Smuggler Archive
Thread: Revamp Discussion: Contraband & Smuggling Missions
station1 wrote:
I'm just not sure its a good idea to force them to choose between using allsucky weapons/armor or be ganked by goon squads.
This basically makes smuggler a PvP profession. Some people want this, but others would prefer the current system over that. There can easily be different levels of smuggling. Only the highest levels get visibility and the PvP aspect.
cheserna wrote:
if you want to be a smuggler and not be hunted, then don't do things to increase visibility...
if you want to use illegal items(like sliced items, spice, whatever), then you do so at the risk of being hunted...
A person who refuse's to deliver the item, and kills the NPC that scanned him or whatever, he will be put on the terms..
And the more ammount of violations, the higher the bounty.
Waste93 wrote:Wanted to add another reason here. It has to do with TEFs. Group TEFs are kind of hard to understand or follow and causes problems. As someone that rarely does PvP the few times I've done it I've been discouraged from this aspect.
People that are grouped with the person you are fighting do not turn red on your radar. So it is difficult to tell whom is now your enemy until they attack. This allows them to get in the first attack which can be a major advantage resulting in severe frustration.
You also have the issue of not being able to tab to these people. You actually have to click on them which in a moving fight can be take some time as it relates to the combat.
Right now PvP is just kind of quirky as compared to PvE which is what most people are use to. So they expect it to work along the same lines. When it doesn't they get frustrated.
Just as they do when they get dropped from someone that shows blue on their radar and they couldn't attack until that person attacks them first.
You also have those cases where the winner of the PvP starts to taunt the defeated opponent. Or vice versa. Something that quickly aggravates players, especially those that rarely PvP.
There are at least a couple of interesting points here, but I think the main one is more of a... not sure how I wanna say this... game playing convention. The fact that a persons friends (eg, groupmates) are not readily apparent is actually a good thing. Think in real life terms for a minute. Let's say for what ever reason you wanted to badly injure me. You go through the trouble of tracking me down and just jump right in for the attack... unfortunately for you, I've got a lot of friends nearby. Do you really think you'd be able to come out of that situation unharmed? Do you think that you'd even know who all of my friends were before they made some kind of a move on you? Had you done a little more recon on me, you may have been able to tell that I was with a large group of friends. You then could have decided that it may be a better idea to track me down again some other time or maybe try and follow me around until my friends depart. In fact, I'd almost say that the system in place now is actually too much in favor of the bounty hunter. If my in-game character is attacked while surrounded by friends but we haven't bothered to form a group, there's nothing they can do to help me.
The one part that I'd consider perfectly valid is not being able to tab to them. If they've already made it apparent to you that they are my friend (eg, made the first move), then they should be like any other enemy (red on the radar and a tabstop).
majorslappy wrote:
Everything in the PvP or not debate up to this point has revolved around one BH and one smuggler. What happens when the smuggler is gang-killed by the MBH and 12 of his closest friends? This is one of the reasons we have to come up with a solution that will provide smugglers a chance to escape. As a smuggler I don't want a stand up fight. I want to shoot the BH in the family jewels and take off to parts unknown.
Message Edited by Arg0nus on 06-23-2004 07:43 AM
Waste93 wrote:
GreenMarine wrote:
The reason players do not like PvP is that
- PvP is harder. This isn't a major reason, but it is true.
- PvP involves emotions. Sometimes nasty ones. Revenge, anger, and so forth.
- PvP approximates murder. Some players aren't comfortable with that.
- PvP is unpredictable. It involves a different skill set from PvE (Although its a subset of PvE).
I believe 2 & 3 to be the main reasons. You'll see players saying they want PvE bounty hunters to come after them, but not players. The penalty for failure is nearly the same. The loss of time is invariant.
Wanted to add another reason here. It has to do with TEFs. Group TEFs are kind of hard to understand or follow and causes problems. As someone that rarely does PvP the few times I've done it I've been discouraged from this aspect.
People that are grouped with the person you are fighting do not turn red on your radar. So it is difficult to tell whom is now your enemy until they attack. This allows them to get in the first attack which can be a major advantage resulting in severe frustration.
You also have the issue of not being able to tab to these people. You actually have to click on them which in a moving fight can be take some time as it relates to the combat.
Right now PvP is just kind of quirky as compared to PvE which is what most people are use to. So they expect it to work along the same lines. When it doesn't they get frustrated.
Just as they do when they get dropped from someone that shows blue on their radar and they couldn't attack until that person attacks them first.
You also have those cases where the winner of the PvP starts to taunt the defeated opponent. Or vice versa. Something that quickly aggravates players, especially those that rarely PvP.
Message Edited by Waste93 on 06-21-2004 04:06 PM
All very good points.
I have PVPed a bit and I don't mind it too much but I would say the BIGGEST reason is that in PVE the Target doesn't spend it's time tweaking its skills and equipment to be a better killer. I must say the best over all idea is what Green has put down about the level bring different levels of danger. It fits the way the game plays out now and would let those that want to pvp do so,
GreenMarine wrote:
Funny you mention that, our gameplay code is written in Java.
Message Edited by Aanu on 06-23-2004 11:41 AM