Development Cycle Archive

Thread: Roundtable Discussion: GCW and TEFs

Kade_Deveron
Mon Jun 21, 2004 6:05 pm
#92

"I think Overt should always be worth it, the only downside being that you can be attacked at all times.

There have to be reasons to go overt, covert should never get a first strike for example. You should get more faction points when overt (twice as much?), stuff like that.

Don't punish coverts, overts should be awarded, I think that's very important."

This is a great post! Part of the problem very much is that there is no reason to be overt so you have a huge number of players running about covert instead.

At a minimum, GTEF needs to go. As I recall, Holocrons original vision was that covert members of a group simply couldnt fire first, ever.

My personal belief and preference, remove the TEF system completely. You are either "on duty" or "off duty". Off duty players cannot heal on duty players, nor can they attack them. Period. Problem fixed.

Going back to the post I quoted above, MUCH needs to be done to make players want to be overt. The list is extensive, and includes:

1. Making faction pets viable
2. Craftable faction armor and a wider range of factional uniforms.
3. Territorial control or some other global form of motivation that allows players to wage a measurable war where each side takes gains or losses.

I would very much like to see the covert/overt system rewritten as:

Declared/Undeclared

Declared players are on or off duty (attackable or not) and undeclared players are neutrals.



-----------------------------
Khade Deveron

taloncard
Mon Jun 21, 2004 8:46 pm
#93


Ok a lot is being said on the bad of group TEF, I think GTEF can be a good thing (here is where I get flamed).

Yep you come along expection a fair fight and find the person grouped with 10 other faction members.
It's called an ambush. This makes perfect sense in the GCW, especially for rebels. Covert is the name of the game for a rebellion. These people can all of a sudden declare themselves by helping (getting a TEF) or stay covert and in the shadows.
It also makes sense for imperials in rebel held cities,

I see the problem not in "greif" but that in most people don't use stragety in fighting. It's Spam this attack Spam that attack. Keep shooting you will win. Stun is the ultimate. WRONG!!! You don't see 1 red and go for it, you look around. There is a group ID again, so you will see if the person is grouped or not and who is in the group, then plan accordingly.

I see the GTEF as leading into some important roll play in this game. Yes it can be used as grief, again just pay attention to the red dots when you are overt. The same can be said of having one overt in the open and 10 hideing just inside a NPC building 5 M away. I have used that stragety to raid bestine many a time.

Now other TEF problems:



  • Tradeing, why get a TEF from tradeing? you can be neutral and sell to both factions but not trade? You also cannot always tell an overt member of your faction, so you trade in a player city structure and boom you get tossed out.

  • Healing yes you should get a TEF form this, however you should not get tossed out of a player medical center because you healed a overt player. They need to make it so you cannot enter a private building with a TEF and you cannot access the admin panel while in combat. Running into your house with a TEF and locking the door is a valid defense, but you should let a slicer be able to override the lock. And you should not be able to run in while in combat. TEF also locks you out of player Clone centers, so if you get a tef from healing an overt friend and then realise you forgot to clone Oh well time to die.

  • TEF should be a temporary overt status, you should be able to initiate attacks as well, and show as a red con to opposeing factions and have them show red con to you not a "floaty" above their head

Over all the TEF system is a good idea but definataly needs some tweaking





Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


StrykerXP
Mon Jun 21, 2004 8:47 pm
#94

I agree with most here. Please just get rid of GTEF. Or, one person mentioned that if you are grouped with an overt, you have a perma-TEF. Once you un-group, the countdown for the TEF going awaybegins. Doing this would solve all GTEF problems. Another big problem that GTEF brings is clone zerging. If a CM is killed, he can simply clone really quick, hope out of the bin, and launch another couple poison or disease before anyone realizes what he is doing and can kill him. The system is abused way too much. It has gotten to be that we have to make sure that we aren't PVP'n next to a clone center bc of zerging.


I don't think that removing the TEF all together would solve all problems, as I feel that people would find ways toabuse this (ie. having their docs stay covert to avoid being attacked, but they could still heal poison/disease/etc.).



