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TC system

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T-888:
That system i posted it's good because you can take the city relatively fast compared to now , especially if the faction is not around , militia or not , your not around to defend the city then falls to other hands quite quickly over some maximum of a hour or even less. Takes longer time than previous TC last session but much faster than the current version , as well when you reach maximum you can't go sky high or decrease other factions influence to absolute zero very fast. Furthermore make the influence gain be more dependant on equipment rather than just raw amount of people and it would be nice it there would be some scale more people influencing less effective overall , so there wouldn't be a big difference between a gang of 15 guys influencing or 10 , that's for some balance.

Faster exchange of cities encourages PvP , game has to be fun not several hour torture of AFK.

MeganFox:

--- Quote from: Wichura on February 02, 2012, 03:45:41 PM ---What was the subject of discussion, again?

--- End quote ---


--- Quote from: pti4ka on February 02, 2012, 03:51:24 PM ---bla bla bla

--- End quote ---

First who start rage here and taking my suggestion personally to his own gang (sot) was your friend - Skycast, before it was normal discussion just about TC but unfortunately it was stopped by some trolling dudes who takes everything too much serious even if someone doesnt say anything about their stupid gang and starting massive attack spam, whatever just let them have their own world and play Lego. ::)

Stration:
Implementing militia was an attempt to give small factions a chance to participate in TC, but it clearly failed. Militia should thus be removed and never come back.

Implementing influence points was a recent experiment whose purpose was to determine whether TC would be more interesting if factions were required to spend significantly more time than before taking control over towns. It evidently failed, and so TC should be reversed to what we had the last session.

TC rewards were meant to motivate factions to participate in TC, but this too turned out to be a failure; there should be no guaranteed rewards for controlling towns.

Mercs were meant to make the game more interesting, but that did not happen. Very few people can afford them and those who do are only interested in misusing them for 1) setting up merc traps 2) overwhelming their opponents with dozens of them, as mentioned numerous times in a number of threads; 3) grid-camping various places, notably Sierra and Toxic Caves. Therefore, mercs should no longer be available.

These are four obvious conclusions that everyone should be able to arrive at when examining the current state of affairs on the server. I hope that our dear developers will deal with all these annoyances and make the PvP aspect of the game enjoyable again... soon.

For now, however, let us make do with what we have. TC is clearly a parody of itself, so let's just ignore it. Mercs, particularly mutants, are just as annoying as always, so let's try to avoid them. Exploiting bugged TC rewards gave an incredible edge to one of the gangs, so let's just laugh at their self-aggrandizing posts while shaking our heads, and then simply ignore them. Militia abuse is as rampant as before the wipe, so let's not even discuss it any longer, everyone knows what's going on.

And finally, let us wait for another wipe, hopefully things will be better when it comes.


Swarm:
Before it was a bunch of proxy scouts standing around doing nothing and combat characters doing all the action, now its proxy combat alts standing around doing nothing and the sneakers doing all the action...

Crazy:

--- Quote from: Stration on February 02, 2012, 05:02:44 PM ---Implementing militia was an attempt to give small factions a chance to participate in TC
--- End quote ---

Hahahaha. No. Was implanted to prevent bluesuit gangs taking town and actually allow a team holding a town to stay in it.

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