Development Cycle Archive

Thread: Developing a Solution for the Faction Base Issue

saber1
Thu Oct 23, 2003 2:28 pm
#66

the reason few people are doing PVP (ie. more people covert) is because that PVP is only fun for the umber player that slauters everyone in seconds in battle as a medic and now doctor ive seen many instances where players are either torched and die or mind poison (nerve agent) and die or attacked by major umber pets rancors or AT ST or special attacked and become helpless for insainly long periods of time while someone shoots their helpless body or lastly getting hit by weapons that do 10k damage to players with only 1k hams


one thing you should consider is that player offence and defence are way out of wackwhat you havedone in your effort to make mobs "harder" is you pumped them with hitpoints instead of brains you increased weapon yealds to meet that threat without considering how vulnerable players are) a standard stormtrooper has like 7k-9k hams which makes them somehow inhuman i can understand some pumping to make up for limited ability to think but this is rediculous! when people say they want tougher foes usually there not refering to a fow with 2x the hitpoints there talking a fow that thinks some (they actually have AIs out there that do that)


first i would slow and reduse the effects of poisoning to make it a long anoyance followed by death if not treated greatly reduce the number of weapons that grind on the mind pool it is THE NUMBER ONE FACTOR IN TODAYS BATTLES and docs can do nothing but watch


postures should greatly effect how players are effected by certain specials a prone charactor should be much harder to knock down than a standing ot running one. knock down should only be 3-5 seconds in combat


consider making armor more effective as it is now armor never stops a shot completely and special attackes allways work why is mind poison seems to be 100% effective when a player is wearing full composite or full stormtrooper? shouldnt there be some form of defence against burning or poisoning?


also faction fighting isnt fun because the forces are nearly indistinguishable they dont fight like rebels and imperials they fight like..like some grey halfway in between imps are supose to be slow and heavy and have relativly poor aim (being built for major force on force combat)basicly the sledge hammer,rebels are supose to be fast and light but relativly weak hitting weak spots with strikes basicly the wasp


what youve got right now is a PVP engine salvaged from some game turned out 3-4 years ago


lastly there is no measurable way to suceed.. attacking bistine 50 time acomplishes nothing it is impossible to win or loose at all you need to be able to capture ground and dammage/destroy enemy structures as well as expend resources repairing the structures (need another money sinc?)


want to hurt the enemy? restrict the use of their shuttle ports or shut down the power to their terminals until they repair it


make thing interesting enough for people to justify the risk (and dieing in 3 seconds isnt worth the time)


we need more weapons than just blasters for a war its stupid 50 people shooting blasters for 20 minutes to tke down an ATST we need a light portable rocket


spice the battle up have perks that are worth the points spents like orbital bombardment transmitter that targets an area for a single barage from space or shield generators


lastly as a doctor I heal in battle this gains NO FACTION POINTS but when we die WE LOOSE FACTION POINTS this means doctors usually have the lowest FP in the game because since they are healing instead of shooting they get a negative faction flow battles need to be long enough for TWO things to occure


(1) for doctors and healing of wounded to become a factor think M*A*S*H


(2) for the need for resupplies to be brought up from the rear in the form of magazines, ammo food grenades



i sugested that squad leaders be able to create combat camps with fighting positions and possibly a bunker that could be used for healing

FaithKeeper
Thu Oct 23, 2003 2:30 pm
#67

What about if i am in a group and one of the other players attacks a base but i didnt want to get involved iwth the fight and i run into my house, then i am not allowed because i have TEF but i didnt ask for it. soo why punish me because of someone else doing that?


There is no quick answer.

Gunman21
Thu Oct 23, 2003 2:32 pm
#68

Eh, maybe I'm a little behind, but question:


How would this work for overts? TEFs are generaly used for covert players, so how would overts be affected?





Aidelon Kejaci
Legends Among Warriors

Former pikeman correspondent December 2003 - August 2005.

R.I.P. Pikeman!

