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The Rules are not being taken seriously...

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Johnny Nuclear:
seriously
you compare 2238 with EVE ?

Savager:
I think that its impossible to prevent all people to dual log. And its true, some times it may be usefull (like making shared tent with your miner/crafter and your pvp character) and other times is bad (like having combat character in map, an dual loged merc leader in WM).
Instead of that should be regulated, so all people can do it safety and cool.

Another thing is about merc leaders. Its very unfair the current system, it whould be better to have less companions, and maybe with respawn.
Because the real thing in Fallout 2 about companions was that u cant have players helping you, so npc do the work.
But here, u can have human companions, so it should be balanced a little that feature. When i got a little time i whould make a post about the things that i like and dislike about sistem.

avv:

--- Quote from: OskaRus on October 26, 2011, 03:33:23 PM ---Anyway imho dual loging should be encouraged like in Eve and not prevented. We have low player population and if it become doubled because of dual logs it is still increase. You can anyway effectively manage only one char in combat. And if client would allow dualboxing it would simplify it for those already using it and allow it for everyone else.
--- End quote ---

Allowing dualboxing just like that would deteriorate the gameplay and fonline as we know it would turn into multitask online. Instead we can observe for what dual logging is used mostly and then design features to discourage it.

Three main encouragements to dual log:

1. Escort jobs. Small jobs that require another player's presence. Most common are base adding and tentmaking.
2. Avoiding cooldowns
3. Pvp

First reason can be prevented by allowing one character to make as many tents as he wishes and call additional characters in that tent. In addition inviting characters to tents and bases shouldn't require escort. Once the char is invited or befriended, he sees the base or tent on worldmap.

Second reason can be avoided by removing cooldowns and replacing them with something that demands constant attention. This is already on the works and we will see how it turns out.

Last one, pvp is trickier. The core problem is that anyone can enter towns at any time and trying to change that would be impossible. Yet the troubble dual logs cause in pvp is the worst but it's also most visible and easiest to notice. We have proxy looters, scouts, merc leaders and additional full geared pvp chars.
Proxy scouts and looters could be harassed by making dying more severe and costly so that these characters can't be spammed for free.
At this moment banhammer is the best medicine vs pvp dual logging. It's so easy to notice because nobody in his right mind brings a non-combat bluesuit character in combat as his main.


cannotspace:
Don't judge too quick, there were GMs called on me and a friend because our names had some similarity.

Swinglinered:

--- Quote from: falloutdude on October 25, 2011, 09:17:38 PM ---well then maybe anothers should not wait fuck what about someone like me who has no one in my base sense all others quit the game? i should not be able to add new alts to my base?

dont get me wrong i have never dual loged myself i dont even know how to but its getting more and more of a better idea to me everyday. i need alts added.

dual logging for tc i do think is lame but for tents and bases no real problem.

--- End quote ---

My gang stopped playing, too.

I ask for an escort or 2 when they drop by, if I remember.



--- Quote from: avv ---It's only away from my patience and my friend's patience when I have to bother them with some simple task. They have to stop whatever they were doing to help me with a thing that takes 1 minute, or I have to wait for them to finish the task. How is it away from my enemy that me and my pals don't have to deal with pointless waiting? Is this game some sort of waiting competition where the one who gets bored first loses?

In the end everyone will have all the gear and alts they want so getting gear and alts fast don't matter anymore. In such situation when I face my enemy somewhere with equal gear it doesn't matter a damn thing whether or not me or him had the advantage of transferring alts in base or making tents with dual logs. But if he or me dies in that combat and jumps back with a dual logged mercleader, it's starts to matter.
--- End quote ---

The logistics subgame/metagame is influenced by ease of escorts/etc.

Patience can be just as decisive as twitch skills.

The "Wait Strategy" vs. "Zerg Strategy": which is better and why?
Discuss!

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