fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 08:39:40 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: New player protection that doesn't overdo it  (Read 1993 times)

New player protection that doesn't overdo it
« on: October 07, 2010, 10:11:21 am »

Because this a suggestion forum I figured I'd put this idea here I've been thinking about for a while.

Proposal:
Player Hometown selection

Execution:
All players are given a hometown on player creation. (closest guarded town) (hometown can be changed later for a fee)
Hometown effects are only active in the wasteland or tents.
If a player kills another player with a hometown the killer will lose his/her hometown and receive -100 rep from the victim's hometown.
To get your hometown back you have to pay 1000 caps to your town's mayor for every player you have killed.
If a player kills another player in self defense it will not remove the player's hometown status or effect the player's reputation.

Results:
It might deter casual PKers from killing random bluesuits, hopefully they'll rob them instead.
It will not deter hardcore PKers with many alts from killing random bluesuits for sexual gratification.
Tent followers will be unable to return to the same town over and over again. (Consider it a cooldown period)

Problems:
alts, rep doesn't matter
someone will find a way to troll people with it

Let me know what you think and if I've missed any situations where this could be exploited. I imagine pvpers would not bother with hometowns at all, but for low levels it would work as a slight deterrent from the endless slaughter that we see now.
Logged
20:49:58 • You encounter: Ghoul crazies.
20:50:01 • You were critically hit in the head for 55 hit points, knocked out and had your armor bypassed.
Re: New player protection that doesn't overdo it
« Reply #1 on: October 07, 2010, 11:03:53 am »

How exactly will this protect new players?

Casual PKers most likely have no issues with reputation as they won't do it regularly (from personal experience).
There's no downside for not having a hometown.
Self defense also means you might shoot first.
Logged

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: New player protection that doesn't overdo it
« Reply #2 on: October 07, 2010, 11:05:50 am »

How exactly will this protect new players?

Casual PKers most likely have no issues with reputation as they won't do it regularly (from personal experience).
There's no downside for not having a hometown.
Self defense also means you might shoot first.

Wanted to say the same. What are the benefits/disadvantages of not having a hometown?
Logged
Chars: Perforator, Penetrator Leaderator
Re: New player protection that doesn't overdo it
« Reply #3 on: October 07, 2010, 11:56:16 am »

Quote
What are the benefits/disadvantages of not having a hometown?
All this will add is a reputation drop to people who routinely hunt new characters. I'd prefer more than 100 reputation loss but I figured -100 would be accepted easier than -200.

There are no disadvantages for not having a hometown otherwise pvper powerbuild people will cry about it.

Later there could be discounts at stores and bars, extra missions and quicker reputation recovery for characters in their hometown. It depends on how well received the idea is.

Quote
Self defense also means you might shoot first.
In most situations the game would be much the same as it is now. If you know somebody is a PKer chances are they lost their 'hometown' a long time ago.
Logged
20:49:58 • You encounter: Ghoul crazies.
20:50:01 • You were critically hit in the head for 55 hit points, knocked out and had your armor bypassed.
Re: New player protection that doesn't overdo it
« Reply #4 on: October 07, 2010, 12:48:28 pm »

All this will add is a reputation drop to people who routinely hunt new characters. I'd prefer more than 100 reputation loss but I figured -100 would be accepted easier than -200.

There are no disadvantages for not having a hometown otherwise pvper powerbuild people will cry about it.

Later there could be discounts at stores and bars, extra missions and quicker reputation recovery for characters in their hometown. It depends on how well received the idea is.
In most situations the game would be much the same as it is now. If you know somebody is a PKer chances are they lost their 'hometown' a long time ago.

I still fail to see the use for this.
PK don't care much about reputation, similar to caravan hunters.

I don't see the need for discounts at stores and bars.
Extra missions at your hometown simply leads to xp farming.
Getting a bad rep with your hometown means you screwed up, meaning you shouldn't get it back easily. Instead they should kick you from your hometown.

Shooting out of self defense to kill know PK is one thing, but if I encounter other people I have tagged red, like thieves or some major assholes, I would like to be able to shoot them without having any kind of reputation drop.
Logged

avv

  • Offline
Re: New player protection that doesn't overdo it
« Reply #5 on: October 07, 2010, 01:13:25 pm »

Pointless killing will eventually disappear if joining and upholding npc faction relations is encouraged.
Logged
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.
Re: New player protection that doesn't overdo it
« Reply #6 on: October 07, 2010, 08:55:53 pm »

thanks for your feedback hertogjan, losing hometown permanently would sort of act like a toggle for PK mode I guess and while i disagree with your concerns about xp farming and discounts i will still take them into account. PKs not caring about reputation doesn't really matter, maybe there needs to be an "unprotected by guards" reputation level before vilified.

avv i agree, i hoped starting out in a faction (hometown) might encourage this later on

it's still a pretty vague idea, if anybody has any ideas to improve it please post them here.
Logged
20:49:58 • You encounter: Ghoul crazies.
20:50:01 • You were critically hit in the head for 55 hit points, knocked out and had your armor bypassed.
Re: New player protection that doesn't overdo it
« Reply #7 on: October 08, 2010, 02:27:12 am »

We could maybe add a "storyline" to the game, all new chars pick a faction to join, where they start, respawn there until level 3, killing fellow faction members gets you expelled and banned from the town (for 5 years in game) all npc's from that faction shoot on sight etc...

i remember Aiux having a great idea for a storyline for an Fonline server, essentially the player picked a faction from the beginning and roleplayed it getting the advantages and disadvantages of that faction... i.e Enclave, you get good gear and etc, but the whole wasteland is hostile to you, can't walk into any town but Navarro, etc... Join Junktown and start with highly positive rep in all cities, etc. Join NCR and be hated by Vault City, and Reno, etc...