Safetyguy
Thu Oct 23, 2003 2:36 pm
#69

Hello, personally my biggest problem with faction bases is the ability to enter it while covert. Make the faction bases private to covert players of opposite faction. If you think about it, it makes total sense. This is a military base. Security would be high, everyone that enters the structure would be checked 3 times before gettting int he door, so if you are not of the faction of the base or an overt invader, then you are not allowed in


this will solve enumerable amounts of problems with enemies camping a base for hours on end to eventually take it when the window pops up, when the invasion force dies they will have to go back to a recruiter and declare.




Mason

Hadishi_M
JEST3R
Thu Oct 23, 2003 2:40 pm
#70

Thunder couple concerns...


First in your CHALLENGE ISSUE:


1. entrance fees: Simply make it so if you have a TEF your not allowed in a House that has an entrace fee.


2. TEF of 5 minutes is great, an on screen Hud indicator would be better.



Concern:


Overts, I would like to be able to enter my house Overt, since I play Overt often.... How bout ejecting me from my house as soon as I do a TEF aqcuiring action? Are TEF's tracked on Overts as well? I believe they were.....


JEST3R





ggggg4 Kurzzun Starfire Bounty Hunter
ggggg4 JEST3R Retired GCW Correspondent



(gnn[[[[[[[[[[nnnnWX9ggggggggggggggggggggg)


AthenaF
Thu Oct 23, 2003 2:45 pm
#71

I think that all these rules about TEF and combat entry and what not is overly confusing. I think the simple and fair solution for everyone is to take OUT TEF. You are covert unless you choose to become overt. This will solve the issues of trading with TEF players, or not not you are TEF until you are almost dead. And make so that if you run factional missions, the NPCs (not player factional pets)are attackable to you, and when you engage you become Overt. I think this would make things fair.


As for the house expoiting I think that it is fair to try and hide in your house, BUT those who you are attacking should be able to bypass the entry fees and ban list, but onlyup toseveral seconds afterthe combat (for ample time to give a deathblow).


But I am worried a lot less about house hiding and TEF as I am the factional bases not working correctly. Such as an opposite faction player can enter a factional base, attack an NPC, kill it and none of the other NPCs attack that person, even though they are now TEF. The bursting right through mine fields and covert beakens (aren't they supposed to detect coverts?) or better yet when a covert goes up and attacks a covert beaken, and none of the NPCs attack the player, and they aren't even detected by the covert beakons. Turret donations do not work, they simply disappear after donation. ANY imperial can check the base vunerability times of ANY imperial base, even though they have no affiliation with that base. It should only be accessable to the owning guild (since they are usually owned by guild members).


These are what I think the issues on Factional Bases really are.




--------------------------------------------------------------
Vulna

Rage of Carkoon
Kettemoor (The Roleplaying Server)


Lacer
Thu Oct 23, 2003 2:45 pm
#72

One aspect of this that is very important to me is the effect this could have on merchants and businessmen like myself. A very large percentage of my customers are allied with one side of the GCW or the other, which doesn't bother me because I'm in business to make a profit. However when changes are being made that keep certain players from being able to enter buildings because they just killed a trooper cadet or something, that is bad for business and the player economy.


Also, would any changes involvinga TEF alco affect someone who is overt? Or are overt personas not considered to have a TEF?


There has got to be some way to handle this problem without having to change gaming structure or "nerfing" things that are working perfectly fine.


I for one am becoming quite irritated at the effect cowardly exploiters are having on my game. I had a personal experience a couple weeks ago that caused my vendors to "eat" over 900,000 credits worth of merchandise. I reported it to in-game CSRs and they informed me the game was acting as intended. Apparently it's part of a system to keep people from exploiting vendors as extra storage in their houses. So again, an honest player like myself is paying for the thoughtless exploits of other players. This is an attitude that really hurts the overall cause of the game. Exploiters should be delt with in some way other than changing the gaming code. Changing the game affects everyone--and I'm sure these things hurt casual players more than power-gaming exploiters.


My suggestion: Exploiting like this should be a reportable offence. If someone uses a DoT attack and hides in a house, they should be reported. Three reports from different players and it should result in an investigation ending in account suspension of termination.


