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Author Topic: TC system  (Read 31071 times)

Re: TC system
« Reply #165 on: February 02, 2012, 03:29:38 pm »

I always crashed you on Hinkley in previous session but now I have more interesting action in real wasteland. So I get noobs playing on this Hinkley.

ps. You are really funny.  ;)

I let myself respond to your funny post ( but its my last one)
" I' m hero i pwning everybody I' m the best I' m russian I' m from SoT i pwn all n0obz on Hinkley but noone really knows me who I am and whats my nickname, also I'm interesting in spreading peace on whole wasteland and making roleplay "  ;D ;D ;D

pti4ka

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Re: TC system
« Reply #166 on: February 02, 2012, 03:39:04 pm »

I let myself respond to your funny post ( but its my last one)
" I' m hero i pwning everybody I' m the best I' m russian I' m from SoT i pwn all n0obz on Hinkley but noone really knows me who I am and whats my nickname, also I'm interesting in spreading peace on whole wasteland and making roleplay "  ;D ;D ;D

Finally Nice butthurt, now you can go Hinkley and show you "power" to noobs there, goodbye...
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Wichura

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Re: TC system
« Reply #167 on: February 02, 2012, 03:45:41 pm »

What was the subject of discussion, again?
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Re: TC system
« Reply #168 on: February 02, 2012, 03:50:28 pm »

There are few fixes i believe could light up the TC , the first one is some fixed limit let's say 60 ? Second is when gaining influence other teams has to loose much more influence as it is now + change how the influence interacts between factions , so in the end it wouldn't go sky high as well wouldn't take as much time to take control of the city so it's not some several hour waiting , even for smaller groups that would ease up things.

To describe this more precisely , 3 Factions with the highest influence A:60 , B:30 , C:15
If faction C gains 1 influence per minute , A looses influence at a ratio 1:2 , B looses influence at a ratio 1:1 , when C overcomes B then A starts loosing loosing influence at a ratio 1:1 and B witch now is in third place looses influence at a ratio of 1:4 until C gains the maximum , when C gains the maximum influence limit then all other teams looses influence at a ratio based on how many teams have influence in that city at all. So C gains 1 influence per minute in a city and the loss is divided based on the total amount of factions having some influence in the city at all , 9 factions in total so they all loose influence at a ratio 1:9 whenever C is gaining it.

Looks really fucked up ... or maybe not.
« Last Edit: February 02, 2012, 03:52:53 pm by T-888 »
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pti4ka

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Re: TC system
« Reply #169 on: February 02, 2012, 03:51:24 pm »

What was the subject of discussion, again?

We were talking about TC before...but now...hmm, no idea   Something like some guy watching how his gang crashing and now hate all (me, SoT, russians, TC etc)...

But looks like it stopped.

Anyway all clear with this TC and need to wait for update   ;)
« Last Edit: February 02, 2012, 03:54:08 pm by pti4ka »
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Re: TC system
« Reply #170 on: February 02, 2012, 04:09:49 pm »

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.
« Last Edit: February 02, 2012, 04:19:13 pm by T-888 »
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Re: TC system
« Reply #171 on: February 02, 2012, 04:55:14 pm »

What was the subject of discussion, again?

bla bla bla

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

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Re: TC system
« Reply #172 on: February 02, 2012, 05:02:44 pm »

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.


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Swarm

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Re: TC system
« Reply #173 on: February 02, 2012, 05:11:12 pm »

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...
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Crazy

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Re: TC system
« Reply #174 on: February 02, 2012, 05:16:21 pm »

Implementing militia was an attempt to give small factions a chance to participate in TC

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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Re: TC system
« Reply #175 on: February 02, 2012, 05:18:09 pm »

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.

Bullshit. Militia was meant to give moderate support to the faction that controls the town and prevent a team of smurfs from starting the counter in every town (it was popular long time ago). It ended being an ultimate tool to destroy even larger teams trying to capture the town and ofc instakill any visitors. The problem with teams of smurfs was solved by TC zones and gear check. Then, wipe came and as far as I know, TC zones don't count anymore so teams camp in toilets and hotel rooms. Seeing how easily it was predicted and taken into consideration almost 2 years ago, think about it as a step backwards.

Edit: oh well crazy was faster

Stration

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Re: TC system
« Reply #176 on: February 02, 2012, 05:39:10 pm »

Bullshit. Militia was meant to give moderate support to the faction that controls the town and prevent a team of smurfs from starting the counter in every town (it was popular long time ago). It ended being an ultimate tool to destroy even larger teams trying to capture the town and ofc instakill any visitors. The problem with teams of smurfs was solved by TC zones and gear check. Then, wipe came and as far as I know, TC zones don't count anymore so teams camp in toilets and hotel rooms. Seeing how easily it was predicted and taken into consideration almost 2 years ago, think about it as a step backwards.
I will not argue with your interpretation of why militia was implemented since, if what you are saying is true, it constitutes an even better argument for its removal than the one I used.
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Re: TC system
« Reply #177 on: February 02, 2012, 05:43:11 pm »

No. Militia needs just to be balanced, not removed. But balancing militia happened only once, making from it uber-militia that was/is able to kill entire teams on their own. If you remove militia, the town will be just a ghost-town. If you let it stay, there is a chance that it will be not.

pti4ka

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Re: TC system
« Reply #178 on: February 02, 2012, 05:48:42 pm »

No. Militia needs just to be balanced, not removed. But balancing militia happened only once, making from it uber-militia that was/is able to kill entire teams on their own. If you remove militia, the town will be just a ghost-town. If you let it stay, there is a chance that it will be not.

Now militia balanced, I think. Not so imbalanced like in previous session but stronger then "nothing". If all bugs with militia will be fixed militia will be an optimal power.
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LeonTheNorse

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Re: TC system
« Reply #179 on: February 02, 2012, 05:57:15 pm »

No. Militia needs just to be balanced, not removed. But balancing militia happened only once, making from it uber-militia that was/is able to kill entire teams on their own. If you remove militia, the town will be just a ghost-town. If you let it stay, there is a chance that it will be not.

No adding slaves,mercs to millita and make it 8 max.
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