fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 08:45:13 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: PvP encounters REWORKED  (Read 1575 times)

PvP encounters REWORKED
« on: March 20, 2012, 03:10:26 pm »

Hi there. I tought about TB traps, and figured, that completely different approach, can remove that problem. But this idea, should work in TB and RT encounters. So here it is:

1. Removed possibility to enter opened fight if you DON'T WANT TO. So how encounter gonna work after that tweak?

Your travelling world map, and server notice your position. If any other players is travelling near square (and some roll is succesful) you two, both, AT THE SAME TIME, are spawned in some area. High perception means, that your relatively closer to the exit grid (you spotted your opponent earlier). Cautious nature can give higher chance to spawn near obstacle (if available). After that first spawn, none is forced to enter that location. So what is changed?

- TB traps removed - every player, who encounter that fight, have given dialog option to avoid (or enter if he is toughboy).
- equal chances for tb/rt pvp action in random encounters, for every player involved.
- you can still be killed by player who enters, so still wasteland is harsh, but you cant be forced into multiple merc trap.

The same way pve encounters gonna worked - after blizzard, you cant be sure who you encountered: player, or critters? But if its f.eg. radscorpions, you have 0% chance to make ambush for players, who doesn't want to fight (but remember, that still anyone can enter at any time, so its almost as risky as it was before, to stay long time in encounters).

You can still enter loaction without any critters, and send distress. Still, anyone can enter that opened location, if he wants to.

PS: so what is the mode of pvp fight? It could be random, if both (or more) players have option 'both modes' active. Or always RT, cause its preferred mode in fonline.
Logged

falloutdude

  • just some canadian guy
  • Offline
Re: PvP encounters REWORKED
« Reply #1 on: March 20, 2012, 03:25:43 pm »

this is a "care bear" suggestion..... wasteland is supposed to be harsh if you dont have the proper od to avoid a enounter with another player you should not be able to....
Logged
Roaming the waste again.
Re: PvP encounters REWORKED
« Reply #2 on: March 20, 2012, 03:48:19 pm »

Exactly. And I really dunno why people want to nerf TB, TB traps, caravan traps etc. - what was wrong with that?
Logged
Re: PvP encounters REWORKED
« Reply #3 on: March 20, 2012, 03:53:20 pm »

True. I see nothing wrong in getting shot in the face without chance to retaliate as soon as you are forced into a random encounter after you made yourself a shotgun and ammo to kill some molerats. Working as intended.
Logged
<Izual> Let's crash server
Re: PvP encounters REWORKED
« Reply #4 on: March 20, 2012, 04:30:00 pm »

True. I see nothing wrong in getting shot in the face without chance to retaliate as soon as you are forced into a random encounter after you made yourself a shotgun and ammo to kill some molerats. Working as intended.

Its not like that. If you are forced to TB trap, it is ok when you have any chances. But for now, you have none... example? 10pe sniper, encounter ambush. He has high sequence, so in normal case, he start the fight. But not in TB trap, when 1pe 3 melee/unarmed, act first. The problem is, that you can make ambush by shitty chars, just make sure u have 3-4 of them, and you can insta kill anyone enter.

And still, bugged RT traps, where you are death-at-approach... you think it is meant to be like that?
Logged

Tomowolf

  • Cute Kittens and stuff.
  • Offline
Re: PvP encounters REWORKED
« Reply #5 on: March 20, 2012, 04:38:36 pm »

True. I see nothing wrong in getting shot in the face without chance to retaliate as soon as you are forced into a random encounter after you made yourself a shotgun and ammo to kill some molerats. Working as intended.
Oh yes, when people started camping mantis and molerats encounters, bitch please, all TB pvp is focused on SF down squares and Gun runner,s and at end Hub, not NCR ;s.
Logged
h

Rascal

  • FOnline2!
  • Offline
Re: PvP encounters REWORKED
« Reply #6 on: March 20, 2012, 04:58:15 pm »

omg another "brilliant" idea which just gona totally destroy, already hardly even working Tb PvP.
but... reality is that devs totally dont care about TB PvP so eitherway ur topic is pointless with good or bad sugestion - doesnt matter.
Logged

Vandal

  • The Sarmatian
  • Offline
Re: PvP encounters REWORKED
« Reply #7 on: March 20, 2012, 07:56:56 pm »

this is a "care bear" suggestion..... wasteland is supposed to be harsh if you dont have the proper od to avoid a enounter with another player you should not be able to....
x2
Logged
Re: PvP encounters REWORKED
« Reply #8 on: March 20, 2012, 11:12:55 pm »

omg another "brilliant" idea which just gona totally destroy, already hardly even working Tb PvP.

Man whats wrong with you? O_o How its gonna destroy anything, but TB traps?! You still can encounter other player. The only difference, is that youre spawned at the same time as 'he' so you have equal chances. It has nothing to do with destroing fair pvp.
Logged
Pages: [1]
 

Page created in 0.075 seconds with 21 queries.