Other > General Game Discussion
TC system
Red Pants:
problem is influence system...most of us dont have time and will to stay few h in 1 place with out any reason. 15min was long enought and now 15h and still you have no idea you can take it...set max infl to 20. 7.5 u capture the town 10 u can buy 5/10 militians, and evey next 2 infl u can buy antother 1/2. and when someone took city every other gang infl is cleared to basic 0 again. simple and quick.
T-888:
--- Quote from: Glumer on February 04, 2012, 04:42:38 PM ---militia isnt problem, mercs too but problem is proxies. Militia is good thing but if defen 15 proxies its insane.
--- End quote ---
How do you defend militia with 15 proxies , tell me about this magic i don't have such a spell in my wizardry book ? How players can come up with something like that ...
Lordus:
Boys, devs,
i think changes that have been suggested by Hovinka, Pti4ka and Sarakin are acceptable and very needed for active playing players, but they still dont solve other main problems.
I represent the part of players community, where players don't have any time to loitering in cities. I could find some spare time for leveling of my character, accumulating neccesary stuff to support my pvp character. But then i expect that this game could grant me opportunity to PvP without loitering in cities. I dont want start theoretical discussion about other aspects of Fonline 2238. I did most of quest, blahblah, i just want to do what most of PvP players wants. Teamplay gameplay with my mates and "virtual friends" against "virtual enemies." Fonline offered this possibility, but now it is gone. Not only because of absence of beacons, but even because of absence of TC windows and similar "organized features."
Even current TC is fixed, there exists several questions, that should be answered:
What is the sense of loitering in cities? It is the oposite of sense of good gameplay. Play = activity. TC = loitering = absence of activity. Imagine TC as a top of activity of every faction, what you can see: it starts by creating and leveling chars, then founding factions and bases, crafting, trading, exploring wasteland and finnaly => loitering. Eh, what? Absurd!
Only activity, that offers (or offered) TC is organized PvP. Until this session. No beacon = more loitering. One faction could control more cities = less comparable enemy factions. Absence of TC windows = more wasted time. Militia = strong faction is stronger, weak is still weak.
I think that neccesary thing that devs should do, is to split roleplay, economical and PVP element of TC into separe systems, because the hybrid that games offers is obstacle for everyone. I understand, that devs dont want to eliminate some scripts and works they hardly balanced, but it is absurd. Working elements are gone (namecolorizing, tc windows, ...), nonsenses remains.
My ideas:
a) roleplay city for roleplayers = if any faction wants to create their own roleplay city, they should create their own map. Map would be visible on worldmap, with laser or similar turrents killing on sight everyone who is not member of "city faction". Once you get citizenship, everyone can do what he wants, even kill other citizens, turrets will not kill him. Only law would be other citizens. So no more raids from enemy and a lot of opportunity to loitering for kids and unemploeyd players.
b) NPC in northern cities from time to time "drops" some stuff (= in conversation because they are afraid of PvP build) => players are motivated to visit those cities and fight with each other. Best is, that you can meet weaker, stronger or equivalent enemies. Better than miracle TC boxes.
c) From time to time, some messege window would inform everyone about some special reward "enclave vertbird will emergency land somewhere, not well protected, you can get tier max weapons or even parts of apa armors" and similar.
Or something even different, but not loitering OMG.
Skycast:
For bringing peace in north towns faction controlling it must just recieve some small rewards, like % from digged in BH and Reddind, % from slaves trading in Den. And you will see that faction controlling town will defend town and random people coming to trade/dig.
Red Pants:
leave rpg project in south...north is for pvp not rpg and "hello stranger are you new in town"...like some gang did in redding
i spended 2 many hours of digging crafting and exping to stay another few h in city to start a fight or get something from it. next problem is in few months infl lvl will be so high like greece debt so it will be pointels go on tc with new gang or gang who never try that city...devs give us oportunity to fight not just stand and count infl lvl...i miss times when in 2-3h i fought in each city in few fights, or when i waited in best city to defend since larger gang-gangs were taking one by one our towns...now when i have 400 inf lvl i can say...ok i am going sleep and maby in the morning i can start fight with them...change it or give us special places where we can fight and take rangom low-high loot as reward for something...good example req serv - catedra or mariposa
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