Development Cycle Archive

Thread: IT 7-17b: GCW Changes Summary

MasterRulon
Thu Mar 11, 2004 10:02 am
#79





TH, Please respond ASAP sir!


While I applaud SOE for making changes in the right direction, you need to consider the order in which you roll them out...


One thing I thought of last night that might make a "Nightmare" exploit is this... Since agressors can't enter bases until all the turrets are taken out. All the defenders have to do is go inside the base and start shooting from inside the base... You can't shoot em back and you can't get inside the base to stop them from shooting... ACK! PLEASE FIX THIS BEFORE YOU ROLL OUT THIS PATCH.


Maybe a temporary fix would be keep EVERYONE from entering a base while it's under attack, until all the turrets have been taken out?


P.S. Why haven't you all still fixed the shooting through the walls exploit?




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Angetenar
Thu Mar 11, 2004 10:29 am
#80






MasterRulon wrote:





TH, Please respond ASAP sir!


While I applaud SOE for making changes in the right direction, you need to consider the order in which you roll them out...


One thing I thought of last night that might make a "Nightmare" exploit is this... Since agressors can't enter bases until all the turrets are taken out. All the defenders have to do is go inside the base and start shooting from inside the base... You can't shoot em back and you can't get inside the base to stop them from shooting... ACK! PLEASE FIX THIS BEFORE YOU ROLL OUT THIS PATCH.


Maybe a temporary fix would be keep EVERYONE from entering a base while it's under attack, until all the turrets have been taken out?


P.S. Why haven't you all still fixed the shooting through the walls exploit?





No **edit** man. I can see that being a big problem. Especially since the CSR's don't seem to care much about people currently shooting through walls.




-Baccaror
Webels do it with the lights on.
Selch
Thu Mar 11, 2004 10:56 am
#81

Not sure if it was mentioned already or not but I think whatever guild or whoever placed the base should be the only person tat knows the vulerability times to stop spies from telling their frineds of the vulnerability times. I have seen it happen far too much with spies reporting the vulerability times.
Ace4Brit
Thu Mar 11, 2004 11:06 am
#82



Selch wrote:
Not sure if it was mentioned already or not but I think whatever guild or whoever placed the base should be the only person tat knows the vulerability times to stop spies from telling their frineds of the vulnerability times. I have seen it happen far too much with spies reporting the vulerability times.





Its a war... there will be spies... get over it...



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Angetenar
Thu Mar 11, 2004 11:23 am
#83






Ace4Brit wrote:





Selch wrote:
Not sure if it was mentioned already or not but I think whatever guild or whoever placed the base should be the only person tat knows the vulerability times to stop spies from telling their frineds of the vulnerability times. I have seen it happen far too much with spies reporting the vulerability times.




Its a war... there will be spies... get over it...




True. It is a war. That's why we lock up or shoot people who spy and release our base times.


Oh wait!?! You mean we can't do anything to these spys? They can release classified information without any fear of repercussions? Yeah, it's a war all right. Moron.


Not to mention many of these spys are people who created a second account specifically for the purpose of joining the opposite faction so they could get base times.







-Baccaror
Webels do it with the lights on.
lees
Thu Mar 11, 2004 12:27 pm
#84

Not sure if its related or not but i unsure items put them in my house for a few days and get a difront set of armor and insure it. A few days latter i go back to my house and the items are uninsured that i have insured previusly. This sucks i have to pay again to use the other set of armor or i get a 5% decay.




|||K|H|A|M|||
YExcite'Y
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ThanGhil
Thu Mar 11, 2004 1:55 pm
#85


Ok i got a strange one for you TH.


I insure all my stuff ok, i get killed (by any thing). And my casual shoes decay. They always do. Even if i die in a faction based fight. My casual shoes always decay. Every time i clone. Even if all the rest of the stuff i carry around manage to resist decay, my casual shoes lose 1-5% (or so) every time i clone.


And you know what. I STILL LOVE THIS GAME! Great job in giving me a fun and adventurus time!





"Thats what your uncle told you"
SpaceCobra
Fri Mar 12, 2004 1:10 am
#86

Okay, I don't really PvP, so take these comments with a grain of salt...

This post caught my eye off the Dev Tracker, so it is the first time that I've heard about these issues, but as I've always thought that enemy HQ assault was one of the coolest GCW aspects of the game (I haven't had much time to develop PvP skills, so I haven't gone after any...yet), I felt the need to comment. I agree that it sounds like the base defenses being unable to take out players just running by them is very ineffective. I agree that is a problem that sounds like it needs fixing. However, I think that just making the base completely inaccessible until the turrets are taken out takes away any fun that might be had for those who would rather take a covert ops approach to taking down a base. Instead, it is completely head on assault game. While that is fun as well, it takes away an opportunity for a more sneaky kinda play (does it seem that I have a bit of a smuggler mentality here?).

What I think would be cool is if the base had some kind of lockdown when the turrets start firing, or just something that bars the doors from entry until the doors have been breached, whether it be by superior blaster fire, or maybe a sliceable lock. What I'm thinking of here is the imperial bunker in the battle for Endor in Return of the Jedi. You have your attackers drawing the fire of the turrets, while your slicer tries to get in and slice the door open. Of course, slicing the door isn't as instantaneous as slicing a terminal, so it takes a while. I think that would be a much cooler way of handling this sort of situation.

Of course, that might take some time to implement, and well, since the current method, as indicated by this post, is already going into test, I would say stick with what is being tested, but consider adding doors that are breachable in the future. I think that would be way more fun and give sneaky characters (*cough* smugglers) some more content.



Cortez Sparo
Master Adventurer
Intrepid
Selch
Fri Mar 12, 2004 10:55 am
#87






Ace4Brit wrote:





Selch wrote:
Not sure if it was mentioned already or not but I think whatever guild or whoever placed the base should be the only person tat knows the vulerability times to stop spies from telling their frineds of the vulnerability times. I have seen it happen far too much with spies reporting the vulerability times.







Its a war... there will be spies... get over it...





you are a joke typical answer from a spy. Spys can be dealt with but they cant in this game so thye should implement a system to prevent such IE banning you from the HQ just like i can ban u from my house same principal should have the same options. IN war you can rid your spies forever, so quit trying to use reality with fantasy there is no real life way to go about any situation in this game its make believe.
mathematiker
Sat Mar 13, 2004 3:58 pm
#88

How about the bug thatallows players go overt and shut down the facility without the 5 min. wait?


Bases are very hard to destroy against only one exploiter.One guy can walk in as covert and shutdown and get killed and come back in ten minutes and do the same thing over and over again.





-Gwurhyrr
mathematiker
Sat Mar 13, 2004 4:01 pm
#89

how about fixing the bug I mean.



-----


I have some ideas for that.


You can either:

-make a TEF period for 5 minutes before you go completely overt or

-players can get TEFs even they are entering a friendly base


What do you think?



-Gwurhyrr
Xeovar
Sun Mar 14, 2004 5:36 am
#90

One thing.. Let the bases notify guild of the base owner that it is under attack. Any attack on NPC/turret assigned to the base by an enemy faction player, should result in notification sent to the owners guild chat room.


This is very, very important.




--
Xeovar Stone
Ex-Leader of Empires Elite Force
Chairman and Founder of GSX Corporation
Sc0rPs
Sun Mar 14, 2004 5:40 am
#91

Can useless faction troops fire on TEF'd enemy players yet?


Also Victor won and he stiffed us! No banner!!!





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