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Author Topic: TC system  (Read 31024 times)

Re: TC system
« Reply #195 on: February 02, 2012, 08:48:23 pm »

Influence as some score/bonus , extra options for doing good deeds or something like that and old TC timer sounds like candy and sugar , i ain't living in happy land but if you do that you will basicly lit up the server. :)
« Last Edit: February 02, 2012, 08:50:43 pm by T-888 »
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Swarm

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Re: TC system
« Reply #196 on: February 02, 2012, 08:53:32 pm »

Influence would just be some score. There's nothing saying it has to only be through standing around, in fact I'd say standing around doing nothing should do little (or nothing at all).

Far better would be tying it to *doing* things.

Clearing NPC thugs, clearing opposing gang militia (who I again think should not be protecting the gang, but guarding to set rules), being in control of an area when a window closes, etc.

There's lots of things which could govern influence.

What about limit of amount of points like reach 50 then it resets all factions to zero so its a fight who gets to 50 influence points first. I mean the problem is having some limitless number and causes new faction names to play catch up. By allowing 50 being limit and resetting all points there is some challenge but getting 50 points doing things as you suggested and it should take some time maybe like an hour. I think hour is max amount of time it should take to properly take a town. 15 minutes was kind of short last wipe so I think hour is about amount of time before people get bored but it stays interesting when there is things to do for an hour gaining influence by doing various tasks would keep it interesting. There should be some PvP involved also like trying to sabotage another factions effort to take the town.
« Last Edit: February 02, 2012, 08:55:47 pm by Swarm »
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Solar

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Re: TC system
« Reply #197 on: February 02, 2012, 10:08:50 pm »

solar i hope there is a plan to make it balance so big and small factions both have a good chance to take a town. if not it will still be the same as it is atm. sot,hawks will still rule all towns. need to find something that benefits both small and big factions.

I'm not sure what it'll be, as we haven't talked about it yet. I'm just talking about what I'm thinking to see if anyone has a decent idea amongst all the pointless whining and pissing contests ;)

I think old windows giving loot out every hour, mixed with an influence system which played out over a longer period (say a day), where you would get the option to control various things would work.

I think having an option to deploy some guards (normal NPCs, not super human guards) to enforce laws (not kill people who attacked controlling gang members), which would then allow people to go about their business and increase the controlling gangs influence would work. I think the counter option of leaving it lawless, but letting gangs clear out the "evil" Raider NPCs for the town would work too.

Small gangs would be capable of claiming some of the hours loot, big gangs would probably fight for the control of the towns over the longer period, but thats what being a big gang lets you do.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: TC system
« Reply #198 on: February 02, 2012, 10:34:27 pm »

Sometimes i feel like i am the only one that actually likes the new TC system and honestly, it makes me kind of sad.
Now the only reason (imo) why doesnt it work is that people are still seeking pure pvp and gain in it. Other than that it would be perfect! Seriously. Influence gained by presence, determinating the factions income? I can hardly imagine something more realistic and beautiful. Sure, some tweaks here and there are more than needed, but the very idea of scraping it just because a little whine is very, very disturbing.

If these players got another pvp oppurtunites, their precious loot included. If the tc itself was made a bit harder (affected by actual actions in the city, not just the presence; mayor having some questlike problems from time a time that needs to be taken care of, ammount of action in the cities, killing inocents, rewards from caps traffic in traders and questing and so on and so on, if it all was a bit harder), those factions would leave the cities to those who actually care about RP TC. You would have actually working cities.

If it all got just a little bit of more work.

I beg you people, even if i am to be the only one. Dont discard this yet. Give it a chance, work on it a little more!

EDIT:

I mean, the very thing that can be achieved in singleplayer games, but rarely is included in multiplayer ones, is impact. Remember the satisfaction when you saved all those poor people from enclave threat? How you got rid of the master and his army?

Now we have an oppurtunity to make something like this work. And let me say, maybe the only one. On large scale - done by factions, interfearable by anyone. And we are letting it slip just because of unsatisfied uberpwnaz. That is just sad.
« Last Edit: February 02, 2012, 10:39:46 pm by ErnestGaskin »
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Re: TC system
« Reply #199 on: February 02, 2012, 10:43:27 pm »

I think old windows giving loot out every hour, mixed with an influence system which played out over a longer period (say a day), where you would get the option to control various things would work.

This and this again , if someone doesn't like it i will fight for this idea like a savage.

I can add that TC locker reward could be somehow affected by influence too. Control over town , but not much influence in it equals to low rewards.
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Re: TC system
« Reply #200 on: February 02, 2012, 11:42:54 pm »

Influence cap and allies.

The hard part about this season is convincing people to abandon their faction to help another faction TC. The only factions that will want to pvp are ones with similar numbers at certain times. When 4 people try to tc against 9 it is not likely the 4 people are going to keep coming back for more action. If the 4 people are being helped by a 5 member allied faction, then they lose influence. Last season when it was 5 v 15, allies were called in and some really good pvp went on.

