Other > News and Announcements
Changelog 23/02/2013
avv:
--- Quote from: T-888 on March 02, 2013, 01:54:55 pm ---I fail to see the relevance of how these features actually regulate and protect anyone other than burden the player.
--- End quote ---
You honestly fail to see it?
Unsafe worldmap protects us from proxymercs and second window waves because they can't safely wait on wm. Idle protects us from scout & ape fastrelog combo and relog waves in general.
--- Quote ---Meaning additional Idling timer isn't necessary to scout or do anything, to simply play the game.
--- End quote ---
It only affects pvp.
--- Quote ---Safe world map is not responsible for anything. Your "boring" world map camping is still there, also the hesitation to enter and cheating is still present in the game. Nothing has changed in that regard, besides why players shouldn't be allowed to organize safely somewhere? That somewhere could be world map just as it was for a long time and your "issues" relevant to it simply doesn't exist.
--- End quote ---
Safe worldmap is exactly responsible for boring gameplay because it's too good place to be. You can instantly spawn in any of the grids in town without any warning and it's many times the most decisive strategic move generally in pvp. While inside, your movements are slow and easy to scout.
Players can already safely organize in their bases. Safety just comes with a price of delay when entering. It's because when you organize against someone in safety, they can't know what's coming.
--- Quote ---World map is too comfortable, the game has something comfortable in it and it get's nerfed. :)
--- End quote ---
It wouldn't get nerfed if it didn't pay a role in pvp. In my opinion worldmap could be nerfed even further.
T-888:
--- Quote from: avv on March 02, 2013, 03:16:35 pm ---You honestly fail to see it?
Unsafe worldmap protects us from proxymercs and second window waves because they can't safely wait on wm. Idle protects us from scout & ape fastrelog combo and relog waves in general.
--- End quote ---
We didn't need protection against proxy mercenaries previously, because protection against them was achieved through other means making them universally flawed by how they were used in general. Even with no additional protection as such is in place, their usage seized to exist.
Waves cannot be used on proxies, that is just simply not practical. Proof for that is previous session as we didn't have such problem other than viable mercenary leaders used as air-strikes in bulk.
I already explained a simple workaround how to mitigate the threat of waves without having the need of dropping inside encounters constantly, nor having an Idling timer upon entering the game, just only when you have the same address already present in game that will disallow to drop the timer.
--- Quote from: avv on March 02, 2013, 03:16:35 pm ---It only affects pvp.
--- End quote ---
That's the only thing I play for and I am not the only one, so it is safe to say that it does limit my whole ability to play the game.
How that justifies it as right, good or even efficient that it is only for PvP? The restrictions are there, but they serve no purpose.
--- Quote from: avv on March 02, 2013, 03:16:35 pm ---Safe worldmap is exactly responsible for boring gameplay because it's too good place to be. You can instantly spawn in any of the grids in town without any warning and it's many times the most decisive strategic move generally in pvp. While inside, your movements are slow and easy to scout.
--- End quote ---
Forcing the player to wait out artificial restrictions doesn't fix your issue, it simply makes the player wait to play the game, nothing more. How can you not see that?
I already said it, once you wait out the Idling timer you can do just that, jump on anyone without warning. The element of surprise is there and Idling timer is just an annoyance which delays, but doesn't really solve anything.
Imagine a situation, where you do Town Control and SOT, Hawks come later, what difference makes it that SOT, Hawks will have to wait out the same amount of restricted time if both were previously prepared to enter? That means they both will be able to enter at the same time, but the element of surprise will be just there as they will be able to choose to enter when exactly they want.
If one of the teams didn't prepare prior that, then one team will be able to enter faster than the other with or without the Idling timer.
The purpose of the initial Idling timer is that you will just have to wait more on us and so as we will have to wait on you, because that timer serves no other purpose other than waste our time.
The solution is a fundamental error of logic. Wrap your head around it more tightly, you will understand.
--- Quote from: avv on March 02, 2013, 03:16:35 pm ---Players can already safely organize in their bases. Safety just comes with a price of delay when entering. It's because when you organize against someone in safety, they can't know what's coming.
--- End quote ---
Just delays the ability to play for everyone.
avv:
--- Quote ---Forcing the player to wait out artificial restrictions doesn't fix your issue, it simply makes the player wait to play the game, nothing more. How can you not see that?
--- End quote ---
What I see is that when you're in hurry, idling timer is an issue. But you're in hurry when the enemy is in vulnerable state and it would be good time to jump on them. But in my opinion they deserve their looting time and safety against sudden third party attacks.
Idling timer won't be an issue if you're not in hurry. Teams still make it inside tc like always and you can be the first team inside any time. And if there's no backstab opportunity, the town is likely green even though there are enemies inside. The fact that people scout as bluesuits and create combat zones is another matter related to too cheap scouting and death having no penalty.
T-888:
--- Quote from: avv on March 02, 2013, 06:28:52 pm ---What I see is that when you're in hurry, idling timer is an issue. But you're in hurry when the enemy is in vulnerable state and it would be good time to jump on them.
--- End quote ---
You don't know that after the Idling timer they won't be in an vulnerable state and all that what your talking about simply doesn't apply or solve anything and it simply forces players to waste time in order of a plausibility of what might not happen in case of something.
In a hurry! The milestone of all arguments. ;D
--- Quote from: avv on March 02, 2013, 06:28:52 pm ---But in my opinion they deserve their looting time and safety against sudden third party attacks.
--- End quote ---
These sudden third party attacks happen even now, we got sand-witched some days ago when opponents entered in a good moment.
There wouldn't be any difference if they shouldn't have to wait for it, the outcome is the same and you fail to realize it.
--- Quote from: avv on March 02, 2013, 06:28:52 pm ---Idling timer won't be an issue if you're not in hurry.
Teams still make it inside tc like always and you can be the first team inside any time. And if there's no backstab opportunity, the town is likely green even though there are enemies inside. The fact that people scout as bluesuits and create combat zones is another matter related to too cheap scouting and death having no penalty.
--- End quote ---
There is back-stab no matter of your precious system. Once town control is initiated it is automatically combat zone and you will be inside and you will wait on our Idling timer and I will have to wait on your if we switched places. Third teams will attack once fights starts no matter what in their decided moment upon waiting the timer out, but then why the timer is needed at all can you tell me please if it's meant to prevent it?
avv:
--- Quote ---You don't know that after the Idling timer they won't be in an vulnerable state and all that what your talking about simply doesn't apply or solve anything and it simply forces players to waste time in order of a plausibility of what might not happen in case of something.
--- End quote ---
Yes the situation might or might not be even more better for sudden spawning after idling timer. But when the situation is favourable, you certainly want to spawn. Timer protects the guys inside from that. And if the situation is even better after timer has ran out, you shouldn't complain.
Besides, players who plan on having pvp don't want single quick action where winner loots and leaves forever but extended fights over hours with same character. Some +2 mins when waiting for the opponent is pitiful fraction compared to all the waiting that pvp involves normally. I don't have anything against that, you can try to reason as much as you can - I understand you don't like to wait those 2 minutes when logging in, so what?
--- Quote ---but then why the timer is needed at all can you tell me please if it's meant to prevent it?
--- End quote ---
It helps in places where players aren't tied to tc timer.
--- Quote ---There wouldn't be any difference if they shouldn't have to wait for it, the outcome is the same and you fail to realize it.
--- End quote ---
The outcome is the same if all 3 teams have been around for a while. It's different when another team just notices what's going on and wants to jump in as third.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version