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merk spawn camp

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zuhardu:

--- Quote from: Rascal on June 28, 2011, 10:12:56 PM ---Surf I totally agree with rules its almost like cheats (especially with this annoying bug) and now please tell me what devs thinks about RT traps with muties on desert. Couse the scenario is just the same. Some guy or two are plating 5-10 rocket lanucher mercs around respawn in encounter and just take stuff from the ground. Its veeeeery annoying and players just cant do anything aboutit, its even worst than new reno situation couse here thanks to tactic we smashed those muties but inside enounter there is absolutely no such possibility. I think devs should think about a solution to fix that situation. Those rt traps are almost everytime placed 1 hex from cities like ncr/hub/sf where the stream of players are the highest.

--- End quote ---

It seems that it won't be the case after wipe anymore, they are remaking the whole merc system. I actually think that merc system and the stealling from BOS and other NPC's ruined the game this wipe. We can just hope they will be fixed.

aForcefulThrust:
the crash on load bug from mercs was fixed... I have never seen (off) by a player being attacked on load since this update.

--- Quote ---March 07, 2011, 08:42:27 am

FIXES:
- Fixes for a lot of bugs that can be blamed on client-server protocol (known instances include: hangs while entering a map; messed parameters or name after logging in; map items appearing misplaced; map items appearing inside inventory; random disconnecting; misplaced npcs; and more).
- Fix for creating new factions (limit increased to 8192)*.

--- End quote ---

Or am I wrong?


Whats the difference between a gang of 18/16ap players camping SF square in TB, vs players using mercs to camp square? either way it's insta kill for whoever enters.

Surf:

--- Quote from: aForcefulThrust on June 28, 2011, 10:24:03 PM ---either way it's insta kill for whoever enters.

--- End quote ---

And you think this is a good feauture?

aForcefulThrust:
No, it's not the best feature of FOnline. Making this a bannable offense, is not the answer to the problem either. If anything, it should be made harder to do instead.

It bugs me when I see people on here complaining about mercs. As we see in this thread, mercs are not an uber-unstoppable force that players make them out to be. What most people don't understand, is the risks, and losses a merc leader takes. Especially if that merc leader is not in a massive TC faction, and dosen't have limitless caps to spend on them.

So when I loose all my mercs, I take a pretty big hit. Not only must I spend all day crafting psycho to sell on the forum to buy new mercs(This supports player driven economy), I must also re-arm them with the expensive, and hard to find plasma rifle that I often buy from players. And what about the player(s) that killed me and my mercs? They get very nice loot/rewards for killing me and my mercs, compared to just killing a lone player without mercs. So with mercs you are harder to kill, but not impossible to kill, take higher risks, and give players better loot for killing you. This, IMO, Is a good system.

Swinglinered:
I thought using the area-transition load bug/feature was the issue, so that manually ordering mercs in a grid-camp to attack was legal.

I've never read the Rules, just picked up bits and pieces.

It seems that is what many have done.

Do details get screened out somehow?
Perceptual glitching.

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