Development Cycle Archive
Thread: IT 7-17b: GCW Changes Summary
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.
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?
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...
Ace4Brit wrote:
Its a war... there will be spies... get over it...
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.
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.
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!
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.
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.
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.
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.
Can useless faction troops fire on TEF'd enemy players yet?
Also Victor won and he stiffed us! No banner!!!