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Author Topic: Militia, once again  (Read 12553 times)

Pozzo

  • Tim Tom & Ted Lawyer Agency
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Re: Militia, once again
« Reply #30 on: September 13, 2010, 04:01:28 pm »

Fallout ? Fallout tactics ? What is this ? Never heard about that.
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Gatling

  • Violent Pacifist.
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Re: Militia, once again
« Reply #31 on: September 13, 2010, 04:16:04 pm »

I sure hope it gets removed from everywhere... or get their mechanics an overhaul.   >:(
« Last Edit: September 13, 2010, 04:18:40 pm by Gatling »
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And now...
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Cha

  • Lawyer for Great Justice.
    • TTTLA FORUM
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Re: Militia, once again
« Reply #32 on: September 13, 2010, 04:28:37 pm »

To Cha : Mines ? Spaces in cities where are not militia ?

Yeah ?  what in these word you do not understand ?

I admit that you have less areas to do pvp in small groups since militia, yeah you cannot do smallscale action in downtown of redding and BH, east side of den, and yeah fight in modoc its almost impossible, but you just CANT say you dont have any zone area to do so. (i will not repeat myself with the areas where you can...).

So the the only problem its TC for small Gangs... What the Hell ?!... Yeah 2 guys should be able to take control of a city..  ::)

Edit: and once again, we should wait for the new incoming gameplay features, before redo existing PVP mechanics...
« Last Edit: September 13, 2010, 04:40:54 pm by Cha »
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DonGizmo

  • This is the end...
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Re: Militia, once again
« Reply #33 on: September 13, 2010, 05:59:46 pm »

TTTLA has own anti PK history (like VSB), but they are more guarding cities.

 So why not give only for them some city, like HUB, eliminate current hub guards and enable militia there for better protection of you. It will be support of roleplay for TTTLA gang, enemies could raid them, but not retake the city.

 TTTLA would get res. for numbers of trades in the city => more trade, more res.

 This game is dying anyway, so this could not be a gameplay problem.
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Pozzo

  • Tim Tom & Ted Lawyer Agency
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Re: Militia, once again
« Reply #34 on: September 13, 2010, 06:05:50 pm »

We just try to offer an alternative to "kill them all".
And this is not a topic about TTTLA...
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maszrum

  • Soldiers of Thunderstorm
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Re: Militia, once again
« Reply #35 on: September 13, 2010, 06:12:31 pm »

Quote
This game is dying anyway
sad but ture ;/
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Solar

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Re: Militia, once again
« Reply #36 on: September 13, 2010, 06:17:59 pm »

This game is dying anyway

If by dying you mean a consistant number of people playing, sure.

We will peak around 400 players tonight, this peak will slowly go down to the early 300s as we get further from the start of the season. Its been roughly this for a year with the odd peak and trough caused by TLA being shut, 3d Announcement, the dead months when the wipe was coming "soon"(kind of 500 -> 200 region).

We gradually progress, come what may. We're actually getting close to the stage where content will start being added in.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Militia, once again
« Reply #37 on: September 13, 2010, 06:44:30 pm »

As member of VSB i dont think so that we as Anti PKs will day after remove militia.

And again, i repeat myself. I didnt say that two mens can take town, u just want fighting with someone in towns when i have only 2 or 3 mens, and no against bilions of NPCs. Understand ?

Its so hard to try it for some time ? You are scared ? Of what for god ?

I think that it will help, and its not destroy Anti PKs.
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Pozzo

  • Tim Tom & Ted Lawyer Agency
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Re: Militia, once again
« Reply #38 on: September 13, 2010, 07:06:42 pm »

Hololasima, don't forget that the more a gang buy milicians the more they will obtain caps as reward. And big gangs need money :)
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Re: Militia, once again
« Reply #39 on: September 13, 2010, 07:28:52 pm »

Hololasima, don't forget that the more a gang buy milicians the more they will obtain caps as reward. And big gangs need money :)

But we not always want city. We just want action. Without militia people will be in towns, PKs = action for us.

