Other > General Game Discussion

TC in the next session

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Black Key:
I agree with the economical concept, the faction reputation (great idea ! Should inpact on the difficulty to take control of the town - realistic) and to increase the responsability of the TC teams and blablabla...

But I just would like to speak about RP and security now because, when I read your posts, it seems that the main reasons to modify the TC system turn around that. Protect RP and players when they come in TC cities.

The first problem you have (the only ?) is not TC, it's the players !

When you come in "a town" and when you ask "Where are you from ?" you don't heard "from Sf" or "from New Reno"... And when you start to play your role... People don't play their char most of the time. It's not because of TC. It's not because of the devs. You see Players speaking to Players, not Chars speaking to Chars... Most of them don't even thought about their story. Even when you play a PVP char, you can have a story...

Other problem: some RP players have decided to play their roles in unguarded city... Why ??? There is more guarded city than unguarded. If you want security, go in secured towns ! But don't say that you can't play your role in unguarded city because of TC. Say that you can't play your role in guarded city because there's nobody, because the NPCs don't punish the assholes who bored you all the time, exploit bugs, but please, don't blaim TC !

But you are right, this debate goes wrong. When I read that to play your role you have to control and stay in a city, yes, I think we have a problem... You don't need that. Even when my enemies control Redding I come in downtown with some unknown alts and I play my role... But I don't come with a char who is enemy. You have to assume what you have done and your choices... If you want to play your role in unguarded cities, it's because you want to have the militia and/or to be allowed to kill the people you don't like ! And most of the time, you are the first to blame your enemies when they do that... If so, ask the devs to remove the guards in protected cities. If not, just explain me why you prefer to RP in unguarded cities than into guarded cities...

The last problem I think is that some of you are looners, and have decided to survive alone in the Wasteland, and you would like to rule the world alone... You don't like gangs/teams... But it's like that, and it's realistic, 10 fighters will always win vs 1 player... So don't cry when you are killed alone in a TC city... Especially when you are enemy...

Anyway, if RP players absolutly want an unguarded town in which TC is not possible, AND without militia, so OK, let's do that with one of the 8 towns in which it's already not possible to TC and open a new "NEW RENO"... After this week and the Redding story, I just can't understand why you're asking that...

About the system in which each teams should put money in the terminal: do you remember the Vietnam and the Afghanistan ? Poor countries vs rich countries ? Who won ? The richs or the poors ??? Unrealistic...

And speaking about the declarations of war and alliances we all know how it works... You fuck me, ok it's war... You fuck my friend, ok it's war... You can set what you want into the pipboy, if tomorow our allies fuck us, we will fight surely them before setting something in the pipboy and except if you disable the friendly fire, it will change absolutly nothing !

To finish, if we are waiting at the moment, for RP or PVP, it's certainly because a lot of players are waiting for the wipe... A lot don't even play and just come on mumble... Nobody wants to launch a new project which could be ended by a reset... So we just enjoy the fight... Sometimes... So, it's not because we all feel bored waiting for the wipe that everything should be burned or modified...

And definitively... A TC Windows to protect players while they are mining or playing their roles ??? Fuck ! Do you remember this week in Redding ??? Even if you suppress the TC windows there will be gangs and PKers in Redding... You will never protect you from fights with a TC Window...

seb910:
When I look at that whole crap I`m getting only one thought: GMs don`t take players opinion under your minds! This is your duty to think it up, players are not able to do it.
About RP project: gangs like TTTLA thinks that they could make a fortress which nobody could win and they gonna stay there forever. After 2 days of bluesuit swarm standing on downtown and talking about holy shit everyone will get bored but the fortress will be still impossible to take by other gang. If you want RP do it in ncr but fuck off of north. I can understand protecting the mine for miners but protecting downtown?

avv:

--- Quote from: seb910 on October 11, 2011, 05:55:03 AM ---When I look at that whole crap I`m getting only one thought: GMs don`t take players opinion under your minds
--- End quote ---
!

