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Author Topic: Make bases no-logoff zones  (Read 3418 times)

avv

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Make bases no-logoff zones
« on: August 20, 2012, 10:56:35 pm »

Imagine a situation where a gang has 20 bases and one member decides to betray them. He then creates dozens of alts, escorts them in the bases and logs them off inside. Basically all bases are now contaminated and no items can be stored there. It might be possible to swarm all bases with tons of slaves and mercs, but that's just ridiculous. If the logged off chars were sneakers, it wouldn't even help unless you had like every second hex taken by npc set to attack nonmembers.

I suggest that bases are non-logoff zones like ares and Jail. So that the chars remain logged off but don't disappear. Sneaker could still be found with high ac char or motion sensor.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Make bases no-logoff zones
« Reply #1 on: August 21, 2012, 12:06:23 am »

This happened to us at the early post-wipe stage of this session. Basically all Hawks bases are contaminated and if you leave for example a car there, there is 90% chance that after few hours you won't get it back. The only solution is purchasing a new base (or bases). Your idea is interesting, I'm thinking about another solution, you could log off but after logging back in you would be outside of the base on WM (same principle as with encounters). Actually this would happen to only those who are not listed in a terminal, so you could easily manage who is able to see a base from inside.

This is completely different idea, maybe I should post a new suggestion but I'm too lazy  ::)
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Stration

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Re: Make bases no-logoff zones
« Reply #2 on: August 21, 2012, 12:09:28 am »

I suggest that bases are non-logoff zones
The same thing should apply to tents.

Picture this: a guy follows you to your tent unnoticed and instead of looting the place right away he just goes to a corner of the map and logs off. What now? And how do you know there never was a person who managed to do that to you?

Now that you've realized that the possibility of it exists, you can no longer store any items in any of your tents! Isn't that horrible?

Coming back to the issue of bases - what if one person betrays you and then another one does the same thing? You cannot possibly be serious about keeping valuable stuff in a public base... it's just silly.
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S.T.A.L.K.E.R

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Re: Make bases no-logoff zones
« Reply #3 on: August 21, 2012, 12:20:22 am »

Thats why you get mercs and set them to attack anyone not member of faction
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Sarakin

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    • Vault šílené brahmíny
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Re: Make bases no-logoff zones
« Reply #4 on: August 21, 2012, 01:06:52 am »

I like Kelin´s idea more.
Having to move to wm everytime is a mere nuissance.
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Re: Make bases no-logoff zones
« Reply #5 on: August 21, 2012, 05:44:48 am »

+1 to non disappearing logoffs.
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Re: Make bases no-logoff zones
« Reply #6 on: August 21, 2012, 10:07:48 am »

The same thing should apply to tents.

Picture this: a guy follows you to your tent unnoticed and instead of looting the place right away he just goes to a corner of the map and logs off. What now? And how do you know there never was a person who managed to do that to you?



I don't see this particular case a a cheating. Dev implanted the tracking feature especially for that in a previous cession.
There are few chances that someone can follows you and stay unoticed. Even then, he would be the only one, for a one-time thing.
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Re: Make bases no-logoff zones
« Reply #7 on: August 21, 2012, 01:24:21 pm »

If someone betrays you, its your fault that you trusted him. If he robs you, its your fault to leave valuables in the public or semi-public area.

If someone follows you on the WM, from one location to the other and you do not notice him, its definitely your fault. You werent paying attention, deal with consequences. (Another thing would be, if the following person was invisible even on the follower list when sneaked. So you would have no chance to find out whether you have been tracked or not.)

avv

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Re: Make bases no-logoff zones
« Reply #8 on: August 21, 2012, 06:31:03 pm »

If someone betrays you, its your fault that you trusted him. If he robs you, its your fault to leave valuables in the public or semi-public area.

If someone follows you on the WM, from one location to the other and you do not notice him, its definitely your fault. You werent paying attention, deal with consequences. (Another thing would be, if the following person was invisible even on the follower list when sneaked. So you would have no chance to find out whether you have been tracked or not.)

Thanks mr internet judge.

Here's some facts: the game is about getting together and playing in gangs. However nobody can be trusted 100% so what for do we even have shared bases if theres a way to destroy everything a gang worked for the entire session?
Some baserape happens because of bugs or hacking passwords, I know two cases where such situation took place. Devs don't do anything about it ingame level, so they should make it easier for players to solve those matters themselves by implementing the no-logoff bases. And moreover, can you name any downsides of making the bases work like suggested by Kelin or me? 
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Stration

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Re: Make bases no-logoff zones
« Reply #9 on: August 21, 2012, 07:54:53 pm »

Some baserape happens because of bugs or hacking passwords, I know two cases where such situation took place.
And making bases "no-logoff zones" is going to prevent this sort of abuse? How?
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avv

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Re: Make bases no-logoff zones
« Reply #10 on: August 21, 2012, 09:05:43 pm »

And making bases "no-logoff zones" is going to prevent this sort of abuse? How?

It doesnt prevent the loss of items but surely prevents bases becoming contaminated.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: Make bases no-logoff zones
« Reply #11 on: August 21, 2012, 09:27:48 pm »

I don't like it. Stuff like contaminated bases and betrayal make things interesting. You can just build new bases or set up mercs.
If you want safety all the time then you can just stay in your tent forever. Taking risks is part of what makes things fun
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Keksz

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Re: Make bases no-logoff zones
« Reply #12 on: August 21, 2012, 10:18:31 pm »

I think its a bad idea.If the tents and bases will be "Non log off area"and cuz of some bug u wont see any of your bases than what?This game is hard filled with a lot of shthd.If ur base get raped,deal with it wasteland is harsh.
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Szetcsesz,Szanaszetkur,Kajakra

falloutdude

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Re: Make bases no-logoff zones
« Reply #13 on: August 21, 2012, 10:21:58 pm »

.If ur base get raped,deal with it wasteland is harsh.
this.
the truth is if you get base raped its your fault and that is the punishment. if you let 123813 newbies into your main faction base and get raped then i must say you deserve it.
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Re: Make bases no-logoff zones
« Reply #14 on: August 21, 2012, 10:32:35 pm »

How about non trusted members witch you could specify in the terminal were moved to global upon logging off?

If you lead some random players in your base witch aren't specified anyhow and are just a liability, then it is just your fault taking the wrong risks.
« Last Edit: August 21, 2012, 10:35:53 pm by T-888 »
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