Maybe we are different than you, TTLA. You want protecting city, trading, meet new players and etc. We dont need this. If we meet someone we will greeting him but we dont care about him 24/7.
Our goal are PKs, we hunting them, their are our priority. Not protecting blues all day long.
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Heckler Spray

  • former Orphans' member, now in TTT Lawyer Agency
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Re: Militia, once again
« Reply #40 on: September 13, 2010, 08:07:26 pm »

So, maybe you should take a town but let it without militia and wait to see what will happen...
The problem is, PKs often come to ungarded cities because they're looking for defenseless people to kill, but people won't visit ungarded towns if they don't have to (for now, the only reason is HQ minerals and uranium, and it takes about 2 mins to dig it), and if it's too risky.
So, no "ordinary" player in Northern towns = no PK.
These towns will stay PvP battlefields for Big Factions, and it seems everybody is bored with this system.
That's why militia, even if it's bugged, unbalanced... is needed for gangs, especially the ones who want people to come back in the North, to bring more players. And because it's not possible for 2 or 3 guys (you know, no one can play 24h/24) to defend a town against a big gang, militia is necessary.
If you want action, you need to have more players. Ordinary players, who will feel a little more safer (they would know that some good guys were protecting the place), will visit ungarded towns, PKs will try to strike them (cause they would know the town is not completely safe), and protectors will stop them.
Yeah, I know it sounds a bit optimistic, but it used to work that way in Den, when we were guarding this town...
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Re: Militia, once again
« Reply #41 on: September 13, 2010, 08:17:48 pm »

And because it's not possible for 2 or 3 guys (you know, no one can play 24h/24) to defend a town against a big gang, militia is necessary.

I dont want defending whole city for god ! Just forget on Town Controlling. I just want fight with 2-3 mens in town against more enemies. Like in past. In past it was possible, why not now ? Beacuse some militia ?

They are just pain in ass for me. I dont want them, even if i am Anti PK. They are not necessary for my job.
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Avatar: Equality of rights for ghouls!
Re: Militia, once again
« Reply #42 on: September 13, 2010, 08:29:14 pm »

I'm coming at this from the other side of the coin. I'm a delicate flower from The South, and I cannot think of the last time I visited a northern town that wasn't Vault City. Simply put, there's no reason to. Besides HQ Minerals, as Mister Spray pointed out, what's the point? Even if the town is "protected" by "Anti-PK" you're still incredibly more likely to get your face shot off. The TC system is a clunky old clusterfuck that most people don't really take part in. It's time to put the old girl down.

I expect most work for PvP to go into either Domination Mode (basically a small team battle with controlled numbers) or Faction Scenarios (Basically exactly like the Arena, but with new maps, faction themed weapons and rewards at the end of them).

These things have several advantages over TC - Being away from populated areas, Controlling numbers so its not just a race to see who can have the most people online, etc ... so hopefully its easier to get right and they won't need to be remade many times.

I believe, deep in my brain's heart, this the way PvP has to evolve in FOnline. I would go as far as to suggest that this should replace TC entirely: the northern towns become guarded, and player gangs can fight with/against NPC factions as part of Domination. Then we've got a reason for 'Ordinary' players to go to the north, a more balanced PvP system, players fighting in maps actually designed for PvP, more people taking part in PvP, and fights where both sides have a chance of winning.
« Last Edit: September 13, 2010, 08:33:33 pm by Badger »
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Pozzo

  • Tim Tom & Ted Lawyer Agency
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Re: Militia, once again
« Reply #43 on: September 13, 2010, 08:41:45 pm »

Quote
I believe, deep in my brain's heart, this the way PvP has to evolve in FOnline. I would go as far as to suggest that this should replace TC entirely: the northern towns become guarded, and player gangs can fight with/against NPC factions as part of Domination. Then we've got a reason for 'Ordinary' players to go to the north, a more balanced PvP system, players fighting in maps actually designed for PvP, more people taking part in PvP, and fights where both sides have a chance of winning.

But if you can fight all day long with free stuff in Domination what is the use of crafting ? People will gather a lot of high tier stuff for what ?
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Solar

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Re: Militia, once again
« Reply #44 on: September 13, 2010, 11:39:54 pm »

Domination won't be free stuff. It will be the stuff you bring with you, but controlled numbers.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
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