But the players here have underlined pretty good points already. Nerf militia, remove timer, remove increasing tc loot, add enemies of faction in KoS list for militia etc.


--- Quote from: seb910 on October 11, 2011, 05:55:03 AM ---If you want RP do it in ncr but fuck off of north. I can understand protecting the mine for miners but protecting downtown?
--- End quote ---

When done right, players can do in tc towns what they would normally do in ncr but without thieves and bombers. Some get bored of talking but that's because the towns lack activities. There's nothing profitable or interesting to do in the end. It's much more profitable to go hunt unity than stand in downtown but when someone is hunting unity, he's basically invisible to everyone else, almost like he was on worldmap. Players in unsafe towns is good for gameplay no matter what they are doing.

Heckler Spray:

--- Quote from: seb910 on October 11, 2011, 05:55:03 AM ---When I look at that whole crap I`m getting only one thought: GMs don`t take players opinion under your minds! This is your duty to think it up, players are not able to do it.
About RP project: gangs like TTTLA thinks that they could make a fortress which nobody could win and they gonna stay there forever. After 2 days of bluesuit swarm standing on downtown and talking about holy shit everyone will get bored but the fortress will be still impossible to take by other gang. If you want RP do it in ncr but fuck off of north. I can understand protecting the mine for miners but protecting downtown?

--- End quote ---
What an interesting statement....
Man, keeping Redding to make it a fortress was not the point of our project, it was to make the town as lively and entertaining as possible.   Cause FOnline is based on a famous C-RPG called Fallout.
Cause you probably don't know, but some players like to do other things than PvP in this game. I even know few guys who never play PvP at all.
Sorry for off-topic.
Kilgore's suggestion is a good basis, simple and effective.

Lordus:
My opinion about Kilgores idea:

 One thing is how you set rules and options of TC system, and other thing is how gang (members) behaviour would be affected. So if i try imagine gang behaviour, gangs would often (temporary) occupied city locations because of income from city. Than they would move to another city or they would be attacked by hostile team.

 Problem i see is: if you want to eliminate timer, you will also eliminate beacon. With no beacon, there should exists two very different situations. First, the pvp activity would be lower then current, because no beacon would mean, that if you want pvp, you have to check every possible location for enemy. In your suggestion, Kilgore, you expect that players could hide somewhere (no TC zones). Ok, but this will also reduce the chance to meet the enemy.

 On other way, removing beacon could result into situation, that more and more players often visit city and do TC, because of no fear from instant enemy attack. So you can meet more players in cities and that means even more PvP. Maybe.

 Problem of this is economical importance of staying in city. If you can get generic stuff from this risky Town Controling, i doubt that many players will risk it. But, if you can give something extra, players will come.

 That leads into situation, if TControling team should get something unnecesary (hides you can hunt elsewhere, cigaretts, you can craft elsewhere,..), or he should harvest, craft this stuff (pvp drugs, tier max weapons, armors) only in those locations, nowhere else. (Like domination mode neverending  idea).

 You can admit, that if you can "craft(mine) and go", teams would not stay many time in cities. So why not this: Town controling gang would get equal amount of mined resources, caps from quests, harvested stuff that is mined, harvested, traded...  in city during their town control. This would force gangs TO NOT BEHAVE LIKE IDIOTS, but it will grant more interaction among players. I.e. controling gangs could give players share from their income, or they can create some event from anothr source of caps. Or controling gang will prevent other players to bring their own booze, but they can free buy it from city NPC trader,... .

 But this requires, that you shouldnt be able to get very same stuff more easily somewhere else.

 PvP element should be supported too. The caps, items... from TC should be spawned in box (again) after certain time, but that box can be locked by players, doors too, location could be mined(OMG, MINES!!!), trapped or baricade by sand boxes. Because the interest (from gangs) high number of players (and their activities) in city, mines would not be used in killing "innocent" players, but to protect city controling activities.

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