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Changelog 26/01/13

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JovankaB:
I think the fact that it's hard to synchronize big teams might be actually good. I think swarms
have way too much advantage anyway and it was too easy for 15+ people to just wait on signal
to attack anytime, not even being in the game but on IRC/mumble. If a horde of players doesn't
play but can easily squash anyone who appears in town if told some people are there I think
it's not really that great.

Unless it's 2 swarms who wait each other, but really if one swarm dies they could be back in less
than 5 minutes with the same characters if they really wanted. But they don't want to because
loot is looted and enemies healed, which is exactly how it should be IMO. So don't blame idling.

2 spawns were moved away from towns so pvp apes who want to be efficient in returning will have
to make new spawn bases / tents. I suppose in Den it slowed down people a bit.

Maybe it will encourage players to make smaller independent teams that actually play together
inside the game. Of course it doesn't change anything for teams who are in town already, but still.

So far from what I checked, number of real players in game seems to be ~85-95% now, the rest
is multilogs and characters on [off]. Before it was ~70-85%. I'm assuming proxies aren't used much,
but I might be wrong. I will have to observe players a bit more to say something about it. But
there are also players with same IP so maybe it evens out in the end.

vinio:
In order for this new system to work this game needs much more supervision from the part of gms.And that needs to be done so the so called  multilogers gets what they deserve.PERMABAN

JovankaB:
What would you need supervision for?

The best thing a cheater can do now is to keep multilogs hidden somewhere in unguarded
locations, which I don't think is very effective except for sneakers. And either they have
to use separate proxy for each character or never log off them, even for a second. It can
fail easily and would be clumsy to manage when fight starts.

Anyway, such people are much easier to detect, I will be banning PvP multilogs if I see any.

Tomowolf:
Well this kind of feature gives ability smaller teams enjoy (while they got only 1 or 2 pvp alts) PVP too, at cost of the shorter fights (Bigger gangs will come anyway in big numbers and will destroy enemy with no problem, but still - it is a fair fight, and the defending team got time to regroup while attackers are changing alts).
So I think this feature is really good, for a noob like me - who again starts adventure with PVP.

Alvarez:

--- Quote from: JovankaB on February 18, 2013, 11:32:13 am ---What would you need supervision for?

The best thing a cheater can do now is to keep multilogs hidden somewhere in unguarded
locations, which I don't think is very effective except for sneakers. And either they have
to use separate proxy for each character or never log off them, even for a second. It can
fail easily and would be clumsy to manage when fight starts.

Anyway, such people are much easier to detect, I will be banning PvP multilogs if I see any.

--- End quote ---

I see swarm squads hooked on proxies, kept in movement by external scripts and guarded by dedicated predator exterminator alts with mercs.

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