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Author Topic: Add more quests.  (Read 11038 times)

Re: Town Control and Militia. Again.
« Reply #15 on: April 07, 2010, 07:21:38 pm »


That's an interesting idea but it's too easy for a gang to make 100 alts and log them into the city to exploit for "traffic reward".  You'd have to do it so they'd get a % of the caps value of everything traded there, or something.

Maybe when there's more quests, proportion it to the number of quests completed in that town. Measuring it by trade seems more exploitable.

The town militia should have the town's best interest at heart. If they run the town into the ground, they'll get kicked out.
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Re: Town Control and Militia. Again.
« Reply #16 on: April 07, 2010, 08:58:02 pm »

Ignoring the fact that town militia shooting everyone on sight is already a retarded idea let's try to rethink that.

I's not "their" town. City pays money to protect them - read: they don't kill travelers and inhabitants. If they don't hold their part of bargain they should be kicked out of the town even if it's a hopeless fight.

Thank you for steering this back on topic.
I don't care about PvP or bribes or shit or whatever. Give me a logical reason to use "Kill everyone on sight" other than griefing.

Yes. I tried talking my way in. A Russian guy said "No you can't." and that's it. So yeah. Great. What a nice RP element. I understand resources can be controlled, but you can control it by just PATROLING the town. Not going somewhere else and leaving militia on autokill. You can already kill anyone that's suspicious by shooting him once with BB-gun and the militia follows.

I'm not against killing players because you can. I'm against making it automatic and requiring no effort. "Shoot all enemies" is alright. "Shoot everything that moves for no reason" is bullshit, really.

Just give me an argument what is "Kill all in sight" useful for. I see no uses for it. If there really is a reason for it then fine. But so far, I see it only as something that jerks love.
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VongJin

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Re: Town Control and Militia. Again.
« Reply #17 on: April 07, 2010, 09:00:22 pm »

Ignoring the fact that town militia shooting everyone on sight is already a retarded idea let's try to rethink that.

I's not "their" town. City pays money to protect them - read: they don't kill travelers and inhabitants. If they don't hold their part of bargain they should be kicked out of the town even if it's a hopeless fight.

Remember that militia are not gang soldiers. Those come from city population and should turn on controling gang in such circumstances. Unfortunatelly there's no way to judge when a gang "crosses a line". The best option would be to remove such option (shot everyone on sight).

In short there should be a rule: "you're to stupid to control town? Go back to your cave."


actually it is *their* town coz they captured it in bloody  fight. and it's their *militia* coz they pay  caps for each militia member. And yes City pays them money to protect the City(NPC,townies,traders).... not a random wastelanders who walks across the streets in blues suits. They protect city from intruders and they have all rights to decide who is intruder and who is not.

i think town control system working as intended.
Re: Town Control and Militia. Again.
« Reply #18 on: April 07, 2010, 09:04:11 pm »

blahblah
OFF TOPIC.

This topic is about "What use is to kill everyone on sight apart from preventing other players playing the game?"
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VongJin

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Re: Town Control and Militia. Again.
« Reply #19 on: April 07, 2010, 09:06:37 pm »

and guys there is no option in militia control to set *kill all on sight*... faction member must shot a victim to force militia to atack.
Re: Town Control and Militia. Again.
« Reply #20 on: April 07, 2010, 09:08:03 pm »

and guys there is no option in militia control to set *kill all on sight*... faction member must shot a victim to force militia to atack.
Please explain.

I ran into town and got killed by militia not player. Because he said "stop" and then "shit" before I exploded after I got into range.
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VongJin

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Re: Town Control and Militia. Again.
« Reply #21 on: April 07, 2010, 09:10:12 pm »

Please explain.

I ran into town and got killed by militia not player. Because he said "stop" and then "shit" before I exploded after I got into range.

u probably got 1st shot from faction member and only after that militia killed you.
Re: Town Control and Militia. Again.
« Reply #22 on: April 07, 2010, 09:12:54 pm »

u probably got 1st shot from faction member and only after that militia killed you.
But here was no other player. I have 10 PE. I would see name.
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Nice_Boat

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Re: Town Control and Militia. Again.
« Reply #23 on: April 07, 2010, 09:17:10 pm »

OFF TOPIC.

This topic is about "What use is to kill everyone on sight apart from preventing other players playing the game?"

They're not preventing anyone from playing the game, they're preventing you from doing a quest. So you come here whining instead of doing something about it. That's why this thread is sad.

I remember people whining about wasteland being "too hi-tech". So here we go, a person belonging to that very same demographic whining because a powerful faction won't let him join the Raiders and get SG3. Ironic, isn't it? Especially since nothing in the wastes remains permament and he's going to get it someday anyway.

Oh, and no, the town isn't paying the gang members for protection. It's been conquered by them. Remember those day 1 militia guys? And when they were wiped out? Yeah, that's when the conquest happened. Gangs aren't some sort of hired guns there, they're more like a feudal landlord imposing taxation.

