 am
#75

One thing I noticed..is that many of the Emperor's theme park missions are thugs/bandits/etc, not rebels. So..if you die, your items still decay. I dunno if this is fixable, but I showed up to do the theme park (did it in one night, woot) and lost a LOT of condition on some expensive items I'd have left at home had I known these weren't all against rebel npcs. Just a note, it's probably a common mistake, might want to sticky a thrread in the gcw forum or something.



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Taln2
Thu Mar 11, 2004 8:41 am
#76

I ran a few tests yesterday night after posting, and yes, it does seem that the TEF itself decides whether you get decay or not. As per mypoint, I found that fire and disease DoTs tend to cause this decay primarily because they automatically incap and don't give the player much ofa chance to incur another TEF. A similar effect can be achieved by a player waiting and purposefully camping an incapacitated player.


The bottom line is that if you clone without a TEF, you take decay. This is apetty dependance, IMO, since TEFs themselves are so bugged. A quick hotfix I recommend is to make TEFs longer, from 5 minutes to 10-15 minutes. I suggest this first as it is probably the easier to implement. By increasing the TEF duration, you drastically reduce the change for a DoT effect to cause decay (although if the player stays down too long, it will happen).


Another more slipshod alternative might be to "freeze" the TEF timer when the player is incapacitated or dies, to be continued when the player gets back up (or, cancelled when the player activates clone).



Corbin Greylocke
The Master Thief

Empire at War - destined for GOTY 2006.
Squidwalker
Thu Mar 11, 2004 8:43 am
#77

These are fantastic changes, and very much needed, and appreciated. I think the two best ones are the turret defences must be gone before entering, and the vuln times not shifting on us. Awesome



Teranus Blan'Fyl
OldSchool Ranger
Short-Timer
Downbeah
Thu Mar 11, 2004 9:06 am
#78

Thunderheart,


These changes are all great, but could you please look into the huge issue of the GCW not working? It has never worked as intended, has always been bugged since day one. The faction HQ's do not effect who is winning the war, our server has always been stuck on the imperials losing with the -30% faction perk cost even though imperial bases FAR outnumber the rebel bases. The static npc GCW bases that are turnable also do not effect the winning / losing side. In addition the rewards themselves have never worked. You do not get the -30% faction cost, you do not get the 15% exp bonus. Of course fixing the bonuses without fixing the ability to change who is winning would be bad, so both must be fixed at once.


This has always been bugged since the gcw stuff went live, and I've yet to see a dev even recognize the fact. It would go such a long ways to making the GCW worth while, as it stands now there isn't much of a point to placing the HQ's or destroying them. If the system was fixed and actually worked as intended it would give purpose to fight for, as it was designed to. Please get this fixed asap and give the GCW the meaning it was meant to have for months.


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