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Author Topic: PK solution  (Read 16722 times)

Re: PK solution
« Reply #75 on: May 15, 2010, 05:48:27 pm »

But then again choosing between good and bad was the luxury of chosen one's because he had the power to change things so radically. We here in fonline are just average dudes who just do what they gotta do to survive.

but you can change things.. you can shoot all the ghouls in the reactor in gecko and make the lights turn off in vault city...

-Ulrek-
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Re: PK solution
« Reply #76 on: May 19, 2010, 10:43:43 am »

Bumping marking PKers couse I dont want to shoot every player I meet in random encounter and I dont wanna suffer for not shooting every player I meet in random enocuter.
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solid snake

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Re: PK solution
« Reply #77 on: May 19, 2010, 11:09:50 am »

Bumping marking PKers couse I dont want to shoot every player I meet in random encounter and I dont wanna suffer for not shooting every player I meet in random enocuter.

agreed.
bluesuit right. i don't want to shoot them. oh damn, they whip out a SMG and go to town on me. :/
player in armor, they are obviously evil... because they are wearing armor at lvl 1-21 **aims for eyes**
in this environment you know who someone is or you don't. you may know someone cause they've killed you or someone you know.
so you just become a pk and kill everyone because you work hard and live in fear?
an enemy of an enemy is not a friend of mine.
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Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: PK solution
« Reply #78 on: May 19, 2010, 12:19:34 pm »

agreed.
bluesuit right. i don't want to shoot them. oh damn, they whip out a SMG and go to town on me. :/
player in armor, they are obviously evil... because they are wearing armor at lvl 1-21 **aims for eyes**
in this environment you know who someone is or you don't. you may know someone cause they've killed you or someone you know.
so you just become a pk and kill everyone because you work hard and live in fear?
an enemy of an enemy is not a friend of mine.


The society is gone. No police, no government to speak of. You live in a country that pre-war had more firearms than people. You meet someone you don't know in the desert. That's not a pretty scenario. I'd say players in FOnline are pretty better off than real people in such a situation would be. I mean living in fear is great and is a part of the setting, and you can still tag someone you know is a PK and have an "unfair" advantage because of that - make it any easier would simply ruin the delicious suspense of encountering another human being, lol. You can still make a list of outlaws by exchanging namecolorizing and consistent tagging - why don't you use that instead of opting for the easy way out? You already have a very powerful tool...

dskpnk

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Re: PK solution
« Reply #79 on: May 19, 2010, 02:51:28 pm »

no no no very bad suggestion !
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Re: PK solution
« Reply #80 on: May 19, 2010, 03:30:48 pm »

it'll be abus . My colorzing will dont work , if someone will have red nick and he is green in colorzing 0o
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avv

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Re: PK solution
« Reply #81 on: May 19, 2010, 03:58:49 pm »

The society is gone. No police, no government to speak of. You live in a country that pre-war had more firearms than people. You meet someone you don't know in the desert. That's not a pretty scenario. I'd say players in FOnline are pretty better off than real people in such a situation would be. I mean living in fear is great and is a part of the setting, and you can still tag someone you know is a PK and have an "unfair" advantage because of that - make it any easier would simply ruin the delicious suspense of encountering another human being, lol. You can still make a list of outlaws by exchanging namecolorizing and consistent tagging - why don't you use that instead of opting for the easy way out? You already have a very powerful tool...

All the same, players should be allowed to pick sides and recognize their enemy. Besides in real world you have more time to talk because you can cover 90% of your body behind a concrete wall and discuss things with the stranger without the fear of getting eyeshotted with 95% accuracy.

Many people are using name colorizing, it just doesn't recognize the alts of an enemy. There's been many reports of players dual logging with their another combat char when their main dies. In addition:
Quote from: Lordus
At the start of this era, we were discussing our policy. To be PK or not. I told to our members, that one half of players we meet in mines, are alts of our enemies. But because we cant recognize tham, we will not shoot them, if they will not attack us or we will have enough info from our inteligent agency Smiley) confirming that they are PK.
If our game is based on factions and players trying to break or maintain order, then why would the anarchistic side have to have so many advantages in various ways? The freedom to do everything they want is advantage already.

no no no very bad suggestion !

This is a good example how not to answer to a suggestion.
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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.

Nice_Boat

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Re: PK solution
« Reply #82 on: May 19, 2010, 04:21:32 pm »

All the same, players should be allowed to pick sides and recognize their enemy. Besides in real world you have more time to talk because you can cover 90% of your body behind a concrete wall and discuss things with the stranger without the fear of getting eyeshotted with 95% accuracy.