Stryke <SAS>
Server: Starsider :: Rank: 2nd Lieutenant
"I got friggen locked out of the boards..!" - Jeassa
[lol.... gg?]
TygerBlueEyes
Mon Jun 21, 2004 9:16 pm
#95

Some of my thoughts:

Group TEFs need a range limit to 128m or so.


I dont like the idea of being TEFed or extended-TEFedfor being grouped with an overt. It goes vs the idea of being covert. Now if takes an action done by a player to make them extended-TEFed, I may agree with-it depends.


I think BH should be TEFed to their player targets. (that doesn't mean they have to have a red name)


I think a group member that sees a player that TEFed to him should be able to communicate that to other members of his group by using a /command. (ie...I saw him do...I know him...) (range limit applies. Shouting range.)


Smuggler at a given skill level shouldn't be TEFed or has a chance of not being TEFed for trading or interacting with an overt or opposing force.





[My new sig]

I'm out of here! I'll be hunting wabbit, again...
O'los 'Zulis - Flurry
I-B_Bangin
Mon Jun 21, 2004 9:41 pm
#96

DISCLAIMER: Smacktards and Whiners are depicted in a negative way in the following post. By continuing to read you agree to not whine or tard in my direction. No names or fingers are flung or pointed. The following addresses archetypical behaviour only.


I think the best option from those presented would just be to make TEF make you temporarily Overt. Of course, Whiners would whine but then again they always will.


Someone said that was the underlying problem... the enemydoes get the first shot if you have a TEF.


If it would just make you Overt, you wouldn't have anyone whining that Overt and Covert have to be 'separate'.


Another problem is issuing a group invite during combat. Group leaders should not be able to issue the invite when they or any member of the group is in combat, or when the target of the invite is in combat. This would curb the whines about how "I got ganked when ub3r1337 invited ten more d3wdz to his groop. GTEF is UNFAIR."


Face it man, when you're in a faction it's not just about one person. I know some of you think of the game as extra heroic. Duels and the like. Out there in the trenches, however, the ONLY thing that mattes is if you win... you live. Most of the time you die, but if you fight hard, as a unit...well, our group of 5 destroyed a city's political structure and the morale of the enemy forces within. That particular player city wasa metropolis... and now it's not there.


Honestly I don't have a problem with Smacktards, unless they lost. I usually do not communicate in any way with enemy forces and soldiers under my command are quite honorable and follow suit.


I think that the TEF system is one of the most important in the game, and apparently the DEV's do too. The problem is making the whiners stop, which they never do. They won't be happy until:


A) TEF is removed entirely from the game. This is the most non-effective of any of the communities options. Only a Whiner would come up with this, as they will totally escape anything but a fight where the odds are stacked in their favor, i.e. they are grouped up and good and ready to enter combat.


B) TEF is changed in a drastic manner.Foolslike me could honestly care less, but I don't want to see

TEF taken out of the game entirely. Just solve the problems.


I'm on my side no matter if I'm overt or covert and have frequently been known to charge into a no win situation just to show defiance if I'm alone and outnumbered. I'd rather die (and clone somewhere else) than be the jack of the smacktard by running or asking for quarter.


All this said, and kind of jumbled together incoherently... here's my point:


1 - Keep the conditions for TEF's the way they are. Maybe add more. Keep GTEF, it is an interesting dynamic. This allows us to keep most of the core system as it is.


2 - TEF makes you OVERT if you are COVERT for a limited period of time. You become red to enemyfaction and can detect enemies approaching your location. This prevents whiners fromscreaming about howthey were ambushed.


3 - Do not allow anyone in combat to issue or accept a group invitation. This prevents GTEF from spreading to every covert in the vicinity.


4 - Force clone from death in PVP to a random clone center on the planet if the player that was slain was cloned at the closest center. The closest clone center is NOT available to clone if you are slain in PVP. If the random Center is not one at which the PC is cloned, he takes wounds. I would even say the wound penalty should be twice what it is for PVE (current penalties) and doubled or tripled for PVP deaths. The Character suffers no lasting damage andalso prevents Clone Wars, which were over 30 years ago.