People who play the game like this will always be finding another exploit. You can't just run around trying to clean up the mess they create--you have to solve the problem. The players that are causing these problems and taking up the devs valuable time need to be dealt with on an administrative level. It is the only way to stop the problem.




Lacer Velanos
CEO Gubbur Corp.

Visit our Galactic Headquarters in the beautiful city of Nexus on Corellia in the Gorath Galaxy.
Chrisdiver
Thu Oct 23, 2003 2:47 pm
#73

I haven't tested this feature, but if you make a house public then add "faction:imperial" or "guild:naughtyimperials"to the ban list, wouldn't you be making the structure basically private?





Jadelance Durriken
Trinity Republic
Trinity City, Naboo
Shop location: -6827 -4230
PlasticBoy
Thu Oct 23, 2003 2:51 pm
#74


Thunderheart wrote:

Challenge Update:

It seems everyone likes the TEF issue, but there are two conflicts:

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.



So put in a check for entrance fees, too. No entry if the house is private or if it has an entry fee.

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...




It's even worse than that because all TEF checking in the game right now seems to be for a TEF from ANY faction, not just Rebel or Imperial. So if you just killed a Meatlump, you won't be able to get into your house for five minutes. I say this because that's how battlefields work right now, they won't let you in no matter who you have a TEF from. Still, this is probably ok because it prevents people from killing /con red NPCs by throughing some bleed shots at them and then hiding in their house.



--
Ackava Doci, Master Combat Medic
Visit the SwgWiki at http://plasticboy.com/swgwiki
heiarchy
Thu Oct 23, 2003 2:52 pm
#75

The vulnerability times for faction bases should only be viewable by the owner...


For any noob of the same faction to be able to access this information is proposterous. Faction bases should not be so easily destroyed ie. someone should have to plan it out and practically camp at the site until the terminals spawn. Also turrets are extremely vulnerable to melee attacks and do not engage when the enemy is at point blank range. If this is going to remain then when something attacks an at-st from underneath, how can u explain the possibility of it shooting the attacker?




Oklo,
Imperial Colonel
"We are all b@stard sons of SWG"
Longstreet
Thu Oct 23, 2003 2:54 pm
#76

/cheer for TH!!!! This is a great change, and I agree with the earlier comment that we need to know if we have a TEF. The shorter TEF is not a problem either. If you can't catch someone in 5 min, then you probably can't catch them in 10.

1... If it is too hard to check for access fees, what if you just made it ALL structures (private and public)?

2... If you attack faction npcs, then you are in PvP mode. You shouldn't be able to avoid reprisal just because you attacked a faction npc, instead of a faction player.

Daker-Naritus
Thu Oct 23, 2003 3:08 pm
#77

Have you seen this attack technique used in-game?


Never. I think 99.9% of players are smart enough to see this as an exploit. Those players who have been using it should be banned.



If you have seen this attack used, what are your experiences?


N/A



Do you feel this is a good and/or reasonable solution?


Well... Let me ask you this: Is there a difference between (1) Overt Players and (2) Covert Players with a TEF? My understanding (which may be wrong) is that TEF = Overt for 10 minutes, and that overt's don't get TEFs. If this "fix" makes it so that no overt person can ever go in their house, this is the dumbest fix ever.


On the other hand, if all players DO get TEFs, and if Overts CAN still enter houses, I think the fix is reasonable. I think it just delays the inevitable (strike base until weak HAM, hide behind the house out of line of sight until TEF wears off, run into house for healing), but it only inconveniences people with private dwellings, so if it helps I agree.

Schnokt
Thu Oct 23, 2003 3:11 pm
#78






FaithKeeper wrote:

What about if i am in a group and one of the other players attacks a base but i didnt want to get involved iwth the fight and i run into my house, then i am not allowed because i have TEF but i didnt ask for it. soo why punish me because of someone else doing that?


There is no quick answer.







There is a simple command that will fix that problem:


/disband




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