Forcing factions to tc alone is the one major problem. 15 people of mixed factions waiting for action downtown is much better than 5 people of same faction hiding while afk. If the goal is to gain influence, then afk hiding is the better option.

Add options to a faction's terminal to allow their influence to be counted toward another factions.
~influence command will show influence amount and what faction the influence is being counted towards.
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Re: TC system
« Reply #201 on: February 03, 2012, 12:02:36 am »

Last season when it was 5 v 15, allies were called in and some really good pvp went on.

Forcing factions to tc alone is the one major problem. 15 people of mixed factions waiting for action downtown is much better than 5 people of same faction hiding while afk. If the goal is to gain influence, then afk hiding is the better option.

I like you , you make sense.

For now this is the only way how smaller gangs or just not as powerful ones can take cities , http://imageshack.us/photo/my-images/843/toiletcontrol.jpg/ or when we are sleeping , nobody tries to do anything in day. This is the fourth or fifth day that i had only some PvP at very late hours most of the day is just nothing going on , we had much more PvP even when the whole community thought 2238 was dead. Pretty much completely no interaction between factions in cities , same shit all day , every day.

That's why i prefer old TC timer , sure it's not perfect. Factions taking towns when we sleep , multiple team situations on WM some backstabbing happens , then there are problems that co-exist in both systems. But fuck , at least something would happen , some action.
« Last Edit: February 03, 2012, 12:06:21 am by T-888 »
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Re: TC system
« Reply #202 on: February 03, 2012, 12:11:10 am »

Do you guys purchase special keyboards that have "PvP" buttons so you would not have to write it every time?
If not, you should consider it.


Its just PvP, PvP, PvP all over again. Cities in this game are constant warzones. Which doesnt make sense and the only thing it serves is entertainment of the very factions top.

Nonsense.
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Re: TC system
« Reply #203 on: February 03, 2012, 12:17:56 am »

Do you guys purchase special keyboards that have "PvP" buttons so you would not have to write it every time?
If not, you should consider it.


Its just PvP, PvP, PvP all over again. Cities in this game are constant warzones. Which doesnt make sense and the only thing it serves is entertainment of the very factions top.

Nonsense.

Hating PvP won't make RP pretty.

Cities are warzones because factions should fight for them , it's a feature called town control for a damn good reason , so it makes a lot more sense than you actually can comprehend. Entertainment is a part of it all for certain groups of players , actually for most of the server population. Your the minority that doesn't like TC in general , so deal with it.
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Re: TC system
« Reply #204 on: February 03, 2012, 12:23:31 am »

Its just PvP, PvP, PvP all over again. Cities in this game are constant warzones. Which doesnt make sense and the only thing it serves is entertainment of the very factions top.

I have no idea why town centres are still combat areas. I can understand having a town controlled by a faction, but having the centre of that same town be the actual warzone seems ridiculous (so does fighting in maps not designed for combat).

Give TC its own specially designed maps. Some examples: if you want to control Modoc you siege the (redesigned) Ghost Farm, if you want to control Reno you have a showdown in Golgotha. Winning the fight against the controlling faction gives you control of the nearby town and associated rewards. The town centre is still under faction rule, but it's not a clusterfuck of a warzone. Militia would then logically serve as town protection, not faction goons.

Make PvP Battles more structured. Limit team sizes for both attackers and defenders. Prevent players from re-entering this specially designed map once they've died. If there's nobody to defend, the attackers fight the defender's militia.

I don't get why we can't have a system like that instead of rockets flying around Klamath.
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Re: TC system
« Reply #205 on: February 03, 2012, 12:30:14 am »

The timer is also very important, it is a call for pvp. Last season I would be out punching cows or something and see the tc timer show up. I would check pipboy and see who currently has town and if I should defend it. If I decide to defend town I would relog, join up mumble or irc and see what else is going to happen. In a matter of minutes many people could be assimilated to help defend or take a town.

If people were bored and wanted pvp, start up a TC timer...would be very likely another small army would show up. They know exactly when and where TC was happening.

Maybe TC capturing just like last season, but TC rewards are depended upon influence.
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Re: TC system
« Reply #206 on: February 03, 2012, 12:34:49 am »

We have hinkley for staged fights and instant PvP that is designed for PvP , we also have the ability to fight in cities. If you think that is ridiculous , then well you most probably don't understand how staged fights differ from fights in cities.

I have no idea why town centres are still combat areas. I can understand having a town controlled by a faction, but having the centre of that same town be the actual warzone seems ridiculous (so does fighting in maps not designed for combat).

Because it's interesting , entertaining , fun , cool ... whatever. Not for you , don't participate in TC and don't try to spoil the fun for others in that case.
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Re: TC system
« Reply #207 on: February 03, 2012, 12:35:14 am »

Hating PvP won't make RP pretty.