Some of what I said may offend you. Some of what I said may not apply to you...


but no matter what, remember...there is no cloning at the closest Clone Center. (!!Say it with me!!)




------------------------------------
I've never opened a Holocron.
Rachtor
Mon Jun 21, 2004 10:36 pm
#97

I know I don't post very often, however I just wanted to say.

GTEF's can be annoying but are in my opinion just implemented wrong.

I think that if any overt decides to be an aggressor in any situation any covert faction member should be able to respond. But you don't get a TEF for doing this, you simply GO OVERT.

In other words, if some imperial guy shoots some body other covert imperial people can join in on whoever is fighting and/or rebel people can shoot at the imperial agressor.

However if your covert and you DON'T shoot you stay covert and nobody can attack you. You only go from covert to overt if you attack someone.

TEF this TEF that, it doesn't make sense. If someone shoots at someone else, they should be forced to go overt to everyone. If I see some imperial guy shoot one of my friends or some stranger even if I'm covert I should be able to shoot back. Not go run around looking for a recruiter then declare then go back or something.

I think this would be very exciting and take away the safety of group battles. Imagine cities having civil wars between rebel and imperial people
Rubicon49BC
Tue Jun 22, 2004 1:29 am
#98

Two warnings:


- Don't make people go overt instead of TEFfing due to attacking a factional NPC. Creates a first strike opportunity for base attackers that is undesirable. Example: I walk up to a rebel base covert, and see an overt rebel. He can't attack me, I can't attack him. At an opportune moment, I cap a Rebel Medic, then rip into mr Overt Rebel.


- Don't make people overtdue to grouping with an overt. Another ambush scenario evolves then. Imagine this: 19 coverts, 1 overt. Not grouped. One of the coverts groups the other 18 coverts. These 18 then proceed to their target. Upon their signal, the covert leader, who can be miles and miles away, groups with the overt. Voila, 18 overt players instantly at a location of their choosing. This way, battles would never have to end, just keep one player overt in a house somewhere, and the others will always be overt as long as they are grouped.


Solution: give people a TEF for grouping with an overt. They lose their first strike ability, but that is their choice for staying covert, but grouping with the overt.








Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
caddelite
Tue Jun 22, 2004 4:45 am
#99

Get rid of GTEF... bring back REVENGE TEF!



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satanis
Tue Jun 22, 2004 5:52 am
#100

Having read these posts im trying to consider what I would propose instead.

On analysis I have a problem with only one aspect of Group TEF. The problem is firing first.
TEF from NPCS, and helping team mates is fine - they mean the enemy can attack you first.

I also dont want to remove GTEF. Quite simply some of those fun battles that involve small skirmishes are based on two teams which start overt, die a few times each, and progress from there. If we want to PvP then we need the elements of TEF to continue that fight.

If we implemented the suggested rule, GTEF makes the whole group tef'd or an overt forces the whole group tef'd.. we get to clone camp. As one surviving member is making them all attackable after they clone.

The layout and design of cities and the recruiter system adds a problem. If we remove gtef and a group clones there isnt an easy way for the group to redeclare themselves and re-enter the fight. We'd need a recruiter of both factions in the city.

I believe the change we need:
a member of a group can attack using GTEF. At which point they'd are TEF'd to the enemy and instead suffer the effects of DELAY for 20 seconds. If attacked during this time, they can defend themselves, against the player(s) which attack them.


20 seconds is sufficient time for the enemy to realise they are getting gtef'd. Its reasonable to have a group defend its members. Its unreasonable to have 5 of them position themselves around 1 player and first strike en-mass.

I also believe that Group tef should work against groups at close range. If any member of the group attacks me.. i get to attack any member of their group within 20m of them.

This means a group can clone and prepare itself in the med centre or nearby.. and fight 100m away.
But a group of 10 ppl next to and supporting each other enter the fight as a group.