You don't get concrete walls, rocks, trees etc. every time you meet someone. You could always end up being on the road or in some other place in the open taking fire from unknown location, as is most often the case with ambushes. Besides that's like the problem with the maps, and not player alignment recognition - it's just that the random encounter spawn points sort of suck and can easily be camped. Anyway most "bad guys" will just shoot you no questions asked, so I'd say that them choosing not to is a pretty good indicator that they mean no harm ;D I just really dislike the notion of some scripts doing the job players can do themselves - it makes the game more of a no-brainer and really messes with the atmosphere. The uncertainty you face meeting a stranger is precisely what keeps the random encounters with players interesting... unless it instantly deteriorates into a shooting incident, but the way this game deals with spawning it can't really be helped - maybe some bigger maps and more randomized spawn points could help so that you can't camp everything?

avv

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Re: PK solution
« Reply #83 on: May 19, 2010, 06:12:27 pm »

You don't get concrete walls, rocks, trees etc. every time you meet someone. You could always end up being on the road or in some other place in the open taking fire from unknown location, as is most often the case with ambushes. Besides that's like the problem with the maps, and not player alignment recognition - it's just that the random encounter spawn points sort of suck and can easily be camped. Anyway most "bad guys" will just shoot you no questions asked, so I'd say that them choosing not to is a pretty good indicator that they mean no harm ;D

Yeah the maps kinda suck, but it's not about that only.

The alignment recognition is problematic because if I run to a pk in disguise when he doesn't want to fight, he gets away. It's a discouragement for pk hunters because they can't get the first shot and pks can pick their fights.
Same goes for guarding the mines, maybe you can take control over a mine, but surely your enemy's alts will be free to mine there aswell.
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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.

Sarakin

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Re: PK solution
« Reply #84 on: May 19, 2010, 08:13:35 pm »

I totally agree with avv in this, its hard for anti-pk players to recognize pk players ( please no trolling concerning this statement ). Sure, for someone like Nice Boat (PK), who attacks everyone (weaker) , its good "feature" that he has first shot in almost every encounter.
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[19:41:06] <@JovankaB> einstein said we dont need name colorizing
Re: PK solution
« Reply #85 on: May 19, 2010, 08:19:27 pm »

the solution to pking is killing them before they kill you.
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Nice_Boat

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Re: PK solution
« Reply #86 on: May 19, 2010, 09:40:59 pm »

I totally agree with avv in this, its hard for anti-pk players to recognize pk players ( please no trolling concerning this statement ). Sure, for someone like Nice Boat (PK), who attacks everyone (weaker) , its good "feature" that he has first shot in almost every encounter.

And you are basing the statement that I attack weaker players on...? I don't really pk in encounters unless provoked or during a group action, besides when I feel like doing it it's way more entertaining to see the victim sweat first ;D I think most people who met me outside of town control/mining the miners can testify to that, lol. Anyway it's bad manners to make it personnal on the forums like that - because really, if we ever had contact in game it was probably during a friendly exchange of gunfire between consenting adults during a TC fight.
« Last Edit: May 19, 2010, 09:43:08 pm by Nice_Boat »
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Re: PK solution
« Reply #87 on: May 19, 2010, 10:11:00 pm »

The society is gone. No police, no government to speak of. You live in a country that pre-war had more firearms than people. You meet someone you don't know in the desert. That's not a pretty scenario. I'd say players in FOnline are pretty better off than real people in such a situation would be. I mean living in fear is great and is a part of the setting, and you can still tag someone you know is a PK and have an "unfair" advantage because of that - make it any easier would simply ruin the delicious suspense of encountering another human being, lol. You can still make a list of outlaws by exchanging namecolorizing and consistent tagging - why don't you use that instead of opting for the easy way out? You already have a very powerful tool...

But those are players...immortal players that is who use alts!  Thats why marking PK's is justified.
While PKing you have nothing to lose and adventage of not being marked is in my opinion way too big bonus for immortal, alting PKers.

Ps. There is no delicious suspense , you shoot first or risk losing all your stuff. And it makes players start to shoot anyone who is not on their friend list.
« Last Edit: May 19, 2010, 10:16:08 pm by Frosti »
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Archaeon_dude

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Re: PK solution
« Reply #88 on: May 20, 2010, 12:09:43 am »

 The ingame recognition of an enemy would take a lot from what an ideal roleplaying scenario would be, where you get to know this person is an enemy because he does things that do not fit in your moral codes. I think this system works fairly enough. Towns should be guarded (camping should have a certain difficulty), bounty hunts should be improoved and reputations should be a weight factor.

You guys remind me of Freud's myth of the tyrant father. Establishing penalties for transgressions might work as a common foe is missing.
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Didn't, got killed.
Re: PK solution
« Reply #89 on: June 13, 2010, 11:44:39 am »

Jesus H. Christ.  This is possibly the worst idea I've ever seen.  The whole white, pink, red was bad enough.. but LOSING A LEVEL when you pk?  You talk about pking like it's a flaw or something.. it keeps the goddamn game interesting.  The wasteland is harsh.  Stop playing if you don't like it.
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