And that guy with an idea of gangs handing out metal armors to get more people to visit their city - oh wow, that's so realistic and so post-apo. I mean, you had people handing out guns, food, artifacts and ammo everywhere in the classics like Roadside Picnic, Mad Max or modern stuff like Book of Eli and The Road. We've just had a nuclear war go off, so why would an armed dude shoot anyone on sight? Why would a warlord order anyone approaching his city be killed? It doesn't make sense, right?! ::)
Re: Town Control and Militia. Again.
« Reply #24 on: April 07, 2010, 09:35:01 pm »

They're not preventing anyone from playing the game, they're preventing you from doing a quest. So you come here whining instead of doing something about it. That's why this thread is sad.
All the time while I'm here I still have my character parked on worldmap. So I'm waiting too. And it does prevent me from playing. Without that quest I don't have a faction. Without a faction I don't have a safe place to keep my stuff and trade. I don't want to join other players. I want to join an NPC faction because they are way more fun and don't care if I'm a loner. So it does prevent me from playing.

But now it seems that's not even kill-on-sight but just some ninja snipers shooting first. Which is strange considering I was talking to the guy patrolling when I exploded.

Quote
We've just had a nuclear war go off, so why would an armed dude shoot anyone on sight? Why would a warlord order anyone approaching his city be killed? It doesn't make sense, right?! ::)
Just as much sense as respawning does.
It is a game. And it just makes you a jerk if you don't let others play. PvP in this game is not going anywhere, but why allow players to prevent others from progressing in game?
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Nice_Boat

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Re: Town Control and Militia. Again.
« Reply #25 on: April 07, 2010, 09:44:42 pm »

I don't want to join other players. (...) So it does prevent me from playing.

... so I guess that's the clou of the subject we're discussing here. You want the game to be changed because you don't want to band up with other players for a single friggin' task. That's THE joke of the day, honestly.

Just as much sense as respawning does.
It is a game. And it just makes you a jerk if you don't let others play. PvP in this game is not going anywhere, but why allow players to prevent others from progressing in game?

And where is your NCR citizenship going? Does it hold more meaning than gang stuff? I seriously doubt that, especially since gang issues shape the politics of the wasteland and your actions don't really shape anything except your immediate surroundings. Everybody's playing the way he likes and with the competitive approach of some players there's nothing strange or wrong with them preventing you from progressing. Either way, you have no one but yourself to blame for the fact that you can't get in - there are ways to do that, you just don't want to go that way. If somebody shot you while you were traveling from VC to NCR, would you blame him for preventing you from progressing from VC to NCR and run crying to the devs with another thread? Cause the issue is the same, only the scale is a little bit different.
Re: Town Control and Militia. Again.
« Reply #26 on: April 07, 2010, 10:08:56 pm »

... so I guess that's the clou of the subject we're discussing here. You want the game to be changed because you don't want to band up with other players for a single friggin' task. That's THE joke of the day, honestly.
Okay. I can band with players for a single task. Just tell me how many players do I need to take over the whole Den? That requires some serious manpower, and they won't just let me join them for a bullshit reason like joining an NPC faction to leave them.
The game offers players the ability to be part of the NPC faction and I want to use it. That doesn't hurt anyone or prevent them from playing.
Quote
Everybody's playing the way he likes and with the competitive approach of some players there's nothing strange or wrong with them preventing you from progressing.
So how exactly can everyone play the game he likes if others can prevent you from progressing? Yes. Wasteland is harsh, but this is being harsh for no other reason than being harsh. Nothing good comes from that really.

Quote
Either way, you have no one but yourself to blame for the fact that you can't get in - there are ways to do that, you just don't want to go that way. If somebody shot you while you were traveling from VC to NCR, would you blame him for preventing you from progressing from VC to NCR and run crying to the devs with another thread? Cause the issue is the same, only the scale is a little bit different.
It's normal to get killed. But it is avoidable. Here it is not avoidable. We have 3 unguarded HQ resources mines. 3 guarded mines. Lots of starting and respawn points. You can even craft MFC and 7.62mm in two places. But joining a faction is one-place only. And that place is blocked by players.

By your logic this game shouldn't have any mechanism to prevent people from standing in doors. After all, it's their choice, and you can find ways around it.

Also, edited first post.
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Nice_Boat

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Re: Add more quests.
« Reply #27 on: April 07, 2010, 10:17:39 pm »

And the best way to solve the issue would be to do something with the TC instead of moving a single quest, right? ::)
Re: Add more quests.
« Reply #28 on: April 07, 2010, 10:21:36 pm »

And the best way to solve the issue would be to do something with the TC instead of moving a single quest, right? ::)
I still fail to see what would be the use of shooting everything in sight. That's wasting ammo if nothing else.
But now I don't know if there is such a setting for militia anyway as nobody else confirmed or denied what VongJin said.
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Re: Add more quests.
« Reply #29 on: April 07, 2010, 11:56:53 pm »

I still fail to see what would be the use of shooting everything in sight. That's wasting ammo if nothing else.
But now I don't know if there is such a setting for militia anyway as nobody else confirmed or denied what VongJin said.

Well I can suggest reading on history because there are many instances in real life where unarmed individuals were murdered. Also no one is preventing you from playing, you log in, that its it, you are playing. If you are referring to enjoying the game, well that is different, because if you are not dead then the faction controlling the town isn't enjoying the game, so this reasoning is subjective.
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