Being overt in a group, means at all times the covert enemy hostile to you can be attacked by yourself first with a minimum of 20seconds warning.


As for TH's suggest /overt command: 2 minutes later being able to assist in the destruction of a base. Did anyone raise that you must be overt for a minimum of 10 minutes to begin a base destruction sequence? 12 minutes is a more reasonable time isnt it? As they can currently tef if attacking, or instantly declare in defence, that doesnt seem such a problem.

I would suggest that declaring /overt instead of being an SL ability, is a faction perk for having the highest faction rank. The 'player recruiter' would have needed to display their rank and been overt for a period of 10 minutes to achieve this. Which would be one of those oft feature requests: visible ranks while overt.



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EvoBeck
Tue Jun 22, 2004 6:32 am
#101

I personally would like to see overt or covert only, and have the TEF removed all together or at least limited (see below).

The problem with the TEF system is that no matter how it is thought out, it is open for abuse, especially when there are different types of TEF such as the group TEF.


As others pointed out, there needs to be more factional perks for being overt, such as better accuracy perhaps, or a bit of toughness added etc.



I really like the idea of being able to declare with a player Squad Leader, and perhaps you can use a /overt command anytime if you are of certain factional rank.


If you do /overt it should take probably 2-5 minutes.It also should get reset if you get within 64m of an enemy base, to avoid those issues. The timer would not restart until you leave the 64m area.


Onescenario I might see the TEF used would be for a healer. If a healer uses a stim, etc on an overt player, they would get a TEF just for themselves. The TEF might last 5 minutes total, and if they get attacked during that time, they are automatically then turned fully overt. Also if they heal multiple times, say 3, they are turned fully overt too, which will allow for mistakes by the doc, but not obvious support.


The Second scenario where the TEF could be used would be in attacking NPC. This would allow you to still go on factional missions and gain rank. Just as the healer above though, if you are attacked by an overt player while you have an enemy TEF, you are instantly turned overt yourself.


A TEF'd player should not be able to attack another TEF'd player. Only an overt may choose to attack a TEF'd player.



I understand that the TEF system is used for a certain playstyle, but the TEF system itself, has caused a completely new playstyle of its own.





Beck - Bloodfin
NecrozDarksoul
Tue Jun 22, 2004 7:53 am
#102

Leave GTEF the way it is.Use strategy, plan for GTEF, and win anyway. I run around overt and my guild does but we deal with GTEF all the time. So what. That just means they miss the first poison toss. We will get them anyway.



Necroz Darksoul


VLord of Darkness and Slave of WykydV


Krayvex
Tue Jun 22, 2004 8:00 am
#103

Make the gtef only last 30 seconds or clear on clone.



Slaag Lazerbait


Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the peacemakers for lack of patriotism and exposing the country to danger. It works the same in any country. - Hermann Goering



Cafa
Tue Jun 22, 2004 8:01 am
#104

Let's see who one-stars me first.


If you really think that people are leaving this game over GTEF the producers need to wake up.


BUGS BUGS BUGS BUGS


Months of work destroyed for hundreds of players and a CSR community that is not on the job, or able to do their job when 85% of your playerbase is online.


Fundamental support (aka., crafting) issues are going to bite you all in the tail when there are no players left that will provide the number of materials needed to support the GCW. I could spend two houors talking about the factory bugs alone.


Instead of making things A) funner to craft, B) more managable to craft, or C) easier to coordinate the producers of this game have supported a continued process where a person is expected to treat this game as a second job. Your merchant system is rudimentary at best, it takes 4 hours to load one run of materials onto the lag ridden merchatn interface, and you cannot blame the sql inject times on my client computer.


And now you have made the ULTIMATE profession utterly not need anything from anyone else in this game. Honestly, jedi get free everything free except a buff and some food. Whoopee!


Stop making decisions about crafters from the hip and get that part of the community a representative that actually advocates and supports our issues because the current face continues to ignore them at every corner.



- Strength In Numbers - Loyal Subjects of the Empire
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