Development Cycle Archive
Thread: IT 7-17b: GCW Changes Summary
Since we had two threads and some of the details were being missed, I’ve combined the threads for ease of review and posting:ffice
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Adding repetitive defenses: After the first defense/turret is attacked and destroyed no new defenses can be added to the base for 1 hour during the vulnerability period.
Enemies cannot enter HQs until all turrets are destroyed: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ. This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.
Fixed maintenance on HQs: Maintenance will function correctly on Faction HQ’s
Flame DoT removal items: Flamethrowers have the ability to inflict fire DoT’s and currently, the only way to remove that DoT in PvP is to submerse a player avatar in a static body of water. The challenge is that Tatooine has only 1 very small body of water and on the swamp planet of Rori, it is possible for a player to have to run for more than 20 minutes to the nearest body of water. To give players a fair chance against this, Doctor’s can now craft Fire Blankets. Fire Blankets will give Doctors the ability to extinguish flame with a /extinguishflame command that will enable the use of the fire blanket. To balance out the Fire Blanket, using the blanket drains the “mind” of the doctor.
Status Effect Changes: The ability to effect the status of inanimate objects has been removed. Players will no longer be able to effect AT-STs, player vehicles, droids and turrets by the special effects of Stun, Dizzy, Blind, Warcry and wookiee roar. Additionally, biological DoT’s (poison and disease) will no longer effect vehicles, droids or turrets and finally, AT-ST’s and players vehicles will be immune to all posture changes.
Turret Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target. Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.
Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, “Reset Vulnerability”. In other words, the moment you click the “button” is the time the vulnerability time is set at.
Zero HP Turrets: Turrets attached to Factional Headquarters had a chance that when they reached zero, they would remain in the world and continue to attack players. Turrets at 0/0 will now deactivate and be removed from the world.
Comments in the previous threads may be found here:
(moved from the other thread)
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Thunderheart wrote:
Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses. Players can now choose the base vulnerability times. By using the base terminal, base admins can bring up a menu option for resetting their vulnerability times. This may be done once every two weeks; the first choice is free to select a time. From then on out, the choice works by choosing the radial menu option, “Reset Vulnerability”. In other words, the moment you click the “button” is the time the vulnerability time is set at.
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What is to stop all of us from setting the vulnarability time to 3:59 AM PST so we can be relatively safe during the daily resets?
Could you add a check to this vulnarabilityreset function where it is unusable between 2-6AM PST?
The changes are great btw, but making bases impossible to destroy would be too much of a change. It would best to not provide a way to exploit it beforehand.
Not a flame, but sort of a heads up post.
From my experience, the target lock bug is rare. A lot more often the turret:
will not fire at all, even when ALL targets are within range
will not engage creature or faction pets
cannot be engaged by faction or creature pets
will not fire at targets that are at a range of 0 m
will fire super shots (I once saw a turret take out healthy ATST with 2-3 shots)
can be damaged behind walls/ceilings (I haven't confirmed that one yet)
Again, I am not flaming. All these fixes are nice. In particular, no enty until turrets gone - that one is awesome! The purpose for my post is to bring Dev's attention to other Turret bugs. To those of us who play on unofficial French/German/European servers, the turrets are the paramount GCW issue - when, for example, american community goes to sleep, european community loggs in. Thus, turrets are major part of base defenses for both communities.
Each time I die in PVP my items become uninsured.
Each time I die in PVP with buffs I lose the buffs but I still show in the buff window as being buffed.
there are rumors of if you sit as a corpse too long you take decay...this may be true..I don't know. I do know I was looking for a rez each time and gave up and cloned and took decay.
Mackle wrote:
This is a nice step in the right direction, but bases are still too easy to take down. If they are made even tougher, people will start placing them again. As it is right now, most bases on Wanderhome don't last more than a day or two after being placed.
Careful, you don't want to make bases too difficult to take down. I say lets see how this plays out.
Very nice TH. There might be hope afterall. Thanks.
ballbreaker