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Author Topic: Inability to attack PLAYER teammates. Team exp sharing.  (Read 1786 times)

Cold_Fusion

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Inability to attack PLAYER teammates. Team exp sharing.
« on: September 16, 2011, 01:20:01 pm »

Simple as that.

Let me elaborate - I'd like to see a modification that would make player teammates untargetable.
Right now what scares people away from grouping up is the fear of being shot in the back and losing everything the very moment they left protected city with a stranger. Sure that would happen IRL but really really rarely and not like 90% of the time like in FOnline.

This would lead to easier life for newbies who could group up for better protection from bands of PKers roaming the wasteland as well as providing them a way to hunt together without the fear of immidiate treason.

Enabling shared exp would mean that everyone, not only superkillers would get something out of these groups and soon, specialized Leaders, Doctors, Trappers (skilled in Outdoorsman) or Repairmen would appear more often, putting "role" back to "RPG".

Most important - it would be FUN instead of paranoid and excrutiatingly paifull like it is now.
« Last Edit: September 16, 2011, 01:38:56 pm by Cold_Fusion »
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avv

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Re: Inability to attack teammates. Team exp sharing.
« Reply #1 on: September 16, 2011, 01:26:48 pm »

But this would allow other kind of trolling where the "teammate" loots something that don't belong to him and leaves because you can't stop him.

It is true you can't trust randoms, but trustworthy people are out there and you just have to figure out how to recognize them. Fonline is kind of cool because it has the espact of distrust when it comes to meeting other people.
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Evan

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #2 on: September 16, 2011, 02:11:32 pm »

As in 'teammate' you mean those that tagged you? That would be perfect defense from anyone in many situations. I dislike the idea. Bullets miss, and clicking the target instead of friends and knowing when not to burst is not that hard.

Thou yes, hunting in a group is fun but impractical. Shared XP would be great.
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Cold_Fusion

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #3 on: September 16, 2011, 03:01:36 pm »

@ avv - I wouldn't mind losing some loot if I get safe exp and its not ME being looted.

@ Evan - You're referring to "not hitting people by accident", I meant not being able to target an ally at all to prevent treason. As for defensive use, it could be easily countered by making "taging" work like trade - only when you're next to another player, and only when he agrees. That would actually be also a solution to abusing newbies by tagging along just to rape them.

How does it sound now, with these correction?
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Evan

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #4 on: September 16, 2011, 03:05:53 pm »

Naw, it's fun that people can follow you if you don't look, and trust shouldn't be granted by a game mechanism.

I personally like the wasteland harsh.  :)
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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #5 on: September 16, 2011, 03:18:54 pm »

What would prevent you from leaving group at pve encounter and bursting the shit out of that exping n00bz?
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Cold_Fusion

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #6 on: September 16, 2011, 03:21:35 pm »

@Evan -The wasteland would be still as harsh, since it can't anyhow prevent one from meeting another group (of PKs in this case).

The idea is to relieve the toal-paranoia feel which is killing any kind of interaction and seriously hindering the RPG part.

@OskaRus - Good question and simple anwser to it - once stablished, the group could only be left from the map level. Alternatively, the player could just decide not to "Follow (insert leader name here) into the Wasteland".
« Last Edit: September 16, 2011, 03:23:47 pm by Cold_Fusion »
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avv

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #7 on: September 16, 2011, 03:27:20 pm »

@ avv - I wouldn't mind losing some loot if I get safe exp and its not ME being looted.

Another scenario: the "teammate" distresses help, his pals spawn and start shooting at you. When you try to shoot back this teammate stims his friends. Even if you win, the teammate loots everything and leaves.

The thing is, if you go do stuff with a guy who doesn't plan on helping you it's going to end up bad in some other way if he can't shoot you straight away. If the dude plans to harm you, he most likely will succeed.
« Last Edit: September 16, 2011, 03:30:45 pm by avv »
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Johnnybravo

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #8 on: September 16, 2011, 04:05:09 pm »

That's a thing that can be resolved as well.
I can imagine somebody arguing about it dumbing down TCs, but that can be changed as well without touching the base idea.

But let me ask first, how would players see a 'sanctuary' feature in game like this?
I agree with you that players just feel paranoid and often refuse to cooperate just because of this and the multi-player part of game is nearly non-existant for many, because of this.
I think the idea of karma failed, so would any various automated ways to track player credibility, so by default everyone should be considered potentially dangerous and should not be trusted.
Question for those saying "No.":
How can you cooperate with those guys without being guaranteed safety?

I would like to know, because this solution is a little awkward.
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Fizzle

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #9 on: September 16, 2011, 05:51:23 pm »

Hey man, Friendly fire is real dude get used to it.
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Cold_Fusion

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #10 on: September 16, 2011, 08:19:16 pm »

Hey man, Friendly fire is real dude get used to it.

Friendly fire or collateral damage is not shooting/being shot at the back every time one sees the opportunity to get away with it.
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Michaelh139

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #11 on: September 16, 2011, 09:39:14 pm »

Friendly fire existed in original fallouts.

Knowing the devs...  They will not change this.  They have repeatedly said they attempt to be as close to original fallouts as possible.
« Last Edit: September 16, 2011, 09:40:51 pm by Michaelh139 »
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jonny rust

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #12 on: September 16, 2011, 10:40:46 pm »

The best way to promote group leveling through shared XP from a target would be to distribute XP based on damage dealt to that target per player. Which has been suggested somewhere else.

That way banding together to takedown a centaur would actually give all parties involved some of that XP based on how effective they were, and no one would get all of it. 

However when it comes to the loot, its everyman for himself ;)
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Ganado

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #13 on: September 16, 2011, 10:43:02 pm »

I don't like this, people should be able to hit their own teammates and they should be able to get hit with burst FF.

As for sharing of XP, it has been suggested before.
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Sarakin

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Re: Inability to attack PLAYER teammates. Team exp sharing.
« Reply #14 on: September 16, 2011, 11:19:14 pm »

Depends if we want falloutish environment (bursting a "friend" for loot/lulz) or we wanna make teamplay something that is FUN (some abuse-free teamplay system with several loot mechanics (round robin etc.)).
Id really like to see that system, even with some "betraying" (if you think it is so important in Fallout mmo)
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