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Author Topic: merk spawn camp  (Read 3611 times)

Re: merk spawn camp
« Reply #15 on: June 28, 2011, 08:42:09 pm »

We already went over this in another thread... http://fodev.net/forum/index.php?topic=16638.msg138565#msg138565
But lets continue!

So according to you, any time a merc enters a town on kill, a player is abusing  ::) Come on dude... thats pretty lame.. Why was the official rules page not updated to show this new rule? "No mercs allowed in any towns", it's abuse.

How silly is it to have something so easy to do(bring mercs to town) a bannable offense? If i'm going to town alone, and i want a little extra protection, I bring mercs. That's no abuse, not cheating, and can be taken down as you can see here.

This is the only rules I've been given, and only rules I follow.
http://fodev.net/forum/index.php?topic=1709.0

If what you say is true, and GM's really do consider this abuse.. Then mercs are pretty useless and should be removed entirely to stop "accidental abuse" because now players can abuse, and not even know they're doing it!

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Re: merk spawn camp
« Reply #16 on: June 28, 2011, 08:46:55 pm »

There's a difference between "I bring my hired guns to protect me while I'm going to the town" and "lol, let's gridcamp the shit ouf ot that map because we're bored. xD" The latter is a bannable offense, the former not.
Re: merk spawn camp
« Reply #17 on: June 28, 2011, 08:58:09 pm »

We already went over this in another thread... http://fodev.net/forum/index.php?topic=16638.msg138565#msg138565
But lets continue!

So according to you, any time a merc enters a town on kill, a player is abusing  ::) Come on dude... thats pretty lame.. Why was the official rules page not updated to show this new rule? "No mercs allowed in any towns", it's abuse.

How silly is it to have something so easy to do(bring mercs to town) a bannable offense? If i'm going to town alone, and i want a little extra protection, I bring mercs. That's no abuse, not cheating, and can be taken down as you can see here.

This is the only rules I've been given, and only rules I follow.
http://fodev.net/forum/index.php?topic=1709.0

If what you say is true, and GM's really do consider this abuse.. Then mercs are pretty useless and should be removed entirely to stop "accidental abuse" because now players can abuse, and not even know they're doing it!

Youre just wrong. Grid camping with or without mercs is forbiden ...
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Re: merk spawn camp
« Reply #18 on: June 28, 2011, 09:02:59 pm »


If what you say is true, and GM's really do consider this abuse.. Then mercs are pretty useless and should be removed entirely to stop "accidental abuse" because now players can abuse, and not even know they're doing it!
So now you have your answer by a GM! don't make the man who don't understand if you are not too much smart to understand the difference between atack with mek against somone or go in few minutes in a town and camp during lot of hours so you can stop Fonline.  Don't be so limited mind!
And there are no player abuse, for your information Section 8 faction was the specialist of mec camp abuse and they stop beacause its FORBIDDEN!
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Re: merk spawn camp
« Reply #19 on: June 28, 2011, 09:14:51 pm »

I really think rules should be updated to show this then. How is a new player, or anyone that doesn't read forums daily, suppose to know this?

I guess I can understand players sitting there for hours, just camping the spawn point..
I'm usualy in and out when I go to towns like new reno, and almost always have mercs on kill for protection. Why? because I don't want to wait and see if you're going to shoot me first. I'd rather play it safe and kill you before you have a chance to kill me.

What if while i'm there buying hypodermics, or checking the drug store, someone enters and my mercs run towards him and melt him pretty quickly? Did I just unwillingly grid camp? He could cry to GM and have me jailed/banned? How will the GM know I haven't been there for hours just spawn killing players, and that I wasn't purposely grid camping?
« Last Edit: June 28, 2011, 09:18:27 pm by aForcefulThrust »
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Surf

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Re: merk spawn camp
« Reply #20 on: June 28, 2011, 09:18:49 pm »

How is a new player, or anyone that doesn't read forums daily, suppose to know this?


A wise man once coined that term "common sense", I am sure you've heard about it already. And yes, it applies to this game too!
« Last Edit: June 28, 2011, 09:21:08 pm by Surf »
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Re: merk spawn camp
« Reply #21 on: June 28, 2011, 09:23:41 pm »

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Re: merk spawn camp
« Reply #22 on: June 28, 2011, 09:48:48 pm »

What really concerns me is my new reno scenario.. Something that could very well happen ingame for me.
Quote
What if while i'm there buying hypodermics, or checking the drug store, someone enters and my mercs run towards him and melt him pretty quickly? Did I just unwillingly grid camp? He could cry to GM and have me jailed/banned? How will the GM know I haven't been there for hours just spawn killing players, and that I wasn't purposely grid camping?
I hope the GM also uses common sense to know I haven't been there for hours, and not purposely "grid camping".
Re: merk spawn camp
« Reply #23 on: June 28, 2011, 09:56:35 pm »

So what can u do with mercs then LOL. unless you are in a large gang in town control, how can a solo player be a merc leader? What is there for him to do with his character?

PS. nice show of authority i guess freedom of speech isn't allowed in Fonline forum.
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Re: merk spawn camp
« Reply #24 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.
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Re: merk spawn camp
« Reply #25 on: June 28, 2011, 10:20:42 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.

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.
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Re: merk spawn camp
« Reply #26 on: June 28, 2011, 10:24:03 pm »

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)*.

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.
« Last Edit: June 28, 2011, 10:27:59 pm by aForcefulThrust »
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Re: merk spawn camp
« Reply #27 on: June 28, 2011, 10:31:38 pm »

either way it's insta kill for whoever enters.

And you think this is a good feauture?
Re: merk spawn camp
« Reply #28 on: June 28, 2011, 11:38:31 pm »

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.
Re: merk spawn camp
« Reply #29 on: June 29, 2011, 05:50:57 am »

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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