Cities are warzones because factions should fight for them , it's a feature called town control for a damn good reason , so it makes a lot more sense than you actually can comprehend. Entertainment is a part of it all for certain groups of players , actually for most of the server population. Your the minority that doesn't like TC in general , so deal with it.

I should warn you not to get into planes of what i cant or cannot comprehend. Its you who keeps missing the point.

1) No city would appreciate constant fights in it. Actually, what those cities would do is vanish from the map after the first fight. Is there anything more logical in the entire universe?
2) You blind? Did you see numbers of people online? SoT and Hawks are _hardly_ majority of the players.
3) Its not about liking or not liking TC. Or PvP. Its about the fact that slave trade doesnt work because there are twats controlling den. Its about the fact that no sane person enters broken hills. And that goes for the most of this world cities.

I get that you guys like PvP. I get that you want to have you fights and you just _need_ to stand above dead bodies calling them noobz. I know that and i kind of understand it. The point is there is no place for that in cities. Doesnt make sense and gets the life sucked out of this game.

I bet if you guys had a different PvP places/chances/events/whatever you would not bitch about TC system and would let it develop into something sensible for a change. Thats my point.

If you want to get into semantics about what town control actually means, you will realize that right now we are the closest we ever been.

I have no idea why town centres are still combat areas.

I wrote about this few posts ago. The reason is simple. This TC system is designed so it would make more sense, yet there are still some people stuck in the old ways. They try to take/hold cities by force and then spam forums wondering why doesnt it work.

About your points,

Ad 1, Thats what i meant about moving PvP elsewhere. But then it doesnt have to be TC, does it. TC can remain intact and worked on (now when it makes sense), meanwhile people keep ubapwna each others elsewhere.
Ad 2, yeah. we call that hinkley.
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Wichura

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Re: TC system
« Reply #208 on: February 03, 2012, 12:41:32 am »

Hating PvP won't make RP pretty.
Right, because there's nothing in the middle. This is good, that is bad, black or white, gray is forbidden. Of course RP means standing whole day around a barrel, writing "/e drinks beer", pew-pew not included.
Jeez.

Cities are warzones because factions should fight for them
Why?

it's a feature called town control for a damn good reason , so it makes a lot more sense than you actually can comprehend. Entertainment is a part of it all for certain groups of players , actually for most of the server population. Your the minority that doesn't like TC in general , so deal with it.
So far it's more Toilet Control than Town Control, it seems.
And how can you be so sure that most of the population likes, participates or even gives a shit about TC? It's just a few swarms, including their alts, these people are interested in this ... feature. I doubt there is a table or a graph, that clearly shows "51% apes, 49% lumberjacks" or something, however pumping an ego with being "a majority of population" is just dumb.
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Re: TC system
« Reply #209 on: February 03, 2012, 12:56:13 am »

1) No city would appreciate constant fights in it. Actually, what those cities would do is vanish from the map after the first fight. Is there anything more logical in the entire universe?

Appreciate ? A military organization march's into a city , there's just no choice. Now you want to pin in realism in this game ?

2) You blind? Did you see numbers of people online? SoT and Hawks are _hardly_ majority of the players.
SOT , BBS , CS , Crazy 88 , VSB , RDA , TTTLA , BHH , TSAR , Amboy dukes factions who have something to do with TC , not to mention all these new groups smaller ones that try to participate TC in some sort of way The Void , Toxic Avengers , Outcasts etc. etc. there are more. You have no idea , as i said you can't comprehend.

3) Its not about liking or not liking TC. Or PvP. Its about the fact that slave trade doesnt work because there are twats controlling den. Its about the fact that no sane person enters broken hills. And that goes for the most of this world cities.

Controlling factions decide on what rules they set in their cities not all of them shoot everyone on sight , this PK/APK stuff whole organizations and teams have born on these principles.

The point is there is no place for that in cities. Doesnt make sense and gets the life sucked out of this game.

Quite the opposite.

If you want to get into semantics about what town control actually means, you will realize that right now we are the closest we ever been.

Yes sure spending hours and hours afking characters in cities , very sensible.

Ad 1, Thats what i meant about moving PvP elsewhere. But then it doesnt have to be TC, does it. TC can remain intact and worked on (now when it makes sense), meanwhile people keep ubapwna each others elsewhere.

TC stays where it is , can keep yapping more how it can be something else. Few individuals can yapp about that forever , i don't give a fuck actually because as i said your the minority.

however pumping an ego with being "a majority of population" is just dumb.

See above , yes majority.

Why?

Because it is like that in this game for years , most of the players accept that , deal with that and have fun.

Your just trying to argue about something so impossible to convince , people who actually don't participate in TC much or not at all will tell those who does how TC should be , just what the fuck ?
« Last Edit: February 03, 2012, 01:11:21 am by T-888 »
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