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Author Topic: Reward from devs to long time playing factions  (Read 9445 times)

Bartosz

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Re: Reward from devs to long time playing factions
« Reply #60 on: July 31, 2011, 11:20:15 am »

Oh great, I want to reply to all concerns, don't even know where to start, let's try (sorry for memory quotes):

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Game needs more factions-developers cooperation.

Yeah, I know we suck at communication lately, I can blame myself for it, last year was crazy for me in real life (if that's an excuse:) ).

But, to comment this, it also should say that it needs more factions-gms cooperation, and gms-devs cooperation. As for the first one, could be problematic, sometimes gm may fall into 'faction affiliation' trap, then it's gonna be smashed cruelly by others.

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GMs function needs to be separated from Military Police
This is a bit like how we envisioned it at the start. I'd encourage every GM to abandon their military duties from time to time :>

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Graffitis
Ok, shouldn't be THAT hard tech-wise, as mentioned (special item).

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Reward
That's where it may be difficult, I guess danger of GMs being viewed by community for 'favoring' one faction over another is iminent. But then, sometimes they are hated by some part of community anyway ;)

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Bases in cities
We haven't discussed such approach so far, but we would like to have that multiple bases per faction anyway. And then, option to make it 'publicly' visible (you know, like making new settlement) could be implemented. This could of course make the original fallout cities even more empty, and the factions world would be very separated from fallout world, hence the idea to somehow connect a gang with some shithole like Den, Klamath is tempting.

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Roleplaying an Enclave
Yeah, I'd much rather see gangs roleplaying the...well, gangs, than to become self-proclaimed representatives of NPC factions. On the other hand, npc factions are not so-alive currently (long time ago we envisioned them as being run by GMs).

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gangs composed of bandits would get nothing?
I don't understand what's wrong with being bandit in fallout world:)

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I fail to understand why being a "long time player" is a reason to get any kind of advantage
Agreed on that, but it's not about being long time player (one could say - no lifer:) ). It's about being a big part of community.

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I know that 2238 wants achieve the same aim, but the way (TC) they choose would never work, if faction could loose their town because of horde of enemy
Wouldn't it be funny if gang would be able to capture a town for longer period of time, profiting from it, and expose itself to a danger of being defeated on that place (but not in one quick battle)?

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But well, anyway we are the plague of the server, it should be made for loner and NPCs factions only, gangs can die in their shit.
No, you're not the plage, rather a 'side effect' of a feature we implemented long time ago, when we didn't even think that gangs would be so important;) It turned out to be damn important - we often repeat that we would like to finally focus on NPCs factions, not because we hate gangs, but because we're feeling sorry for NPCs factions, that gangs are taking our time we could use to implement something for them;) (TC instead of factions scenarios for example).

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factions-developer-gms communication (re-visited)
Well, now when I think of it again, the idea that faction could bring some custom stuff into fonline (supervised by GMs/devs) world is very similar to various RP projects. I do see a hope for that though - big gangs are rather well organized, shouldn't suffer from the trolls that would certainly appear to spoil their fun:)

PS.
Hope my answer is not too chaotic, to summarize it, what get my attention is:
- public location for a gang
- giving more emphasis on TC - harder to re-take the city, once taken - longer in hands of a gang
« Last Edit: July 31, 2011, 11:22:45 am by scypior »
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Lordus

  • So long and THANKS for all the fish!
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Re: Reward from devs to long time playing factions
« Reply #61 on: July 31, 2011, 09:53:12 pm »

Thank you Scypior for your reaction.

 I think that factions (gangs) should have possibility to take and hold city, but also a motivation. If i look from perspective of devs, who dont have time to spare, the whole TC, empty cities problems and challenges could be solved by current or planned features.

 I.e., i heard that devs plan caravans, like in F1 or F2. Why not try this model:

 Caravans would travel (also) among TC locations. After one trip, you (player) would get reward (caps,...). If to any TC city would arrive certain quantity of players with caravans, they (TC holding gang) would get chance to join special caravan trip purposed for factions only. If they would survived, they would get some PvP stuff.

 The number of this special team caravan quests would be regulated by devs (setting adequate level of
caravans with players) and by TC holding gangs.. If the gang could attract players, so they would have more reasons to visit the TC city, TC holding gang would profit from that.

 Note that this suggestion is only example of the idea, idea of connection between single one player and player driven factions.

 In Requiem server, there is a kind of repetable "team quest" that brings you stuff (even rare) for PvP. It is located near Cathedral, where you call by radio support of Enclave or Brotherhood. After several minutes, that faction arrives, but in hostile mood (NPCs are spawned and attacks everyoen on map). If you survive, car with stuff arvies and you can take stuff from that car. You can use mines and C4 to protect yourself, other players and gangs can attack you (and they often do). It is different way how to get stuff for PvP. From my point of view, similar system, related to interaction with regular players woud be motivation for factions to care more about city, than to destory them.
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So long and THANKS for all the fish!
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