Duno if this would work tho, but just like communism it looks cool on paper...
Logged
Owner of FOnline 2258! A true Fallout inspired adventure!
http://bit.ly/3syLeTp
http://www.fonline2258.com
Re: New player protection that doesn't overdo it
« Reply #8 on: October 08, 2010, 04:51:22 am »

I hate to say it but we could alwasy go Diablo style.

Full loot drop or pk should be a flaggable option.  If you wish to rob the shit out of others there should be consequences so only those with full loot drop on would be able to loot other folks bodies.  Same with player killing.

There is a reason why these systems work for every friggin other mmo out there.

But then again, most folks on fonline have a need to be a homicidal maniac or roleplay as a raider (why the wasteland magically knows your a raider faction and hates you is ok but roleplaying a cs raider is totally cool i dont know).
Logged
Re: New player protection that doesn't overdo it
« Reply #9 on: October 08, 2010, 05:22:05 am »

allow players to join npc factions earlier. Vault city is difficult to get into for blue suits. Allow players of all levels to enter NCR faction. So, if player A (from player faction) attacks player b (from NCR faction), player A gets - rep for NCR.
Logged
Re: New player protection that doesn't overdo it
« Reply #10 on: October 08, 2010, 09:40:47 am »

Vault city is difficult to get into for blue suits.

My blue suit doctor alt was in VC faction at level 6 or 7.
It's not hard.
Logged
Re: New player protection that doesn't overdo it
« Reply #11 on: October 08, 2010, 10:40:46 pm »

My doc got into VC at level 1 becuz of his high intel and charisma... I laughed my ass off on that one Borse! "Please let me in! I won't survive out here! PLEASE!!!!" Ok your right, open the gates boys"

I agree that some factions should be easier to get into like the Raiders (1 charisma guys should reable to join them) Enclave should be that one faction you eighter join and stay at after creating a character and make it impossible to quit or whatever, NCR should be that main noobie faction... Junktown for crafters, Hub for Merchants.... Broken Hills for Fighters.... Redding for Half and Half crafter/ fighters.... VC for high intel chars/ doctors..... Gecko/ Necropolis for 1 charisma guys and ghouls, exiles, whatever... Klamath for HtH/ Melee guys.... Den for Thieves...Modoc for SMall Gunners.... BoS for Big Gunners.... Remnant's for EW guys....

Then again if we implement something like this the entire game will feel DIFFERENT... its really a huge change... who knows if it is a good idea... I don't see it happening this year tho is sounds like a hard thing to code...
Logged
Owner of FOnline 2258! A true Fallout inspired adventure!
http://bit.ly/3syLeTp
http://www.fonline2258.com

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: New player protection that doesn't overdo it
« Reply #12 on: October 08, 2010, 10:49:07 pm »

I hate to say it but we could alwasy go Diablo style.

Full loot drop or pk should be a flaggable option.  If you wish to rob the shit out of others there should be consequences so only those with full loot drop on would be able to loot other folks bodies.  Same with player killing.

There is a reason why these systems work for every friggin other mmo out there.

But then again, most folks on fonline have a need to be a homicidal maniac or roleplay as a raider (why the wasteland magically knows your a raider faction and hates you is ok but roleplaying a cs raider is totally cool i dont know).


Sounds really nice, but everyone would choose this option and no fun for PKers. I rather like OPs idea - to reduce rep, but karma would suit better, why? Because this was how it used to be in F1/F2. Karma could be on levels like rep, if it goes below 900, the player will be attacked by positive NPC factions. Karma could be reseted to 0 by kiling non NPC critters
Logged
Chars: Perforator, Penetrator Leaderator
Re: New player protection that doesn't overdo it
« Reply #13 on: October 08, 2010, 11:41:23 pm »

How will this be no fun for pkers?  If anything, not losing your gear allows the wronged person to try to "avenge" themselves and start another pvp battle.

If people want to "loot" other folks then they also will need to take the risk of getting looted.  I don't see how that is any different than now.

The only thing this mechanic will do is allow low level folks to get actually level and amass gear so they too can join in on the pvp fun.

If your one of those folks who says looting is the whole point of pvp then this might help.

Devs could setup events or TC would be the few places where full loot drop is enabled on everyone who is in and stays on for a while afterwards.

PS:  Griefer still get their fun by making folks run for miles sometimes to get back to where they died to attempt vengeance.
Logged
Pages: [1]
 

Page created in 0.103 seconds with 23 queries.